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UPDATE: Still Unlisted Patch Balance Changes

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 40 41 42 Next All
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-07-14 20:35:38
July 08 2010 03:36 GMT
#1
This thread used to list the "Unlisted Patch Balance Changes" from the previous patch 16.
But in Patch 17, as you probably know, Blizz undid some of these Unlisted Changes.

  • Many of the following bug fixes were intended for internal testing only, and are now being reverted.
    • 250mm Strike Cannons can no longer deal damage to hidden targets.
    • Barracks build time decreased from 65 to 60 seconds.
    • Bunker build time decreased from 40 to 30 seconds.
    • Canceling morphing Banelings now returns 75% of the cost like other morphing Zerg units.
    • Hellion range reverted from 6 to 5.
    • Reaper build time decreased from 45 to 40 seconds.
    • Zealot build time decreased from 38 to 33 seconds.



However there were many, many more Unlisted Balance Changes that were not addressed in the notes, nor within the game. Here they are, I confirmed these myself:

Blue changes seem likely to be intended for internal purposes only, and should probably be reverted
Green changes are likely intended to remain in the game, but have yet to appear in any patch notes
Red changes are changes they DID revert back in this patch, but were not listed in the notes


Unlisted Balance Changes that still were not reverted in the latest Patch 17, and yet seem likely to be intended for internal testing only, and should probably be reverted:


  1. Neural Parasite lasts about 12-ish in-game seconds.
    Confirmed to still exist in Patch 17

  2. It's easier to completely trap units in Force Fields. IMO it's pretty stupid to completely take units out of the battle so easily with a 50 energy, low tech spammable spell, especially with roaches being unable to burrow underneath.
    All of the units shown in the wireframe panel are completely stuck by Force Fields:
    [image loading]
    Confirmed to still exist in Patch 17

  3. Creep Tumors take 30 seconds before it can create another Creep Tumor, up from 15.
    Confirmed to still exist in Patch 17. Almost certainly not intended, the tooltip says the Cooldown is still 15

  4. If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
    So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.

    On July 09 2010 04:25 DeMusliM wrote:
    the new terran macro is very annoying.
    3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.

    To avoid this problem DeMusliM's describing, you'd have to put Reactor structures and Tech Lab structures on different hotkeys.
    Confirmed to still exist in Patch 17. intended?

  5. There is now a 1 second cooldown for Transfusion from the Queen. (may not sound significant, but you'd be surprised how rapidly you often want to cast it)
    Confirmed to still exist in Patch 17


Unlisted Balance Changes that were not reverted in the latest Patch 17, and also seem likely to be intended to be real patch changes:

  1. Psi storm cooldown decreased from 2.5 seconds to 2 seconds.
    Confirmed to still exist in Patch 17, clearly an intentional change. (tooltip is correctly updated)

  2. Infested Terrans lasts 30 seconds (up from 20).
    Confirmed to still exist in Patch 17, clearly an intentional change, as the tooltip has also been updated

  3. Infested Terran spell can now be cast while Infestor is Burrowed.
    Confirmed to still exist in Patch 17, clearly an intentional change. (ability button appears while burrowed)

  4. Hallucinated Colossi no longer break force fields.
    Confirmed to still exist in Patch 17, most likely an intentional change


  5. Ultras get +2 and +2 vs armored per upgrade, instead of +3 vs armored per upgrade.
    Confirmed to still exist in Patch 17, clearly an intentional change.

  6. Morphing Warpgate to Gateway now takes 10 seconds, instead of 3. The warp-in cooldown is paused when its not in warpgate form. In other words, that old bug is no longer abuseable, to produce units a little faster.
    Confirmed to still exist in Patch 17, most likely an intentional change

  7. Cybernetics Core now has a research animation.
    Confirmed to still exist in Patch 17, clearly an intentional change

  8. 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)
    Confirmed to still exist in Patch 17, clearly an intentional change

  9. Bug? Changelings appear red to opponents after morphing to "blend in" with enemy.
    untested


Unlisted Balance Changes that were reverted in the latest Patch 17
  1. Roaches and infestors can no longer move under Force Fields while burrowed
    Confirmed to have been reverted in Patch 17! clearly intentional


Unlisted, but not balance-related, Changes:

  1. BUG: The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their icons swapped. the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? makes no sense
    + Show Spoiler [image] +

    [image loading] (thanks figq)

    Confirmed to still exist in Patch 17

  2. If you set a rally point on a unit, and if that unit dies, the rally point is reset.
    Confirmed to still exist in Patch 17

  3. Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.
    Confirmed to still exist in Patch 17, clearly an intentional change

  4. You can now view all the units inside the Nydus Network, rather than just the "first page" of units. (This allows you to pick and choose certain units to unload
    Confirmed to still exist in Patch 17, clearly an intentional change

  5. If you tell your transports to Unload, only the transports with cargo inside will move, the rest will ignore it
    Confirmed to still exist in Patch 17, clearly an intentional change

  6. The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around) is now a toggle-able ability. ie: you don't have to press it every time you give the Ghost another command.
    Confirmed to still exist in Patch 17, clearly an intentional change

  7. Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)
    untested
  8. Larvae no longer count as a Unit (doesn't show up in the Unit display tab while watching replays or Observing)
    untested
  9. Critters now roam the maps. And go poof if they're clicked on too much
    untested
  10. Attack Cooldown values listed in tooltips, when mousing over weapons.

