Starcraft II Patch 2.0.8 - Page 3
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AwesomeFossum
United States312 Posts
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poorcloud
Singapore2748 Posts
On May 07 2013 09:34 synd wrote: Vrays, muta hp regen, swarm hosts' locusts, widow mines, hellbats. Maybe EVEN one of these things ? So basically you want to play WOL? | ||
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digmouse
China6326 Posts
On May 07 2013 09:18 BlackPanther wrote: You can't get angry about the SCV change? I know I am. Glitches like these were what made BW so cool. Terran finally had a way to gas steal. Game-breaking glitches like that is no longer a "cool" factor in modern day competitive games. | ||
larse
1611 Posts
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.) I liked to turn background music to 100% back when HOTS just came out, cuz it has great music. And I noticed this very subtle thing when I watch replays or ob others' games. I didn't expect they would notice this. But they still haven't specify which race the new music belong to. In the current version, all the new music belong to Terran. Yep, Protoss and Zerg got nothing. Hope they put the new music into different races. Zerg eggs no longer play extraneous sound effects when units hatch. I just started to get used to the new loud sound... | ||
bduddy
United States1326 Posts
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.) brb unsubscribing from all streams ![]() | ||
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Zelniq
United States7166 Posts
Zerg eggs no longer play extraneous sound effects when units hatch. So this is false, the annoying sounds when units hatch still happen. Just tested it (patched, then went into custom offline game), units still make the same 'small zerg explosion' sound that they have been ever since HotS launch (same sound that zerglings make when they die), that they confirmed was a bug long ago. this is quite unfortunate as lots of people felt it was quite annoying. | ||
eviltomahawk
United States11133 Posts
On May 07 2013 08:48 mrRoflpwn wrote: The terran music is the best one out of all three. =( Imagine this. Maybe Flash 2.0, currently a virgin to Starcraft, will tune into a league that is casting off of a replay. Instead of hearing the excellent Terran music, he'll hear Protoss and Zerg music instead. Consequently, he'll be more inclined to play Protoss and Zerg instead of Terran since his first Starcraft experience will not include the wonderful Terran music. A decade later, we'll have a Protoss or Zerg bonjwa tearing up all the leagues, winning championships and innovating new strategies that would otherwise belong to Terran had he played that handsome race. Hence, this is a balance change years in the making. This is a ridiculous move from Blizzard. If they don't undo this "fix", I will cancel my preorder, email sponsors, and boycott something. | ||
synd
Bulgaria586 Posts
Are you trying to be dumb? Did I say remove these things? No. I said look into them and possible think of balance changes REGARDING them. Things, as they are now, are definitely not perfectly balanced. It's weird that they even considered buffing the oracle /facepalm. | ||
FabledIntegral
United States9232 Posts
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing. However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI. I almost always IMMEDIATELY noticed the idle worker button in WoL... never had idle workers almost ever. Now I never see it in HOTS. Kinda sad ![]() | ||
eviltomahawk
United States11133 Posts
On May 07 2013 09:53 synd wrote: Are you trying to be dumb? Did I say remove these things? No. I said look into them and possible think of balance changes REGARDING them. Things, as they are now, are definitely not perfectly balanced. It's weird that they even considered buffing the oracle /facepalm. Complaints about balance should be directed at the balance test map that has been out for less than a week rather than at this innocent bug fix patch. | ||
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digmouse
China6326 Posts
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Zelniq
United States7166 Posts
Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too. Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands. Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked? TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets) | ||
Assirra
Belgium4169 Posts
On May 07 2013 09:12 Thrillz wrote: Oh wow music change, though the Terran music has always been the best anyways. That imba music. I wish it would be possible to change music on the fly for observers for dramatic effect. When the music started kicking in right when Mvp was doing a drop was simply too perfect. | ||
LTY
United States223 Posts
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isaachukfan
Canada785 Posts
I need to quickly do one of those rushes before this goes live! | ||
RiceAgainst
United States1849 Posts
On May 07 2013 10:07 Zelniq wrote: TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets) I think this was actually a revert. I used to not be able to que on top of things, and then before this patch I could. Guess now we can't again. | ||
larse
1611 Posts
On May 07 2013 09:46 Zelniq wrote: So this is false, the annoying sounds when units hatch still happen. Just tested it (patched, then went into custom offline game), units still make the same 'small zerg explosion' sound that they have been ever since HotS launch (same sound that zerglings make when they die), that they confirmed was a bug long ago. this is quite unfortunate as lots of people felt it was quite annoying. Oh well, this sucks big time. The loud hatching sound is annoying as hell. | ||
larse
1611 Posts
On May 07 2013 10:07 Zelniq wrote: I think I found a somewhat significant, unlisted change. Can anyone confirm that this is NOT how it was before this patch? (someone who hasn't patched yet, like people on NA) Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too. Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands. Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked? TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets) This is a good change to me at least. I feel overlapping is not convenient. | ||
Barbiero
Brazil5259 Posts
On May 07 2013 10:07 Zelniq wrote: I think I found a somewhat significant, unlisted change. Can anyone confirm that this is NOT how it was before this patch? (someone who hasn't patched yet, like people on NA) Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too. Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands. Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked? TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets) I can confirm you are not crazy. I like this change, makes things simpler. | ||
Dontkillme
Korea (South)806 Posts
On May 07 2013 07:41 Kaoriyu wrote: What's up with blizz and consistently trying to change how APM is calculated? =/ Bruh you obviously don't realize how important APM is. | ||
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