UPDATE (May 26): My Starcraft II no longer seems to be using UDP (in very brief testing in FFA), so Blizzard may have disabled UDP use, rendering this program obsolete.
Beyond the complete game drops that seem to be the result of a the game servers at Blizzard crashing, there still seems to be a high amount of in-game lag (slow unit response / minor freezing / random drop screens / etc) in Patch 13. I suspected this was the result of poorly implemented UDP networking code, so I wrote a program to test this theory.
By default, if SC2 detects you are able to send and receive UDP packets, it will default to the new UDP netcode in Patch 13. If your UDP is not usable, it reverts to TCP as in previous versions. By blocking UDP, you can force Starcraft II to use the old TCP code. After very early testing in a few 4v4s, this seems to have helped reduce the amount of in-game lag.
EDIT: Note that this won't magically fix all lag instantly, as other players in the game may still be using UDP. See this for more information. At best it prevents you from causing lag or dropping.
Use at your own risk, etc. Requires Visual C++ 2008 runtimes. Please post feedback whether this helps or not, it will be useful to know if this is actually the reason as I am not able to do enough testing by myself.
what if a player with UDP plays against a player with TCP? Doesn't bnet try to sync them up and so making the tcp player lag just as much as the udp player?
On May 26 2010 13:50 Megalisk wrote: haha that's pretty cool. Why isn't Blizzard hiring you yet and paying up the G's? -.-
Because this doesn't actually fix the problem. It just forces the game to use the already existing TCP.
If Blizzard wanted to force TCP, they could have easily released a patch 13.1 to do that. They don't because they want to fix UDP. To do that, they need people playing with UDP so they can see where the bugs are. Shutting off UDP works against this.
On May 26 2010 14:02 AssuredVacancy wrote: what if a player with UDP plays against a player with TCP? Doesn't bnet try to sync them up and so making the tcp player lag just as much as the udp player?
Bnet sends the same information to everyone, just with different protocols. If someone is using UDP it seems they have a higher risk of lagging, so the whole game will still stall when they lag for sync reasons. So the benefit of using this in a 4v4 is pretty low when there is still a chance 7 other players could lag, unless you're on a team and have your allies using it too.
On May 26 2010 13:50 Megalisk wrote: haha that's pretty cool. Why isn't Blizzard hiring you yet and paying up the G's? -.-
Because this doesn't actually fix the problem. It just forces the game to use the already existing TCP.
If Blizzard wanted to force TCP, they could have easily released a patch 13.1 to do that. They don't because they want to fix UDP. To do that, they need people playing with UDP so they can see where the bugs are. Shutting off UDP works against this.
I'm sure Blizzard has plenty of data to work with after four days of lagging games. It's not hard to spot the deficiencies in the protocol, releasing a patch and QA is what takes time, and a minor hotfix is still very costly since it requires bnet downtime and another gig of space on each players machine at the very minimum.
Although they can probably turn off UDP server side too thinking about it, that would be a pretty simple way to hotfix it.
R1CH man you're awesome, I don't even have SC2 installed, but I can appreciate what you do. As a fellow "computer guy" working on his degree I aspire to be like you some day
R1CH, you don't get enough credit, and I am saying this as a person unaware of the amount of work you probably are doing behind the scenes. Thanks for the assistance on this matter!
This is what makes Rich such a baller. Any other person would be like "Man SC2 is lagging so bad, and even if I have the knowledge to do tests its not my job and I have other shit to do."
But no, not Rich, Rich grabs problems by the balls and squeezes until they concede to his powerful will!
On May 26 2010 14:21 Chill wrote: I don't know how it works, I just know it does. We have been pretty lag free since we used this. I just got a 60 kill nuke in a ridiculous 4v4 :D
Things like this need to be accompanied by replays!
Just a quick question: I run this after I opened SC (I have both files in a folder on my desktop) and a blank console window pops up and that's it. Is that what is supposed to happen?
Just tested it out, and it worked great! (and i think i sort of understood some of what r1ch said, which is the only time that has ever happened) Thanks so much for all of your work r1ch, you are clearly one of the most helpful people in all of teamliquid!
guys, don't get TOO excited about this, because in the last day or so I haven't experienced any freezes or drops and I'm not using this program (and I was freezing/dropping every game before).
On May 26 2010 15:23 AcrossFiveJulys wrote: guys, don't get TOO excited about this, because in the last day or so I haven't experienced any freezes or drops and I'm not using this program (and I was freezing/dropping every game before).
