• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:38
CEST 22:38
KST 05:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed14Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Weekly Cups (July 7-13): Classic continues to roll RSL Revival patreon money discussion thread Who will win EWC 2025? The GOAT ranking of GOAT rankings Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event Sea Duckling Open (Global, Bronze-Diamond) RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL [ASL19] Finals Recap: Standing Tall BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Help: rep cant save
Tourneys
Cosmonarchy Pro Showmatches CSL Xiamen International Invitational [Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative Summer Games Done Quick 2025!
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 711 users

UPDATE: Still Unlisted Patch Balance Changes - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 42 Next All
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 08 2010 08:57 GMT
#181
Please also include the graphical updates you find... is there a major difference?
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 08:59 GMT
#182
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.
NATO
Profile Joined April 2010
United States459 Posts
July 08 2010 09:03 GMT
#183
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?
Hugoboss21
Profile Joined June 2009
France346 Posts
July 08 2010 09:03 GMT
#184
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


sup neo gaffer.
In order to make an apple pie from scratch, you must first create the universe. --Carl Sagan
Gautz
Profile Joined May 2010
192 Posts
Last Edited: 2010-07-08 09:10:37
July 08 2010 09:08 GMT
#185
On July 08 2010 18:03 NATO wrote:
Show nested quote +
On July 08 2010 17:59 ZealousD wrote:
Okay, I figured out what the medivacs were doing. It's not attack-move that's the key to the behavior.

Anytime a medivac is in range of a friendly biological unit in combat, it will automatically hold its position and FACE the unit, in preparation of healing it. So if you do a scan move command on a medivac while its near friendly biological units IN COMBAT it will simply sit tight, regardless of whether or not the unit needs healing. I confused this for some sort of auto-spacing behavior because as I was moving an MM force forward in an enemy base, the medivacs wouldn't move ahead of them, even though they weren't healing.

I'll have a YouTube video up shortly.


Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess it's about whether or not an enemy unit is visable for u on the potential way - or - the attackmove itselfs triggers this behavior

however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (
InRaged
Profile Joined February 2007
1047 Posts
July 08 2010 09:18 GMT
#186
On July 08 2010 18:08 Gautz wrote:
however.. imo this is a bad thing, this isn t just simplifying the units behavior, it s more like an easymode 4 controlling the terran army : (

I don't think that's necessarily a bad thing, considering both Protoss and Zerg in mid-game have an easymode for killing terran bio-army ;P
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:22 GMT
#187
Here's the video of the medivac behavior.





On July 08 2010 18:03 NATO wrote:
Yeah, I just tried a-move and it was the same behavior as move. How does it determine when a unit is in combat if it is not damaged?


I guess I should be more specific. If the unit is currently firing its weapon, than the medivac will hold and face it.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:23 GMT
#188
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.
Daliniues
Profile Joined May 2010
Canada117 Posts
July 08 2010 09:28 GMT
#189
I must point out that that is indeed a roach nerf, neural parasite time is also a nerf and the fact stalkers can no longer blink to islands and across unpassable terrain makes me a bit mad >
Mjolnir
Profile Joined January 2009
912 Posts
July 08 2010 09:28 GMT
#190
On July 08 2010 17:49 Mjolnir wrote:
Show nested quote +

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Neural Parasite lasts about 12-ish in-game seconds.


Lame. Were these really game-breaking?



I still can't get over this NP nerf. It's not like Infestors were ever hard to kill in combat given the range of NP. Never mind the fact that once NP'd you can't move the unit very far - or the Infestor at all.

Do you think they nerfed NP to "compensate" for the Infested Terrans ability going back to Infestors?

Am I completely off-base? Do non-Zerg players feel this was a necessary change?

Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2010-07-08 09:32:50
July 08 2010 09:31 GMT
#191
Guys, the only thing that was fixed with the stalker was that they removed this bug:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123178

They can still blink over anything as long as they are in range, it was bugged before so that you could blink further than you should be able to.

Here you can see:
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:33 GMT
#192
On July 08 2010 18:23 zephon wrote:
Show nested quote +
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.
I'll call Nada.
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
July 08 2010 09:38 GMT
#193
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.
In the beginning there was nothing... and then exploded
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:46 GMT
#194
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.
RisingTide
Profile Joined December 2008
Australia769 Posts
Last Edited: 2010-07-08 09:59:35
July 08 2010 09:47 GMT
#195
On July 08 2010 18:33 lololol wrote:
Show nested quote +
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

Ok, Stalkers CAN'T blink to the island on SS, but they CAN blink over just rocks if there's vision. Also, they CAN blink over void if there is a land path around it, such as near the naturals on SS.

EDIT:
Also, has warpgate zealot cooldown always been 28s? That seems longer than I remember.
zephon
Profile Joined May 2010
France26 Posts
July 08 2010 09:49 GMT
#196
On July 08 2010 18:38 Drakan wrote:
so medivacs are smarter now and they don't go all in into the fights even if all units have full health ?
they will always stay behind the unit line so they can heal ???

