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1.2 Patch Changes Not Noted - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 Next All
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
January 14 2011 19:38 GMT
#161
"Save all replays" - does this have customizable format? looks new btw..
Puosu
Profile Blog Joined April 2007
7098 Posts
Last Edited: 2011-01-14 21:42:22
January 14 2011 21:41 GMT
#162
On January 14 2011 17:34 da_head wrote:
theres no way they removed the warning for nuclear launch. that would make nukes op as fuck. (not to mention the iconic and crowd pleaser attributes of it)

I tested it with bech[x] and we concluded that the nuke sound plays just like it used to, it didn't get overridden by other warnings either. Red nuke dot displayed normally.

So chances are the lack of warning is caused by this.
On January 15 2011 03:22 hoovehand wrote:
you guys not hearing nuke sound, did you disable the new voice alerts button in options?
Puosu
Profile Blog Joined April 2007
7098 Posts
Last Edited: 2011-01-14 21:42:16
January 14 2011 21:42 GMT
#163
edit: hit quote instead of edit ;;
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
January 14 2011 21:56 GMT
#164
no more nuke warning? oh wow
Jaedong.
Adsee
Profile Joined May 2010
United States221 Posts
January 14 2011 22:03 GMT
#165
On January 13 2011 19:49 sleepingdog wrote:
Show nested quote +
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.

ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
January 14 2011 22:09 GMT
#166
On January 15 2011 07:03 Adsee wrote:
Show nested quote +
On January 13 2011 19:49 sleepingdog wrote:
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.


Um, the text says " It still flashes when something is being researched though." implying that it was there before.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
decaf
Profile Joined October 2010
Austria1797 Posts
Last Edited: 2011-01-14 22:14:09
January 14 2011 22:13 GMT
#167
When someone responds to you in the chat and you tabbed out, the SC2 Icon in the bottom starts flashing.
decaf
Profile Joined October 2010
Austria1797 Posts
Last Edited: 2011-01-14 22:13:58
January 14 2011 22:13 GMT
#168
.
sooch
Profile Joined April 2010
Canada299 Posts
Last Edited: 2011-01-14 22:14:45
January 14 2011 22:13 GMT
#169
On January 15 2011 07:09 ZeroCartin wrote:
Show nested quote +
On January 15 2011 07:03 Adsee wrote:
On January 13 2011 19:49 sleepingdog wrote:
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.


Um, the text says " It still flashes when something is being researched though." implying that it was there before.


Yes but if you read the context, you'll realize it says "still" because it USED to flash while researching and now it still does. It ALSO used to flash while making a unit out of the tech lab, but now it doesn't anymore.
MOOG
Profile Joined October 2010
United States188 Posts
January 14 2011 22:15 GMT
#170
yes it was there before, but it was a guessing game back then.
To Do: 1. finish the rest of my practice league matches 2. win GSL
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2011-01-14 22:20:15
January 14 2011 22:18 GMT
#171
no nuke sound anymore ?

thats HUGE !

how to counter nukes when you hear no sound on big maps like shakuras ?
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
January 14 2011 22:21 GMT
#172
On January 15 2011 07:13 sooch wrote:
Show nested quote +
On January 15 2011 07:09 ZeroCartin wrote:
On January 15 2011 07:03 Adsee wrote:
On January 13 2011 19:49 sleepingdog wrote:
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.


Um, the text says " It still flashes when something is being researched though." implying that it was there before.


Yes but if you read the context, you'll realize it says "still" because it USED to flash while researching and now it still does. It ALSO used to flash while making a unit out of the tech lab, but now it doesn't anymore.

I get it Thanks for the clarification. This is indeed really big, and I am happy of it
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 14 2011 22:24 GMT
#173
On January 15 2011 00:50 drooL wrote:
Show nested quote +
On January 14 2011 09:32 MorefaSho wrote:
I'm just reposting this since it hasn't made the OP yet, but it's a big change:
Nuclear launch detected sound no longer plays on a nuke launch


i can confirm. got nuked last night and didn't get an alert -> probes died. hope that that's a bug.

