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On September 22 2010 08:18 Disastorm wrote:Show nested quote +On September 22 2010 07:47 SpaceYeti wrote:On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up. uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings. heres the quote from the actual blog post: Show nested quote + "When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target." which clearly states they are aware of the splash damage on buildings. I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
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On September 22 2010 07:48 Guiltfeeder wrote:Has no one mentioned the jumbled up build order screen? Clearly he's using the Observer Rush build for MULE harass. Though I can't say I agree with getting his second gas before the Nexus. He could really use those minerals for the Observers.
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@Devlin I think ure pretty much right. Even if I think its a bug, I believe, that it would be reasonable to be like this, because Ultras could actually beat down a whole Wallin, without a massrepair happening.
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On September 22 2010 08:26 TMTurtle wrote:Clearly he's using the Observer Rush build for MULE harass. Though I can't say I agree with getting his second gas before the Nexus. He could really use those minerals for the Observers.
you dont see this is how blizz fix the spying issue
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Some guy on page 1 or 2: [QQ siege got nerfed] making Terran's most effective counter to banelings essentially worse? So a nerf makes units worse now? Say it ain't so!
I like the ultra change. The rest is just as expected. Refer to my post in the 'predict 1.1 changes' thread for details on what I think about that.
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They implemented an option to confine cursor to sc2 window in windowed mode, yay ;D
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On September 22 2010 08:31 deth wrote: They implemented an option to confine cursor to sc2 window in windowed mode, yay ;D It already did that for me? If I alt tabbed I'd have to click outside the window and then click anywhere in SC2 but that's it.
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On September 22 2010 08:25 SpaceYeti wrote:Show nested quote +On September 22 2010 08:18 Disastorm wrote:On September 22 2010 07:47 SpaceYeti wrote:On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up. uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings. heres the quote from the actual blog post: "When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target." which clearly states they are aware of the splash damage on buildings. I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
i suppose its possible but it shouldn't be ruled out that blizzard intended this as a "buff" that would balance out zerg, although i doubt that even a buff as good as this will balance out the ZvT matchup.
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they put the lil picture thingy on forcefields
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On September 22 2010 08:18 Disastorm wrote:Show nested quote +On September 22 2010 07:47 SpaceYeti wrote:On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up. uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings. heres the quote from the actual blog post: Show nested quote + "When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target." which clearly states they are aware of the splash damage on buildings.
Actually that quote makes it seem they forgot about the extension by unit radius, since they wrote "smaller buildings", while it holds true for any building size and it's actually better against larger buildings, since area/radius dependence is not linear.
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I love the build orders. Apparently I made upwards of 30 greater spires that beginning of the game. Lol.
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On September 22 2010 08:25 SpaceYeti wrote:Show nested quote +On September 22 2010 08:18 Disastorm wrote:On September 22 2010 07:47 SpaceYeti wrote:On September 22 2010 07:43 Thoreezhea wrote: can some1 please post EVERY icon?
and finally, zerg counter to PF
and no way in hell it could be OP, it's late tech anyway TBH,it sounds like the Ultra splash radius phenomenon is unintended (as they did not originally intend ultras to do splash on buildings in design) and will likely be changed in the future. Dun get your hopes up. uh i thought they said they specifically got rid of ram because the regular ultra attack on buildings + splash damage is better than ram, which makes it sound like they want the splash damage on buildings. heres the quote from the actual blog post: "When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target." which clearly states they are aware of the splash damage on buildings. I meant that when originally designing the Ultra, it was not the intent. This splash on buildings effect has been retrofitted into the ultra unit. It was never the intent for Ultras to do splash vs buildings until just recently. Therefore, it is not unlikely that they haven't considered many of the ramifications, such as being able to wipe out an entire expansion with a handful of ultras attacking 1 large building.
People act like they HAVE to try an repair the PF with scvs . . . why don't you run your scvs away?? a terran bio ball can kill a hatchery even with spine crawlers for defense in like 5 seconds flat. So now that zerg has exactly 1 unit that can kill a PF, its OP? (dont say mutas, 3 turrets with repair scvs shuts that down)
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Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others.
Here you go guys.
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When I alt-tab from windowed (full screen), I can no longer focus my computer to other windows.
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Shame, Burrow Neural Parasite and Fungal Growth no longer work. Way to make an already weak unit even weaker. Me sad now
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On September 22 2010 08:37 iFoughtTheLaw wrote:Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others. Here you go guys.
Man, your macro sucks!
+ Show Spoiler +
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Hey im just testing out stuff and see what else I could find with this patch lol!
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+ Show Spoiler +On September 22 2010 08:37 iFoughtTheLaw wrote:Just came out of a quick game against the AI to see what's going on with this patch. Took a pic of larva behavior around your hatchery now. They stay at this exact spot. They do not move around/overlap each others. Here you go guys.
That actually look quite nice
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Looks much nicer. 15 clumped larvae looked rather wrong.
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Can anyone else confirm changes on Nydus worms not making noise globally? When I used them in a custom melee I could only hear them if my viewing window was nearby.
Also, they seems to make more noise while constructing. Maybe that's just me.
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