Staredit Network > Forums > SC2 General Discussion > Topic: Patch 16 Notes
Patch 16 Notes
Jul 8 2010, 3:47 pm
By: 13Stallion  

Jul 8 2010, 3:47 pm 13Stallion Post #1



[quote from Blizzard] StarCraft II Beta – Patch 16 (version 0.19.0.15976)

General

* Rally points now behave as a move command, instead of an attack move command.
* Enabled the ability to manually add a StarCraft II character friend using the player's character code. Character code is a server-assigned numerical code that is displayed within the Add Friend panel.
* Battle.net Achievements & Rewards have been updated.
* All Quick Match modes are now available: 1v1, 2v2, 3v3, 4v4, and Free For All.
* All A.I. difficulties are now available for play.
* Cooperative matchmaking versus A.I. players is now available as a play mode.
* Enabled cross-game social features between World of Warcraft and StarCraft II.


Balance Changes


* ZERG

o Infestor

+ Frenzy spell removed.
+ Infested Terran spell added.

o Overseer

+ Infested Terran spell removed.

o Ultralisk

+ Now immune to stuns and mind control.
[/quote]

[quote from Zelniq @teamliquid.net]-=Unlisted Patch Changes=-

# Bnet: Despite it saying there are 2 placement matches to play, there are really 5 before you are placed.

# Zealot attack cooldown increased from 23 to 28. Zealot's warp-in cooldown (in warpgates) increased from 23 to 28, apparently matching with the build time increase above.

# If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.
So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.

# It's easier to completely trap units in Force Fields.

# Roaches and infestors can no longer move under Force Fields while burrowed

#
On July 09 2010 03:16 MorroW wrote:
hellions no longer freeze when in range of ling, when hunting on attack move, quite major
Liquid`Jinro clarifies: I think what MorroW means is that when a hellion gets in range of a zergling, they will stop for a second before firing... at which point the zergling will run away and out of range.

# Morphing Warpgate to Gateway now takes 10 seconds, instead of 3. The warp-in cooldown is paused when its not in warpgate form. In other words, that old bug is no longer abuseable, to produce units a little faster.

# Hallucinated Colossi no longer break force fields.

# Stalkers can no longer blink up cliffs blocked by rocks without vision(They CAN still blink to islands.)

# Barracks build time increased from 60 to 65.

# Ultras get +2 and +2 vs armored per upgrade, instead of +3 per upgrade.

# There is now a 1 second cooldown for Transfusion from the Queen. With the Creep Tumor cooldown=doubled change, I'm starting to think I shouldn't have sent Day9 those reps!

# Creep Tumors take 30 seconds before it can create another Creep Tumor, up from 15.

# Zealot buildtime increased from 33 to 38.

# Reaper buildtime increased from 40 to 45.

# Psi storm cooldown decreased from 2.5 seconds to 2 seconds.

# The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their hotkeys ICONS swapped. Clearly a bug - the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? - makes no sense.

# BUG: Changelings appear red to opponents after morphing to "blend in" with enemy.

# Neural Parasite lasts about 12-ish in-game seconds.

# Infested Terrans lasts 30 seconds (up from 20).

# Infested Terran spell can now be cast while Infestor is Burrowed.

# Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)

# Cybernetics Core now has a research animation.

# Larvae no longer count as a Unit (doesn't show up in the Unit display tab while watching replays or Observing)

# Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.

# Critters now roam the maps. And go poof if they're clicked on too much

# Attack Cooldown values listed in tooltips, when mousing over weapons.

# Overlord Generate Creep sound effect seems much quieter

# Several graphical additions/tweaks/changes. Units unloading from Medivacs got a new, cool animation. Xel'naga towers showing as an eye on a minimap
[/quote]

Post has been edited 1 time(s), last time on Jul 8 2010, 11:28 pm by 13Stallion.



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Jul 8 2010, 4:21 pm payne Post #2

:payne:

New background music for Battle.net
Mouse is now blue (instead of green)
Lurker has been added
Tons of sports, cash, random models got added
New model for Sentry (implies that anything related to the old one is whipped, sorry for map makers!)

EDIT: Any Sentry placed on a map before this patch are now changed into "Disruptors", which do not have an actor.

