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On July 08 2010 16:44 Scorch wrote: Can someone please explain how Stalker blink works? Can I still blink up cliffs normally? Except if the ramp is blocked by rocks? And I can't blink to islands at all? So in fact I can only blink to where there's a way pathable by ground? Can I still blink onto the high ground overlooking a natural on Lost Temple even though there's no ramp?
Here's what I assume from the thread: You can blink anywhere as long as you have vision and enough range. The island on Scrap Station is out of range. The island on LT is out of range unless you find some sweet spot. Normal cliffs can be blinked up normally. You can't blink up rocks without something giving you vision. Before, you sort of were able to blink into empty space and were moved to the closest walkable area, for example an island. Rock blocked ramps had an area at the top that was visible and not blocked, seems like they fixed that.
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Gateways to Warpgates has always taken 10 seconds.
Regarding Stalker damage, Bliz changed the way damage was written patch 15.
Infested Terrans have actually always been pretty good. They are very powerful when bolstering your army or in defensive positions. (I think Bliz was originally too hasty when removing the ability from the Infestors.)
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Despite everyone saying it has changed.... the Zerg structures have still a FUCKING overlord as portrait. This annoys me to death
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On July 08 2010 16:48 IndecisivePenguin wrote:Show nested quote +On July 08 2010 16:44 Scorch wrote: Can someone please explain how Stalker blink works? Can I still blink up cliffs normally? Except if the ramp is blocked by rocks? And I can't blink to islands at all? So in fact I can only blink to where there's a way pathable by ground? Can I still blink onto the high ground overlooking a natural on Lost Temple even though there's no ramp? I can understand the rocks part, but I do hope you can still blink to islands and high ground. It would greatly limit the mobility of the unit from what it once was if you could not.
You can definately blink to high ground, but only if you have vision. But you cannot blink to 'unpathable' so not through thin air like to an island and not over destructable rocks. Just anywhere normal units can't walk.
Anyhow,
The neural parasite nerf is a little bit irksome, but I think it will give the ability a higher skill cap. Now you need to time it so you either recast it if you had 200 energy or you need to micro the mind controlled units to kill each other, and have your army attack them as well. Otherwise you could find yourself suddenly outmatched and possibly out of position because some units you mind controlled suddenly snapped out of it.
But I was thinking a more neural parasite, then self kill at like 8 seconds then retreat.
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On July 08 2010 16:51 scrdmnttr wrote: Gateways to Warpgates has always taken 10 seconds.
Regarding Stalker damage, Bliz changed the way damage was written patch 15.
Infested Terrans have actually always been pretty good. They are very powerful when bolstering your army or in defensive positions. (I think Bliz was originally too hasty when removing the ability from the Infestors.)
I think they said Warpgates back to Gateways now takes 10 sec, from 3 sec. There was a thread on here about warp/gate switching to increase unit production since they share a separate cool down. That won't be useful any more w/the increased time.
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Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28. Reaper buildtime increased from 40 to 45. Psi storm cooldown decreased from 2.5 seconds to 2 seconds.
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A lot of these are reeeeally significant changes (if true). Why they aren't listed in the patch notes I do not understand.
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On July 08 2010 15:56 ZealousD wrote: Okay, I'm pretty sure they've changed how medivacs behave when grouped with marines and marauders.
Get an MMM group, and do an attack command on the groups. Medivacs will now actually stay back behind the MM's, but still within healing range. So your medivacs are now actually better protected.
I tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved?
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I think burrowed Infested Terrans are going to be sick... It's a perfect way to break tank lines.
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On July 08 2010 17:17 NATO wrote: I tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved?
Are you sure you were using attack move?
I can Fraps this.
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Eh I don't think there is a point to mind control now. 100 energy infestor, requires an upgrade, lasts only 10 or so seconds. I just don't find it worth it tbh :/.
But I didn't know zealots got a build time increase and psi storm reduced from 2.5 to 2 seconds :O. Wonder why the didn't say these in patch notes :S
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On July 08 2010 12:36 Zelniq wrote: The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their hotkeys swapped. it's now T and G, respectively. argh argh+1 , sounds like clear mistake, hope they switch it back
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Critters!!
It's about time the cybernetics core got an animation, too.
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Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work
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On July 08 2010 17:38 johnouyoung wrote: Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work Did you click ON the mutas or on the air unit helper thing slightly below the mutas? Yes it worked before and it would be horrible if it wouldn't work anymore.
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On July 08 2010 12:51 DM20 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? All the buildings group as one and it issues a build command to the "best "available building in rotating fashion.. But the thing is if you have 2 tech labs and 2 reactors and you are building hellions and tanks you have to build 2 hellions then 2 tanks then 2 hellions when it rotates back to your reactor factories
!?!?!
Just hit sseeee and you're set.
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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?
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On July 08 2010 17:21 ZealousD wrote:Show nested quote +On July 08 2010 17:17 NATO wrote: I tested this. It is simply not true. Medivacs end up leading everyone when you send them moving for a long distance (because they are faster) or over cliffs (because they fly). Maybe your guys were injured, do they were healing while they moved? Are you sure you were using attack move? I can Fraps this.
My mistake. Now I have to test again...AI achievements here I come!
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on a more unseriose note
"Critters now roam the maps."
Am I the only person who's thinking... pandabearguy ?
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On July 08 2010 17:43 spinesheath wrote:Show nested quote +On July 08 2010 17:38 johnouyoung wrote: Did fungal growth work on air units before? I tried it on mutalisks about 5 times and it didn't work Did you click ON the mutas or on the air unit helper thing slightly below the mutas? Yes it worked before and it would be horrible if it wouldn't work anymore.
Yea I am pretty sure it should have hit, I watched it over and over on my replay. Can someone else test this and confirm?
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