NP is a bit annoying but possibly necessary, now that ultras don't get stunned we may see fewer thors anyways.
Roach burrow under FF is annoying ... I mean, the other units with special movement (flying) can get around them, they aren't 100% impassable, so why isn't under them an option ? (especially when that option requires 2 upgrades and a branched out 1.5 tech and tier 2).
The IT is looking like it could even be useful ... thinking of IT harass much like raven turret harass. The upgrade to 30 secs seemed necessary, they just died too fast. The ability co cast when burrowed seems fun ... can't wait to throw one at the marines beside their sieged tanks.
Protoss:
Zealots and WGs ... guess that will avoid the default 2 gating of zerg. I don't 6 pool but hope that won't become an issue. We will have to see what this does, if it promotes more econ games I like it,
Stalkers are a fix not a nerf, up the rocks was silly, and if you can't out macro an enemy confined to 1 island location, you deserve to lose lol. Blink seems to otherwise work as normal.
Terran:
Nothing much changed, slightly smarter AI probably isn't a bad thing.
What??? Is the zealot build time legit? If so why are they doing huge changes without listing them in the patch notes. I mean ~15% longer build time out of the blue.
The storm cooldown would be n1 if its true because it just sucked having templers with energy and cooldown die.
Infestors throwing terrans while burrowed sounds pretty cool tough. If infested teranns last longer it can be nice to spam some in a big fight. Its like getting marins with +2(well no stim) and you can get out 8 of a full infestor n1.
I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.
On July 08 2010 22:56 Illva wrote: The stalker not being able to blink up destro rocks is retarded, it made sence, you can see part of the ramp and a stalker can blink where it can see. It wasnt inbalanced or OP at all, it was just the ONLY early/mid game harass protoss have.
Defending unwanted glitches, nothing is to silly to post right?
On July 08 2010 23:17 Xeken wrote: I think ultra dmg got a buff. I haven't played yet, but from editor data, it looks like there is a proc of 33% dmg within an arc of 45 degrees (the new one), and a proc of another 33% dmg within an arc of 180 degrees (the old one). Both have a range of 2. I am interpreting it as within 45 degrees, the dmg output will be 33% + 33%, and then outside of that arc, the dmg is 33%. Correct me if I'm wrong.
Hm interesting, someone should test this. I'm predicting we're gonna be seeing quite a lot from the ultralisk.
On July 08 2010 18:52 krell wrote: 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:
Yea, I'm pretty sure it was 60 as well. I noticed all my timings were way off in the early game. +5 sec on rax -5 sec on pool 6 pool rebirth?
The control groups are different now. If you have made a control group, you cant just overwrite it by selecting other units and hitting shift - #, it will simply add those units to that control group.
Its pretty obnoxious, I don't know if thats intended or what...
On July 08 2010 18:52 krell wrote: 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:
Yea, I'm pretty sure it was 60 as well. I noticed all my timings were way off in the early game. +5 sec on rax -5 sec on pool 6 pool rebirth?
Not against terran I don't think, you can probably still wall (or just maybe just micro a few SCVs over). Remember that if you don't instantly die to a 6pool, you win.
Against protoss it could be an issue ...
Though really, just thumbs down Steppes of War and the other 1 or 2 maps where it is actually possible (long rush distances or 4 spawn locations make 6 pool void).
On July 08 2010 23:37 FecalFrown wrote: The control groups are different now. If you have made a control group, you cant just overwrite it by selecting other units and hitting shift - #, it will simply add those units to that control group.
Its pretty obnoxious, I don't know if thats intended or what...
Been that way, its control - # to make a control group/overwrite it.
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:
I must disagree with you. The island on Scrap Station is a very short blink distance from the bottom base, but I was not able to enter it. The distance is as short as a regular (on land) stalker blink, and I should have been able to get at least one stalker up there. I think they specifically made the edges of that island into a "no-Blink zone".
How is Protoss supposed to break a Terran turtling on an island with mass Vikings now? I guess mass VRs is my only option...
On July 08 2010 14:41 EssayReader wrote: Confirmed: Spawning Pool's building time is now 60 seconds (hence some of you may be seeing 88 gas instead of 100 gas when going 14gas/14pool since I did that too).
Update your roach patch changes. The hotkeys were NOT switched. Only the icons were switched. G is still Glial Reconstitution and T is still Tunneling claws.