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On July 08 2010 19:11 ChaosShadow wrote: You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into.
Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.
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On July 08 2010 12:36 Zelniq wrote: Overlord Generate Creep sound effect seems much quieter
I personally like this change, because sometimes i'd just select all my Overlords and start spewing creep but the sound of all overlords taking a dump in unison was too loud for the rest of the sound effects.
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Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.
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On July 08 2010 17:08 lololol wrote: Zealot buildtime increased from 33 to 38 and cooldown increased from 23 to 28.
...
Really?
Why the hell do zealots need a nerf?
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On July 09 2010 01:48 Cajun2k1 wrote: Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd.
Couldn't they always do that?
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On July 09 2010 01:48 Cajun2k1 wrote: Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd. And vikings have always been able to lift off when FG'd, this is probably intentional...
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Nuke no longer requires an armory (confirm?)
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A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.
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On July 09 2010 01:51 R0YAL wrote: Nuke no longer requires an armory (confirm?)
Never required an Armory. Just a Factory (+ the Academy, obviously).
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Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.
Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.
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On July 09 2010 00:24 PanzerDragoon wrote: That is a HUGE nerf to blink. Don't even think its worth researching anymore Well blink stalkers in PVP are still just as awesome.
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On July 09 2010 01:50 dogmeatstew wrote:Show nested quote +On July 09 2010 01:48 Cajun2k1 wrote: Don't know if this is a bug or not, but Stalkers with blinkupgrade can still blink when they've been fungal growth'd. And vikings have always been able to lift off when FG'd, this is probably intentional...
I'm sure it might make sense, balancing-wise, but if getting off a FG means stopping things because of excessive fungal growth, then how on earth are those Vikings able to do a transformers-move and lift off? It's a bit strange. Blink makes sense, however.
But hey, it's the balancing that is important, not the logic of the units. Although it would be nice if both was intact after everything was said and done.
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is it just me but hunter seeker missiles feel alot faster. man maybe im just forgetting the game on 1 month T.T raven cant outrun a missle lol
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Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.
LT islands are still in blink range apparently.
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On July 09 2010 01:55 pencilcase wrote:Show nested quote +On July 09 2010 00:24 PanzerDragoon wrote: That is a HUGE nerf to blink. Don't even think its worth researching anymore Well blink stalkers in PVP are still just as awesome. can still use it to snipe infestors(which is all i used it for anyway..)
I think people are blowing this nerf way out of proportion
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On July 09 2010 01:55 QibingZero wrote: Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.
Stalkers not being able to blink to islands is annoying. I remember using that on more than one occasion to break mass turreted island expansions on LT, whereas the only alternative is really carriers in that situation.
Really now, how is Zerg not factored in? Just because you can't always dictate the game from the get-go doesn't mean that it's broken.
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On July 09 2010 01:55 QibingZero wrote: Sadly, the zealot build time increase is likely due to the overnerfing of marine build time which was never changed back (despite SCVs being fodder still). Hilarious that they wouldn't even factor zerg into this equation at all, though.
Zealots have been fine forever though XD why nerf them now and screw up everyones timings?
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United States12208 Posts
On July 09 2010 01:47 Tresh wrote:Show nested quote +On July 08 2010 19:11 ChaosShadow wrote: You could be placed in platinum at the end of phase 1, it was diamond that you had to win your way into. Im not so sure you are correct. Im fairly certain i got directly placed in Diamond in 2v2s. Plat for 1v1 though.
Not in Patch 15, you didn't.
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why would they change larvae not showing up in replays? That use to be really useful to know, and I don't think it hurt anything
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On July 09 2010 01:54 dbizzle wrote: A question on the roaches not being able to go under forcefields. How does this effect any game play what so ever? If the protoss sees your army burrowed with an observer wont he just shoot at you and make you come up anyways? If he does not have an observer how will he predict forcefields to stop them from coming up anyways? Even if you use it as a retreat option, the only way I ever see this hurting zerg is if an observer is on its way and the toss is perma fielding your own ramp.
its for when the roach army is engaging the protoss army and then the roaches get split by FF. you can burrow and regroup to continue the attack while the protoss doesn't have time to recover like he wanted with FF
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