UPDATE: Still Unlisted Patch Balance Changes - Page 37
Forum Index > SC2 General |
FlamingPhoenix
Canada14 Posts
| ||
Numy
South Africa35471 Posts
On July 11 2010 08:37 FlamingPhoenix wrote: I'm just sad that incineration zone was removed. It's been out of ladder for quite some time now. Nothing new. | ||
jinixxx123
543 Posts
| ||
MadduX
United States515 Posts
On July 11 2010 09:01 jinixxx123 wrote: anyone notice that marauders now drink 20 hp instead of 10 when using stim? It's always been like that | ||
Unfurl
United States272 Posts
| ||
Darkn3ss
United States717 Posts
Infestor's Neural Parasite: No longer and infinite channeled spell (it expires after a certain time) BUT Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety). I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!) | ||
MythicalMage
1360 Posts
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 That sounds awesome! I'd love to see a screenshot. On July 11 2010 09:36 Darkn3ss wrote: Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!) Infestor's Neural Parasite: No longer and infinite channeled spell (it expires after a certain time) BUT Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety). I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!) That would be really awesome. You can use Infested Terrans whilst burrowed already. . . That would open up tons of new possibilities. Again, screenshots would be awesome. | ||
galefrost
United States38 Posts
On July 11 2010 09:36 Darkn3ss wrote: Wow! I'm not sure if anyone has mentioned it but here it is. (Pardon me for posting in bold but I think it's a pretty big deal!) Infestor's Neural Parasite: No longer and infinite channeled spell (it expires after a certain time) BUT Infestors can now BURROW after they NP an enemy unit. (Hit "E" select unit, hit "R" and burrow to safety). I'll try it again to make sure I'm not crazy (if anyone else would like to try it as well it would be cool!) Just tested. It doesn't work. The burrow up doesn't appear to be disabled, but selecting burrow with an infestor currently casting neural parasite will do nothing. What may be happening is you having your non-neural parasiting infestors in your control group burrow when you select burrow. | ||
arb
Noobville17917 Posts
Immortals had their picture changed didnt they? | ||
Darkn3ss
United States717 Posts
On July 11 2010 09:44 galefrost wrote: Just tested. It doesn't work. The burrow up doesn't appear to be disabled, but selecting burrow with an infestor currently casting neural parasite will do nothing. What may be happening is you having your non-neural parasiting infestors in your control group burrow when you select burrow. Maybe that's the bug? If you have 2 infestors one NP's and other doesn't then both burrow? I might be tripping tho... pretty tired! XD | ||
Freezard
Sweden994 Posts
| ||
MuTT
United States398 Posts
| ||
The_Pacifist
United States540 Posts
| ||
Mystictrust
2 Posts
In phase 1, once Overseers were given this ability, defensive structures were no longer able to be targeted and it only stopped unit production and upgrades. Targeting a defensive structure USED to come up with an error message in red. Now it just looks funky. | ||
stalife
Canada1222 Posts
| ||
The_Pacifist
United States540 Posts
| ||
jinixxx123
543 Posts
| ||
MythicalMage
1360 Posts
| ||
SilverSeraph
Canada5 Posts
Kinda neat | ||
SneakPeek
Philippines162 Posts
| ||
| ||