Unconfirmed Patch 1.1 Notes - Page 8
Forum Index > SC2 General |
geno
United States1404 Posts
| ||
abrasion
Australia722 Posts
On September 16 2010 18:48 Fantistic wrote: - Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored. - Ultralisk Ram attack removed. Ultralisks now even worse versus mass Thors. That quote about the ultralisk however is from Blizzard themselves - they specifically mentioned some changes and that was included I thought. So that one is real or very close to it. | ||
Whalecore
Norway1110 Posts
| ||
stafu
Australia1196 Posts
On September 16 2010 18:48 vxl wrote: What, the cursor has never been visible for me during the loading screen and I don't play Random. This is another thing that makes me think these aren't real. Unless it has been translated (and translated badly), this doesn't really make sense. The cursor has never shown while loading (at least certainly not for me). | ||
hijt
106 Posts
the mule change is good but how can a protoss player spend his energy when he is at 100 for example when cb has a cd of 20? | ||
IrVeNoJu
Poland61 Posts
As a Zerg we will get ultra nerf a that's it I like the idea about psionic units tho | ||
ChaosShadow
United States79 Posts
On September 16 2010 18:50 MaD.pYrO wrote: I have a real hard time believing this, how is Zerg ever to dump their queen energy if it only costs 20, it will regen more with the time it takes to spawn larvae... And overlord scouting is pretty damn good already, it just seems unlikely.. Creep Tumors and Transfusion. | ||
FliedLice
Germany7494 Posts
On September 16 2010 18:35 Geo.Rion wrote: oh WOW, the other 2 race macro mechanics would actually take a bit skill now (though mule-scanner-supply drop can still be done with no CD). I really hope this is real, though the thor buff doesnt make really sense it does. you can get rid of the energy easier now so thors don't get raped by feedback anymore On September 16 2010 18:51 hijt wrote: as a zerg player: the mule change is good but how can a protoss player spend his energy when he is at 100 for example when cb has a cd of 20? don't get to 100 maybe :o | ||
Shikyo
Finland33997 Posts
On September 16 2010 18:49 Icx wrote: Okay you have a point there, but you can still do that. The only difference is that the saved up energy will have to be used on a scan or calldown supply. So now you really 'lose' a mule, and if the units never come, you have 50 extra energy to scan in the future. But yes, if this is true overall it's a "nerf" to CC&Nexus if you don't use them properly, and you get really punished if you don't use it properly together with losing "some" functionality in some way The cooldown is such that you recover about half of the mule's energy cost during the cooldown so you can still catch up . | ||
abrasion
Australia722 Posts
On September 16 2010 18:49 Schism wrote: I gotta lol at all the people whinging that MULE macro makes it easier for low players to compete with high players. Same argument during alpha and beta about control group buildings etc. I don't see anybody asking for the removal of that now, No, you don't see any terran players asking for the removal of that now. | ||
Caphe
Vietnam10817 Posts
If the mule and chrono boost changes are real, I'll be damned. That's really bring the bar of playing Terran and Protoss up, marco would be much more intense now. | ||
Dawme
France58 Posts
So yeah, chronoboost cooldown why not but nexus needs 1 or 2 abilities to be on par with T/Z if that's the case.. | ||
Schism
Australia85 Posts
On September 16 2010 18:52 abrasion wrote: No, you don't see any terran players asking for the removal of that now. If there was no warp in mechanic would you still dislike building groups ? | ||
DreamSailor
Canada433 Posts
Chrono boost was pretty damn near essential in any protoss match up simply because of the time it takes to make units (Warpgates excluded obviously). A carrier is 120 second build time, which is 30 seconds more then a battle cruiser, and I think many people would argue that a battle cruiser is a stronger unit. Protoss build time was turned reasonable by Chronoboost and Warpgates (Maybe too reasonable, I'm down for increasing the cooldown of warpgates) Things just build really friggen fast for Zerg and Terran. I like a lot of the zerg changes, the ovie speed may be too much because 2.0 or whatever speed is about as fast as a Zealot with speed, which is pretty damn fast. | ||
Dionyseus
United States2068 Posts
On September 16 2010 18:39 billyX333 wrote: overlords excreting creep while moving, wtf is the point of that? Imagine hydras slowly pushing forward with the creep, would be reminiscent of tank pushes. | ||
3clipse
Canada2555 Posts
| ||
Seam
United States1093 Posts
On September 16 2010 18:51 stafu wrote: This is another thing that makes me think these aren't real. Unless it has been translated (and translated badly), this doesn't really make sense. The cursor has never shown while loading (at least certainly not for me). It does for me, at the very end of the load. I know because I move it around to make sure it's over my hatch every game =o | ||
billyX333
United States1360 Posts
Warning this was leaked on US forums after 20min blue post deleted thread this means it must be legit and it means US blue post are more active than EU am i surpised? no this just means this thread will stay alive longer wait... are you saying its legit because they deleted it? pretty sure they'd delete fake bullshit equally as fast very skilled troll is skilled to write this patch but not skilled enough as i question a lot of these bugs - Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units i question the existence of this bug as well. sounds reasonable though if youve ever sent a changeling into instant death because of an unseen tank or an unseen high ground unit killing it before it morphs - Fixed a bug where Larva would sometimes accidently die by walking off cliffs. not only do i question the existence of this bug, but i also question the spelling ability of the troll who wrote this. and i dont think they would use the word "walking" when referring to larva | ||
Shikyo
Finland33997 Posts
On September 16 2010 18:53 Dawme wrote: I don't really see the problem with Chronoboost. Mule cooldown is obviously a hugely needed change because of the "spam 5 mules in a row on a gold expo and get 1949219429 minerals in 10 sec" but what would a coolodown on chronoboost exactly achieve ? Seems to me it would make the ability much less interesting since it would drastically reduces the number of ways to use it. Chronoboost isn't a pure macro mechanic like Mules/Spawn larvae that you want do everytime you can. And another thing that bother me is that terrans and zerg can use their energy for something else (scan / supply / creep tumor / transfu) if they somehow suck with the mule/larva cooldown while a protoss cannot. So yeah, chronoboost cooldown why not but nexus needs 1 or 2 abilities to be on par with T/Z if that's the case.. During the 20 seconds you regain about 10 energy so you can still spend it all, just gradually... so many people don't get this x_X | ||
Kentor
United States5784 Posts
| ||
| ||