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 Post subject: Re: STARcraft 2
PostPosted: September 17th, 2010, 3:39 am 
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- Ground Units of type Psionic now have vision in the air plane.


Anyone care to explain this one to me? What's psionic?

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 Post subject: Re: STARcraft 2
PostPosted: September 17th, 2010, 5:47 am 
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Psionic units are archons. Maybe high templar, but not sure on that one.

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 Post subject: Re: STARcraft 2
PostPosted: September 17th, 2010, 7:16 am 
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Jer99 wrote:
Psionic units are archons. Maybe high templar, but not sure on that one.


Cheeeers for that. I just got to see a tank vs zerglins. That nerf has hurt..bad. Terran walls aren't going to be anywhere near as effective as they used to be i suspect. It's probably going to create more MMM balls.

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 Post subject: Re: STARcraft 2
PostPosted: September 17th, 2010, 12:23 pm 
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i think the psionic units are also ghost. maybe not 100% sure. i guess it means they can see high ledges which may be good for ghost and easier nuking.

i think they did all of this to make it more zerg friendly. while spawn larva can only cast once in while, you can crono and mule up very very fast. i think as somebody else put it as

if you forget to crono boost or use orbital command energy, it's okay they will save up and you can spam it whenever you want. while for zerg if you forget to spawn larva you can't use it more often.

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 2:49 am 
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I like the rocks they've added on a few maps. Course if i had my way there would be rocks on every map. I just like having that little extra warning time.

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 10:16 am 
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http://us.battle.net/sc2/en/forum/topic/628237813#new-post

Because using unusual and interesting combinations can be quite fun, I thought it might be fun to make a thread to share little in-game tricks and combinations that might work in ways you don't always think of when you just read the unit tool tips. I'll throw a few out to start. :)



For example, did you know that...



...a sentry's Guardian Shield ability stacks with the Immortal's Hardened Shield; causing all attacks against them to be reduced to a maximum of 8 damage?



...Immortals made with Hallucination still have Hardened Shields?



...Hallucination units can be used to grant vision for Blink and other fun abilities?



...a burrowed zerg unit can prevent a building from being placed in that location (particularly fun if you drop a zergling or a roach at someone's natural expansion).



...Phoenix can Graviton Beam an SCV that is currently constructing a building to freeze the building's construction.



...the Broodlings created by Broodlords can be upgraded for better melee damage and armor at the Evolution Chamber.



...Psi Storm deals exactly the same damage to flying units. (Paul )



...Damage spells such as Psi Storm or Yamato Cannon completely bypasses the Immortal's Hardened Shield.



...a burrowed baneling can have it's unburrow ability smart-cast to pop up when an enemy draws near, allowing it to function like a landmine. (MATRIX)



...a baneling can be detonated while burrowed for full damage. (MATRIX)



...Creep Tumor's construction can be canceled, allowing you to replace it in a new spot. (Checkmate)



...Chrono Boost can affect both a Hive's normal larva production and a Queen's Spawn Larva ability. (Checkmate)



...Contaminate will prevent a building from landing or lifting off. (Checkmate)



...a Ghost's EMP will drain all the energy from a Command Center or Nexus. (Checkmate)



...Banelings are not light units. (Checkmate)



...You can build Creep Tumors on an enemy Zerg player's creep. (Checkmate)



...You can use another player's Tech Labs and Reactors by attaching your buildings to it. (Checkmate and Ramenth)

...You can also do a supply drop on an ally's supply depot to give extra supply.

...Colossus can be carried by Warp Prisms. (Starsrift)



...MULES can be used to trigger location-based quest objectives in single-player missions. (Minda)



...If you set a building's rally point as a unit, new units will follow that unit until given a different command. (Minda)



...If you use the move command to order an SCV to follow a specific unit, it will follow it, and repair it automatically. (Minda)



...Warp Gates are automatically hotkeyed to W. (Executor)



...Medivacs can carry Vikings. (GenericName)



...Units can not activate a Xel'naga watch tower while burrowed. (seanconnery)



...Spells like Fungal Growth and Psi Storm can wipe out Larvae in a single cast. (Dumpstercake / River)



...Banelings with a speed upgrade are as fast as the Hellion when on creep. (Checkmate)



...MULES or Infested Terran Eggs can be dropped to cause siege tanks to splash their own infantry. (Ninja / DaeSMachA)



...Changelings ordered to follow an enemy unit will better blend in with a moving army. (Checkmate)



...Changelings can be used to block melee unit's pathing, because hostile units will not automatically target the disguised Changelings. (Checkmate)



...MULES can be called down to do field repairs on damaged units and vehicles. (Checkmate)



...You can cancel a hatchery mid construction to quickly create a small patch of creep at a cost of 75 minerals. (Checkmate)



