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Patch 1.3 on PTR - Page 11

Forum Index > SC2 General
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Prev 1 9 10 11 12 13 186 Next
Onioncookie
Profile Joined May 2010
Germany624 Posts
February 26 2011 01:49 GMT
#201
On February 26 2011 10:47 space_yes wrote:
Show nested quote +
On February 26 2011 10:45 DrBoo wrote:
On February 26 2011 10:42 Neivler wrote:
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


LOL


WHAT THE FOOOOOOK!?!


Now everyone can feel warm and fuzzy inside when they look at their ladder page.


I think this is good in some way ... so #points get more important and u dont cry if u see ur account (for most ppl) But u cant be super baller anymore
ihavetofartosis
Profile Joined January 2011
1277 Posts
February 26 2011 01:49 GMT
#202
I think we can all confidently say that Blizzard wants every tournament to be full of TvT.


User was warned for this post
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 26 2011 01:49 GMT
#203
On February 26 2011 10:47 Rampager wrote:
Show nested quote +
A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.


YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS

Fucking. Finally. I will never ever reassign all my production buildings again and then spend like 10 seconds going around the map trying to get them into a control group.

Zelniq, your prayers were heard buddy.



Oh wow, finally.. that actually happend alot for me, very good patch.
"trash micro but win - its marine" MC commentary during HSC 4
Yergidy
Profile Blog Joined April 2010
United States2107 Posts
Last Edited: 2011-02-26 01:49:45
February 26 2011 01:49 GMT
#204
On February 26 2011 10:42 Neivler wrote:
Show nested quote +
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


LOL

xD I missed this.
What the hell? This just seems terrible!

They don't want to embarrass people with their horrible win loss ratios lol.
One bright day in the middle of the night, Two dead boys got up to fight; Back to back they faced each other, Drew their swords and shot each other.
hi im new
Profile Joined May 2010
Germany150 Posts
February 26 2011 01:49 GMT
#205
On February 26 2011 10:48 Noli wrote:
PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


OMG Archon toilet nerf. :'(


nerf?
removal.

just like ht.
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
Last Edited: 2011-02-26 01:51:23
February 26 2011 01:49 GMT
#206
* Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


/boggle.

Why? Why can i still hide my mutalisk numbers then? Inconsistent idea behind this change (also unnecessary).


The majority of these changes feel dirty and wrong.
norlock
Profile Joined March 2010
Netherlands918 Posts
February 26 2011 01:49 GMT
#207
A Thread from me with one of the least responses is being heard! Thanks blizzard you guys are awesome!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=183767 <-- LOOK!
Are you human?
Blisse
Profile Blog Joined July 2010
Canada3710 Posts
Last Edited: 2011-02-26 01:50:10
February 26 2011 01:49 GMT
#208
Archon Toilet made Protoss death ball unstoppable. Completely unstoppable. Removing it was needed.

On February 26 2011 10:49 SiguR wrote:
* Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


/boggle.

Why? Why can i still hide my mutalisk numbers then? Inconsistent idea behind this change (also unnecessary).


You need to spam one stop to keep them together; patrol doesn't hold them down.
There is no one like you in the universe.
MrPrezbo
Profile Joined November 2010
92 Posts
Last Edited: 2011-02-26 01:50:40
February 26 2011 01:49 GMT
#209
Pretty funny that people are whining about the removal of amulet. Ur right, warping in insta-storms whenever you want anywhere on the map is pretty fair...

That being said, Blizz addressed pretty much nothing when it comes to Z, except for weird-ass infestor changes that weren't needed. Thanks blizz!
If chess is life, Starcraft is science
Fruscainte
Profile Blog Joined December 2009
4596 Posts
February 26 2011 01:50 GMT
#210
On February 26 2011 10:44 space_yes wrote:
Show nested quote +
On February 26 2011 09:56 tsuxiit wrote:
MOD EDIT: Patch notes added.

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.



Hell yes!! This is really going to help my late game TvP.



