UPDATE: Still Unlisted Patch Balance Changes - Page 10
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Jenslyn87
Denmark527 Posts
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ZealousD
United States13 Posts
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
United States459 Posts
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
France346 Posts
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. | ||
Gautz
192 Posts
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 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
1047 Posts
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
United States13 Posts
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
France26 Posts
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
Canada117 Posts
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Mjolnir
912 Posts
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
Sweden2866 Posts
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
5198 Posts
On July 08 2010 18:23 zephon wrote: 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. | ||
DrakanSilva
Chile932 Posts
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. | ||
zephon
France26 Posts
On July 08 2010 18:33 lololol wrote: 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
Australia769 Posts
On July 08 2010 18:33 lololol wrote: 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
France26 Posts
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
United States13 Posts
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lololol
5198 Posts
On July 08 2010 18:46 zephon wrote: 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: 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. | ||
krell
United States109 Posts
- 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. | ||
Liquid`Jinro
Sweden33719 Posts
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 | ||
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