...Unloading a Medivac full of Marauders on top of a squad of banelings is a good way to force a premature detonation with minimal loss of life. (Checkmate)



...You can shift-queue multiple overlords to drop off units while moving simultaneously. (Checkmate)



...You can never have more than 19 larvae at a single zerg Hatchery. (Checkmate)



...Two burrowed banelings with Destroy Buildings and Unborrow both set to autocast can instantly destroy a hatchery as it is being morphed in at an expansion, as well as kill the drone morphing it. (Checkmate)

...EMP can force permanently cloaked units out of cloaking for a short time. (GenericName)



...Photon Cannons have a greater range than a Planetary Fortress. (GenericName)



...Auto-turrets from the Raven benefit from the Building Armor upgrade. (Checkmate)



...flying units can be used to trigger a burrowed zerg unit with unburrow set for Auto-Cast. (Jimmy)



...the Raven's Hunter Seeker Missile can target one of your cloaked units, allowing you to make kamakazi runs with cloaked ghosts or banshees. (Checkmate)



...Corrupters can cast Corruption on ground units. (Minda)



...You can EMP a Point Defense Drone to set it's energy to 0 and remove it's ability to block your shots. (Chirality / Paul)



...You can kill cloaked units by manually detonating Banelings, even without a detector. (Oboeman)



...You can Neural Parasite an enemy Queen and have her to make creep tumors to allow you vision on the enemy hatchery. (Sweetness)



...Hunter Seeker Missile's splash damage hits both air and ground units, regardless of target. (Checkmate)



...Hunter Seeker Missile can be dodged with Blink. (Checkmate)



...Burrowed Roaches and Infesters can move under force fields. (Checkmate)



...Hallucinations can be used to effectively destroy enemy banelings. (Checkmate)



...Hallucinatory Phoenix can chew through a Point Defense Drone's energy very quickly. (Checkmate)



...Void Rays retain their charge during a mass recall. (Checkmate)



...You can pick up Larva and Zerg eggs with Graviton Beam. (River)


...You can share control of your units in Cooperative games. (koko)



...Workers generally are more effective offensively if you simply attack-move with them. (koko)



...If you repeatedly Neural Parasite an SCV, you can eventually get it to build you a full Terran Command Center. (Autoturrets)



...Fungal Growth can temporarily reveal cloaked units. (Hybrid)



...Banelings are quite effective at killing enemy larva. (NEO)





also note, patch comes live sept 21 at 10AM PDT

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: September 19th, 2010, 10:16 am 
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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 10:25 am 
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...Are they rolling this patch out at different times? Or is this another patch close behind the first? Cause I already have the patch. Tanks are bad, rocks are up on maps, protoss have an annoying timer in place now..yada yada.

Also saw the mule drop and repair in use today and thought that was a clever use..never knew it myself.

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 10:39 am 
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well 1.1 is suppose to come out next week. so i don't know, maybe you're so leet that blizzard decided that you can start earlier

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 11:01 am 
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I can't find any info saying Europe has the patch already. It'd make sense we get it first as we kick your American behinds (oh yeah smack talk *****) but i can screenshot the map already showing the rocks.

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 11:05 am 
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could it be you're playing on a novice map?? :P

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 Post subject: Re: STARcraft 2
PostPosted: September 19th, 2010, 11:52 am 
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trekkie wrote:
could it be you're playing on a novice map?? :P


Far as i know ther eonly available during practice games. Whats the damage a tank is supposed to do before the patch? I'll check the tanks on my version.

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 Post subject: Re: STARcraft 2
PostPosted: September 20th, 2010, 12:10 am 
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crazy koreans man...

http://www.cracked.com/article_18763_5- ... fessional-sport.html

creepy real picture of idra in there. you may like seeing how you can beat the living nerd out of him

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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 7:05 am 
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More twats on 2v2.

They start, one puts a pylon in your base. Once the pylon is up (and this is perfect timing btw) team mate quits, he gets a resource boost and puts up 3 gates to warp in units.

Not a coincidence this has happened a good 3 times on 2v2 now. 2 join, they gather up resources, one quits, the other uses those spare resources to rush in and win. Pity it didn't work. ****** walled in with turrets instead so dragged the game out a bit longer.

Then for all our work we got a "Not GG" LOL no it wasn't. Cause your to busy trying to pad your stats to play properly.


Don't be suckered into this BS. If the inital rush fails they wall in wtih turrets and mass voids/cruisers.

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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 11:14 am 
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official patch note 1.1


Quote:
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.



thank god they got the marine building thing working right. although i do wonder if it works for hellions and viking/medivacs

and too bad they don't have any freezing fixes... and offline mode

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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 12:00 pm 
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...What marine building thing.

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