- Carriers now spawn with four Interceptors prebuilt.
Err don't they already spawn with 4?
Besides I have a feeling this is fake.
patch 1.1 notes, leaked
patch 1.1 notes, leaked
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Sep 21 2010, 06:18 PM
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Senior Member
1,190 posts Joined: Jan 2003 |
- Carriers now spawn with four Interceptors prebuilt.
Err don't they already spawn with 4? Besides I have a feeling this is fake. |
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Sep 21 2010, 06:21 PM
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Senior Member
4,547 posts Joined: Dec 2004 From: Metro Prima, Kuala Lumpur, Malaysia, Earth, Sol |
Mule is way too strong i think, and implementing the 40 seconds cool down does not make it weak, it need 50 energy to call down a mule(yes/no?), just do it frequently, like zerg, they cant create larvae few times on a single hatchery.
Comparing mule and queen's create larvae, i think mule got more benefits, mule can mine mineral, scout area, fast repair unit in battle, they are like cheap advanced SCV that can be called down anytime anywhere, the nerf try to prevent any amount. As for protoss' chrono, i think its pretty strong too, u can speed production, speed research(which i think no other race can do research as fast as protoss with crono) darkplacid, i do not agree with you about the overlord mobility, i think with the overlord mobility increase we can see more and more overlord being used, they no longer stuck in base. Zerg might no longer need to scout with drone, with the double starting overlord speed, you can scout with overlord, and chances of getting it killed way much lower. I think a queen/stalker/marine no longer able to kill an overlord who trying to run for its life. With the double speed, overlord can be spread across the map for more vision, nydus can make use of the vision, surprise attack/far expansion. Overlords also can create diversion, imaging you see 10 overlords flying into your base, with their increased starting speed, they can be used straight away. This post has been edited by narf03: Sep 21 2010, 06:39 PM |
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Sep 21 2010, 06:27 PM
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Senior Member
2,446 posts Joined: Oct 2008 |
QUOTE(Sesshoumaru @ Sep 21 2010, 06:18 PM) - Carriers now spawn with four Interceptors prebuilt. hmm if im not mistaken it means thatErr don't they already spawn with 4? Besides I have a feeling this is fake. carriers will have 4 interceptors in queue the current carriers have instantly 4 interceptors i do not know how this would make a difference thou haha |
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Sep 21 2010, 06:29 PM
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Junior Member
21 posts Joined: Mar 2008 |
For the zerg! <3
No more one marine bully overlord :S |
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Sep 21 2010, 06:37 PM
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Senior Member
2,694 posts Joined: Feb 2007 From: KL |
demm..
Overlord speed is faster now! yuhuuu... really benefit zergs for early scout.. |
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Sep 21 2010, 06:43 PM
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Senior Member
1,813 posts Joined: Apr 2007 From: Lower Perak |
hurray . joice for zerg player . keke
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Sep 21 2010, 06:46 PM
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Senior Member
2,694 posts Joined: Feb 2007 From: KL |
one of the reason, maybe they see there are very few zerg players on the server..
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Sep 21 2010, 06:57 PM
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Junior Member
204 posts Joined: Oct 2006 |
You all got me wrong... I just feel the speed is too fast... There is that concept but overlord abuse can be used early to deny expansion early game...