You must be the only one because everyone i know had it happen all day today until this came out.
I love you! In 2v2 my friend and I have been dropped out of around half our games, not a single drop since using this. And yes, this should be stickied and on the front page!
Figures, thanks for the info, i guess time to block my udp instead of what i did when the patch was announced and allowed it properly, shiz following the rules just gets your schooled.
I assume just blocking udp for sc2 though windows 7's firewall will suffice. Along with removing the udp forwarded ports on my router.
Also if i recall correctly Voice chat has always been UDP for sc2, does your thing break voice chat although tiny price to pay.
actually looking at what your thing does i can just make a firewall rule to block all outgoing UDP and toggle it on after i sign in, as apparently you can't reach blizz servers without udp.
On May 26 2010 15:23 AcrossFiveJulys wrote: guys, don't get TOO excited about this, because in the last day or so I haven't experienced any freezes or drops and I'm not using this program (and I was freezing/dropping every game before).
You must be the only one because everyone i know had it happen all day today until this came out.
That's interesting. The thing is, as R1ch explained, everyone in the game would have to be using this in order to eliminate the UDP clusterfuck entirely due to the fact that communication takes place between the server and the clients and not client-to-client. So it doesn't make sense to me that so many people are saying it is completely eliminating the problem. So that intuition, combined with the fact that I haven't personally experienced freezing lately, led to my suspicions of the effectiveness of R1che's tool.
Now, it is possible that if one person cannot use UDP, then battle.net reverts back to TCP for everyone in the game for some reason. That would explain why the tool completely eliminates the problem.
Just in case anyone doesn't understand why R1ch was (apparently) able to fix the problem and Blizzard hasn't yet, R1che's fix essentially forces a rollback to patch 1.12's TCP, which is not what blizzard wants. They want to fix whatever bug is causing such horrid UDP performance.
Nice thinking! I am not a coder but I suspected the newly implemented UDP support to be responsible for some of the lag issues. Wasn't there a discussion somewhere on TL where alot of people demanded that Blizzard used UDP instead of TCP/IP to help with the lags? Now they got it;)
Depending on how well Blizzard is able to collect feedback automatically from the beta, you might just have ruined their UDP test. Nice one hehe. (Of course Blizzard should be able to put out something better regardless of a beta test, witnessing all the lag complaints.)
On May 26 2010 18:23 R1CH wrote: If you run SC2 as admin you must also run the program as admin, otherwise some security software on your PC is blocking it.
On May 26 2010 19:16 Badjas wrote: Depending on how well Blizzard is able to collect feedback automatically from the beta, you might just have ruined their UDP test. Nice one hehe. (Of course Blizzard should be able to put out something better regardless of a beta test, witnessing all the lag complaints.)
TL and the people that find this thread are just a drop in the ocean of beta players. Besides, this should be easily testable in-house by simulating network conditions and is probably even possible to notice just from the code with careful review.
On May 26 2010 19:16 Badjas wrote: Depending on how well Blizzard is able to collect feedback automatically from the beta, you might just have ruined their UDP test. Nice one hehe. (Of course Blizzard should be able to put out something better regardless of a beta test, witnessing all the lag complaints.)
TL and the people that find this thread are just a drop in the ocean of beta players. Besides, this should be easily testable in-house by simulating network conditions and is probably even possible to notice just from the code with careful review.
You're right, they should be able to test this regardless. But it is fun to imagine mr. Pardo clenching his scepter in his fist and cursing at you on his throne at Blizzard HQ.
On May 26 2010 15:23 AcrossFiveJulys wrote: guys, don't get TOO excited about this, because in the last day or so I haven't experienced any freezes or drops and I'm not using this program (and I was freezing/dropping every game before).
You must be the only one because everyone i know had it happen all day today until this came out.
That's interesting. The thing is, as R1ch explained, everyone in the game would have to be using this in order to eliminate the UDP clusterfuck entirely due to the fact that communication takes place between the server and the clients and not client-to-client. So it doesn't make sense to me that so many people are saying it is completely eliminating the problem. So that intuition, combined with the fact that I haven't personally experienced freezing lately, led to my suspicions of the effectiveness of R1che's tool.