Maybe that is applied also to the high templars... since they NEVER attack just like the medvacs.


...and moreover to observers.
ZealousD
Profile Joined July 2010
United States13 Posts
July 08 2010 09:51 GMT
#197
Again, I actually don't think the medivac change is a change to scan-move. I just made that assumption the first time I saw it.
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 09:51 GMT
#198
On July 08 2010 18:46 zephon wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


i've realized my mistake too late. So gate -> wg is 10 sec too now? if that's true, then it's huge! can't believe they could have forget something like that in the patch notes.


gate -> wg was 10 seconds
wg -> gate was 3 seconds and is now 10 seconds


On July 08 2010 18:47 RisingTide wrote:
Show nested quote +
On July 08 2010 18:33 lololol wrote:
On July 08 2010 18:23 zephon wrote:
On July 08 2010 16:29 InTriX wrote:
I thought the game was pretty balanced end of phase 1, didn't realise zerg needed a buff and protoss needed a nerf. Stalkers that can't blink up cliffs even with sight is a stupid idea and making warpgates take 10 seconds to turn into gateways also pointless.


stalkers still can blink on higher ground if you have sight. There's just some cases (MT islands, ramp blocked by rocks) that have been fixed.

wg -> gate = 10 sec
gate -> wg = 3 sec
it was already like this in phase 1. No change here.

You got the values reversed and it's no longer like that, both are 10 seconds now and the warpgate->gateway->warpgate trick does not work at all, since the cooldown is paused, until you transform back to a warpgate.


Confirming the warpgate switch. The trick is dead, as warpgate cooldown doesnt reduce while in gateway form.

As to stalkers, they CAN blink up cliffs if you have sight, I'm about to test some more on scrap station.

EDIT:
Also, has warpgate zealot cooldown always been 38s? That seems longer than I remember.


From my previous post:
Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
I'll call Nada.
krell
Profile Joined July 2010
United States109 Posts
July 08 2010 09:52 GMT
#199
I believe the barracks build time has been increased to 65. (I'm 90% sure it was 60 before). I noted some other small changes:

- Color of the UI switched from yellow to white when units are loaded in a bunker.
- When the Yamato upgrade is complete, a battlecruiser voice announces " Yamato Cannon operational"
- When facing an AI, when you do terrible terrible damage to them (ie, killl their CC and a bit of their army). They ask to "surrender" which effectively removes them from the game if you accept.
"you've got to change the world and use this time to be heard"
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-07-08 09:58:24
July 08 2010 09:56 GMT
#200

Overlords (and i'm assuming the other race's dropships) now move to pickup units. Meaning, if you have some unit/s selected then Right-Click an Overlord, both the units and the overlord will meet up to Load, rather than just the unit/s moving, just like SC1.

Omg yes :D!!!!!!!!


Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before I think it was Slower, Slow, Normal, Fast, Faster, Faster x3, Faster x6. correct?)

Again, yes! :D!

Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Wuah? Won't this fuck protoss hardcore? Like........ really, really, really, really hard?

EDIT: Ah, Klockan3 to the rescue. Guess they still can =]

Roaches can no longer move under Force Fields while burrowed!!!!

Seems bad too :S
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Prev 1 8 9 10 11 12 42 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ZombieGrub239
UpATreeSC 170
Nathanias 78
JuggernautJason45
CosmosSc2 14
StarCraft: Brood War
Sea 2250
Larva 827
TY 160
scan(afreeca) 34
Dota 2
qojqva5016
League of Legends
Dendi1588
Counter-Strike
Stewie2K1022
flusha238
oskar234
Heroes of the Storm
Liquid`Hasu454
Other Games
FrodaN2714
ToD201
C9.Mang0198
RotterdaM147
Skadoodle107
ViBE81
Trikslyr67
Sick52
PPMD17
Liquid`Ken2
Organizations
Other Games
gamesdonequick2733
StarCraft 2
angryscii 32
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH192
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21057
League of Legends
• TFBlade909
Other Games
• imaqtpie2031
• Shiphtur290
Upcoming Events
Replay Cast
3h 22m
OSC
3h 22m
Epic.LAN
15h 22m
Big Brain Bouts
19h 22m
sebesdes vs SpeCial
Harstem vs YoungYakov
GgMaChine vs uThermal
CranKy Ducklings
1d 13h
Epic.LAN
1d 15h
CSO Contender
1d 20h
BSL20 Non-Korean Champi…
1d 21h
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
2 days
Online Event
2 days
[ Show More ]
BSL20 Non-Korean Champi…
2 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Esports World Cup
4 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
5 days
Esports World Cup
6 days
Liquipedia Results

Completed

JPL Season 2
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.