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Patch 1.5 Arcade Beta. - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 23 Next All
ZeromuS
Profile Blog Joined October 2010
Canada13418 Posts
June 02 2012 02:26 GMT
#161
I would love to post my lower end computer results but with a 10GB download I will need to wait until I get to my house on sunday to download the game. Im surprised its a whole 10GB download O.O

I have the following specs, if someone with a similar PC can let me know if they took a performance hit I would appreciate it

Laptop:

1st Gen i5 430m, 2.27Ghz 4 logical core, turboboost to 2.54Ghz
Nvidia 330M 1GB dedicated card
6GB DDR3 Ram
500GB 7200 RPM HDD
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 02:38 GMT
#162
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?
MMA: The true King of Wings
Chronos.
Profile Joined February 2012
United States805 Posts
June 02 2012 02:46 GMT
#163
Selection size increased to 500!!! I'll never need more than 1 hotkey for lings again!
dynwar7
Profile Joined May 2011
1983 Posts
June 02 2012 02:53 GMT
#164
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Chronos.
Profile Joined February 2012
United States805 Posts
June 02 2012 02:55 GMT
#165
These are for the actual game dynwar7. They're just bug fixes though, nothing really to be concerned about.
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 02:55 GMT
#166
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


You just listed a bunch of bug fixes... what's to be concerned about?
MMA: The true King of Wings
Highways
Profile Joined July 2005
Australia6120 Posts
June 02 2012 02:56 GMT
#167
On June 02 2012 11:19 Highways wrote:
[image loading]


Can anyone confirm if they get this error as well?

Wanna know if it is my internet or the server is down.
#1 Terran hater
mtn
Profile Blog Joined August 2011
729 Posts
Last Edited: 2012-06-02 02:57:41
June 02 2012 02:57 GMT
#168
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.
BookII
Profile Blog Joined July 2010
Australia400 Posts
June 02 2012 02:57 GMT
#169
On June 02 2012 08:02 l_Kyo_l wrote:
Not sure if it was mentioned earlier in the posts but some small things i noticed

Obs timing is 40 sec
Probes now show a "waypoint" on the mineral patch they are gathering from, even if multiple are selected you see dots on all minerals. Moreover, there seemed to be more waypoiting shown by probes on movement command. Though, all of the above may have just been because the client was not full updated when i was playing.

There are now chat channels that u can join when looking through strategy, multiplayer(arcade) etc at the top of each game type. This is to help I guess with the "community" aspect.

Overall, not much changes.. and personally I don't think it's really "better" just different. Though, some of the other things that will be introducted with Hots i think will make the new UI much better and smooth with the game. We will see though.

Also not sure if this was mentioned earlier but clicking the mineral patches shows how many workers are mining from it (like how gas buildings worked already).
larse
Profile Blog Joined March 2012
1611 Posts
June 02 2012 03:09 GMT
#170
On June 02 2012 11:57 mtn wrote:
Show nested quote +
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".
ZeromuS
Profile Blog Joined October 2010
Canada13418 Posts
June 02 2012 03:13 GMT
#171
On June 02 2012 12:09 larse wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".


It will hurt most of the competitive players. It actually sounds terrible to me and I'm only a mid master player -_-
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
June 02 2012 03:17 GMT
#172
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


LOL wait so if you were to morph a ling into a bling, it would glitch and be stuck as an egg underneath a hatchery?

Also, didn't even know you can tell if Bunkers are empty or not, wtf o.o
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
CyDe
Profile Blog Joined November 2011
United States1010 Posts
Last Edited: 2012-06-02 03:25:25
June 02 2012 03:22 GMT
#173
On June 02 2012 12:09 larse wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


If this is because they implemented an acceleration rate for screen scroll, it will hurt professional play, since it actually means "less responsive".

I bet they will implement some sort of optional "Use Scrolling Acceleration" option, Blizzard is pretty good about that sort of thing.

EDIT: "Optional... option." Check out dem repetitive redundancies, man.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
ZeromuS
Profile Blog Joined October 2010
Canada13418 Posts
June 02 2012 03:23 GMT
#174
On June 02 2012 12:17 Yoshi Kirishima wrote:
Show nested quote +
On June 02 2012 11:53 dynwar7 wrote:
Wait....guys, is this a real patch 1.5.0 or is this for a completely different custom game within SC2?

Protoss

The Pylon power radius now displays up cliff levels properly on Low graphic settings.
Fixed an issue where certain protoss structures would sometimes continue to display a warp-in animation if they became unpowered.



