UPDATE: Still Unlisted Patch Balance Changes - Page 38
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MokuZ
United States25 Posts
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SneakPeek
Philippines162 Posts
On July 11 2010 11:11 MythicalMage wrote: Did High Templar always have tails from their head? yes the do. its in the clip BananaCraft | ||
ejac
United States1195 Posts
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Hott
United States7 Posts
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sluggaslamoo
Australia4494 Posts
On July 11 2010 18:42 ejac wrote: I don't think this was in phase 1, but muta can now kinda attack on the move. Not nearly to the same level of sc1 by any means, but you can get a couple shots off on fleeing muta and what not. I can confirm this. Mutalisks now have a damage point of 0 (pretty sure it used to be 0.5 which means it would shoot half-way through its animation or cooldown), which is the same as the reaper and marauder. This means that there is no delay before shooting. Technically you can move while shooting now, but slower deceleration would make it more fluid. Still its better than before. The problem though is the rate of fire of all the units and stacking making this not as effective as BW, as fleeing often just means mutas getting ass raped by machine guns. Still I hope my micro project made a difference. | ||
nuclear_nub
65 Posts
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zJayy962
1363 Posts
On July 12 2010 00:17 nuclear_nub wrote: Here's kind of a big one; didn't see it mentioned in the OP. There was a pretty big change to what happens if you have a rally point set to a unit, and that unit dies. Prior to Patch 16, your rally point would be set wherever the unit was standing when it died. As of Patch 16, the rally point just disappears. This thread is for unlisted changes. This change is listed in the patch notes good sumaritan. | ||
felizk
Denmark8 Posts
You can NP with Infestor while burrowed. If you queue up the NP after burrowing, before it is completely burrowed, it will fire when burrowed: | ||
789
United States959 Posts
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felizk
Denmark8 Posts
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arb
Noobville17915 Posts
On July 12 2010 05:33 felizk wrote: What?!? You can cast FG also with a burrowed infestor! http://www.youtube.com/watch?v=uZuiL0mKnq0 Hopefully this makes up for not being able to burrow under FF I havent see much of infestors though ALSO : Have the nydus worm exits always stayed if the nydus network is killed? I lost a game earlier because i didnt know about it -_- | ||
PrinceXizor
United States17713 Posts
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arb
Noobville17915 Posts
On July 12 2010 05:46 PrinceXizor wrote: yea nydus worms are only destroyed if every part of the worm is killed, been like that since implemented ^^ I hope that infestor bug isn't "fixed" now that NP isn't perma. Well that sucks, i expected them to work like the Nydus canal and if you kill the network the entire thing dies sucks | ||
Khalleb
Canada1909 Posts
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tarsier
United Kingdom223 Posts
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MythicalMage
1360 Posts
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MorroW
Sweden3522 Posts
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nuclear_nub
65 Posts
This thread is for unlisted changes. This change is listed in the patch notes good sumaritan. Is it? The patch notes mention that rally points work as a "move" and not an "attack move" command now, but I didn't see any references to rally points disappearing when the unit that they're linked to is killed. Either I'm just really dense, or there has been an undocumented change (bug?) in addition to the one listed in the notes. | ||
Zelniq
United States7166 Posts
On July 12 2010 10:20 MorroW wrote: the infestor thing encourages micro so much because u must be unborrow to make spell then keep the unit selected, really awesome addition. hope they dont consider it a bug an removes it, same with fazing :p whats fazing? | ||
RandomBS
United States130 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=134124 | ||
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