StarCraft 2 Beta Patch 9

Discussion in 'StarCraft II Beta' started by Seradin, Apr 22, 2010.

StarCraft 2 Beta Patch 9

Discussion in 'StarCraft II Beta' started by Seradin, Apr 22, 2010.

  1. Prodigal

    Prodigal New Member

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    According to official Blizzard postings in the BNET forums we are asked to not re-install the game, and that they are investigating the issue and that the patch will be patched soon.
     
  2. cowkid6

    cowkid6 New Member

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    i just wanna play SC2 so blizzaed better fix this loop :'(
     
  3. HaterTot

    HaterTot Guest

    has there been any word on how long battle.net is going to be down? Or is everyone in the dark?
     
  4. Prodigal

    Prodigal New Member

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    Same here. Don't get your hopes for today, and maybe you will be in for a happy surprise.
     
  5. DeckardLee

    DeckardLee Guest

    *head explodes*

    When did you start looking at things so patiently?
     
  6. jasmine

    jasmine New Member

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    If only I had a beta key, I could be stuck in the loop too. :(
     
  7. DeckardLee

    DeckardLee Guest

    Go pre-order the game and get a key :D
     
  8. cowkid6

    cowkid6 New Member

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    blizzard just likes to make us wait...*shakes fist angerly*
    guess ill go play some starcraft brood wars
     
  9. marcusrodrigues

    marcusrodrigues New Member

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    Soooo, no fixes as of yet?!?!?!?
     
  10. Kaaraa

    Kaaraa Space Junkie

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    Typo?
     
  11. Hodl pu

    Hodl pu New Member

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    Gahh what a horrible day!
    I broke like 5 things today, couldn't take notes in class, and spilled my lunch...

    I thought to myself... at least, I can play SC2 when I get home. >_<
     
  12. jasmine

    jasmine New Member

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    I'm giving this patch number 9 an unofficial name: The Moebius Patch

    There is the theory of the Moebius. A twist in the fabric of space where time becomes a loop, from which there is no escape. When we reach that point, whatever happened will happen again.

    It is a twist in the fabric of space where time becomes a loop, where time becomes a loop, where time becomes a loop, where time becomes a loop, ...
     
  13. Chananx

    Chananx Guest

    moebius....
    mmmmm
    moebius...
    mmmmmmmmmm
    it should end before 7pm irvine, CA time... they gotta go home with their families rite?
     
  14. iKnowMyABCs

    iKnowMyABCs New Member

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    The Marauders were OP when concussive shells weren't upgrades. The patch 8 where they made it upgrade and made it 100/100 80seconds, it was just ridiculous. It basically meant that we Terran players had to give up on concussive shells early to counter zealots or early roaches.
    And for nerfing queen and crawlers, I agree with Blizzard.


    No that isn't a typo. They nerfed it by making the attack period longer.
     
  15. cowkid6

    cowkid6 New Member

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    hey everyone i believe they fixed the patch loop, i got in, but i cant connect to battle.net, prob because of the update, but i'm 85% sure the patch loop is over, just letting you guys know :)
     
  16. Prodigal

    Prodigal New Member

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    As a player of all three races, I think some of the balance changes are questionable. As a terran player you can tech to siege tanks and aggressively defend against non-hp regen upgraded Roaches. Marines are highly effective when grouped, bunkered or behind supply depots. Don't even get me started on the Marauders ablity to stim. They are so cheap, and so strong, not a fair unit when used in combination with marines and medi evacs. What they really need to do is remove the stim ability from the Marauder, maybe even consider removing it from the barracks and making it a factory unit, as it seems more mech than infantry anyways.
     
  17. Prodigal

    Prodigal New Member

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    Also the note that battle.net is down has gone away but it doesn't go past the log in screen. Sigh.
     
  18. FFenix

    FFenix New Member

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    These balances were wonderful!! The ones that were questionable were the immortal build time and queen speed. However, it was a good change. *thumbs up*
     
  19. Bthammer45

    Bthammer45 New Member

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    Changes that wern"t shown

    Changes that wern't shown

    Can no longer target spells/abilities on your buildings or units by clicking on their icons in the selected unit panel. This means you cannot Spawn Larvae nor Chrono Boost by clicking on the building icons wtf?! same goes for other abilities like Repair, Transfusion. seems like a bug rather than an intentional change, makes no sense to not be able to use actions on unit profiles.+ Show Spoiler [my thoughts] +

