UPDATE: Still Unlisted Patch Balance Changes - Page 28
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Apolo
Portugal1259 Posts
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MaxField
United States2386 Posts
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Athos
United States2484 Posts
I had really gotten used to macroing with those, as well as probe micromanagement. I don't know what to do without them. | ||
Bibdy
United States3481 Posts
On July 09 2010 07:00 Duelist wrote: Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal. So 150m to waste, zealot wise. For the other units, having more warpagets probably won't make much difference because of the limitation of gas. Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day. Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy. | ||
Lylat
France8566 Posts
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Bibdy
United States3481 Posts
On July 09 2010 07:09 TheKing. wrote: Man protoss players are like the new zerg players. They are complainging more about the zlot nerf than the roach being 2 food Is shit like this really necessary? Do you feel better now? | ||
arb
Noobville17915 Posts
On July 09 2010 07:03 cocosoft wrote: I'm pretty sure that the armor icon on protoss is new, (as well as some other icons). Could be wrong though, I'm no protoss player. looks new..atleast to me | ||
deo1
United States199 Posts
However, all of the replay hotkeys seem to be working properly as I had problems with these before. | ||
Apolo
Portugal1259 Posts
On July 09 2010 07:12 Bibdy wrote: Yeah, but that's only true in the case of your buildings ALWAYS pumping out units and those units ONLY being Zealots. There's always going to be some period where your buildings are sitting around doing nothing for at least a little while, while you wait for some tech structure to finish, you're expanding, or waiting for resources to accumulate. I think only in clutch situations where you spawn a wave of Zealots from Warp Gates, and you're now forced to wait an additional 5 seconds before the second wave of whatever (Sentries, Stalker, Templar) come out is it going to make a significant difference (and in most of those situations, you're screwed anyway). I don't think anyone plays at the level where their buildings are producing something 100% of the time AND they're not accumulating some kind of wealth where this change is going to completely ruin their day. Its a much bigger deal at the start of the game, when a 6Pool might show up. 5 (10, for when the second Zealot comes out) seconds could mean the difference between getting the Zealot to block the choke in time vs Zerglings pouring in and crippling your economy. Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, making it 35s of production gone to waste basically... | ||
nam nam
Sweden4672 Posts
On July 09 2010 07:15 Lylat wrote: TvZ is becoming quite hard with ultras immune to stun .. ! ... or not ... ! | ||
Bibdy
United States3481 Posts
On July 09 2010 07:19 Duelist wrote: Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s gone to waste basically. I don't know how it's not big. Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common. | ||
nam nam
Sweden4672 Posts
On July 09 2010 07:19 Duelist wrote: Well yes for sure me as an average player i don't have them 100% of the time always producing, but for pro players, that's not the case... And what you said is true. Late game, someone that makes 7 zealots out of 7 WG, now has to w8 5s more, which is actualy 5s for each warpgate, 35s of production gone to waste basically. I don't know how it's not big... You make it sound like a 5 second change is unheard of. It isn't. People will learn to adapt. | ||
NoHrt
Canada236 Posts
http://l2sc.net/component/content/article/1-latest-news/111-patch-16.html | ||
MiniTsunami
United States274 Posts
When selecting units over a hatchery, larvae are no longer included in the selection. | ||
Apolo
Portugal1259 Posts
On July 09 2010 07:22 Bibdy wrote: Its a change. You can't prove that its going to be the end of the world. It doesn't look significant enough to me to be worried about. T and Z players often express how difficult it is to pressure Protoss who use mass Warp Gates because they can instantly plant units anywhere they need to stop the harassment without having to march their entire army over. This just makes it a little harder to do that...only if you're using Zealots...which aren't usually what you make to stop that kind of harassment. Clutch warping of the other 4 Gateway units to prevent harassment is much more common. Y, i guess you're right. It's just kinda sad seeing protoss getting nerfed patch after patch, when it feels it has been nerfed more than enough. | ||
Bibdy
United States3481 Posts
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baconbits
United States419 Posts
The force field changes are bs btw. | ||
MiniTsunami
United States274 Posts
On July 09 2010 07:27 Bibdy wrote: I thought it only did a selection of Larva if they were the only thing inside the selection box? maybe, i thought in the past they would get selected but I have a terrible memory so I could definitely be wrong. | ||
Toads
Canada1795 Posts
On July 09 2010 06:29 ZealousD wrote: Scan move is the replacement for attack-move on units that don't have a direct attack. Medivacs, Ravens, High Temps, observers, overlords, etc... Watch the medivac video, and you'll notice that when I'm doing an attack move command near the lair, the medivacs stay put. Thanks for the quick answer Edit : it's me or the baneling is bigger ? | ||
DeltruS
Canada2214 Posts
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