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On July 09 2010 05:59 StoLiVe wrote: what is the change about the medivac ? ?
They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state.
+ Show Spoiler +
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On July 09 2010 06:19 ZealousD wrote:Show nested quote +On July 09 2010 05:59 StoLiVe wrote: what is the change about the medivac ? ? They stop and face any bio units in range if those units are firing a weapon, whether they are healing or not. They'll also ignore any scan-move commands when they're in this state. + Show Spoiler +http://www.youtube.com/watch?v=kfChi0eJ_KE
what do you mean by scan-move ?
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On July 09 2010 06:25 StoLiVe wrote: what do you mean by scan-move ?
Scan move is the replacement for attack-move on units that don't have a direct attack. Medivacs, Ravens, High Temps, observers, overlords, etc...
Watch the medivac video, and you'll notice that when I'm doing an attack move command near the lair, the medivacs stay put.
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Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade).
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On July 09 2010 06:29 Darkness12 wrote: Not sure if this has been mentioned yet, but you can see the speed of a unit by hovering over their armor icon on the bottom of the screen (where it displays 0, 1, 2, or 3 for armor upgrade). that was there ages ago
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I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier.
This was the reason for the buff:
Netahera: The range has been increased from 5 to 6.
This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.
I wonder what the reason for the range decrease is.
Also, the UDP Blocker that R1CH made works again.
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what about this:
roach 75/25 1 suply tank 50 - >60dmg ultralisk 450 -> 600hp and bigger size now colos 15 -> 20dmg ? thor - newa damage ? voidray 200/150 ->250/150 forge hp 400/400 ->550/550 ghost price 100/200 -> 150/150 TRUE viking price125/100- 150/75 and u can pick up viking on medivac now
who can check it ?
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United States7166 Posts
why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?
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Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.
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Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs?
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On July 09 2010 06:46 Crisium wrote: Anyone else thinking to never produce Reapers ever again thanks to the Rax + Reaper nerfs? Well Day9 has been talking about a "delayed reaper" that isnt for rushing, but actually used later as a way to get some scouting done... it would still be viable.
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On July 09 2010 06:43 Ouga wrote: Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes.
Zealots are a main part of almost very protoss army, and now they take 20% more time to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are once again going to be the underdog race.
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On July 09 2010 06:33 k!llua wrote:I don't know if this has been mentioned yet, but Hellions now have a range of 5 - instead of a range of 6 that they were given earlier. This was the reason for the buff: Show nested quote +Netahera: The range has been increased from 5 to 6.
This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command. I wonder what the reason for the range decrease is. Also, the UDP Blocker that R1CH made works again.
Maybe they reverted it, and that's what fixed the Hellion/Zergling chase thing Morrow mentioned.
The change made it easier to attack and run, but more difficult to attack and chase
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Has any other protoss noticed that their nexus seems to accumulate energy more quickly? Am I just imagining things? If I'm not, has the global energy regen rate been increased or is this unique to nexii?
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On July 09 2010 06:55 Duelist wrote:Show nested quote +On July 09 2010 06:43 Ouga wrote: Looks like totally stupid patch. As far as I see the game was really well balanced already, these changes aren't making the balance better at all. I like the early reaper nerf since it really makes team games more sensible and getting advantage with proxy reapers wasn't respectable anyway. But some other changes are plain stupid. The roach burrow nerf must be the dumbest thing, I can translate this only as if their goal is to see zergs rush to ultras? That's such a huge nerf to zerg in that matchup, imo way bigger than tosses are trying to make out of zealot buildtime nerf. Well, we're all biased of course, but you shouldn't act as if opposing race wasn't hurt aswell, big time. It's not like 2gate was the only way to play - any other bo ends up gaining slight advantage from the changes. Zealots are a main part of almost very protoss army, and now they take 20% more to build. Isn't that big?... lol The forcefield change better be true, otherwise protoss are going to be the underdog race once again.
I think people are overreacting to this a bit. Coming out 20% later isn't the same thing as being able to build 20% less of the things. You can still only build as many Zealots as you have minerals to spend on them, and only build as many simultaneously as you have Gateways or Warp Gates.
What remains to be seen is whether or not you can safely protect yourself from a 6-Pool rush after the change. If its not possible, then something absolutely has to be done about it. Beyond that I'm not particularly concerned. I'm more excited for PvP. It means 2-Gate pushes aren't going to fuck me over as badly.
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Hum... am i misunderstanding? I thought the cooldown means it takes more time to create a zealot (at warpgates) after another one. That's production time no? That probably means folks now have to build another warpgate more than normal.
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This is what's wrong with constantly balancing unit(micromanaging balance) instead of using the map to balance. Blizzard doesn't get that people don't like their units to change so suddenly. This isn't World of Warcraft. There doesn't need to be nerfs every patch. There doesn't need to be a nerf to every strange strategy(queen rush nerf for example) just because.
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On July 09 2010 06:41 Zelniq wrote: why are the last 2 posters, posting changes that are not only not true for the current patch, but existed in some earlier version of the beta?
If they nerfed the Hellion's range before, they definitely didn't advertise it. I don't remember it being in the last few patches of Phase One, so it belongs in this thread right?
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I'm pretty sure that the armor icon on protoss is new, (as well as some other icons).
Could be wrong though, I'm no protoss player.
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Is there a diamond rank? I have not seen anything higher then plat since beta came back.
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