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1.2 Patch Changes Not Noted - Page 6

Forum Index > SC2 General
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Allscorpion
Profile Joined April 2010
United Kingdom319 Posts
January 13 2011 10:36 GMT
#101
Added some changes to the post.
Day[9] Made me do it
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 13 2011 10:39 GMT
#102
Who tested Neural Parasite? It's faster captures taerget now
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 13 2011 10:40 GMT
#103
Unload (Medivac) Icon went one spot to the right > is now V instead of C (Grid Layout).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
MIKster
Profile Joined January 2011
Germany333 Posts
January 13 2011 10:48 GMT
#104
IThis just leads me to wonder how people find out about stuff like the 'The Cow Level Chat'? Click madly at every inch of the screen? ^^
Munich StarCraft & BarCraft | www.munich-starcraft.de
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-01-13 10:50:12
January 13 2011 10:49 GMT
#105
On January 12 2011 22:50 Allscorpion wrote:
10. Buildings with tech labs no longer flash green when constructing a unit that requires the tech lab, It still flashes when something is being researched though.
+ Show Spoiler +
[image loading]

Anything else that I missed, comment below and I will add it.


This is just...the most amazing thing, for me this is the biggest buff in my PvT, way better than observer cost nerf. How the hell did Blizz NOT mention it.

For anybody who doesn't get how huge this is: Until now, the tech lab would always flash green when a banshee or raven was constructed. Good luck placing your bets if cloak is being researched. Now you can definitely, like with 99% certainty scout for a cloak research. I've taken a quick look into liquipedia and these are the other possible things that a terran could research from the starport-techlab:

-) Caduceus Reactor: Increases the Medivac's starting energy by 25.
-) Corvid Reactor: Increases the Raven's starting energy by 25.
-) Durable Materials: Increases the duration of Auto-Turrets and Point Defense Drones to 240 seconds, and increases the duration of the Seeker Missile to 20 Seconds.
-) Seeker Missile: Allows Ravens to use the Seeker Missile ability.

Now why on God's green earth would a terran research one of THESE abilities in the early-midgame? Conclusion:
Does the tech-lab flash, you have now successfully scouted for cloak research. If you don't see the tech-lab flashing, then chances are high that the terran goes for a quick raven.
"You see....YOU SEE..." © 2010 Sen
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
January 13 2011 12:46 GMT
#106
--- Nuked ---
kurrysauce
Profile Joined October 2010
272 Posts
January 13 2011 13:04 GMT
#107
Is it just me ? or can you still inject when your hatch gets.. vomitted on ( cant remember the spell ) by an overseer .( it just takes 25 energy away and nothing happens) . or could we do this in previous patches as well?
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
January 13 2011 13:44 GMT
#108
There are some new checkboxes in the gameplay options. I.e. you can opt to have the hotkey of every unit displayed on the box of the unit.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
January 13 2011 13:49 GMT
#109
Was in a custom yesterday and there's no longer a "nuclear launch detected" sound. A huge deal IMO.
I always try to shield slam face, just to make sure it doesnt work
DImported
Profile Joined October 2010
Australia149 Posts
January 13 2011 14:14 GMT
#110
On January 13 2011 22:04 kurrysauce wrote:
Is it just me ? or can you still inject when your hatch gets.. vomitted on ( cant remember the spell ) by an overseer .( it just takes 25 energy away and nothing happens) . or could we do this in previous patches as well?

you can still inject even though it's contaminated. it just won't start until contaminate wears off. it was like this previously.
ALPINA
Profile Joined May 2010
3791 Posts
January 13 2011 14:25 GMT
#111
On January 13 2011 02:33 starhunk wrote:
I think they mentioned something about the player camera in replays being smoother as well.


Yeah that's actually pretty bad now because it's not realistic. You can move camera instantly but in replay it will smoothly go, that thing sucks.
You should never underestimate the predictability of stupidity
SlapMySalami
Profile Joined August 2010
United States1060 Posts
January 13 2011 14:33 GMT
#112
On January 12 2011 22:50 Allscorpion wrote:
Things that I have found and others about 1.2 that aren't in the patch notes
    2. "We require more minerals" as well as other error sounds can be removed from the sound options.
    + Show Spoiler +
    [image loading]



Anything else that I missed, comment below and I will add it.


the movement and response sounds were already there before the patch


Added an option to disable any error sounds. The Response Sounds checkbox now controls whether unit-specific audio is used for error sounds instead of a generic buzz.

http://us.battle.net/sc2/en/forum/topic/1213111662
marineking will u huk my bigtt1 ilu
zingmars
Profile Joined April 2010
Latvia189 Posts
January 13 2011 14:33 GMT
#113
Another thing that doesn't seem to be noted - whenever you 'slow down' the game (aka - you PC laggs), the box saying that is no longer above the interface as it used to be. Now it Appears below upper 'menus'. Wish I could explain this better.
"I think there is a world market for maybe five computers." -- Thomas Watson
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-01-13 15:16:04
January 13 2011 15:15 GMT
#114
On January 13 2011 23:33 zingmars wrote:
Another thing that doesn't seem to be noted - whenever you 'slow down' the game (aka - you PC laggs), the box saying that is no longer above the interface as it used to be. Now it Appears below upper 'menus'. Wish I could explain this better.

The System Alert panel has been moved to the top of the screen 
and the duration of most system alerts has been reduced.

EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Allscorpion
Profile Joined April 2010
United Kingdom319 Posts
January 13 2011 16:15 GMT
#115
On January 13 2011 23:33 zingmars wrote:
Another thing that doesn't seem to be noted - whenever you 'slow down' the game (aka - you PC laggs), the box saying that is no longer above the interface as it used to be. Now it Appears below upper 'menus'. Wish I could explain this better.


Can you get a screenshot?
Day[9] Made me do it
universalwill
Profile Blog Joined August 2010
United States654 Posts
January 13 2011 19:50 GMT
#116
oh wow that tech lab thing is absolutely massive. it was always so hard to be able to tell whether terran was doing some sort of tech rush or timing push. i posted on blizzard forums complaining about tech labs not having an upgrade animation a while back although the thread got buried because someone's "protoss should be able to warp in probes" idea was more important.

glad that they've finally changed that. now when i scout a terran's base, i can narrow the possibilities of what they could be doing down to 40 from the previous 50.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 13 2011 19:54 GMT
#117
Neural Parasite capture time is faster now
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
January 13 2011 19:59 GMT
#118
the change to tech labs is pretty huge.

cloaked banshees feel like a retard unit n ow.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
January 13 2011 20:03 GMT
#119
On January 14 2011 04:59 PhiliBiRD wrote:
cloaked banshees feel like a retard unit n ow.

Why retard? Is it easier to scout now?
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 13 2011 20:03 GMT
#120
shit good find with the tech labs.
When they see MC Probe, all the ladies disrobe.
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