+ Show Spoiler +
i won anywas, hihihi


that would explain all the nukes im seeing in games today
starleague forever
Turgid
Profile Blog Joined September 2010
United States1623 Posts
Last Edited: 2011-01-14 22:25:07
January 14 2011 22:24 GMT
#174
On January 14 2011 14:00 eth3n wrote:
Show nested quote +
On January 14 2011 09:45 Turgid wrote:
On January 14 2011 09:32 MorefaSho wrote:
I'm just reposting this since it hasn't made the OP yet, but it's a big change:
Nuclear launch detected sound no longer plays on a nuke launch

I hope this is a bug or I'm going to feel obligated to put like 2-3 cannons at every expansion now in PvT :x There'd be no other way to ensure that cloaked ghosts can't nuke your probes, since you wouldn't notice till the nuke went off(unless you happened to be staring at that particular expansion long enough to see the dot). Or am I missing something?

nukes are horrible right now to be fair, this would force scouting of bases, sucks for protoss 8(

Yeah, I guess I don't have an issue with nuke buffs in general, this one just seems kinda stupid/luck based.

edit: Guess I should read closer? The Nuclear Launch Detected sound still exists? Excellent.
(╬ ಠ益ಠ)
MindRush
Profile Joined April 2010
Romania916 Posts
January 14 2011 22:24 GMT
#175
On January 13 2011 02:31 universalwill wrote:
i twas playing around and found that even though the patch said that it charges players for requesting autorepair, i don't see any difference from the last patch.


what do you mean ? while SCV is in autorepair it consumes more resources ?
or are you reffering to the threat priority of SCV ?
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
DrGreen
Profile Joined July 2010
Poland708 Posts
January 14 2011 22:27 GMT
#176
9. 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.


You just made my day! A W E S O M E!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
January 14 2011 22:29 GMT
#177
On January 15 2011 04:19 Amber[LighT] wrote:
Show nested quote +
On January 15 2011 03:26 Allscorpion wrote:
On January 15 2011 03:22 hoovehand wrote:
you guys not hearing nuke sound, did you disable the new voice alerts button in options?


Screenshot of this option please?


This should be the option he's referring to:

[image loading]

Highlighted in yellow

that isnt a new option, it's been there since beta. also i dont think it has anything to do with voice alerts, it's the red text alerts on the left center edge of the screen
ModeratorBlame yourself or God
MindRush
Profile Joined April 2010
Romania916 Posts
January 14 2011 22:36 GMT
#178
On January 13 2011 07:26 carloselcoco wrote:
Has anyone else noticed that the game runs now better in general?
I play in a laptop that barely can support this game and now I see that it runs just a bit better. I get like 12 FPS w/o battles which is an increase of my past average of 10, I do notice it! Rare? For sure it is to me.
Also, in small battles (I have not had a big battle yet) my game does not decrease its FPS, so I am still battling at 10-12 FPS which is the minimum I need to micro properly! =D


thanks for posting this, friend
ooooooooooh, you have no idea
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
MindRush
Profile Joined April 2010
Romania916 Posts
January 14 2011 22:47 GMT
#179
menu button ingame can be made to be not-clickable
when you micro, avoid clicking it and ruining your battle
this is what i noticed now, don't know if it's from 1.2 patch or earlier
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
MindRush
Profile Joined April 2010
Romania916 Posts
January 14 2011 22:49 GMT
#180
On January 14 2011 09:16 banhxeo wrote:
I just found one today:

If you have an Orbital + Planetary in the same control group, pressing S to make SCV's will only make SCV's in the Orbital. Regardless of how many times I press S the planetary won't make SCV's. I have to click the plantetary manually in order to produce out of them.

(This was when I had a control group with 2 Orbitals and 1 Planetary; it happened in a few of my games. I'm not sure if the same applies with only 1 Orbital and 1 Planetary).


tab-s is also an option
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
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