I am i zerg player also and i think this is a little over... Amagine starting by playing overlord in your opponent natural expansion leaking creep... This is for balance not to buff zerg... Maybe increasing it only a little... not just give it a free upgrade... |
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Sep 21 2010, 07:00 PM
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Senior Member
2,694 posts Joined: Feb 2007 From: KL |
QUOTE(darkplacid @ Sep 21 2010, 06:57 PM) You all got me wrong... I just feel the speed is too fast... There is that concept but overlord abuse can be used early to deny expansion early game... but if u wanna compare with brood war, now, OL can't be a detector..I am i zerg player also and i think this is a little over... Amagine starting by playing overlord in your opponent natural expansion leaking creep... This is for balance not to buff zerg... Maybe increasing it only a little... not just give it a free upgrade... now must waste gas to do it.. sigh.. |
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Sep 21 2010, 07:27 PM
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Senior Member
4,547 posts Joined: Dec 2004 From: Metro Prima, Kuala Lumpur, Malaysia, Earth, Sol |
QUOTE(darkplacid @ Sep 21 2010, 06:57 PM) You all got me wrong... I just feel the speed is too fast... There is that concept but overlord abuse can be used early to deny expansion early game... by the time u can put creep in your enemy' base, you already got a Lair, not hatchery, and if your enemy still dont have something to shoot them, then they dont deserve to expand.I am i zerg player also and i think this is a little over... Amagine starting by playing overlord in your opponent natural expansion leaking creep... This is for balance not to buff zerg... Maybe increasing it only a little... not just give it a free upgrade... |
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Sep 21 2010, 08:03 PM
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Junior Member
42 posts Joined: Jun 2008 |
BOOO!!! chorno boost nerf!!! no~~~~~~~~
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Sep 21 2010, 08:40 PM
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Junior Member
315 posts Joined: Apr 2008 |
there are quite a handful out there which says that these are fake, as some of the tweaks make the game imba, but yea...we'll see...it's just ard the corner anyway...=)
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Sep 21 2010, 08:59 PM
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Junior Member
135 posts Joined: Sep 2007 |
Haiyo. Why do they have to include a cool down for chrono boost. I usually stock up my chrono boost for zealot rush and now, between 3 zealots there will be 1 minute gap in between that's chronoless.
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Sep 21 2010, 10:25 PM
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Senior Member
4,547 posts Joined: Dec 2004 From: Metro Prima, Kuala Lumpur, Malaysia, Earth, Sol |
QUOTE(incx @ Sep 21 2010, 08:59 PM) Haiyo. Why do they have to include a cool down for chrono boost. I usually stock up my chrono boost for zealot rush and now, between 3 zealots there will be 1 minute gap in between that's chronoless. cause they feel the game is getting boring due to too many zealots on the battlefield ? |
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Sep 22 2010, 01:52 AM
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Senior Member
2,446 posts Joined: Oct 2008 |
patch 1.1.0 goes live at US NA
StarCraft II: Wings of Liberty patch 1.1.0 is now live! This patch features adjustments to protoss, terran, and zerg balance, notable StarCraft II Editor improvements, and several bug fixes. Be sure to check out the full patch notes below to learn all about the latest changes. General: • The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions. • A new game clock has been added. Players can now instantly see how long they’ve been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu. • A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q. • A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels. • Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable. • (Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder. • Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit www.nvidia.com/Starcraft3D Balance Changes: • PROTOSS • Zealot • Build time increased from 33 to 38. • Warp Gate cooldown increased from 23 to 28. • TERRAN • Battlecruiser • Ground damage decreased from 10 to 8. • Bunker • Build time increased from 30 to 35. • Reaper • Build time increased from 40 to 45. • Siege Tank • Siege mode damage changed from 50 to 35 (+15 armored). • Upgrade damage changed from +5 to +3 (+2 armored). • ZERG • Ultralisk • Ram ability removed. Ultralisk will now use normal attack against buildings. • Damage decreased from 15 (+25 armored) to 15 (+20 armored). • Maps • Desert Oasis • Destructible Rocks have been added to make natural expansions easier to protect. • Center Xel'Naga Tower area has been narrowed. StarCraft II Editor Improvements: • Added new requirement types: Odd, Divide, Mod, Multiply. • Added a chance field to effect data. • Added support for the Slider dialog control type. • Added a trigger to deal damage from a unit. • Added a trigger event response to provide the amount a player or unit property changes. • Added a trigger event when an effect executes. • New Trigger Editor functions: • Save Data Conversation State Value (Action). • Load Data Conversation State Value (Action). • Players On Team (returns Player Group associated with teams in game lobby). • Unit Owner Changes (Event). • Old Unit Owner (returns player ID in response to Unit Owner Changes). • New Unit Owner (returns player ID in response to Unit Owner