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Unread Thu, 25th-Aug-2011, 10:18 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 1
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Patch 1.4 PTR Notes

General

Unit vision up ramps has been reduced by 1.


PROTOSS

Immortal
Attack range increased from 5 to 6.

Mothership
Acceleration increased from 0.3 to 1.375.

The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

Stalker
Blink research time increased from 110 to 140.

Warp Prism
Shields increased from 40 to 100.


TERRAN

Barracks
Build time increased from 60 to 65.

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Raven
Seeker missile movement speed increased from 2.5 to 2.953.


ZERG

Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Infestor’s Neural Parasite can no longer target Massive units.

Overseer
Morph cost decreased from 50/100 to 50/50.

Contaminate energy cost increased from 75 to 125.

Ultralisk
Build time decreased from 70 to 55.


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

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 nirvAnA:  

Last edited by |Erasmus|; Fri, 9th-Sep-2011 at 12:22 PM.
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Unread Thu, 25th-Aug-2011, 10:45 AM BnetId: Ascel.306  Race: Location: Adelaide, Australia  Total Posts Made: 95 # 2
Ascel
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Eh Seems alright. Not sure why they did a few things but would like to see how it plays out.

I do think that the Hellion Nerf is because of the sudden switch the Meta game, But I dunno =\
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Unread Thu, 25th-Aug-2011, 10:53 AM BnetId: Snod.718  Race: Clan: ToR  Location: Brisbane, Australia  Total Posts Made: 74 # 3
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I actually quite like the changes coming in, they aren't a massive nerf hit on anything, just small tweaks to hopefully make things smoother.
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Unread Thu, 25th-Aug-2011, 10:57 AM Who's Who:   Race: Clan: eCKo  Location: Adelaide, Australia  Total Posts Made: 750 # 4
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It all looks good! ;D
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Unread Thu, 25th-Aug-2011, 11:04 AM Who's Who:   BnetId: NvPinder.933  Race: Clan: TA (Nv)  Location: Melbourne  Total Posts Made: 885 # 5
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Quote:
Originally Posted by |Erasmus| View Post
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Click the image to open in full size.
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Unread Thu, 25th-Aug-2011, 11:09 AM BnetId: Rocky  Race: Location: Sydney, Australia  Total Posts Made: 25 # 6
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Originally Posted by TAJPMoney View Post
Click the image to open in full size.
quoted for effect
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Unread Thu, 25th-Aug-2011, 11:10 AM BnetId: cruxDoc.768  Race: Clan: crux  Location: Melbourne, Australia  Total Posts Made: 331 # 7
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mmm infestor damage nerfed, seems to be better for P v Z considering that 6 infestors can kill your whole protoss army....

nothing has been changed that will affect the terran 1/1/1 though...
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Unread Thu, 25th-Aug-2011, 11:13 AM Who's Who:   BnetId: TAEdgE.100  Race: Clan: TA  Location: Adelaide, Australia  Total Posts Made: 956 # 8
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WOW, these changes are so perfect. WHERE IS MY HYDRALISK SPEED THOUGH (If immortals are buffed T_T)
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Unread Thu, 25th-Aug-2011, 11:14 AM Who's Who:   Race: Location: Adelaide, Australia  Total Posts Made: 1,638 # 9
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This is awesome I have no problem with any of those changes, even though my beloved infestor and it's beloved fungal got nerfed. Time to make ultras!
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Unread Thu, 25th-Aug-2011, 11:17 AM BnetId: TAXanT.665  Race: Clan: TA  Location: Melbourne  Total Posts Made: 230 # 10
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Where's the carrier buff at?
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Unread Thu, 25th-Aug-2011, 12:13 PM Race: Location: Indonesia  Total Posts Made: 388 # 11
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+ [Bug Fixes] +


Gameplay

Hitting Escape when using the Options menu while playing a game will now properly revert any changes made.

Loading a saved game with a game speed different than the minimum game speed now works correctly.

Failing to load a saved game from a previous build will now show the proper error message.

Reduced Violence no longer prevents custom death models from working.

Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

In the Load Game Panel it is no longer possible to delete a saved game while playing it.

In the Load Game Panel, choosing to keep\save an unsaved file in the Recent Tab now properly saves the file.

