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On July 09 2010 04:07 Clamev wrote: So can anyone explain how the new Terran macro works now?, because some people said that they have now kind of an smart build. But do you have to have Factorys and barracks in different controlgroups now? it works like this
if u select a reactor rax + tech lab rax it gives 1 tab when in beta phase it gave 2 tabs. then if u wanted to build from reactor rax u had to tab and from tech lab tab back etc.
now if u select both u get both in same and if u click marauder, tech lab builds it, and if u click marine, reactor builds it. if u click 3 marines, it makes 2 in reactor and 1 in tech lab, if u click rine, marauder, rine it makes 2 in reactor and 1 in tech. basically they have what tl talked about in the early beta that they should have, and now they do :D
On July 09 2010 04:12 Xerlane wrote: "Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."
Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S they mean cooldown on the warpgate if it was weapon cooldown then it would attack 5 seconds slower^^ cooldown of weapons are usually with decimals and so
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On July 09 2010 04:12 Xerlane wrote: "Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."
Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S
What? No, that's the warp-in cooldown in Warp-Gate form. Their attack speed is still 1.2.
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not sure, but I think that the armory might be after starport, rather than factory :/
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On July 09 2010 04:14 used man wrote: not sure, but I think that the armory might be after starport, rather than factory :/ someone with beta up check? that could be quite the nerf
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On July 09 2010 04:14 used man wrote: not sure, but I think that the armory might be after starport, rather than factory :/ That would make so little sense I would want to die.
Edit: watching debo's stream... is not true.
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yes, that is an effective 21.7% dps loss for zealot in addition to the build time increase apparently they were SUPER op to warrant that....
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On July 09 2010 04:14 used man wrote: not sure, but I think that the armory might be after starport, rather than factory :/
I refuse to believe that. Makes no sense whatsoever.
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WTH at tabbing buildings change, this is a really annoying change, why they gotta do that?
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On July 09 2010 04:16 ibgeekn4me wrote: yes, that is an effective 21.7% dps loss for zealot in addition to the build time increase apparently they were SUPER op to warrant that....
Woah, woah, woah, let's not blow it out of proportion. Units don't have attack cooldowns in the 10s. Its just a typo in the OP. Its meant to say the Warp-Gate cooldown.
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they mean cooldown on the warpgate if it was weapon cooldown then it would attack 5 seconds slower^^ cooldown of weapons are usually with decimals and so
Oh yeah of course! How stupid of me
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Sorry guys about the zealot attack speed, I must be tired...
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On July 09 2010 04:12 Xerlane wrote: "Zealot buildtime increased from 33 to 38 and attack cooldown increased from 23 to 28."
Wait, so not only do they nerf the training time for zealots but they reduce their damage as well? Damn I hate that :S
I posted the change and there's no "attack" in my post. The OP just got confused I guess.
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the new terran macro is very annoying. 3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.
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Sweden33719 Posts
On July 09 2010 03:46 Piski wrote:Show nested quote +On July 09 2010 03:44 NeoScout wrote: burrowed roaches not being able to go under force fields? this added a bit of strategy! Maybe I'm silly that way but isn't it just the opposite? They just removed a viable tactic against FF He's saying the burrow added strategy.
tested marauder micro. they didnt change the glitch that caused marauder to slide upon perfect timing Is there a vid of this? I didn't even know about it, I guess because I didn't use marauders much for a long time =O
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On July 08 2010 12:36 Zelniq wrote: There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol
I was thinking the exact same thing The reaction reminds me a bit of the canon rush reaction. I'll leave in the middle if it is overreacting or not, but boy does Blizzard react fast when they some 'unwanted' early game plays.
Good thing they changed the overlord creep-drop sound, because with this creep tumor nerf we'll be hearing it a lot more. With my mechanics, I'll probably end up using creep tumor every 40 seconds when I inject now...
Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming
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United States12181 Posts
On July 09 2010 04:25 DeMusliM wrote: the new terran macro is very annoying. 3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.
What you'll have to do now is put Reactor structures and Tech Lab structures on different hotkeys. I guess it's not terribly bad, a relatively minor inconvenience though.
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Why are there more unlisted patch notes than actual patch notes...It's not like these are insignificant changes and yet they don't tell anyone about them.
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On July 09 2010 04:25 DeMusliM wrote: the new terran macro is very annoying. 3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.
Just queue tech lab units first, until they fix it.
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On July 09 2010 04:26 NeoLearner wrote:Show nested quote +On July 08 2010 12:36 Zelniq wrote: There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps lolol
Slight ultra nerf because they are now un-stunnable by default. In retrospect I guess we could have see that one comming
How is that a nerf?
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I have to wonder; what's the point of all these unlisted changes? There are a TON of changes here, why didn't Blizz just post them with the update?
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