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Patch 1.2.0 on PTR - Page 83

Forum Index > SC2 General
Post a Reply
Prev 1 81 82 83 84 85 158 Next
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
December 04 2010 11:44 GMT
#1641
On December 04 2010 20:41 DiZasteR wrote:
Show nested quote +
On December 04 2010 20:31 Sewi wrote:
On December 04 2010 20:03 decaf wrote:
LMFAO at FG
We can't fg medivacs anymore (and obviously any other air unit)
Since ZvZ should turn into Mass Mutas I want my scourges back!

• Fixed an issue where Larva could produce units by holding down hotkeys.
You gotta be kidding, that was considered an issue ??? If I want to produce 40 Roaches I gotta press 'R' 40 times now? - LOL


Ofc.
If toss wants to build 40 zealots, they have to click "w" , "z", "click" 40 times!
If Terran wants to build 40 marines they have to click "a" 40 times.

I dont see why this problem is zerg specific in any way

Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?


The change is for all races, not just Zerg, the whole "hold key down to do multiple commands" is gone now. Why do zerg players think its just a change to zerg?? This makes Zerg players look like they are just trolling and QQing about everything
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 04 2010 11:45 GMT
#1642
On December 04 2010 20:41 DiZasteR wrote:
Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?


How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.
zomgad
Profile Joined October 2010
185 Posts
December 04 2010 11:45 GMT
#1643
haha so toss has now air and ground dominance in pvz , atleast terran can still compete in air .... atleast i hope so
decaf
Profile Joined October 2010
Austria1797 Posts
December 04 2010 11:47 GMT
#1644
How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.

And how hard is it to understand that a ling doesnt equal a rine or a stalker??
SCC-Faust
Profile Blog Joined November 2007
United States3736 Posts
December 04 2010 11:48 GMT
#1645
On December 04 2010 20:47 decaf wrote:
Show nested quote +
How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.

And how hard is it to understand that a ling doesnt equal a rine or a stalker??


Exactly, that is why when you press "Z" you actually get 2 Zerglings!

2 FOR THE PRICE OF 1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I want to fuck Soulkey with a Zelderan.
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
December 04 2010 11:48 GMT
#1646
On December 04 2010 20:47 decaf wrote:
Show nested quote +
How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.

And how hard is it to understand that a ling doesnt equal a rine or a stalker??


It doesn't, that's why you get two.
https://steamcommunity.com/id/*tlusernamehere*/
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
December 04 2010 11:48 GMT
#1647
On December 04 2010 10:46 Phaded wrote:
-- The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.


this means every game will end in a tie (please not it says OR destroy any structure for three minutes consecutive)
Always look on the bright side of life
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
December 04 2010 11:49 GMT
#1648
On December 04 2010 20:45 Dente wrote:
Show nested quote +
On December 04 2010 20:41 DiZasteR wrote:
Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?


How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.


This exactly!!!

On December 04 2010 20:43 decaf wrote:
Show nested quote +
On December 04 2010 20:31 Sewi wrote:
On December 04 2010 20:03 decaf wrote:
LMFAO at FG
We can't fg medivacs anymore (and obviously any other air unit)
Since ZvZ should turn into Mass Mutas I want my scourges back!

• Fixed an issue where Larva could produce units by holding down hotkeys.
You gotta be kidding, that was considered an issue ??? If I want to produce 40 Roaches I gotta press 'R' 40 times now? - LOL


Ofc.
If toss wants to build 40 zealots, they have to click "w" , "z", "click" 40 times!
If Terran wants to build 40 marines they have to click "a" 40 times.

I dont see why this problem is zerg specific in any way


Cause you ever build that many rines/zealots at a time, mhm..
Zerg is meant to lose huge amounts of armies and rebuild them quickly. They just removed the 'quickly'.


Dont tell me it is too hard to spam click a few times to build the amount of units. I guess it is mostly non BW players who are mad about it because building units, especially with Zerg, is so much easier anyways in SC2.

Ans seriously, when do you build 40 roaches at once? Throwing your army away and then want it to be replaced in a few seconds to get from 120 supply to 200 with one click? you must be trolling if that is what you want...
If your macro is anywhere near decent, you wont have larva, money and supply to build 40 roaches at once.
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
crappen
Profile Joined April 2010
Norway1546 Posts
December 04 2010 11:49 GMT
#1649
Does blizzard think about the health of our fingers? When I dronepump, I dont massively press D multieple times when I can hold down the button. It saves our fingers. And I am casual, cant even think what the pros will do with this sickening move.

