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Patch 1.2.0 on PTR - Page 54

Forum Index > SC2 General
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guitarizt
Profile Blog Joined March 2009
United States1492 Posts
December 04 2010 05:49 GMT
#1061
I'm not sure if this is working as intended or is not a setting, but you used to be able to hold down a key to make a unit. Like for zerg I'd have a larva selected and I'd hold down 'D' to make a drone when I had enough minerals. Now it doesn't do that and I have to hit 'D' after I have enough minerals and I can't just hold down the key. It's not really a big deal since I always used to hit it rapidly before finding out I could hold down the key, but it's not consistent with non PTR.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
December 04 2010 05:49 GMT
#1062
i can confirm that force fielded ramps (at any location on the ramp) will still not block stalkers from gaining vision in order to blink up it
ModeratorBlame yourself or God
FrostOtter
Profile Joined September 2010
United States537 Posts
December 04 2010 05:50 GMT
#1063
On December 04 2010 14:39 DoomFox wrote:
• Fixed an issue where Larva could produce units by holding down hotkeys.

This is funny because I've been a zerg player since the Beta started and never knew you could train units like this. I've always just pressed each unit production key one at a time. To all the people complaining about having to press z,z,z,z,z,z,z,z,z,z 15+ times in a row during a production cycle: it's not that hard. Or at least it doesn't seem hard to me because I'm used to it, having thought that was the only way to make units :O

Ditto, I've always pressed individually-- and if I can do it, the pros can do it.
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-12-04 05:51:00
December 04 2010 05:50 GMT
#1064
Can the bottom of a ramp be blocked by 3 2x2 buildings now? Just curious It looks like it can, but I feel unsure
aztrorisk
Profile Blog Joined April 2010
United States896 Posts
December 04 2010 05:50 GMT
#1065
Finally, SCV repair = same target priority as attacking units

I think everyone can agree on this nerf for Terran since PF will be much easier to take down now.

FG doesn't work on air is just stupid. Hydras aren't even that good against muta and spire takes forever to build if you started it late. No more hydra-FG option

Carrier Buff?

Hallu buff was unnecessary.

VR + vs massive=GREAT

Zerg larva-holding down a key was a issue?!?!

Were is the reaper buff?

I like Pheonix buff, now I can maintain a air army vs terran

Overall, only problem is FG and larva
A lock that opens to many keys is a bad lock. A key that opens many locks is a master key.
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
December 04 2010 05:52 GMT
#1066
On December 04 2010 14:46 FrankWalls wrote:
i think people are overreacting quite a lot.

1. the holding down key thing - comparing it to the warp gate thing is pretty silly. you have to click individually every time, just like we do now, same for all spells. each is an individual click

That's not true though, with warp gates we've had the option of simply holding the Unit Hotkey down and spam clicking or pressing shift+ Unit Hotkey and clicking. The right hand's duty hasn't changed, but now the left hand has to do a ton more.

Now for Protoss and Terran, this isn't necessarily bad. The fact that it is this way isn't so much the issue. The issue is the game hasn't worked that way until just now. It doesn't add anything to the depth of the game and restricts players from doing what they've done throughout sc2's existence. Why would that be a good thing?

For zerg, this is just plain bad. That's a lot of additional key presses, and for what? Creating a zergling swarm is going to be a nightmare. It didn't even work this way in Brood War, in bw you selected larva and pressed the button you wanted, and every single selected larva would morph immediately. There is no clear reason why we need to change this 10 months after everyone has had their hands on the game.
firefistAce
Profile Blog Joined September 2010
United States137 Posts
December 04 2010 05:52 GMT
#1067
no fungal on air? wtf zerg is gonna get raped by air/ harass. but then again it adds better late game to zerg if we are forced to build corrupters cause they can turn into brood lords. It wont feel as much of an investment cause we already have corruptors on the field already.
Please excuse my English as I am an American on the internet.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
December 04 2010 05:53 GMT
#1068
On December 04 2010 14:35 BeMannerDuPenner wrote:
Show nested quote +
On December 04 2010 14:31 Dromar wrote:
On December 04 2010 13:26 BeMannerDuPenner wrote:
now ZvZ will be always "HURR I GOTZ 2 MUTARRS MORE I WIN!" outside of pure allin pushes. its bad for the game and hurts and changes Z in so many situations its simply not good.


To be fair, I don't think it'll be as bad as BW ZvZ. Muta vs muta in SC2, you need an overwhelming advantage to attack for the win, since the defending player will have queens to attack and transfuse with, and possibly spores. In BW, one muta surviving the battle was often game after reinforcements came.


yeah but in the end it will be the same just drawn out over a longer time. in theory (i know it almost never got there) you atleast had some go to stuff with hive tech (devourer/defiler) totally changing evrything. in sc2 it will be muta till your maxed,end of story.and its not too hard to hit a critical mass where the low dps queens/spores barely change anything at all.


