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Patch 1.4 pre-PTR preview

Creator: Jack[RCDF
Time: Aug 25 2011, 10:17 am

Post #1     Jack[RCDF Aug 25 2011, 10:17 am

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Understanding breeds empathy.
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PATCH 1.4.0 PTR NOTES

+
OVER 9000 CHANGES


From http://us.battle.net/sc2/en/forum/topic/1213111662

Red classic.


VRAEL = 뱃맨!!!
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Post #2     Roy Aug 25 2011, 1:20 pm

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Everything green is safe to eat.
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Game Options

Added three privacy settings to the Options menu under the Battle.net section.

Only allow friends to send me invites.

Only allow friends to send me chat messages.
It's about time! Streamers don't have to reject party invite spams now.

Quote from Jack[RCDF
When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed.
Seems kind of lame. I would much prefer if there was a different, noticeable animation for canceling a building. Floating text sounds out-of-place; I don't want to see "75" floating around in the middle of a battlefield. But I guess if it works for MOBAs, it should work here too.

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Post #3     ClansAreForGays Aug 25 2011, 1:55 pm

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I approve of the balance changes. Now they just need to make stalkers 5 range :}

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Post #4     Syphon Aug 25 2011, 2:33 pm

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Quote from ClansAreForGays
I approve of the balance changes. Now they just need to make stalkers 5 range :}

PvT: It's too winnable for P. /s

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Post #5     Cardinal Aug 25 2011, 2:34 pm

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Immortal Attack range increased from 5 to 6.
1 gate, 2 Robo PvP. You heard it here first.

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Warp Prism - Shields increased from 40 to 100.
Bout time, in my opinion.

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Unit vision up ramps has been reduced by 1.
This will seriously annoy the early Zerg scout blocked at a Terran ramp... Especially on large cross positional maps when your overlord only gets there by the time a banshee is raping your dronies.

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Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Back to the drawing board for a lot of Pro Terran players methinks. This change doesn't seem like much but now Blue flame hellions can't toast workers in 2 hits..

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Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.
I always had a sneaky suspicion that the guardian shield didn't protect against void rays.

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Data Editor UI has been reorganized for a better workflow.
Oh god. This can potentially be amazing. Or Blizzard could just have fucked it all up. Time to learn the new (and improved) data editor :'(

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If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
Because Neural Parasiting overlords wasn't useful in the first instance? Sigh.

Gone.
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Post #6     ClansAreForGays Aug 25 2011, 10:29 pm

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Quote from Cardinal
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If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
Because Neural Parasiting overlords wasn't useful in the first instance? Sigh.
Pylon power. Now you can kills as many units they are trying to warp in for the cost of 1 parasite. I like this.

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Post #7     Cardinal Aug 25 2011, 11:33 pm

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Can't Neural Parasite buildings.

Gone.
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Post #8     Ahli Aug 26 2011, 12:16 am

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Nothing yet! Almost done. Very powerful, very strong.
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Quote from ClansAreForGays
Quote from Cardinal
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If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
Because Neural Parasiting overlords wasn't useful in the first instance? Sigh.
Pylon power. Now you can kills as many units they are trying to warp in for the cost of 1 parasite. I like this.
warp in has full refund and resets the warpgate cooldown afaIk.

(user posted image)
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Post #9     Cardinal Aug 26 2011, 12:19 am

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Quote from Ahli
Quote from ClansAreForGays
Quote from Cardinal
Quote
If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
Because Neural Parasiting overlords wasn't useful in the first instance? Sigh.
Pylon power. Now you can kills as many units they are trying to warp in for the cost of 1 parasite. I like this.
warp in has full refund and resets the warpgate cooldown afaIk.
Correct.

This patch note might refer to Neural Parasiting a deployed Warp Prism. But, I doubt that very much, and think they just refer to Supply as Power.

Gone.
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Post #10     Lanthanide Aug 26 2011, 12:37 am

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Quote from Cardinal
Correct.

This patch note might refer to Neural Parasiting a deployed Warp Prism. But, I doubt that very much, and think they just refer to Supply as Power.
But why would they refer to Supply as Power when they could just call it Supply?

If it is supply, the only units are Overlord and Overseer. I can't imagine anyone ever being so skint on cash that they needed to NP an enemy overlord and expected to get a supply boost so they could then build units themselves.

The alternative, though, NPing a warp prism to stop it unloading or warping in more units seems like a reasonable thing that you'd want to do if you were in a situation that allowed it. Note that this is in the Bug Fix section rather than Gameplay Changes. I guess what happened (someone could easily test this) is that when you NP'd a warp prism, the protoss player retained the power radius and could continue to warp in units, when logically they shouldn't be able to.