Post has been edited 1 time(s), last time on Jul 8 2010, 4:32 pm by payne.



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Jul 8 2010, 7:39 pm Changeling Post #3



Quote
BUG: Changelings appear red to opponents after morphing to "blend in" with enemy.
What no! Why!



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Jul 8 2010, 7:49 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Changeling
Quote
BUG: Changelings appear red to opponents after morphing to "blend in" with enemy.
What no! Why!
to easy to detect?




Jul 8 2010, 10:17 pm UnholyUrine Post #5



Patch 16: The Ugly

* Rally points now behave as a move command, instead of an attack move command.

This is bullshit. Have fun ordering your massive zerg army coming out of ur nydus worm.

* Enabled the ability to manually add a StarCraft II character friend using the player's character code. Character code is a server-assigned numerical code that is displayed within the Add Friend panel.

What is this player's character code they speaketh of? It can't be the infamously horrible friend codes of nintendo, can it?

* Battle.net Achievements & Rewards have been updated.

Nothing wrong with it, except its concept. A great game like this doesn't need achievements and stuff. What it needs are non-corporate people making Battle.net for its fans, its gamers, not for its monetizing values.

* ZERG

o Infestor

+ Frenzy spell removed.
+ Infested Terran spell added.

o Overseer

+ Infested Terran spell removed.

o Ultralisk

+ Now immune to stuns and mind control.

All stupid. Infested Terran is completely useless, similar to Infestors w/o its neural parasite. Now Ultralisks are like gigantic things immune to magic.. like.. a warcraft hero... UGH. I don't hate it, but I dislike the direction they're going with it.


BUG: Changelings appear red to opponents after morphing to "blend in" with enemy.
Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Lamers.

Roaches can no longer move under Force Fields while burrowed!!!!

This is COMPLETE BULLSHIT. The way zerg can't burrow through buildings was already unintuitive stupid, now they can't go through force fields either? This upgrade is ALREADY USELESS AGAINST TERRAN!!! TBH, I dislike the fact that I can't burrow through buildings more than being unable to burrow through force fields.

Lurker has been added

Oh goody, I guess they FINALLY realized how OP mass marines were. Still, this does little to compensate the OP'ness of early game marine masses against zerg.



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Jul 8 2010, 10:22 pm Devourer Post #6

Hello

UU, nice review, completly my view as well.



Please report errors in the Staredit.Network forum.

Jul 9 2010, 1:24 am UnholyUrine Post #7



Wait, I just realized....
If you can't mind control an ultralisk....
does that mean ultralisks have no brains?

lolol epic find



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Jul 9 2010, 3:33 am payne Post #8

:payne:

The thing about Stalkers not being able to blink to islands is a lie: I tested it.



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Jul 9 2010, 7:36 am Wing Zero Post #9

Magic box god; Suck it Corbo

Quote from payne
The thing about Stalkers not being able to blink to islands is a lie: I tested it.
Oh thank god!!! That would have been stupider then the rally point change




Jul 9 2010, 7:57 am Lanthanide Post #10



The rally-point change is just bewildering. One of my biggest peeves about SC is rally points use move instead of attack move. I'm sure other players here have fucked up games by accidentally assigning a waypoint somewhere stupid and having their units suicide/run away from the battle.

If Blizzard really sees this as a problem for noobs, by default it should use move but there should be a configuration option to change it to attack-move for those that want it.



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Jul 9 2010, 3:23 pm payne Post #11

:payne:

Quote from Wing Zero
Quote from payne
The thing about Stalkers not being able to blink to islands is a lie: I tested it.
Oh thank god!!! That would have been stupider then the rally point change
And it'd have screwed one of my Impossible Scenarios. ;o



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Jul 10 2010, 1:10 am Syphon Post #12



Quote from UnholyUrine
Lurker has been added

Oh goody, I guess they FINALLY realized how OP mass marines were. Still, this does little to compensate the OP'ness of early game marine masses against zerg.

They are not added to the game, the model is in the editor now.



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Jul 10 2010, 1:39 am ImagoDeo Post #13



  • Rally points now behave as a move command, instead of an attack move command.

WTF. WTF WTF WTF. I CANNOT PLAY ZERG NOW. THIS IS BULL. HOLY CRAP BLIZZ WTF.

[/rage]



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