Terran

It is no longer possible to stack a large number of units into tight spaces using Medivacs.
The Medivac_HealLoop sound now plays properly when a player manually heals a unit with a Medivac.
The Command Center’s Load ability will no longer reserve a cargo slot for nearby SCVs that are busy constructing buildings.
Fixed an issue where flying terran structures would sometimes use their ground death animations when killed.
Fixed an issue where the Hellion’s flame attack would only hit burrowed units despite other units also being in its line of fire behind the burrowed unit.
Fixed an issue where a Bunker could be made to look empty despite being loaded with units by using queued Rally commands.



Zerg

Banelings will now auto-cast Unburrow if a Colossus comes within their attack range.
Morphing units no longer become stuck in their cocoon state if they are underneath a Hatchery.
Active Creep Tumors no longer display as dormant if their Spawn Tumor action was canceled during the spawn animation.
Brood Lord and Overseer Cocoons now have a Rally command instead of Move, Hold Position, and Patrol commands.


I am concerned with these changes.... so are they just for custom or for the actual gameplay of SC2?


LOL wait so if you were to morph a ling into a bling, it would glitch and be stuck as an egg underneath a hatchery?

Also, didn't even know you can tell if Bunkers are empty or not, wtf o.o


An empty bunker has its uppermost bit look kind of "lifted" and the portholes where the marines fire from are black. When the bunker has units in it the top bit lowers slightly and the ports light up based on how many marines are in it, along with the shooting animation from each port based on the number of marines. One marine will mean that if a marine shoots you only see shots from one of the ports, the one that is closest to the bottom of the screen for example.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
SpecFire
Profile Joined December 2010
United States1681 Posts
June 02 2012 03:35 GMT
#175
Can I get Grandmaster on this Beta?
•|SlayerS_MMA| • Ryung • Fin • Puzzle •
SarcasmMonster
Profile Joined October 2011
3136 Posts
June 02 2012 03:36 GMT
#176
On June 02 2012 11:57 mtn wrote:
Show nested quote +
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?
MMA: The true King of Wings
di3alot
Profile Joined December 2011
172 Posts
June 02 2012 03:36 GMT
#177
you guys should look for bugs not for changes. just sayn
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2012-06-02 03:48:21
June 02 2012 03:40 GMT
#178
the removal of bfh splash to burrowed units seem unfortunate (i assume still works against cloaks?)
or maybe same principle as irradiated burrow unit not effecting unburrowed units.

edit: i read it wrong

ty poster below me
age: 84 | location: california | sex: 잘함
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2012-06-02 03:44:15
June 02 2012 03:42 GMT
#179
On June 02 2012 12:35 SpecFire wrote:
Can I get Grandmaster on this Beta?


OMG if you can i wanna play on it! lol


On June 02 2012 12:40 jinorazi wrote:
the removal of bfh splash to burrowed units seem unfortunate (i assume still works against cloaks?)
or maybe same principle as irradiated burrow unit not effecting unburrowed units.


I think you read that wrong. It says that if there is a zergling burrowed, and there are unburrowed zerglings behind it, previously the hellion would only hit the burrowed unit. But now, it will hit the burrowed unit and also splash the ones behind it if they are within range.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
mtn
Profile Blog Joined August 2011
729 Posts
Last Edited: 2012-06-02 03:50:12
June 02 2012 03:46 GMT
#180
On June 02 2012 12:36 SarcasmMonster wrote:
Show nested quote +
On June 02 2012 11:57 mtn wrote:
On June 02 2012 11:38 SarcasmMonster wrote:
I remember one of the mapmakers saying that patch 1.5 has more responsive mouse inputs (ie. scrolling around the map using the mouse on the edge of the screen, etc.). Can anyone confirm?


Yes. I can say that is a lot smoother to move ur screen from minimap / on screen. Before it was all like sharp and shiet. Totally love the changes. Also I'm playin on LOW and the graphics looks pretty smooth / good too. Not that gloomy/depressing.


Thanks for the response. Can I get a clarification?

When you say smoother, did you mean more responsive or something else?


Well, on the mini map with current version( not 1.5beta) when u move ur screen through ur mini map it feels like small jumps all the time, if u know what I mean. On 1.5, it feels very smooth, U can't really feel the jumps. Also i noticed that it's different feel with the cursor too. Feels really good. I love the changes, although the one thing I'm not happy with is that they didn't add ANY statistics.

Such as ur winrate vs Z vs P vs T etc etc. Just same old shit with better lighting. No stats of ur winrate on maps or anything like that.

The one thing that I really love is ur Ladder menu, with new Race icons and graphics.

[image loading]
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