True. Zerg's lack of an AoE spell is kinda lame.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
December 04 2010 05:53 GMT
#1069

Zerg larva-holding down a key was a issue?!?!


An issue in so far as it was dependent on how you had fast you had key repeating set up, you could push it way down in windows settings and gain an advantage over someone who didn't which is why they went this direction I think.
stealthgerbi
Profile Joined September 2010
United States25 Posts
December 04 2010 05:54 GMT
#1070
The FG change really doesn't make sense
oHInsane
Profile Joined February 2005
France727 Posts
December 04 2010 05:54 GMT
#1071
At the first stare, I might say I hate the FG nerf for the ZvZ matchup... Sure Muta vs Infestors were sick but at least, it required some micro.
I'am not very nostalgic of the Muta vs Muta bw style to be honest...

Let's see what well be introduce in the game ...
Rorschach
Profile Joined May 2010
United States623 Posts
December 04 2010 05:54 GMT
#1072
On December 04 2010 14:46 -orb- wrote:
This is pretty cool... for some reason I was not expecting a PTR for sc2.

Master League and chat channels look to be the 2 best parts of this upcoming patch from what I've seen



This has to be a first for you, as in responding to a patch with other then rage... Oh it makes sense as your race received lots of buffs, but wait no more speed rays! LMAO!
In all serious I couldn't pass up giving you a hard time over it though.

On a totally different note faster hallucinate = awesome.
And yes to post # 100!!!!!
En Taro Adun, Executor!
angryzor
Profile Joined November 2010
Belgium5 Posts
December 04 2010 05:54 GMT
#1073
On December 04 2010 14:47 Garnet wrote:
• Added combat reveal tinting to help show that combat reveal units cannot be hit.

• Autocast state for abilities is reset to the default state when unit ownership is permanently changed.

I'm confused. What do these two changes mean?


Without checking, I'd say:

-- Units that are visible because they are attacking you, but that you actually can't see yourself and thus can't hit (for example units hitting you from high ground), now have a slightly different color to make it more clear that you can't hit them.

-- When a unit changes player the autocast is reset. This is for custom maps.
Leeto
Profile Joined August 2007
United States1320 Posts
December 04 2010 05:55 GMT
#1074
I really don't understand the holding down key thing. It doesn't make a huge difference as most people repeatedly spam the button anyway, but sometimes late game zerg with 5+ hatches, holding Z for a ton of lings is much more convenient. The change isn't going to affect gameplay much, but it's unnecessarily inconvenient.
AndAgain
Profile Joined November 2010
United States2621 Posts
December 04 2010 05:56 GMT
#1075
Is it just me, or are the placement matches pretty tough. I'm 1750 diamond, but went 2-3 and got placed in bronze lol.
All your teeth should fall out and hair should grow in their place!
Brotatolol
Profile Blog Joined November 2010
United States1742 Posts
December 04 2010 05:56 GMT
#1076
Custom hotkeys ♥
angryzor
Profile Joined November 2010
Belgium5 Posts
December 04 2010 05:56 GMT
#1077
btw are there any EU people who are able to go on the test servers?
Onegu
Profile Blog Joined May 2010
United States9699 Posts
December 04 2010 05:56 GMT
#1078
As a Protoss player I am very happy to see the buffs they needed all though I think they went a little bit overboard with the phoneix the build will be very good vs zerg, the buff I was most happy to see with the cost reduction on observers which was very much needed imho. Also happy about the repairing scv's will make thor rushes alot eaiser to defend not haveing to target fire with you zealots. Kinda sorry to see flux veins buff removed. Late game if going air it was needed vs vikings due to the range. But over all nice, still would have liked to see +1 to armored given to stalker upgrades from the forge.
Try TL Mafia!!!
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
December 04 2010 05:57 GMT
#1079
On December 04 2010 14:54 stealthgerbi wrote:
The FG change really doesn't make sense

I think (and as many have said) this move is to make corruptor a more popular anti air option (which also make broodlords more popular)
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
December 04 2010 05:57 GMT
#1080
On December 04 2010 14:49 omnic wrote:
Show nested quote +
On December 04 2010 10:58 FinestHour wrote:
On December 04 2010 10:56 bonedriven wrote:
I think Infestor will become more useless?


How did a buff make the unit more useless? Feel free to elaborate.



FG can no longer hit air units which it could before. Its clearly a nerf.


MarineKing pretty much unbeatable in ZvT after this patch
Its grack
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