Beta Phase 2 - Patch 16+

Gehts wieder oder labert nen kollege von mir bloß rum?
 
Der standart kram ..
ja hier, wer glaubt, dass man hardcore suchtimäßig morgen eins vor der schule zocken kann? :D
 
Zarhym: We are still in the process of configuring EU servers for phase two of the StarCraft II beta. While we do not have an estimate for when phase two will be available for EU, we will provide an update tomorrow morning by 11:00 AM PDT.


Das angesprochenes Statement ist demnach für 20:00 deutscher Zeit angekündigt und man darf wohl davon ausgehen, dass vor diesem Zeitpunkt die europäischen Server nicht online gehen werden. Im schlimmsten Fallen könnte dies wohl auch bedeuten, dass uns ein weiteres Wochenende ohne StarCraft II bevorsteht.
 
Leicht lächerlich, speziell weil alle den Patch vom EU Server gezogen haben. Übrigens versteh ich das mit dem Update so das ggf. Morgen schon wieder n Hotfix Patch kommt.
 
warum lassen die uns net gegen die KI spielen solange es online net geht und netma den editor kannste jetzt ohne login benutzen also kann keiner hier mehr weiter maps bauen
warum uns der editor genommen wird is mir unklar naja egal
 
Man merkt zum ersten mal richtig die Nachteile des Netzzwangs :/



Undokumentierte Änderungen laut TL
On July 08 2010 12:36 Zelniq wrote:
latest update will be put on top. Edits are in red:
  • 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.
    On July 09 2010 04:25 DeMusliM wrote:
    the new terran macro is very annoying.
    3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.
    To avoid this problem DeMusliM's describing, you'd have to put Reactor structures and Tech Lab structures on different hotkeys.
  • It's easier to completely trap units in Force Fields. IMO it's pretty stupid to completely take units out of the battle so easily with a 50 energy, low tech spammable spell, especially with roaches being unable to burrow underneath.
    All of the units shown in the wireframe panel are completely stuck by Force Fields:
    300h27o.jpg
  • 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, nor are they able to blink across unpassable terrain (i.e. can no longer 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 have been rumors that Spawning Pools build faster now, but according to my tests, I can confirm it is still exactly 65 in-game seconds same as always.
  • 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.
    roachbugg.jpg
    (thanks figq)
  • 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
Iwie wurde T mit dem Patch ganz schön gefickt.

Quelle: http://www.teamliquid.net/forum/viewmessage.php?topic_id=134701
 
naja protoss bauzeit von zealot von 33 auf 38 is schon extrem 5er pool = gg
war ja schon vorher schwer zu countern
 
Und immernoch sind die dämlichen Force Fields drin... Hatte so gehofft das sie die irgendwann rauswerfen. Naja, man kann nicht alles haben.
 
nah ganz entfernen wäre falsch da die doch sehr wichtig für einen toss sind aber das die so seltsam sind un selbst unterirdische units jetzt aufhalten is merkwürdig
 
Kurzes Mitleid an alle die nich zocken können.
Und nur kurz .. vll hats jetzt nen paar bugs, aber die kommen sicher wieder weg.
aber das spiel is einfach nur so abartig geil.
 
spielst du aufem us server optik oder was ??
uh gibt eilmeldung wow vll machen die ja doch was xDD
 
Last edited:
jojo, us läuft
aber ich hab erst 5 games gemacht.. is trotzdem pretty much niiceeeeeeeeeee
 
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