Thanks, I thought it might just me after I saw the decals in tl attack.
Simple [HOTS] Questions, Simple [Beta] Answers - Page 21
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MajuGarzett
Canada635 Posts
Thanks, I thought it might just me after I saw the decals in tl attack. | ||
qu0czer
United States15 Posts
I pre-ordered the game on Friday, and was able to redeem a beta key, but my friend noticed that Amazon.com no longer lists their special promotion on the Heart of the Swarm page. He wanted to get a beta key, but he doesn't want to chance pre-ordering it from Amazon, if he could get the beta key elsewhere. I've heard that Gamestop is an option, but I haven't seen anything on their website that says they're handing out beta keys (even on Friday). | ||
LOLItsRyann
England551 Posts
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AfricanPsycho
South Africa158 Posts
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The_Goliath
11 Posts
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archonOOid
1983 Posts
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AfricanPsycho
South Africa158 Posts
ANYONE??? | ||
Salteador Neo
Andorra5591 Posts
Thanks in advance. | ||
Quakecomm
United States344 Posts
On November 17 2012 22:47 seaofsaturn wrote: How long has it been taking people? Where did you order from? I ordered from amazon (via TL link) and it has been 2 days and they didn't email me yet. Did you check your spam box? | ||
Crawdad
614 Posts
On November 21 2012 05:20 AfricanPsycho wrote: Hey chaps, I just have 2 quick questions: 1) Can oracles kill creep tumers? 2) does mass void rays counter mass tempest? ANYONE??? Yes, and technically yes. | ||
Crushgroove
United States793 Posts
Does fungal stop mo-core mass teleport? Does a widow mine kill creep tumors? edit: no, they do not. Does blinding cloud effect hell-bats? | ||
Keiras
Czech Republic57 Posts
On November 22 2012 08:06 Salteador Neo wrote: Does the widow mine ignore the immortal hardened shield? Thanks in advance. Yes, it does full 160 damage On November 22 2012 15:57 Crushgroove wrote: Does blind effect colossi? Does fungal stop mo-core mass teleport? Does a widow mine kill creep tumors? edit: no, they do not. Does blinding cloud effects hell-bats? Cloud effects collosus, it can only shoot under itself Fungal doesn't prevent or cancel teleport Cloud effects hellbats reducing the range from 2 to melee, splash damage still applies | ||
Existor
Russian Federation4295 Posts
Cloud effects collosus, it can only shoot under itself Fungal doesn't prevent or cancel teleport Cloud effects hellbats reducing the range from 2 to melee, splash damage still applies I want to say a bit more. Colossus and other units will auto-leave blinding cloud. Cloud is useful only against immobile enemies. Fungal does not prevent using any abilities. Only blink and toggle-modes (burrow, siege deploy, etc) is blocked by fungal. After hellbats it also affects Ultralisks. They have 1 range, and with melee range they will stuck more around zerglings. Does a widow mine kill creep tumors? Widow Mine can damage buildings with 40 dmg splash. It's a very small chance that widow mine will hit creep tumor nearby with that atack. | ||
ETisME
12265 Posts
On November 16 2012 23:34 Kambing wrote: Nah, it's been 2x greater between in-game and out-of-game reporting. So it's more than just factoring in real-time. Oh and I thought I have faster hands (400apm spamming lol) How about epm? I think it's similar to my wol but I am playing all race now, so not sure if it's just heightened up just so I feel better lol | ||
Unshapely
140 Posts
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Unshapely
140 Posts
I did not wish to make a separate thread for this, hence I asked the question here. | ||
Crawdad
614 Posts
On November 25 2012 12:30 Unshapely wrote: I assume my question wasn't simple enough to warrant a simple answer? I did not wish to make a separate thread for this, hence I asked the question here. It's a hugely contested topic within the SC2 community. Blizzard has opted for clumpy unit movement, and that is the final word from them. | ||
Unshapely
140 Posts
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Drunken.Jedi
Germany446 Posts
On November 25 2012 03:49 Unshapely wrote: Is it possible to disallow an army from forming a perfect phalanx when a move command is issued? There are no automatic formations in sc2. When you command your units to move to a certain point, all of your units will try to get to that point, leading them to naturally clump up (which is nothing at all like a phalanx), which is most apparent in air units due to the lack of collission. You can lessen this effect somewhat by telling your units to move to a far away point, which means they will converge more slowly and not clump up as much, but this requires your units to already be spread out somewhat in the first place. This technique is most commonly used with mutalisks to avoid splash damage (and has been misleadingly termed "magic box", even though there is no box, magic or otherwise and it works completely different from the magic box in sc1). | ||
OKScottish
United States217 Posts
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