Switching between a control group hotkey and selecting a unit no longer registers as a double-click.

The Base Camera and Jump to Location hotkeys can no longer be used while the game is paused.

Escape and F12 can no longer be used for custom grid hotkey profiles.

Default key display will not show up when Custom Observer hotkey has been set.

The range for structures hitting other structures is now consistent with non-structure units.

Units with movement suppressed can now issue an order to board a transport instead of just follow it.

Transports can no longer unload units into a dense area if the original order was issued on a fogged location.

A full refund will now be issued for any training requests that cannot complete because unit placement fails.

Commands that have no charges left will display a 0 instead of just hiding the number.

Resources spent repairing are now reported as resources lost when the repaired unit dies.

Fixed an issue with the Camera Follow mode not turning off when scrolling away from a unit being followed.

Fixed an issue with cycling chat recipients while in a party and watching a replay.

Fixed an issue in the Load Game Panel that sometimes caused the wrong map preview image to display.

Fixed an issue where the Hotkey dialog sometimes displayed inaccurate unit commands.

Fixed an issue where units would seem to pop when travelling along cliffs.

Fixed an issue where flyers may not decelerate in some cases.

Fixed an issue where flying unit separation wasn’t consistent.

Fixed issues displaying some hotkeys for non-US keyboard layouts.

Fixed issues with cursors when using NVidia 3DVision.

Fixed issues where an ally unit’s command card was visible without shared control enabled.

Fixed some issues with DVORAK keyboards not working correctly with Grid hotkey profiles.

Fixed several issues with the Units Lost tab not tracking resources correctly.

Fixed erroneous hotkey conflict detections with some observer commands.


Protoss


Issuing new orders to charging zealots will cause them to lose the charge buff.

Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank’s sieged attack.

Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.

Fixed an issue where workers would not path around Force Field while harvesting.

Fixed an animation bug that would occur when Graviton Beam was used on unburrowing Zerg units.


Terran


The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.

SCVs will now always face the building when resuming construction.

SCVs can no longer repair themselves while inside a Bunker or Medivac.

Fixed an issue where the Reaper could get stuck in some cases.


Zerg

Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.

Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.

Burrowed units are no longer cloaked by the Mothership, as this is redundant.

Attack upgrades are now retained by units controlled by Neural Parasite.

If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.

Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.

Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.

Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.

Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


SkyBreaker Edit: I've put the wall of text into a spoiler-tag.

Quick Comments
 Dox:  
Don't just paste a huge wall of text like that!
 Nemo:  
It was usefull for me. Just use header and list BB code to make it more pleasant to read

Last edited by SkyBreaker; Thu, 25th-Aug-2011 at 3:25 PM.
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Unread Thu, 25th-Aug-2011, 12:27 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 12
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PROTOSS

Quote:
Immortal
Attack range increased from 5 to 6.
Good robo pvp buff, won't affect other match ups that much.

Quote:
Mothership
Acceleration increased from 0.3 to 1.375.

The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
I suppose delay in cloak happens only when it pops from nexus, negligible change. Acceleration buff was long awaited, at least mommaship can be somewhat microed now.

Quote:
Stalker
Blink research time increased from 110 to 140.
Don't get it. Are they trying to delay 3-gate TC blink in PvP? Because fast blink won't be affected that much.

Quote:
Warp Prism
Shields increased from 40 to 100.
Awesome. Although i'd prefer deployment speed buff.

Quote:
Unit vision up ramps has been reduced by 1.
What's this one about? Tanks? 4wg?