  11. Flying units moving/turning, and overlords generating creep, no longer make my ears bleed

  12. Several graphical additions/tweaks/changes. Units unloading from Medivacs got a new, cool animation. Xel'naga towers showing as an eye on a minimap

  13. Bnet bug: Despite it saying there are 2 placement matches to play, there are really 5 before you are placed.

ModeratorBlame yourself or God
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-07-08 03:41:59
July 08 2010 03:40 GMT
#2
Coalition is now named Tarsonis Assault.
Decena is now named Monlyth Ridge.

i extracted the minimap .tga picture this morning and now i have looked on starcraft 2 in join game menu and its confirmed.

I WASSS RIGHT !
someone_elses_lies@live.fr
Smurfz
Profile Joined May 2008
United States327 Posts
July 08 2010 03:41 GMT
#3
Cast while burrowed!? This could be pretty interesting.
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
July 08 2010 03:42 GMT
#4
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...
( ・´ー・`)
vyyye
Profile Joined July 2010
Sweden3917 Posts
July 08 2010 03:44 GMT
#5
On July 08 2010 12:36 Zelniq wrote:
Overlord Generate Creep sound effect seems much quieter

Thank you, Blizzard.

I also like the Infested Terran change, burrowing infestors will be a brilliant mineral harass before turrets/cannons/overseers start popping up everywhere.
DM20
Profile Joined September 2008
Canada544 Posts
July 08 2010 03:44 GMT
#6
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2010-07-08 03:45:20
July 08 2010 03:44 GMT
#7
Ultralisks now have lazer beams coming out of their ass.

Oh wait, EU servers are down!

But scary thing, with the infestors.. I gotta check it out.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Rhyme
Profile Joined May 2010
United States1069 Posts
July 08 2010 03:45 GMT
#8
Neural Parasite lasts about 12-ish in-game seconds.


that's going to make earning the "warp in a zealot as zerg in a melee game" achievement pretty tricky...

or does melee include non-ladder games too?
dont ever say that
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 03:46 GMT
#9
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.
CScythe
Profile Joined June 2009
Canada810 Posts
July 08 2010 03:46 GMT
#10
The most important change of all: the match countdown beep sound is different.
DeCoup
Profile Joined September 2006
Australia1933 Posts
July 08 2010 03:46 GMT
#11
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
torm
Profile Joined May 2010
Canada274 Posts
July 08 2010 03:48 GMT
#12
they also added sounds to units that have been neural parasited, i.e. SCV says robotic phrases such as "awaiting directive", what i mean is the voice implies that the SCV is in fact being controlled.
Sputty
Profile Joined April 2010
Canada161 Posts
July 08 2010 03:48 GMT
#13
On July 08 2010 12:46 DeCoup wrote:
Show nested quote +
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
July 08 2010 03:48 GMT
#14
The dropship moving to unit thing is greaaat.
Toobz
Profile Joined May 2010
United States88 Posts
July 08 2010 03:49 GMT
#15
Overlord speed cost is back to 100/100
Its pretty alright
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-07-08 03:52:29
July 08 2010 03:49 GMT
#16
On July 08 2010 12:46 Sputty wrote:
Show nested quote +
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Yeah, being unable to tab through add-ons makes it really hard to do shit, you can't control if you want only marines in reactor barracks so you end up having to remove marines from other rax to make marauders in tech labs or new add-ons in normal barracks(or any building). It's really frustrating.

On July 08 2010 12:48 Sputty wrote:
Show nested quote +
On July 08 2010 12:46 DeCoup wrote:
On July 08 2010 12:44 DM20 wrote:
They changed the way MBS works with buildings, terran macro with different addons is kinda awkward now.

Can you be more specific? How does it work now?

You don't tab through different add-ons, it makes it in the most 'efficient' building, which can often mean it spreads it across multile buildings instead of 2 in reactor for example. It's very annoying

i know how is used to work... but we cant tab from techlab -> reactor -> no add-on now?
that means we almost need to have all tech labs in one group, reactors/no addons in another...
sounds like this forces us to build marauders/ghosts first, else they get built behind marines...
SpiDaH
Profile Joined March 2010
France198 Posts
July 08 2010 03:50 GMT
#17
On July 08 2010 12:42 prototype. wrote:
ctrl+f5-f8 moved to ctrl+f8-f12

very inconvenient...


wait what? WHAT ? but my queen is on control f5, what the fuck man!
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
July 08 2010 03:50 GMT
#18
can't you just hotkey buildings with different addons seperately? How awkward can it get... its still going to be 100x easier than bw
Long live BroodWar!
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-07-08 03:51:00
July 08 2010 03:50 GMT
#19
Banelings were +2 (+2 light) per upgrade, for a total of +4 vs light. Are they now +2 (+4 vs light) for a total of +6 or +0 (+4 light)?
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
July 08 2010 03:50 GMT
#20
Wait, did neural parasite just get a huge nerf?
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