This is fucking huge.
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 26 2011 01:50 GMT
#211
yay fast bcs, can now chase down carriers easier x3 and no more queen sniping ! *does fast bcs against zerg asap*

Battlecruiser will be nice support for terran ground army now. 6 vikings into bcs vs mutas :3

anyway don't think the amulett nerv will make it through,
but nice editor updates, and lol more sounds, nuking will be even more fun. (even more players will probably now experience the i didn't heard the nuke launch thing :3)
DrBoo
Profile Joined April 2010
Canada1177 Posts
February 26 2011 01:50 GMT
#212
On February 26 2011 10:47 space_yes wrote:
Show nested quote +
On February 26 2011 10:45 DrBoo wrote:
On February 26 2011 10:42 Neivler wrote:
Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.


LOL


WHAT THE FOOOOOOK!?!


Now everyone can feel warm and fuzzy inside when they look at their ladder page.



Ohh I figured it out... They assume everyone below Masters league has enough time to figure out mathematically how many loss's they have Total games - Wins

While people in Master league are too busy playing to calculate how many loss's they have
"DrBoo is an elaborate troll" -Pufftrees
ovion
Profile Joined September 2010
United Kingdom74 Posts
February 26 2011 01:50 GMT
#213
whoa some unexpected changes. no amulet pretty much confines HTs to your main army, no more storm harass would have preferred a nerf to collosus. the stim nerf should help somewhat early game PvT tho, 3 rax should be less powerful. wonder what the viking flower will look like now when you patrol move them close together.
TALegion
Profile Joined October 2010
United States1187 Posts
February 26 2011 01:50 GMT
#214
Great. Stim takes EVEN LONGER and Fungal is less useful

I guess those two things make up for loss of Amulet and Archon toilet no longer existing.
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
lim1017
Profile Joined April 2010
Canada1278 Posts
February 26 2011 01:50 GMT
#215
lol looks like artosis did manage to coin "viking flower"
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-02-26 01:52:33
February 26 2011 01:50 GMT
#216
Godawful balance changes and awesome other changes...

Maybe if Blizzard had more than two people on their balance team that wouldn't be the case.

Also they should change "Protoss" to "Colossus" because that's the only thing that's ever going to happen anymore.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
February 26 2011 01:50 GMT
#217
Ok, the amulet I can sort of understand. being able to warp in a Ht and than storm seemed a bit strong. But, I think flat out removing it is quite extreme. Couldn't they have thought of some sort of other mechanic in place of it. Who knows, maybe an increase regen rate of energy, I do not know.

The mothership nerf is just flat out stupid. The mothership was becoming a little more useful, and as were the archons. But now, they have made the mothership useless and made the archon even less useful.

The bunker change was important I think. It was pretty obvious after watching the GSL that bunker rushes were just far too common against Zerg. It was strong and even if it fails, it barely dents the Terrans ability to win. There isn't but repercussion for failing unlike other builds.

The stim pack change is... I think dumb. I for one did not look at stim and think what its biggest issue is the quickness of getting it. People were not complaining because of how quick stim can be researched (although it did make the early push against protoss quite strong). The problem is stim itself, the mechanic itself. The ability tied with marauders and the unit collision on marines (being so small) makes it extremely strong and does nothing.

Blizzard is really failing here. Do they not see that they did nothing to the bio builds. I was hoping they would change up terran a bit to where mech would be considered more viable and bio would not be the counter to nearly every build. But no, it is the same.

P.S. I love how even when trying to help Zerg, there will never be a buff. They will always buff and nerf.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
duckii
Profile Joined April 2010
Germany1017 Posts
February 26 2011 01:50 GMT
#218
On February 26 2011 10:47 Senx wrote:
really cool that fungal is now a projectile, will encourage army control.

now we just need emp to be a projectile

emp is a projectile, but we need storm projectiles (storm clouds!) :p
nalgene
Profile Joined October 2010
Canada2153 Posts
February 26 2011 01:51 GMT
#219
Ravens can't one spell vs infestor anymore... ( 100 damage vs 90 hp... now 110 hp... )

You can probably just 4gate the terran every game with the 30 sec increase on stim

No energy upgrade... not even a 62.5 / 250 pool...

no more archon toilet... just an ultra expensive stasis...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Xswordy
Profile Joined December 2010
United Kingdom425 Posts
February 26 2011 01:51 GMT
#220
# An alert has been added when MULEs expire.

# An alert has been added when the Chrono Boost buff expires.

# An alert has been added when the Spawn Larva buff expires.


Why is this? I mean yea I like the spawn larva thingy and all that but doesn't this break the game by making it extremly easy? This will give a huge advantage to low level zergs.
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