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Thread: Patch 11, what will it bring

  1. #21

    Default Re: Patch 11, what will it bring

    1) purple boxes instead of map images at loading screens,
    What on earth? =S

    Anyway, I just hope we get the patch tomorrow. They keep teasing me with it, and it's irritating.

    "We're taking the servers down for a SYSTEM UPDATE."

    "Oooh..."

    "It's just a system update."

    "Oh."

    "We're taking the forums down for a SYSTEM UPDATE. Here, have the patcher."

    "Oooohh!"

    "Sorry, no patch."

    Grr!

    Anyway, what do I HOPE for...?

    *Marauder's Stim ability now takes away 25 HP instead of 20.
    *Queen air attack and Transfusion now have 9 range in place of 7 and ground attack has a range of 4 in place of 3. Transfusion now heals 300 HP on buildings.
    *Hydralisks now have 90 health again.
    *Siege Tank gas cost down to 100 from 125.
    *Mothership acceleration has been returned back to it's original state. Replaced Recall with Temporal Rift (or Wormhole Transit with a 5 second cast time, or both).
    *Void Ray damage has been reduced at it's maximum charge and now has a middle charge, but also has an armor point.
    *Phoenix now has 1 armor point.

    Something like that anyway, I think the marauder needs another adjustment somewhere, but I'm not sure where. Maybe it doesn't need that armor point. That'd make Hydras/Marines/Zerglings/Zealots a better counter to them. But that might be a bit too drastic.
    Last edited by Aldrius; 05-06-2010 at 03:18 AM.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  2. #22

    Default Re: Patch 11, what will it bring

    Protoss FF tweak, or spawn larva spawn time made faster as N = N - modvar,
    where,

    N is the current time it takes for spawn larva to sludge-phoo, and
    modvar is the change in duration.

    Infestors now spawn faster. Added range to fungal growth, reduced sight range.

    Queen tweak:
    Speed off-creep returned to pre-patch 8.
    Reduced HP, increased regen on creep.
    No HP regen while off-creep, and takes damage when not on creep.
    Last edited by GnaReffotsirk; 05-06-2010 at 03:27 AM.

  3. #23

    Default Re: Patch 11, what will it bring

    Fixed over 9000 issues that LOTS of players have with replays+ingame issues+ editor issues.

  4. #24

    Default Re: Patch 11, what will it bring

    The Mothership gains a ridiculous number of features that all end with "-aw"

    Epic kudos to those who get the reference

  5. #25

    Default Re: Patch 11, what will it bring

    I don't really care what patch 11 brings...as long as the damn thing doesn't break anything else.

    Seems like every patch they've released breaks the beta in some way or another, be it with buffs, nerfs, patching issues, crashing issues, or forcing a total re-install.

    Sitting through a re-install and 9 patches patching stinks big big, let me tell you.


  6. #26

    Default Re: Patch 11, what will it bring

    Realistically speaking there is suppose to be a fix to terran when buildings units from buildings that have different addons.

  7. #27
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    Default Re: Patch 11, what will it bring

    Tutorial maps!(those that were datamined, and teach you how to defend supply depots etc, use choke points and so on)
    Most likely not for beta though :<

    Hmm, Co-op versus AI would be neat, and that would mean that they would add more AI difficulties.

    Some protoss buffs perhaps ^^'' But let's not get crazy here.

  8. #28

    Default Re: Patch 11, what will it bring

    Quote Originally Posted by Kknewkles View Post
    I'd be pleased with fixes: 1) purple boxes instead of map images at loading
    Haha i love those purple boxes , this reminds me of the good old W3 patches , after every patch half of the map was just purple boxes.

  9. #29

    Default Re: Patch 11, what will it bring

    increase scv hp to 50 please!!!

  10. #30

    Default Re: Patch 11, what will it bring

    Quote Originally Posted by Mandilorordo View Post
    Realistically speaking there is suppose to be a fix to terran when buildings units from buildings that have different addons.
    A fix? What's broken?

    Have I missed something?

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