Changes). • XP, Level, and Bounty unit properties can now be modified by triggers. • Banks now save/restore XP, learned abilities, and items. • Message Window now includes a time stamp for each message. • An actor event is now dispatched when a missile cannot hit its target. • When loading documents with Battle.net-only dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load. • Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch. • The Custom game variant is no longer automatically included when other non-default variants are defined. • Increased the maximum recharge vital rate for heal effects. Bug Fixes: • Battle.net • Chat windows no longer vanish when exiting a multiplayer map or campaign mission. • Fixed an issue where players would still receive toasts when their status was set to busy. • Custom Games • Default race in a game lobby is now properly set to Random. • Players can now configure the lobby for 1v5 matches. • The search functionality for map searches has been improved. • Lobby hosts will now receive a toast when an invited player declines an invitation. • Custom game lobbies will now remember the game mode chosen under a category. • Fixed an issue where changing the category to "Custom" would default the teams to 5v3. • Fixed an issue where custom maps could not be reported from the map preview screen. • Gameplay • General • If a unit loads into a transport, missiles targeting it will no longer target similar units in the area. • Structures damaged during construction will no longer count towards structures lost. • Fixed an issue where builders waiting for an area to clear could block units trying to leave the area. • Fixed an issue with inventory drop range checks. • Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card. • Interface • Queue tooltips now display information about what is in progress. • Fixed an issue where the back button would not always return players to the score screen properly. • Terran • Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment. • SCVs will now load into the closest Command Center if multiple are within range. • Zerg • Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed. • StarCraft II Editor • The Player Leaves Game event now fires when a player leaves or they are defeated/victorious. • Loading screen progress bar option now works when using Melee loading screen type. • Test Document now works properly on maps with Battle.net-only dependencies. • Publishing a new file using Major revision will now properly set the document version to 1.0. • Publish dialog now properly remembers the Show Real Name setting from previous publish. • File preview panel now displays author's real name if that option was set during publishing. • The Import module will now allow importing an override Assets.txt file. • Undoing a terrain object modification will now also undo associated terrain changes. • Editor will display document text from another locale if no text for the active locale exists. • Copying points with custom models will display the model properly on the pasted point. • It is no longer possible to have multiple default variants in the Game Variants dialog. • Removed icon support for attribute and variant definitions, as Battle.net does not display these. • Fixed issues with invalid map bounds when creating 32x32 maps. • Fixed issues with poor performance in the Terrain Editor when scroll bars are visible. • Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled. • Fixed an issue that would cause a crash if multiple unit forms had too many abilities. • Fixed an issue with temporary publish names in the Publish dialog still verifying the original name. • Fixed an issue with the Unit Manipulates Item trigger. • Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files. • Fixed preview panel display in Terrain Editor palettes. • Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map. • Fixed initial display of variables in the Trigger Debugging Window. • Fixed generated script for built-in attribute values, which caused them to not be accessed properly. • Fixed action list when modifying a Custom Script action without sub-views enabled. • Fixed loading map dependency data. • Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net. • Technical Issues • Fixed an issue where unplugging headphones could cause the game to freeze. • Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game. |
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Sep 22 2010, 01:55 AM
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Senior Member
985 posts Joined: Oct 2006 From: Limbo |
HOORAY! NO CHRONO COOLDOWN YEAY!
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Sep 22 2010, 01:59 AM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
http://www.gosugamers.net/starcraft2/news/...1-0-patch-notes
source is above to confirm this =p overall decent changes though i will be wondering hw to handle fast pool builds as a toss... |
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Sep 22 2010, 02:32 AM
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Senior Member
1,870 posts Joined: Dec 2004 |
no mule CD, lol'ed
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Sep 22 2010, 03:10 AM
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Senior Member
697 posts Joined: Oct 2007 From: Zimbabwe |
increase cooldown of protoss and nerf tank damage already pleased all the zerg players =D, hopefully my winning rate will increase against protoss.
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Sep 22 2010, 06:42 AM
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Junior Member
315 posts Joined: Apr 2008 |
still, zvp is probably the most balance race match out there even before this patch...but, we'll see how things goes now...haha
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