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On October 04 2012 11:03 BisuDagger wrote: This question doesn't deserve a thread so here it is:
Should ladder games have an option for rematch? Further explanation after one player forfeits their game, should those two players have an option to engage in a Bo3 or Bo5 depending on what the players decide on? And it would still count as ladder points. This would be a way to continue practicing a match up or to settle a grudge match between your opponent.
Pretty cool suggestion - I'd recommend posting that on the Blizz forums!
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Does the tempest still have the range upgrade or is it just 15 now?
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On October 09 2012 00:08 SharkBait wrote: Does the tempest still have the range upgrade or is it just 15 now?
no range upgrade, it starts with 15 range
On October 08 2012 17:20 Cabinet Sanchez wrote:Show nested quote +On October 04 2012 11:03 BisuDagger wrote: This question doesn't deserve a thread so here it is:
Should ladder games have an option for rematch? Further explanation after one player forfeits their game, should those two players have an option to engage in a Bo3 or Bo5 depending on what the players decide on? And it would still count as ladder points. This would be a way to continue practicing a match up or to settle a grudge match between your opponent. Pretty cool suggestion - I'd recommend posting that on the Blizz forums!
This would make the game so much more enjoyable because playing mannered people seems to be a rarity and i would like to rematch them instead of getting a chessy bmer next
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Can you recall by clicking the nexus on the minimap? or do you have to have your camera on it? I would try it, but I'm at work at the moment
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On September 24 2012 08:46 Thrasymachus725 wrote: If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals?
The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't.
EDIT: I just checked out exactly how this works in the beta, and the worker count just goes away entirely when your nexus/hatch/CC isn't within mining range, even if you start to return minerals there. But like I said, if it is a mining position, it says X/24 no matter how many patches are extant at that base.
On October 09 2012 02:59 ThirdDegree wrote:Can you recall by clicking the nexus on the minimap? or do you have to have your camera on it? I would try it, but I'm at work at the moment 
Yes you can. If you have the mouse accuracy this is definitely the fastest way.
On October 08 2012 14:43 enemy2010 wrote: Might have been asked in this thread, but:
When you abduct a warp prism that is warping in units, you cancel the warp ins, right?
Yep. I'm pretty sure that's been a thing since WoL right? (HuK just had that done to him like five times in one game in the MLG MvP Tourney just recently I believe)
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On October 09 2012 03:07 Kommatiazo wrote:Show nested quote +On September 24 2012 08:46 Thrasymachus725 wrote: If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals? The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't. I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong.
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It does decrease per patch, but I am not sure it goes above x/24
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Also, thanks to Kommatiazo <3
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On October 09 2012 03:15 Conti wrote:Show nested quote +On October 09 2012 03:07 Kommatiazo wrote:On September 24 2012 08:46 Thrasymachus725 wrote: If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals? The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't. I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong.
You sir are correct, I was wrong about that X/. One of those cases where I thought it always stayed at /24, so my brain just edited that out of my vision or something whenever I looked at it, but I just now watched a replay and watched it tick down to /21 after the first patch ran out. So, that's settled!
On October 04 2012 05:09 iHirO wrote: If you neural parasite a probe and build a mothership core, is it possible to recall to a hatchery, or is it limited to nexus only?
Just tested this to be sure, even though I'm pretty sure the tooltip for the the MSC recall says "targeted Nexus", and indeed, when you try to click a hatch on the minimap or otherwise, it says "Must target Nexus". But it does work on zerg units when you do click a nexus that you built, which is cool; I used it to spam infested Terrans in the AI's base then recall my infestors away. Which is cool. Also, something I never noticed is that pylons/nexuses increase your food cap. So you could neural a probe and spam pylons so you don't need overlords for supply. Well, I thought that was neat
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On October 09 2012 03:46 Kommatiazo wrote:Show nested quote +On October 09 2012 03:15 Conti wrote:On October 09 2012 03:07 Kommatiazo wrote:On September 24 2012 08:46 Thrasymachus725 wrote: If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals? The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't. I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong. You sir are correct, I was wrong about that X/. One of those cases where I thought it always stayed at /24, so my brain just edited that out of my vision or something whenever I looked at it, but I just now watch a replay and watched it tick down to /21 after the first patch ran out. So, that's settled! Hooray!
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On October 09 2012 03:07 Kommatiazo wrote:Show nested quote +On October 08 2012 14:43 enemy2010 wrote: Might have been asked in this thread, but:
When you abduct a warp prism that is warping in units, you cancel the warp ins, right? Yep. I'm pretty sure that's been a thing since WoL right? (HuK just had that done to him like five times in one game in the MLG MvP Tourney just recently I believe) How can it be a thing since WoL? o.O "Abduct" is this pull ability from the viper. No viper in WoL.
But if that works, then nice 
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Does the dmg Widow Mines do ignore armor? F.e. do they one-shot Stalkers, or leave them at 1 HP? Or do only shields count since the Hit is so massive and the engine forgets to factor in armor, so any difference with +1 shield Stalkers?
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On October 09 2012 21:08 CruelZeratul wrote: Does the dmg Widow Mines do ignore armor? F.e. do they one-shot Stalkers, or leave them at 1 HP? Or do only shields count since the Hit is so massive and the engine forgets to factor in armor, so any difference with +1 shield Stalkers? Widow mine damage isn't mitigated by armor because its "attack" is actually an ability like Psi storm, Fungal, or Yamato.
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Brunei Darussalam566 Posts
I don't have beta access yet, so I have the following question:
With the new MSC design and its purify ability, have 1 base timings in PvP (e.g. zealot archon) gotten significantly worse? (Please say yes, please say yes... :D)
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Whats the counter to ultralisk burrow? I find if I invest in to many tanks my army will auto lose to this. playing with bio+tanks I usually spread my tanks also in groups of 2-3 at a few different spots
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Does HotS have new gameplay music?
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where can i find some good beta replays?
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On October 10 2012 02:19 Romitelli wrote: I don't have beta access yet, so I have the following question:
With the new MSC design and its purify ability, have 1 base timings in PvP (e.g. zealot archon) gotten significantly worse? (Please say yes, please say yes... :D)
yes and no. Defense is significantly better since purify has awesome range and can really help against that kind of thing. They other thing is that your opponent can now recall to save a good chunk of his army from being wiped out. So the all ins are still there but you will definitely be at an advantage at the same time all ins can be salvaged so you wont be as far behind with the recall abiity
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Not sure if it's been asked: But for protoss, when do you guys think you should invest in the msc in all the matchups?
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Russian Federation4295 Posts
On October 10 2012 05:16 IamZieK wrote: Whats the counter to ultralisk burrow? I find if I invest in to many tanks my army will auto lose to this. playing with bio+tanks I usually spread my tanks also in groups of 2-3 at a few different spots With detection you can atack ultralisk while they're burrow-charging
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