LotV Multiplayer Changes Compilation - Page 5
Forum Index > Legacy of the Void |
mnck
Denmark1518 Posts
| ||
NeoBlade
Germany262 Posts
http://us.battle.net/sc2/en/blog/19930660/legacy-of-the-void-features-co-op-missions-10-28-2015 Please change it in "General", thanks! THANKS Beedebdoo | ||
Beedebdoo
130 Posts
Thanks for the list, Existor! Pretty sure the range increase to Neural Parasite is already documented in the OP, unless something changed of which I'm unaware The graphic showing if a pylon will power a structure seems to be campaign only. Didn't appear when I tested in the multiplayer. @Kal_rA It costs 50 energy to deploy a Statis Ward, so a single Oracle with full energy can deploy 4 in a row @mnck Glad to know that this has been helpful! @NeoBlade I corrected it, and added some structure to General. Thanks! | ||
Cascade
Australia5405 Posts
| ||
Danglars
United States12133 Posts
| ||
NeoBlade
Germany262 Posts
Patch notes say: "Lock On now deals 400 damage over 20 seconds against both ground and air." http://wiki.teamliquid.net/starcraft2/Patch_2.5.5 SC2 says: "Locks the Cyclone's weapons on the target unit, dealing 400 damage over 14 seconds to ground targets, and 400 damage over 14 seconds to flying targets. Can move while firing. Cancels if target moves out of range." Note: The SC2-Editor-Text uses variables, so it is not a Typo ... "Locks the Cyclone's weapons on the target unit, dealing <d ref="Effect,LockOnCP,PeriodCount*Effect,CycloneWeaponDamage,Amount"/> damage over <d ref="Effect,LockOnCP,PeriodCount * Effect,LockOnCP,PeriodicPeriodArray[0]"/> seconds to ground targets, and <d ref="Effect,LockOnAirCP,PeriodCount*Effect,CycloneAirWeaponDamage,Amount"/> damage over <d ref="Effect,LockOnAirCP,PeriodCount * Effect,LockOnAirCP,PeriodicPeriodArray[0]"/> seconds to flying targets. Can move while firing. Cancels if target moves out of range. Here is the SC2-Editor data <CEffectCreatePersistent id="LockOnAirCP"> PeriodCount = 20, so I guess it's 20, since the XML tells us so. What is correct? | ||
RewardedFool
17 Posts
| ||
Aquila-
516 Posts
| ||
wishr
Russian Federation262 Posts
| ||
Existor
Russian Federation4295 Posts
| ||
yurisan
Poland35 Posts
a suggestion - would it be possible to state the patch version and the last balance update (link maybe) on the original post ? | ||
outscar
2828 Posts
On that note, the maximum suggested worker count on mineral fields has been reduced from 3 per Mineral Field (max saturation) to 2 per Mineral Field (efficient saturation). Does not change the actual mining behavior of workers. I bumped this thread because of old expansions: today upon playing for old time's sake WoL and HotS to see how game felt before I found out that instead of 24 harvesters per base you need (worker count show bug maybe? showing LotV count?) 16, 2 for each patch not 3. Doesn't this change destroy original experience? Why they left everything like it was - mineral fields, upgrades, etc. but changed efficiency of worker per patch? What's the point of having select menu of old expansions if it isn't same as they used to be? HotS just like WoL ended already so why they patched them? I think no one cares about past but Blizzard accidentally implemented LotV economy thing to old expansions. Also sometimes I still see outdated tooltip where it says 3 workers are needed for saturation mining, not 2. I don't know what else changed, I hope they didn't touch game speed. I will be glad if someone will post about it on official forums. EDIT: Ah, my bad I'm so noob, didn't pay attention to "Does not change the actual mining behavior of workers". Blizz improved those stats a lot then. | ||
jimminy_kriket
Canada5476 Posts
| ||
| ||