    1 hatch to Spawn Larvae, no problem, easy (though remember you still have to time it well as each second that goes by matters much more than letting Mule/Chrono energy build up) But as # of hatches grow, this becomes very time consuming, incomparable with Mule'ing using several Orbital Commands. (someone tried to compare the new Spawn Larva with Mules)

    Change screen to 1 hatch. (have to bind each hatch or queen to separate hotkeys, or hit the far-placed Backspace key)
    Select Queen
    V + Click Hatch
    Change screen to 2nd hatch
    select queen
    V + Click Hatch
    Change screen to 3rd hatch
    select queen
    V + Click Hatch
    and so on

    But with Mule'ing, just go to a mineral field, select all Orbitals with (5 or whatever hotkey is), E click E click E click E click w/o having to move mouse cursor.

    As for protoss, I think a lot of toss players just clicked on the main screen buildings anyway. Doesn't seem like a huge deal for them. Although for players who spread warpgates all around, this would be a big deal for them.



    --------------------------------------------------------------------------------

    COOL BUG FIXES:
    Right clicking somewhere while holding CTRL no longer gives the Attack-Move command, it just Moves. Often people would re-bind hotkeys while trying to run away and it would Attack-Move and suicide instead.

    not a bug fix but If you Select Larva (hotkey S) but there are no larvae left to select, it selects all the morphing eggs instead. should eliminate the possibility of that annoying accidental Ventral Sacks Research

    drone bug where if you tell it to move right after it starts to morph into a building, it cancels the building (some resources lost) is now fixed.

    --------------------------------------------------------------------------------


    New sound effects and some lightly edited music (& 1 new protoss track)
    + Show Spoiler [no longer able to edit sounds/music?] +

    i think the only way to edit sounds/music would be to modify the MPQ files now. because they seemed to change the folder pathing to the exact name of the mpq file which makes me unable to create a folder with that same name like base.sc2assets (in mods\liberty.sc2mod). please someone show me another way


    Neural Parasite casts faster (tentacle shoots out quicker)

    Can now Bind Locations like you could in SC1. CTRL + F5 - F8 binds the camera location, F5-F8 recalls those locations. useful for rally points, warp-in, mule'ing, etc.


    Zerg buildings now bleed when low HP
    Protoss buildings now have little bolts of electricity flash around when low HP AND low/empty shields (in BW, the blue flames always showed even if shields fully regenerated)


    --------------------------------------------------------------------------------

    (1) the bar indicating the procedure of larva spawn now goes from left to right.

    (2) it adds another bar for hatch/lair/hive upgrate. In the previous version it just replaces the larva spawn bar.

    (3) most exciting: now you can cancel a egg and make it back into a larva with full return. + Show Spoiler [just like T/P could, only better..] +

    uh oh a reaper/DT/etc is coming! cancel zealot/immortal and build stalker/observer for full resource return and no waiting involved, unlike previous egg mechanics.


    --------------------------------------------------------------------------------




    Colossus can no longer walk through/over force field

    Orbital command scanner sweep graphical change
    hydralisk/thor/zerglings can now /dance and /cheer (protoss units coming last in this case)

    8 new player colors (possibly only accessable by map editor? dunno, depends on max # of players in a multiplayer game)

    a window now pops up showing the countdown to being revealed (25 sec), when you lose all of your town halls

    all types of units now have a Rank description, like Disciple, Predator, General, etc

    creep tumor seems to spread creep faster, not 100% sure
    new creep tumor texture, new baneling egg morphing texture.

    health bars no longer turn yellow if they lose any damage at all. now they stay greenish while theyre at high HP

    All zerg buildings now have animations for whenever they are researching/upgrading/building anything. often times they just move around faster

    new mouse cursors for each race

    the preview of any structure before it is morphed by zerg, now is no longer translucent, it looks exactly the same as if the structure was finished.

    when you tell a spire to morph into a greater spire, there's a totally sweet animation!

    new hydralisk range upgrade icon. (used to have the same one as Roach Burrowed Movement upgrade)

    new texture for Fleet Beacon. high templar warping in looks different

    hellion's flame is now blue from upgrade

    ghost academy now animates while it's doing stuff, or did it always? (cybernetics core still does not sadly)

    Zerg decals show around Spawning Pool and hatcheries:


    The help screen has changed
     
  20. MeisterX

    MeisterX Hyperion

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    @ Prodigal,

    The changes to the Spine Crawler are not a nerf, they're a buff. It reduces the attack time. Therefore, the Spine Crawler does the same damage over a shorter period of time, meaning it does more damage faster.