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On December 08 2010 05:39 Hugoboss21 wrote:Show nested quote +On December 08 2010 05:38 kzn wrote:On December 08 2010 05:12 KenNage wrote:On December 08 2010 03:43 aRRR wrote: The zerg mafia is still active as you can see. i lol'd so hard on this so its basically toss buff, terran nerf, and zerg stays the same I wouldn't call +20% massive damage from VRs at the cost of Flux Vanes a buff, and the rest is honestly pretty minor. -10 sec on phenix is pretty big for me. Yeah, that's so huge. I mean, when I go 2gate phoenix in response to seeing a spire go up, I get tons of phoenix pretty quickly anyway. Now they can't mass more muta than I can phoenix.
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I am glad that the Fungal Growth change is back to normal. Please keep the Protoss buffs! :D
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The FG change was going to revolutionize TvZ. I guess it's back to trying to win TvZ in the first five minutes.
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I think a reallly big thing alot (well, all of you really) aren't considering is that it is a very likely possibility that blizzard is implementing changes solely to see certain gameplay mechanics used more often, and not necessarily as a model for change. perhaps they made the nerf just to see pvz with more air, or more protoss air used in general? perhaps they did the bunker change to see if zergs would start prepping more for early T pressure... -- Basically, the changes seen in PTR aren't nessacarily for an actual patch.
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One of the most interesting aspects of the Phoenix change is that Phoenix build time unchronoboosted is only slightly longer than the chronoboosted build time of Phoenixes pre-patch. In other words, if pre-path you had a build which used Phoenixes well but involved chronoboosting them out...you can instead just chronoboost probes, and you'll have Phoenixes almost as quickly as you would have had them pre-patch anyway. In other words, Protoss can now power probes and ramp up their econ while still being aggressive via air.
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and i think with that, this is the first patch where i legitimately like every single change.
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One of the most interesting aspects of the Phoenix change is that Phoenix build time unchronoboosted is only slightly longer than the chronoboosted build time of Phoenixes pre-patch. In other words, if pre-path you had a build which used Phoenixes well but involved chronoboosting them out...you can instead just chronoboost probes, and you'll have Phoenixes almost as quickly as you would have had them pre-patch anyway. In other words, Protoss can now power probes and ramp up their econ while still being aggressive via air.
I think the best part of this is that it will allow you to compete with transition play. heavy roaches early on then transitioning into mutas later was what I struggled with cause prepping for the roaches almost always meant you would get overwhelmed by mutas later and prepping to early for mutas meant you got stomped by a heavy roach push
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The "It will once again be possible to hold down a key to repeat a hotkey command" was silly to begin with as you can simply set it in the regedit.com function of windows...
+ Show Spoiler +[HKEY_CURRENT_USER\Control Panel\Accessibility\Keyboard Response] "AutoRepeatDelay"="250" "AutoRepeatRate"="13" "BounceTime"="0" "DelayBeforeAcceptance"="6" "Flags"="59"
So it doesnt really matter if they leave it in or take it out...
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On December 08 2010 05:53 TurtlePerson2 wrote: The FG change was going to revolutionize TvZ. I guess it's back to trying to win TvZ in the first five minutes.
what are you talking about? it changed pvz and zvz way way way more than tvz... it pretty much didn't effect tvz at all.
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Wow, I'm surprised by the FG revert. I was expecting the hotkey change to be reverted, but I'm surprised and proud of ze blizzard.
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well, ignoring balance since everyone had what they wanted, how are the interface changes going ?
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On December 08 2010 06:07 EddyBee wrote:The "It will once again be possible to hold down a key to repeat a hotkey command" was silly to begin with as you can simply set it in the regedit.com function of windows... + Show Spoiler +[HKEY_CURRENT_USER\Control Panel\Accessibility\Keyboard Response] "AutoRepeatDelay"="250" "AutoRepeatRate"="13" "BounceTime"="0" "DelayBeforeAcceptance"="6" "Flags"="59" So it doesnt really matter if they leave it in or take it out... Explain this more?