Quote:
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
So, hellion now 3-shots workers w/o upgrades? Used to be 24 damage, now it's 19.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
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Unread Thu, 25th-Aug-2011, 1:10 PM Race: Location: Perth, Australia  Total Posts Made: 70 # 13
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I like all the changes atm. Even the infestor change doesn't seem that bad. I just hope they make replays shareable between friends. So frustrating that isn't in yet.
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Unread Thu, 25th-Aug-2011, 1:15 PM BnetId: Ascel.306  Race: Location: Adelaide, Australia  Total Posts Made: 95 # 14
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Will Terran still do the Hellion play they have come to love now?
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Unread Thu, 25th-Aug-2011, 1:17 PM BnetId: NextRim.158  BattleTag: NextRim#2260  Race: Clan: Team MN8  Location: Russia  Total Posts Made: 560 # 15
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Quote:
Will Terran still do the Hellion play they have come to love now?
They will just add one more hellion, nothing to worry about.
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Quote:
Originally Posted by souljah
Upgrade : Give roaches invulnerability to nukes, as their namesake on Earth have.
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Unread Thu, 25th-Aug-2011, 1:22 PM Who's Who:   BnetId: nGenJazBas.131  Race: Location: Auckland  Total Posts Made: 422 # 16
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Unread Thu, 25th-Aug-2011, 1:24 PM Who's Who:   BnetId: TCPLemminks.185  Race: Clan: TCP  Location: Brisbane  Total Posts Made: 931 # 17
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I wanna say what I said in chat about the ramp vision, though I'm not really sure if I am correct.

In my opinion this is very disadvantageous to protoss and zerg. From what I understand, this means that units on the ramps will have 1 less vision range. Therefore stalker or zergling pokes up the ramp will see less. This nerfs one of the only ways that a protoss or zerg can scout after a wall-in.

It doesn't really help with PvP 4gate either, since you don't need to look that far into the base to warp in zealots in the high ground if you have a plyon near the ramp.

Either way I have no idea why they are thinking to implement this change. Then again this could be Blizzard trying to balance out the fact that you now have more time to scout a terran with the increased racks build time, assuming you get into their base before they wall off.

Quick Comments
 NvJazBas:  
its ok though cause 11/11 is so much less stronger now. I'm just happy with the rax nerf
 psygoh:  
Good point
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Unread Thu, 25th-Aug-2011, 1:41 PM BnetId: Ascel.306  Race: Location: Adelaide, Australia  Total Posts Made: 95 # 18
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Quote:
Originally Posted by Lemminks View Post
I wanna say what I said in chat about the ramp vision, though I'm not really sure if I am correct.

In my opinion this is very disadvantageous to protoss and zerg. From what I understand, this means that units on the ramps will have 1 less vision range. Therefore stalker or zergling pokes up the ramp will see less. This nerfs one of the only ways that a protoss or zerg can scout after a wall-in.

It doesn't really help with PvP 4gate either, since you don't need to look that far into the base to warp in zealots in the high ground if you have a plyon near the ramp.

Either way I have no idea why they are thinking to implement this change. Then again this could be Blizzard trying to balance out the fact that you now have more time to scout a terran with the increased racks build time, assuming you get into their base before they wall off.
I thought it was saying that form the Low Ground You can see 1 less up the Ramp, in some cases i have seen stalker been able to Blink onto the High Ground from the Low ground without Vision.
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Unread Thu, 25th-Aug-2011, 1:47 PM Who's Who:   BnetId: TCPLemminks.185  Race: Clan: TCP  Location: Brisbane  Total Posts Made: 931 # 19
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Quote:
Originally Posted by FuzzyLogic View Post
I thought it was saying that form the Low Ground You can see 1 less up the Ramp, in some cases i have seen stalker been able to Blink onto the High Ground from the Low ground without Vision.
This is actually what I'm not sure of, whether it is low ground to high ground vision for units on ramp to high ground. Though I'm pretty sure that low ground doesn't have any vision of high ground, so it should be ramp to high ground vision. I'll wait until Blizzard or someone here clarifies this.
Also it's impossible to blink without vision, they probably blinked onto the ramp or had an obs somewhere.
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Unread Thu, 25th-Aug-2011, 1:50 PM BnetId: Ascel.306  Race: Location: Adelaide, Australia  Total Posts Made: 95 # 20
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Quote:
Originally Posted by Lemminks View Post
This is actually what I'm not sure of, whether it is low ground to high ground vision for units on ramp to high ground. Though I'm pretty sure that low ground doesn't have any vision of high ground, so it should be ramp to high ground vision. I'll wait until Blizzard or someone here clarifies this.
Also it's impossible to blink without vision, they probably blinked onto the ramp or had an obs somewhere.
Can't be 100% sure, But from what I could tell they Blinked onto the little Lip at the end of the ramp which puts them on the high ground.
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