Staredit Network > Forums > Portal News > Topic: Patch 1.3 PTR
Patch 1.3 PTR
Feb 26 2011, 2:52 am
By: Jack  

Feb 26 2011, 2:52 am Jack Post #1

>be faceless void >mfw I have no face

--- Patch 1.3.0 PTR Now Available ---




Collapse Box


From http://us.battle.net/sc2/en/blog/2356436#blog



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 26 2011, 3:06 am payne Post #2

:payne:

This will save us all.
Finally they did something worth the community's attention.
I'm just saddened at the nerf of Fungal Growth, though it might make more interesting micro matches. >:D



None.

Feb 26 2011, 3:14 am Ahli Post #3

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

Someone please test, if building an addon that pushes SCVs away corrupts the gatherer count on the refinery.
Else feel free to report it because I can't. :D




Feb 26 2011, 3:25 am Excalibur Post #4

The sword and the faith

Quote
Battlecruiser
Movement speed increased from 1.406 to 1.875.
This seem like a rather large increase to anyone else?




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Feb 26 2011, 3:51 am Ahli Post #5

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

Quote from Excalibur
Quote
Battlecruiser
Movement speed increased from 1.406 to 1.875.
This seem like a rather large increase to anyone else?
So the Battlecruiser is now able to catch:
- Broodlords (before they had same speed)
- Motherships (before they had same speed)

and has the same speed as:
- Carriers
- High Templars
- Thor
- Observer without speed upgrade
- Overseer
- Overlords with speed upgrade

edit:
Some pictures!


Source - 1on1 overlay?



Undocumented changes (stuff they forgot to delete or to document):


Source
Morphing costs were at 50 Minerals before.

Broodlord complete unit's costs raised from 300 250 to 450 350
Source

Post has been edited 2 time(s), last time on Feb 26 2011, 4:42 am by Ahli.




Feb 26 2011, 4:28 am BiOAtK Post #6



What?!? The Amulet will definitely change toss play... That's huge.



None.

Feb 26 2011, 5:47 am IskatuMesk Post #7

Lord of the Locker Room

Quote
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

NOOOOOOOOOOOOOOOOOOOO



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Feb 26 2011, 11:26 am LoveLess Post #8

Let me show you how to hump without making love.

Quote from IskatuMesk
Quote
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

NOOOOOOOOOOOOOOOOOOOO
I lol'd.

Glad to see some things on the custom game side were improved and fixed. I know Melee is 80% of SC2, but whatever happened to the other 20% that we all knew and loved? :(



None.

Feb 26 2011, 11:30 am NicholasBeige Post #9



Cattlebruisers were pretty useless. What kind of Tier 3 air unit is hard-countered by a Tier 1? A badly designed one, that's what. You see a fusion core, all your opponent has to do is make some vikings. The speed upgrade is good and hopefully Terran will maybe start using other units... :awesome:

Fungal growth change was good too. +30% vs Armoured means that infestor roach is now actually a more viable combination for Zerg. I just hope that Point Defence Drones can't shoot the missile down - but I expect that to only be considered in 1.3.1

The amulet change is fucking stupid though. Looks like it'll be 3 gate robo from now on.

And the stim research time increase... lol... all thats going to do is make the Terran timing push a bit later, and consequently mean they have 25% more units to attack you with when Stim finishes.



None.

Feb 26 2011, 11:51 am NudeRaider Post #10

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from IskatuMesk
Quote
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

NOOOOOOOOOOOOOOOOOOOO
Haha, same reaction for me. Putting a storm on units exiting a vortex or intentionally putting your own (splashing) archons into it was huuuuge. :D

Quote from name:Cardinal
Cattlebruisers were pretty useless. What kind of Tier 3 air unit is hard-countered by a Tier 1? A badly designed one, that's what. You see a fusion core, all your opponent has to do is make some vikings. The speed upgrade is good and hopefully Terran will maybe start using other units... :awesome:

And the stim research time increase... lol... all thats going to do is make the Terran timing push a bit later, and consequently mean they have 25% more units to attack you with when Stim finishes.
Dude, you expect an all-round battleship to be more cost effective against air than an anti-air unit? :lol:
... so you have more time to get banelings in time. Size of the bioball doesn't really matter when you have them. Timing is everything in sc.

Post has been edited 1 time(s), last time on Feb 26 2011, 12:04 pm by NudeRaider.




Feb 26 2011, 6:42 pm UnholyUrine Post #11



Quote
Several improvements have been made to the Join Custom Game section:
The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
Games are now organized into several pages to make finding your desired game type easier:
Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
Most Popular: Shows all game types, with the most played games sorted to the top.
By Category: This page allows you to browse through Custom Games based on Category.
Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
Bookmarks: Use this page to view your Bookmarked maps.
A search option has been added to the Join Custom Game interface.

- Bookmark - Hmm. I've seen this in many other popularity systems, such as Little Big Planet. I don't think it works very well, especially since the other variable isn't the Rating of the map, but rather its poplarity. SC1/WC3's system is still more robust. Also, the exclamation mark is hugely pretentious.

