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On July 12 2010 05:48 arb wrote:Show nested quote +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
I don't think that's a good idea. Most players will have 1 Nydus Network, and sniping it would be too easy to kill all the other ones that were created. It cost 100/200 for a reason.
By the way, if you kill the network, the zerg player will not be able to create more nydus worms, so he can only A) try to build another one or B) Try to exit all his units before all the nydus worms are dead. I think that's a reasonable tradeoff.
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The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.
Very good change!
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On July 12 2010 10:24 nuclear_nub wrote:Show nested quote +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.
Yeah this wasn't mentioned in the patch notes. I was really surprised to find my units were piling up back at the home home base when I was playing. I don't know if it was a good or bad change but I am glad you figured out why, I guess I can't rally to a single marine anymore.
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On July 12 2010 23:43 Cade)Flayer wrote: The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.
Very good change!
Great find, that really got annoying quick.
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Idk if this is new but hitting B rewinds a replay
just found this out earlier
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On July 12 2010 23:43 Cade)Flayer wrote: The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.
Very good change!
Damn, came here to report this.
The Ghost actually puts his rifle in his backpack.
The Ghost on the left is set to hold fire.
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I don't remember if this was changed in an earlier patch (or has always been there because I haven't seen it used very often), but when roaches have the tunneling claws upgrade they grow these cool-looking spikes on their backs.
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I did some testing with the ultra's AoE. Apparently the data change (the 45 degree arc placed before the 180 degree arc) is an override. It seems that the ultra's AoE is nerfed to 45, instead of having two area checks for each attack. If I'm wrong please correct me.
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On July 13 2010 04:34 101TFP wrote:Show nested quote +On July 12 2010 23:43 Cade)Flayer wrote: The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around by taking random potshots at enemies) is now a toggleable ability. ie you don't have to press it every time you give the Ghost another command.
Very good change! Damn, came here to report this. The Ghost actually puts his rifle in his backpack. The Ghost on the left is set to hold fire. Nice find! I'll check that out! BTW you meant right, not left, am I right?
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Can't remember if this was in before or not, but I noticed that now units lifted with the Phoenix's Graviton Beam are squirming and struggling in mid-air. I'm kinda sure I never saw this in phase 1.
For example, a lifted Hydra will flail its arms about and struggle to escape. Will need to try with other units as well.
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holy fuking shit fazing is sick
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On July 13 2010 01:52 arb wrote: Idk if this is new but hitting B rewinds a replay
just found this out earlier It was always there, and hitting F makes it jump forward again. I think B jumps 15 seconds back and F jumps 5 minutes ahead or to the front of the replay.
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wow I never even use reapers, maybe 1 once in a while in tvt, but did they SERIOUSLY nerf reapers?
Lol no one even uses reapers. Blizzard is really clueless sometimes. I think a -5 second build time would have been a much more expected change on their part.
nerf the most underused unit in the game... smart.
maybe nerf the mothership, and archons next. lol
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On July 13 2010 19:51 superman. wrote: wow I never even use reapers, maybe 1 once in a while in tvt, but did they SERIOUSLY nerf reapers?
Lol no one even uses reapers. Blizzard is really clueless sometimes. I think a -5 second build time would have been a much more expected change on their part.
nerf the most underused unit in the game... smart.
maybe nerf the mothership, and archons next. lol That's a bad analogy. Archons and Motherships actually have a purpose, albeit not a very good one. Reapers need to be entirely redone before release if they expect us to use them.
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I'm zerg and ~40% of my ZvT, I am reaper harassed. I'm surprised to never see any reaper raid (5-6 reapers) in the late game.
I guess it's because of the game is too young (same reason for nydus in late game).
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On July 13 2010 20:33 HubertFelix wrote: I'm zerg and ~40% of my ZvT, I am reaper harassed. I'm surprised to never see any reaper raid (5-6 reapers) in the late game.
I guess it's because of the game is too young (same reason for nydus in late game).
I had the same thoughts, people are trying to exploit every little trick from the beginning but really forgetting about late game harass and another cute stuff that slows the opponent. Really the game is probably too young. It seems to me like: build a bigger army and win one fight kind of a game. Same was SC 1 first years. I really hope it will turn out better than i expect now.
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On July 13 2010 20:33 HubertFelix wrote: I'm zerg and ~40% of my ZvT, I am reaper harassed. I'm surprised to never see any reaper raid (5-6 reapers) in the late game.
I guess it's because of the game is too young (same reason for nydus in late game). It's probably because against Protoss they can easily just warp in 2-3 stalkers to deal with it, against Zerg they'll have zerglings with speed and overlords everywhere to spot and against Terran... Well you could get lucky with Terran but the moment a marauder with concussive shells pops out you're screwed. They're just too gas heavy and, more importantly, shut down your barracks for 45 seconds and die so damn fast.
I've had people try to do late game reaper rushes with like 10 reapers before, they just ran into some blink stalkers and died hilariously fast, good use of 500 gas and 450 barracks-seconds there...
Reapers will need a really big change to be useful beyond scouting and opening game harrassment.
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On July 11 2010 09:07 Unfurl wrote: Sry if this was mentioned, but roaches grow bright spikes when they have their lair upgrades, makes them look really baller and neon-ish
This actually isn't new either. It used to indicate that the roaches had the upgrade that made them regenerate faster while burrowed. When they removed that upgrade and combined it with tunneling claws they also included the spikes visual. It all went down I think that last patch before phase one ended.
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Sweden33719 Posts
Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.
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Did they nerf feedback range? i swear they refuse too feedback those ghosts before they get emped/sniped
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