O)FaRTy1billion -- "Lanthanide -- surely you have photos of yourself dressed up as a girl, az?" I don't have pictures of me dressed up as a girl.
O)FaRTy1billion -- One time I was jumping on a trampoline (at that very friend's house xD) with water balloons in my shirt held up by a belt.
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Post #11     Cardinal Aug 26 2011, 12:41 am

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Quote from Lanthanide
Quote from Cardinal
Correct.

This patch note might refer to Neural Parasiting a deployed Warp Prism. But, I doubt that very much, and think they just refer to Supply as Power.
But why would they refer to Supply as Power when they could just call it Supply?

If it is supply, the only units are Overlord and Overseer. I can't imagine anyone ever being so skint on cash that they needed to NP an enemy overlord and expected to get a supply boost so they could then build units themselves.

The alternative, though, NPing a warp prism to stop it unloading or warping in more units seems like a reasonable thing that you'd want to do if you were in a situation that allowed it. Note that this is in the Bug Fix section rather than Gameplay Changes. I guess what happened (someone could easily test this) is that when you NP'd a warp prism, the protoss player retained the power radius and could continue to warp in units, when logically they shouldn't be able to.

This does make sense, logically speaking.

Neural Parasiting overlords in a ZvZ would be awesome-sauce though. You'd supply block your opponent and he won't be able to re-build his army, also gaining a supply-boost if you need it.

Gone.
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Post #12     Syphon Aug 26 2011, 7:31 am

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Power is indeed the term the editor uses for Pylon fields.

It's referring to NPing Warp Prisms.

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Post #13     ClansAreForGays Aug 27 2011, 3:41 pm

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Ha!

Still sucks they get refunded though...

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Post #14     Cardinal Sep 5 2011, 11:02 pm

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Quote from ClansAreForGays
Ha!

Still sucks they get refunded though...
You kidding me?

If failed warp-ins didn't get refunded, then I'd like to see Zerg Eggs have 0 armour.

Gone.
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Post #15     ClansAreForGays Sep 6 2011, 4:26 pm

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Quote from Cardinal
Quote from ClansAreForGays
Ha!

Still sucks they get refunded though...
You kidding me?

If failed warp-ins didn't get refunded, then I'd like to see Zerg Eggs have 0 armour.
That would be pretty cool actually.

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Post #16     Ahli Sep 9 2011, 12:11 am

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Nothing yet! Almost done. Very powerful, very strong.
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Europe's PTR is now online... :)
I'm online ;D

The placement match counter area has a new UI background... cool cool...
Game Score screen looks different, too. At least I think that... I'm not sure if that's true.

edit:
new data editor layout:
-tabs are in a top row on the whole top area now
-all big buttons are in 1 line now
-they added something that let's you easily navigate to a category (for example actor)
-xml view is very cool
This post was edited 2 times, last edit by Ahli: Sep 9 2011, 12:27 am.

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Post #17     Ahli Sep 9 2011, 9:54 pm

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Nothing yet! Almost done. Very powerful, very strong.
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Quote from Blizzard
Updated 9/8/11 at 7:00 PM PDT

  • Infestor’s Neural Parasite can no longer target Massive units.

  • Custom maps with dependencies containing trigger libraries will now load significantly faster in the editor.

  • Fixed an issue where closing the editor while the previewer is recording would crash the Editor.

  • Fixed an issue where at the end of a replay the leaving player’s Average APM would set to 0.

  • Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground.

  • Fixed an issue where Bunkers would not display their refunded minerals to the owner or allies when they are salvaged.
Source

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Post #18     ClansAreForGays Sep 10 2011, 4:12 pm

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Quote from Ahli
Quote from Blizzard
Updated 9/8/11 at 7:00 PM PDT

  • Infestor’s Neural Parasite can no longer target Massive units.

Source
Total garbage. I am never upgrading this ever again. Slightly useful against tanks still...

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Post #19     Roy Sep 10 2011, 5:09 pm

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Everything green is safe to eat.
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Quote from ClansAreForGays
Quote from Ahli
Quote from Blizzard
Updated 9/8/11 at 7:00 PM PDT

  • Infestor�s Neural Parasite can no longer target Massive units.

Source
Total garbage. I am never upgrading this ever again. Slightly useful against tanks still...
I'd have to agree, and I don't understand why Blizzard is doing this; I also heard Hunter Seeker Missiles can outrun Infestors on creep and kill them in one hit.

Here's the stats for August, by the way:

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Post #20     [grAffe]:] Sep 15 2011, 11:53 pm

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http://us.battle.net/sc2/en/forum/topic/3182509584

Slight change in Infestor nerf, yay!

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