• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:44
CET 04:44
KST 12:44
  • 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
ByuL: The Forgotten Master of ZvT0Behind the Blue - Team Liquid History Book16Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up0ACS replaced by "ASL Season Open" - Starts 21/0224LiuLi Cup: 2025 Grand Finals (Feb 10-16)43Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker13
StarCraft 2
General
ByuL: The Forgotten Master of ZvT Weekly Cups (Feb 9-15): herO doubles up Nexon's StarCraft game could be FPS, led by UMS maker How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? StarCraft 1 & 2 Added to Xbox Game Pass
Tourneys
LiuLi Cup: 2025 Grand Finals (Feb 10-16) WardiTV Team League Season 10 PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) $5,000 WardiTV Winter Championship 2026 StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
TvZ is the most complete match up Gypsy to Korea Which units you wish saw more use in the game? Ladder maps - how we can make blizz update them? BW General Discussion
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Diablo 2 thread Path of Exile Battle Aces/David Kim RTS Megathread
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Search For Meaning in Vi…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2477 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
OSC
00:00
OSC Elite Rising Star #17.5
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 256
Nathanias 75
StarCraft: Brood War
Artosis 712
sorry 119
yabsab 90
Noble 66
NaDa 50
Icarus 4
Light 0
Dota 2
monkeys_forever901
NeuroSwarm190
febbydoto36
LuMiX2
League of Legends
JimRising 675
Reynor77
Counter-Strike
taco 653
m0e_tv203
Other Games
summit1g11225
Day[9].tv802
C9.Mang0596
WinterStarcraft252
KnowMe175
Maynarde141
Trikslyr73
ZombieGrub42
minikerr6
Organizations
Other Games
BasetradeTV125
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• HeavenSC 35
• Response 3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Scarra1961
Other Games
• Day9tv802
Upcoming Events
WardiTV Winter Champion…
8h 16m
PiGosaur Cup
21h 16m
Replay Cast
1d 5h
WardiTV Winter Champion…
1d 8h
Replay Cast
1d 20h
PiG Sty Festival
2 days
Maru vs Bunny
Classic vs SHIN
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Winter Champion…
2 days
OSC
2 days
[ Show More ]
Replay Cast
2 days
PiG Sty Festival
3 days
Clem vs Percival
Zoun vs Solar
Epic.LAN
3 days
Replay Cast
3 days
PiG Sty Festival
4 days
herO vs NightMare
Reynor vs Cure
CranKy Ducklings
4 days
Epic.LAN
4 days
Replay Cast
4 days
PiG Sty Festival
5 days
Serral vs YoungYakov
ByuN vs ShoWTimE
Sparkling Tuna Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

C-League Week 31
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
Spring Cup 2026: China & Korea Invitational
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
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 © 2026 TLnet. All Rights Reserved.