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On December 08 2010 06:19 strider755 wrote:Show nested quote +On December 08 2010 06:07 EddyBee wrote:The "It will once again be possible to hold down a key to repeat a hotkey command" was silly to begin with as you can simply set it in the regedit.com function of windows... + Show Spoiler +[HKEY_CURRENT_USER\Control Panel\Accessibility\Keyboard Response] "AutoRepeatDelay"="250" "AutoRepeatRate"="13" "BounceTime"="0" "DelayBeforeAcceptance"="6" "Flags"="59" So it doesnt really matter if they leave it in or take it out... Explain this more?
This is not true. I actually manually lowered my AutoRepeatDelay so I wouldn't have to wait as long for the repeat function to take effect while holding the key down. This works in the retail version, but made no difference in the PTR, as the changes in the PTR appeared to monitor the keyPressed and KeyReleased events, which are separate from the AutoRepeat functions. There could probably still be some way around this with a custom keyboard or some more serious kernel level hacking, but modifying that AutoRepeatDelay in the registry doesn't change it.
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On December 08 2010 06:07 EddyBee wrote:The "It will once again be possible to hold down a key to repeat a hotkey command" was silly to begin with as you can simply set it in the regedit.com function of windows... + Show Spoiler +[HKEY_CURRENT_USER\Control Panel\Accessibility\Keyboard Response] "AutoRepeatDelay"="250" "AutoRepeatRate"="13" "BounceTime"="0" "DelayBeforeAcceptance"="6" "Flags"="59" So it doesnt really matter if they leave it in or take it out...
No, programs can override that, as SC2 has.
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On December 08 2010 06:09 god deezy yo wrote:Show nested quote +On December 08 2010 05:53 TurtlePerson2 wrote: The FG change was going to revolutionize TvZ. I guess it's back to trying to win TvZ in the first five minutes. what are you talking about? it changed pvz and zvz way way way more than tvz... it pretty much didn't effect tvz at all.
Fungaling vikings in late game, when going Broodlord/Corruptor/Infestor was pretty necessary. Besides that, fungaling medivacs before they unload their cargo (or to prevent them from getting away) in your drone line was pretty darn useful, and seen a lot.
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On December 08 2010 06:43 Johnny_Vegas wrote:Show nested quote +On December 08 2010 06:07 EddyBee wrote:The "It will once again be possible to hold down a key to repeat a hotkey command" was silly to begin with as you can simply set it in the regedit.com function of windows... + Show Spoiler +[HKEY_CURRENT_USER\Control Panel\Accessibility\Keyboard Response] "AutoRepeatDelay"="250" "AutoRepeatRate"="13" "BounceTime"="0" "DelayBeforeAcceptance"="6" "Flags"="59" So it doesnt really matter if they leave it in or take it out... No, programs can override that, as SC2 has.
Yeah - SC2 can read the keyboard hardware input rather than the windows API.
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puh glad to read this°° the fungal would have been to much i guess
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On December 08 2010 05:53 TurtlePerson2 wrote: The FG change was going to revolutionize TvZ. I guess it's back to trying to win TvZ in the first five minutes.
Oh yes because Fungel growth is the reason you can't win a tvz late game not your macro or anything -_-.
Glad to see the Fungel growth change go back!
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On December 08 2010 06:45 Johnny_Vegas wrote:Show nested quote +On December 08 2010 06:09 god deezy yo wrote:On December 08 2010 05:53 TurtlePerson2 wrote: The FG change was going to revolutionize TvZ. I guess it's back to trying to win TvZ in the first five minutes. what are you talking about? it changed pvz and zvz way way way more than tvz... it pretty much didn't effect tvz at all. Fungaling vikings in late game, when going Broodlord/Corruptor/Infestor was pretty necessary. Besides that, fungaling medivacs before they unload their cargo (or to prevent them from getting away) in your drone line was pretty darn useful, and seen a lot.
The problem with going infestors instead of mutas against Terran is that in order for you to have them in place to prevent drops you need to have them sitting in your base, and they won't be able to participate in any battles. Their mobility is nowhere near that of the Mutalisk, which can easily defend from drops and quickly return to assist in a battle, and force the Terran to either put up missile turrets, or stay in his base, which is the primary reason why I think infestors haven't been used too much by zergs in the GSL.
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This is actually really commendable by blizzard. We as fans should be ever so thankful. They actually state that they are removing the 3 BECAUSE of feedback from the community... how awesome is that?
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