- "Categories of Search" - Most Popular, By Category, Up & Coming, Fun or Not, Recently Played, Bookmarks.
- By Category = Meh. The categories so far were Tug of War, and Tower Defense... Not many choices there there, especially since it's not community driven. For example, in Newgrounds, Categories of Flash and Flash Games are driven by recommendations from the community. When there's enough people voting for a flash to be placed in an existing category, or in a new category, I assume the system notifies the admin (Tom Fulp?). Then, the admin decides whether or not to put the flash into a category.
- Up n Coming and Fun or Not - Both represents two other variable:. "Recommended" and "Fun". Unfortunately, I feel that both are REALLY similar to the Popularity system - what people recommend and feel is fun will probably be played the most. Usually, popularity systems have Ratings and Popularity separate, so that a very well made map, like an RPG, which isn't usually as popular as maps made for the Masses, like Bunker Wars, can still make it up the list.
Still, Up n Coming is a welcomed change. But, all of this crap would've been solved by simply using a fusion of the SC1/WC3 system with the popularity system.

- Search option - Jeeze, FINALLY. What took them so long?

EDIT: Fixed tons of grammar mistakes... I haven't had my tea yet when I typed that :lol:

Post has been edited 1 time(s), last time on Feb 26 2011, 9:06 pm by UnholyUrine.



None.

Feb 26 2011, 7:08 pm Riney Post #12

Thigh high affectionado

This is a very good patch for map making. After looking at the new cleaned up list, It looks like its going to be 20 times easier to get a map out because they'll be rated instead of hours played on some lists.

Just wish they'd add a Zombie or Survival category to the fucking list though. Tug of War and Tower Defense is just not cutting it.

Edit: Actually, Ill just make a thread :awesome: http://us.battle.net/sc2/en/forum/topic/2140267132

Post has been edited 1 time(s), last time on Feb 26 2011, 7:24 pm by Riney.



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-- Updated as of December 2021 --

Mar 11 2011, 11:56 am Ahli Post #13

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

Blizzard changed the game balance again.
Now Fungal Growth is an instant hit (no missile) again (with the same high damage output) and infestors stay at 90 health.
Source
Maybe more that I didn't see.

edit:
Ghost's EMP drains only 100 energy now. That should help the High Templars that can't be warped in on demand anymore.




Mar 12 2011, 12:50 am Jack Post #14

>be faceless void >mfw I have no face

Debug commands have been added/revealed:
Quote
Additional cheats are now available in-game when using Test Document.
Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you.
AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you.
AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you.
AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units.
AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes.
AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way.
AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting.
AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things.
AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources.
AllianceVision - Changes the Vision alliance state between the selected players.
BehaviorAdd - Adds the requested behavior to the selected units.
BehaviorDuration - Sets the duration of the requested behavior.
BehaviorRemove - Removes the requested behavior from the selected units.
Charges - Toggles spell charge validation.
Cooldown - Toggles spell cooldown validation.
Creep - Adds creep at the cursor position given the requested radius.
DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player.
DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player.
DeathAll – Kills all units on the map.
DeathExcept - Kills all units on the map except the selected units.
DeathSide - Kills all units owned by the selected player.
DeathUnit - Kills the selected units. The type of death can be specified as a parameter.
Defeat - Ends the game in defeat for the selected player.
DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor.
Effect - Executes the requested effect from the selected units.
FastBuild - Toggles fast building, research, and training times.
FastHeal - Toggles fast healing times.
Fidget - Forces selected units to perform the specified fidget type.
Food - Toggles food usage validation.
Free - Toggles resource cost validation and expenditure.
God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage.
Loot - Drops a type of loot for the specified player.
MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid.
Minerals - Adds the specified amount of minerals to the selected player.
Move - Moves the selected units to the cursor position.
NoDefeat - Disables defeat conditions.
NoVictory - Disables victory conditions.
Order - Orders the selected units to use an ability.
Owner - Changes ownership for the selected units to the selected player.
ResourceCustom - Adds the specified amount of a custom resource to the selected player.
SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount.
SetLife – Sets the life of the selected units to the specified value.
SetEnergy - Sets the energy of the selected units to the specified value.
SetLife - Sets the life of the selected units to the specified value.
SetShields - Sets the shields of the selected units to the specified value.
SetResource - Sets the harvestable resources contained by the selected units to the specified value.
ShowMap - Toggles fog of war display and validation.
TechTree - Toggles tech tree dependency validation.
Terrazine - Adds the specified amount of terrazine to the specified player.
Tie - Marks all undecided players with the tie result.
TimeOfDay - Sets the time of day to the specified time.
TimeOfDayRate – Sets the rate that the time of day changes to the specified value.
TrigDebug - Opens the trigger debug window.
TrigRun - Runs the specified trigger.
Uncreep - Removes creep at the cursor position given the requested radius.
Undecided - Marks the selected player's result as undecided.
Upgrade - Applies the selected upgrade to the selected player.
Vespene - Adds the specified amount of vespene gas to the specified player.
Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player.
XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.




Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Mar 12 2011, 1:04 am ClansAreForGays Post #15



Had no problems hitting with the missile fungal, but I'll take it back just fine!




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