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On September 16 2010 18:10 bleen wrote:
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
LOLOLOLOLOL
If I were a larva, I'd probably want to just off a cliff too.
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I can't believe it's real cause blizz does not make such huge changes as OL speed double increase.
Everything else seem very nice
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On September 16 2010 19:09 Jermstuddog wrote: Two reasons why these notes are super fake.
- Spawn Larvae energy cost reduced to 20 from 25. - Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
This would make Spawn Larva the only spell in the game which has an energy cost that isn't a multiple of 25 and Nuclear Strike can be hidden behind more than just the Lair.
These notes are just a Zerg player dreaming of balance...
This, not to mention Carriers already come with 4 Interceptors.
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On September 16 2010 19:08 lololol wrote: - Carriers now spawn with four Interceptors prebuilt.
They already do, so it's fake notes mixed with the real ones.
It means extra inteceptors so you don't have to build them yourself when the carrier spawns.
I'm still skeptical about the notes though, but we'll see.
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the zerg changes are overwhelmingly awesome <3, especially the ovie speed <3
however, I kind of feel that the chrono cd seems like a bit much.
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These are almost certainly the real notes Blizzard have already announced (tank and ultra changes etc) with a bunch of fake changes. No dis to the OP of course, who is just reporting what he saw on the Blizzard forums.
Giveaways include letting psionic units see up cliffs, which makes no bloody sense, and nobody was asking for. And putting cooldowns on the central mechanics of two of the three races is WAY to big a change. If that was going to change it would have been done back in beta. Its not like spawning creep tumours has a cooldown. Neither does spawn larvae if you think about it, so a queen can cast it on two hatcheries at once if she has the energy.
tl;dr pretty obvious fake
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There are reasons to think these are fake...but spawn larva cost not being a multiple of 25 is a little silly...
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That mule change would almost single handedly save the TvZ matchup.
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I'm really diggin' some of the changes, particularly the macro mechanics one. If this patch is real, it's definitely going to be rewarding better players in general.
I hope the OL speed increase doesn't make it too fast, though admittedly it is rather hard to scout with Zerg sometimes so I suppose it's warranted.
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On September 16 2010 19:03 tofucake wrote:Show nested quote +On September 16 2010 18:10 bleen wrote: - Ground Units of type Psionic now have vision in the air plane.
That alone make it fake (and makes me lol). Blues will delete obviously retarded things. Just because something is deleted doesn't make it true. [edit] Added some emphasis define plane: an unbounded two-dimensional shape; "we will refer to the plane of the graph as the X-Y plane"; "any line joining two points on a plane lies wholly on that plane"
?? Google before post.
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The OL speed is like double the old one?
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On September 16 2010 19:12 SeaSmoke wrote: There are reasons to think these are fake...but spawn larva cost not being a multiple of 25 is a little silly...
It's a very good reason. In BW and SC2 all things cost multiply 25 minerals / gas / energy.
Nothing cost less afaik.
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On September 16 2010 19:09 Jermstuddog wrote: Two reasons why these notes are super fake.
- Spawn Larvae energy cost reduced to 20 from 25. - Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
This would make Spawn Larva the only spell in the game which has an energy cost that isn't a multiple of 25 and Nuclear Strike can be hidden behind more than just the Lair.
These notes are just a Zerg player dreaming of balance...
Nah, the Queen actually needs a slightly cheaper Spawn Larva. You always have to wait a second or two when you do your 3-4 first injects because the larva pop while the queen is on 23 MP. This isn't game breaking but it is very annoying. I would have solved that by increasing the queen MP regen slightly so it has 25 after 40 seconds.
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On September 16 2010 18:10 bleen wrote: - Overlords can now use Excrete Creep while moving. - Overlord base speed now decreases from 0.938 to 0.469 while Excrete Creep is active. - Overlord upgraded speed now decreased from 2.344 to 1.875 while Excrete Creep is active.
Is this ability not called, "Generate Creep?" It seems unlikely Blizzard would get it wrong.
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I will start to pray now on.
"Please be real!"
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On September 16 2010 19:11 gozima wrote:Show nested quote +On September 16 2010 18:10 bleen wrote:
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
LOLOLOLOLOL If I were a larva, I'd probably want to just off a cliff too.
actually larva does die sometimes when you build hatchery close to cliff edge.. i noticed it while cheesing other zergs by building hatchery in their main, then queens+crawlers etc..
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Way too good to be true, far too anti-terran to be the work of blizzard
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On September 16 2010 19:15 bleen wrote:Show nested quote +On September 16 2010 19:11 gozima wrote:On September 16 2010 18:10 bleen wrote:
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
LOLOLOLOLOL If I were a larva, I'd probably want to just off a cliff too. actually larva does die sometimes when you build hatchery close to cliff edge.. i noticed it while cheesing other zergs by building hatchery in their main, then queens+crawlers etc..
but why would they misspell the word accidentally while using the word "walking" instead of "moving" when referring to larva? sloppy troll is sloppy
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A PF buff of any kind is totally unjustified...
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On September 16 2010 18:55 Shikyo wrote:Show nested quote +On September 16 2010 18:53 Dawme wrote: I don't really see the problem with Chronoboost. Mule cooldown is obviously a hugely needed change because of the "spam 5 mules in a row on a gold expo and get 1949219429 minerals in 10 sec" but what would a coolodown on chronoboost exactly achieve ? Seems to me it would make the ability much less interesting since it would drastically reduces the number of ways to use it. Chronoboost isn't a pure macro mechanic like Mules/Spawn larvae that you want do everytime you can. And another thing that bother me is that terrans and zerg can use their energy for something else (scan / supply / creep tumor / transfu) if they somehow suck with the mule/larva cooldown while a protoss cannot. So yeah, chronoboost cooldown why not but nexus needs 1 or 2 abilities to be on par with T/Z if that's the case.. During the 20 seconds you regain about 10 energy so you can still spend it all, just gradually... so many people don't get this x_X
chronoboost can be used for tech and any unit, its like 2 abilities in one or better
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