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On July 13 2010 22:23 Liquid`Jinro wrote: Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was. It was 30 seconds at the end of Beta phase 1.
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On July 13 2010 23:09 Cade)Flayer wrote:Show nested quote +On July 13 2010 22:23 Liquid`Jinro wrote: Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was. It was 30 seconds at the end of Beta phase 1. 10 seconds? i didnt feel a difference :S
i guess 1 month really kills ur sense of timing huh
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Both the bunker and barracks build time changes were in place at one point, changed and then now reverted back.
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On July 13 2010 22:23 Liquid`Jinro wrote: Q: Did the bunker buildtime change? It feels slower - currently listed as 40 but I don't remember what the old one was.
It's just you. I mean that literally - Blizz finally nerfed Jinro.
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If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place.
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On July 14 2010 00:01 DeckTech wrote: If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place.
It seemed to be working for me yesterday, I will have to test is again tonight and see if I was wrong
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Wow the new "bugs" with the burrow cast infestor are quite amazing. Also looks like smart cast doesn't work and each spell can only be cast one at a time. If blizzard keeps it in the game, this will be HUUGGGEE, since it actually makes not using smart cast and microing more effective than using smart cast.
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i think they should purposely allow infestors to cast their spells while burrowed.
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cybernetics core always had a research animation in SC2 !!!!
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On July 14 2010 00:08 rastaban wrote:Show nested quote +On July 14 2010 00:01 DeckTech wrote: If I am correct a change with the tank is: that at first you could move a tank and then shift siege it. when the tank arrives it automatically goes into siege mode. Now, when I move my tank and press SHIFT siege it sieges immediately, instead of first going to the proper place. It seemed to be working for me yesterday, I will have to test is again tonight and see if I was wrong Same here, this was for sure working yesterday.
Also I don't understand the issue with smart cast listed above... it is only supposed to cast 1 at a time... that's what smart cast is...
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With so many bugs/unlisted changes, has anyone else been holding off for Patch 17 and/or an announcement from Blizzard before playing again?
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On July 13 2010 23:03 Knutzi wrote: Did they nerf feedback range? i swear they refuse too feedback those ghosts before they get emped/sniped
It was 9 before, and if they nerf it, that's the biggest deal yet.
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Another change that was unlisted:
In a team game, if one of your teammates leaves the game or is disconnected, the resources mined from that player that left are now split between the remaining teammates. In phase 1, it used to be that the player that left still had their own pool of money that could be used to build stuff by using their buildings, but now that money essentially becomes everyone's money.
This can be exploited in 2v2 maybe (ie. have one player leave the game immediately after starting, which essentially lets you share money at the zero minute mark. Macro up a bunch of drones very quickly and win?)
Oh and also baneling art has changed... it is a lot easier to see what color the baneling is (what player that baneling belongs to).
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^ this has already been mentioned, but i don't blame you for not reading through 40 pages of changes.
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On July 13 2010 23:34 rastaban wrote: Both the bunker and barracks build time changes were in place at one point, changed and then now reverted back.
This explains why I can't bunker rush a zerg FE anymore.
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Why would they even change the bunker build time? It hardly makes sense, bunker rushes for one weren't even that powerful against any player who wasn't AFK when the game started and they were incredibly rare in the first place.
With this change and the zealot change it appears like Blizzard is trying to get rid of all forms early pressure - perhaps we should all 6cc/6hatch/6nexus from now on
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United States7166 Posts
I have greatly updated the OP, post patch 17, after testing the changes out myself.
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United States7166 Posts
this is just going to fall away without anyone reading it unless I bump. my last bump was before it got renamed, so nobody paid attention
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On July 14 2010 11:28 Zelniq wrote: this is just going to fall away without anyone reading it unless I bump. my last bump was before it got renamed, so nobody paid attention Bump.... Bump it up! But for real, the whole infestor "bug" does not seem like that Huge of a deal. I think the infestor should be able to do all of its spells while burrowed, just limit the range when it is burrowed. That way you can do it from farther if it is vulnerable but to get close is dangerous if the opponent has detection!
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