One thing is to 1-9 a move, another is to press the same button million times over.
Dreamexpress
Profile Joined April 2010
80 Posts
December 04 2010 11:49 GMT
#1650
The hold down hotkey change is to nerf zerg late game macro alittle i think,
yes it affects all races but i think zerg the most as they need to most units.
And zerg save up larva to be able to use it all at once and this will be a little punishment for it,
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
December 04 2010 11:49 GMT
#1651
On December 04 2010 20:45 Dente wrote:
Show nested quote +
On December 04 2010 20:41 DiZasteR wrote:
Terran can hold down keys to produce units. So can protoss but not if you use the warp gate mechanic. But the warp gate mechanic gives you an advantage by lowering the "spawn rate" of units and allowing for warpin anywhere. So why would zerg need to click a button 50 times lategame while toss can click maybe 12 times and terran can hold a button for 1 second?


How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.


10 lings = 5x Z.
Its grack
papaz
Profile Joined December 2009
Sweden4149 Posts
December 04 2010 11:49 GMT
#1652
On December 04 2010 20:31 HwangjaeTerran wrote:
What was wrong with Fungal on air units?




If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-12-04 11:56:40
December 04 2010 11:49 GMT
#1653
I think one of the reasons for the pressing buttons instead of holding down, is probably a way of slowing down the crazy remassing (with or without tech switch) of zerg units after loosing a battle. Holding down would be almost instantaneous massing of the units, while pressing, it will probably take a few precious seconds. Otherwise why didn't they also made it so that we have to press when morphing banelings instead of holding down? And i suppose holding down still applies to queuing faster in barracks, gateways, etc?

if that's not the case, i really don't see a point. It's not really convenient and a pretty boring thing to do in a game. All things considered, it'd be better if they found another solution for that, be it so that holding down a key, the larva can only transform into units every 0.1s, so 10 larva per second, or something else.
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 04 2010 11:51 GMT
#1654
On December 04 2010 20:47 decaf wrote:
Show nested quote +
How hard is it to understand? Z, P and T have to click as many times as they wish to make a unit
10 marines = 10x A. 10 lings = 10x Z. 10 stalkers = 10x S.

And how hard is it to understand that a ling doesnt equal a rine or a stalker??


Your ultralisk is build out of the same building as your zerglings, while a terran and a protoss need to make several production facilities to produce such a big unit. To make 10 ultras at once you need 1 hatchery with 10 larvae. To make 10 thors at once you need 10 factories. Stop compairing please.
kedinik
Profile Joined September 2010
United States352 Posts
Last Edited: 2010-12-04 11:53:07
December 04 2010 11:52 GMT
#1655
On December 04 2010 20:45 zomgad wrote:
haha so toss has now air and ground dominance in pvz , atleast terran can still compete in air .... atleast i hope so


Terran own the skies if they build 2 ravens vZ on the test server.

Literally makes their air force untouchable.

Have fun with raven/banshee!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
December 04 2010 11:52 GMT
#1656
On December 04 2010 20:49 papaz wrote:
Show nested quote +
On December 04 2010 20:31 HwangjaeTerran wrote:
What was wrong with Fungal on air units?




If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong.


I don't need to deal with them because I don't play zerg. And what is wrong with not needing a unit?
https://steamcommunity.com/id/*tlusernamehere*/
MasterFischer
Profile Joined August 2009
Denmark836 Posts
December 04 2010 11:53 GMT
#1657
Can ANYBODY PLEASE, make screenshots of the game running at EXTREME GRAPHICS with all settings at max in good resolution?

PLease I wanna see if they made new cool graphics and stuff...

WHO is this who speaks to me as though I needed his advice?
Bellygareth
Profile Joined October 2010
France512 Posts
December 04 2010 11:55 GMT
#1658
The problem is unlike phoenixes and arguably unlike vikings, corruptors are nearly useless once the opponent has no air. Buff corruption or greater spire build time and that would maybe be an option.
decaf
Profile Joined October 2010
Austria1797 Posts
Last Edited: 2010-12-04 11:56:07
December 04 2010 11:55 GMT
#1659
If your macro is anywhere near decent, you wont have larva, money and supply to build 40 roaches at once.

Ever heard about about the word 'maxed' ? - Prolly not.

Show nested quote +
And how hard is it to understand that a ling doesnt equal a rine or a stalker??


It doesn't, that's why you get two.

I wasn't particularly talking about lings. You cannot compare Z production to P and T. All zerg untis are very constineffective and come in large numbers.

If you want to deal with air units you have corruptors. With the FG you were doing fine without corruptors, that's whats wrong.

Corruptors are anti massiv and not anti air!
Gegenschein
Profile Joined November 2010
Canada107 Posts
December 04 2010 11:57 GMT
#1660
Like most people, I think the fungal growth nerf is overkill. And I play Terran.
(On the other hand, I must admit it doesn't make much sense that a fungus could immobilize a flying unit mid-air... either a flying unit can still move, or it crashes.)

Wouldn't it be a good compromise if fungal growth acted as an Ensnare spell against air?
I.e.: doesn't prevent air units from moving, but decreases their speed by 50% or something like that.
I much less care for the "poison" effect of the spell. It could remain the same or be halved. Still, I don't think it should be totally removed.
You and whose 200/200 fully upgraded army?
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