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Posted: Sat Dec 04, 2010 8:24 am
Yeah the larvae thing doesn't affect me, I've always just smashed the keys into oblivion anyways, I've never held it down.
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Posted: Sun Dec 05, 2010 6:43 pm
Quote: 15 larva and holding Z for two seconds to make 15 Zerglings instead of pounding Z for every single one I want to make. Wut? I didn't know we could do that to begin with. gonk
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Posted: Sun Dec 05, 2010 7:19 pm
Evataph Quote: 15 larva and holding Z for two seconds to make 15 Zerglings instead of pounding Z for every single one I want to make. Wut? I didn't know we could do that to begin with. gonk Yup. Really frees up the mind to concentrate on something other than how many larva you have left to punch out.
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Posted: Wed Dec 08, 2010 5:41 pm
Apparently they aren't changing FG or the larvae thing anymore.
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Posted: Wed Dec 08, 2010 5:56 pm
I like the Toss Buffs yet I don't like the lack of Speed Upgrade for the Voids. Other than that, I pretty much hope that this patch stays
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Posted: Wed Dec 08, 2010 6:11 pm
Rage of Despair I like the Toss Buffs yet I don't like the lack of Speed Upgrade for the Voids. Other than that, I pretty much hope that this patch stays I feel sorry for zerg playing toss, seems like blizzard doesn't want the phoenix to ever die hahaha.
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Posted: Wed Dec 08, 2010 7:14 pm
Kurteee Apparently they aren't changing FG or the larvae thing anymore. This is true. They realized that doing this would apparently ******** up whole game designs, ZvZ in particular and apparently the Guinea Pig build coming out of Korea for Protoss right now is already too strong as is and it's killing zergs in Korea. The fungal growth nerf was made for ZvT match up but ended up ******** up both ZvZ and ZvP, so they decided that it wasn't a good idea to go that route.
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Posted: Fri Dec 10, 2010 6:11 pm
PTR 2.0 went live a little while ago. Here are the changes made.
• Sound effects will no longer pop or cut off if buildings are rapidly selected. • Fixed a display issue so the number of harvesters on a Vespene Geyser node will now increment correctly for all occasions. • Using ALT-F4 during the opening cinematic will no longer crash the game. • Fixed an issue where the auto-detection system was defaulting graphics to a lower resolution than recommended. • Fixed a frequent Out of Memory crash for 32-bit OS systems on the PTR. • Fixed a case where public chat channels wouldn’t show up on the list. • Added a drop-down selector to switch channel instances. • Chat channel throttles have been adjusted to allow for a more natural chatting experience. • Bunker build time has been reverted to the original 35 seconds. • Fungal Growth has been reverted to the previous functionality and can once again target air units. • Holding down a key will once again issue multiple orders.
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Posted: Fri Jan 07, 2011 3:53 am
Coming out next week to retail; can't wait! biggrin Mass spectator games here I come~
Maybe you guys can start a private channel too.
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Posted: Tue Jan 11, 2011 1:53 pm
Yeah, I was thinking about the channel thing.
AND FINALL /w YES haha
Also, sad face @ the 2 2x2 not being able to block, that was helping me against zerg >_>
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Posted: Tue Jan 11, 2011 2:49 pm
There's a Master's league?? o.o!!?
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Posted: Tue Jan 11, 2011 3:57 pm
Uh...is 2x2 a barracks/gateway size building or a depot/pylon size building? I think it's the latter, but just to be sure.
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Posted: Tue Jan 11, 2011 4:37 pm
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Posted: Tue Jan 11, 2011 4:43 pm
Kurteee Yeah, I was thinking about the channel thing. AND FINALL /w YES haha Also, sad face @ the 2 2x2 not being able to block, that was helping me against zerg >_> The double pylon wall off on zerg was just too ridiculous, especially with like a photon cannon behind it, why wall off your main when you can wall off zergs? I never ran into it myself, but I saw it A LOT on streams and pro game replays, so I assume it must have been getting pretty popular and tiresome.
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Posted: Tue Jan 11, 2011 4:50 pm
Oh cool. So this means that terrans can't do the depot-racks-depot wall?
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