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Thread: StarCraft II 0.8.0.14593 Patch Notes

  1. #41
    Dale's Avatar Junior Member
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    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Thx's for the intros Wasted.
    My thoughts on the new patch...
    Quote Originally Posted by Hav0x View Post
    Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players.
    There goes the cheesy pylon-in-plain-sight tactic used in
    protoss mirror matches. Good riddance if you ask me.
    Quote Originally Posted by Hav0x View Post
    Ghost -Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas. EMP Round radius decreased from 3 to 2.
    If there's any Terran players in the room...
    Good luck dealing with Psi Storm.
    Quote Originally Posted by Hav0x View Post
    Factory - Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.
    Tech Lab - Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.
    Reactor - Build time increased from 25 seconds to 50 seconds.
    So I guess they want Terran to tech more and mass less.
    How does this help the shitty Terran mobility problem?
    Quote Originally Posted by Hav0x View Post
    Bunker - Build time decreased from 40 seconds to 30 seconds.
    Can you say, "Bunker harass?"

  2. #42

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Dale View Post
    Thx's for the intros Wasted.
    My thoughts on the new patch...There goes the cheesy pylon-in-plain-sight tactic used in
    protoss mirror matches.
    They didn't do anything to the pylons. They just added some extra team color to the warp-in animation so you know who is warping units in.

  3. #43
    Dale's Avatar Junior Member
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    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Hav0x View Post
    They didn't do anything to the pylons. They just added some extra team color to the warp-in animation so you know who is warping units in.
    I guess I mis-read then.

    I thought they were talking about the protoss building
    warp-in graphic. So, people would know whose pylon is being built.

    I guess the pylon-in-plain-sight strat is still good. I'm pretty surprised.
    Terran and Zerg have team color on their building structure graphics.

  4. #44

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    yeah it says "units using warp-in".

  5. #45

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Awesome patch
    "No matter what side of the argument you are on, you always find people on your side that you wish were on the other."
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  6. #46

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    I actually dislike the Stalker buffs, they seem to general now, and I felt that blizzard put so much into them specifically trying to make them not as general as the dragoon, and I thought they had really succeeded, while still creating a versatile and frequently used unit.

    They do suck balls against mutas, but hey, we can buff toss in other ways :/

  7. #47

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    DT´s got 2 quite big buffs. They now oneshot SCVs and detection is harder to get for Protoss.

  8. #48

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by newcomplex View Post
    I actually dislike the Stalker buffs, they seem to general now, and I felt that blizzard put so much into them specifically trying to make them not as general as the dragoon, and I thought they had really succeeded, while still creating a versatile and frequently used unit.
    They seem really strong now. I almost think 9+5 might be a good balance for the unit. But that's kind of an awkward number...

    They do suck balls against mutas, but hey, we can buff toss in other ways :/
    Uh, yeah, not anymore.

    12 shots to kill a Muta instead of 15. That's a pretty major difference.

    So I guess they want Terran to tech more and mass less.
    How does this help the shitty Terran mobility problem?
    Uh... what mobility problem? Terran have always been the least mobile race. The tech-lab buff is actually fairly big to be honest. Speeds up teching quite a bit.


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  9. #49

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Aldrius View Post
    They seem really strong now. I almost think 9+5 might be a good balance for the unit. But that's kind of an awkward number...
    Yeah, I feel like were just gonna mass Stalkers now, which is bad.

    Also, stalkers with blink are impossible to kill on open ground with anything lols.


    Uh, yeah, not anymore.

    12 shots to kill a Muta instead of 15. That's a pretty major difference.
    Yeah I know. Thats the problem. So general now. Before they were a "glue" unit, you just got them to help pewpew, and although they werent spectacular at anything, they were cheaper then sentries and glued together builds nicely. Later, blink became an incredible asset when used, which was extremely rarely. Would have much rather seen them kept as a filler/supportive unit and get blink earlier.


    I don't like the Marine nerf either, reactor is useless for the Barracks now, and Marines themselves will probably not see too much use anymore except possibly in PvT, only as some cheap, fast AA.


    <3 vikings though.



    Roaches are broken still. Not OP, their fine, but broken as in their a stupid gawdaweful unit. I don't understand why they still exist, they've been trying to get them right 2 years switching them back and forth from t1.5 to t.2 like 7 times.
    Last edited by newcomplex; 03-26-2010 at 02:14 AM.

  10. #50

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    A few things I dont like about the patch personally, but im happy to see real changes taking place.

    The scv nerf makes me sad because terran mirror was SO fun with the constant scvs joining the battle. And it was probably changed to combat the annoying cheese rush.

    I dont like the marine/reactor nerf either - its annoying but it dose make switching addons better, since you'd want to build them earlier now so that you don't have to wait the increased time.

    I don't feel like marines were very strong cept for in mirror and maybe vs toss, but really it was the other units in the tosses case that makes the army strong - kinda strange. Oh well this patch will change several things!


    Roaches got fair nerfs, but there still amazing lol


    Looks like i'll be making more rax to produce marines,which is probably what they wanted.
    Last edited by Islandsnake; 03-26-2010 at 03:07 AM.
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