As R1CH said, the game can still lag and drop people, it just won't drop you. If someone is going to have to drop, might as well be my opponent so I can collect free points, I don't want unnecessary losses. I've been playing customs every day, sometimes it's fine, for instance I played five games early in the morning with Ahzz and there was no lag. However I tried to play late at night for a few games before I went to bed and it was atrocious.
On May 26 2010 19:13 Random() wrote: This however defeats the purpose of the beta test, doesn't it?
IDK, did Blizzard make it a point to fuck up B.net and let the mess continue for four days? I think the people at Battle.net have enough data at this point, and considering they also should want data about balance after Patch 13, you would think they would herald this fix by R1CH, since no one has really been able to effectively game AFAIK.
hey, so i'm a computer noob, and I ran your program rich, but it just runs the console window with nothing in it. When I close that window, my sc2 closes too. Is that what's supposed to happen? The lag sort of feels better but it felt sort of better after that service update blizzard released this morning. So i'm not sure... help!!
I'm using Window Vista btw (sucks, i know, dunno where to get win7)
As someone said, very nice observation by R1ch, and very smart override. But stop calling this a fix. I found in bnet forum that "third party programmer fixed lag problem". It is not fixing anything except denying what is currently on Blizzards table for testing (UDP) and give you more comfortable FREE play.
From the first day of patch 13 UDP was suspected to be guilty for bad game performance. But it is also true that over TCP, problems will be even bigger once the game is released. Every real-time game in the world works over UDP because it is fastest protocol. Price of speed is that UDP is unreliable so client have to deal with lost data packages, wrong packages order, and no timeout handling. This is what developers are probably doing now.
I guess that they can easily kind of exclude TCP from client, which means that this "solution" will stop working. The reason why game still can use it is probably for data collection.
Therefore, I am grateful that I have opportunity to be Beta tester, and I will keep playing over UDP because this is why I have Beta key. Some games crashes, and some not, some I loose because of that, so what. It is all beta winning and beta loosing. I am not sentimental, but I just feel that it is unfair to call Blizzard developers jerks. It is true that there are majority of players who still crashing and lagging. They will do the job. So at least if you read this tread, use this "fix", enjoy in playing, but don't spread the word how someone fixed the problem which multimillion dollar company developer team can't solve. And keep in mind that messing up with computer network settings may leed to troubles if you don't understand what you are doing. As R1ch said, use it on your own risk.
R1ch, it wasn't anything personal, as I said, you are smart computer guy who understands networking, and it is very nice tweak, respect. I would never thought of that client will switch back to TCP.
It stopped being a true beta when Blizzard started handing out keys for pre-orders. I'm sick of that argument. People paid for beta, plain and simple.
The only difference between the situation now and the final release will be that there's SP. People have already handed over their money to play this game, and beta was the bait.
On May 26 2010 22:22 Jibba wrote: It stopped being a true beta when Blizzard started handing out keys for pre-orders. I'm sick of that argument. People paid for beta, plain and simple.
The only difference between the situation now and the final release will be that there's SP. People have already handed over their money to play this game, and beta was the bait.
This kinda makes you shareholder. Why are you not interested to help that UDP, or anything else works fine in final product and that we all can enjoy later. I didn't preorder, and I will probably pay higher price then you. It is free choice.
You may be sick of beta argument but beta is playing for free with all failures that beta brings in exchange for testing data. It has nothing to do with preorders for final version. If Starcraft 2 is perfect then it would be released in february as final. But we all know it is still not final.
On May 26 2010 22:22 Jibba wrote: It stopped being a true beta when Blizzard started handing out keys for pre-orders. I'm sick of that argument. People paid for beta, plain and simple.
The only difference between the situation now and the final release will be that there's SP. People have already handed over their money to play this game, and beta was the bait.
This kinda makes you shareholder. Why are you not interested to help that UDP, or anything else works fine in final product and that we all can enjoy later. I didn't preorder, and I will probably pay higher price then you. It is free choice.
You may be sick of beta argument but beta is playing for free with all failures that beta brings in exchange for testing data. It has nothing to do with preorders for final version. If Starcraft 2 is perfect then it would be released in february as final. But we all know it is still not final.
Playing on Bnet with UDP at the moment is essentially a job. A job that a lot of people paid money for. It wastes our time and it's not fun. Between playing on TCP or not playing at all, I'm sure they'd prefer us to play with TCP. That's the choice, at the moment.
If they want people to waste their time to use the game (I cannot stress it enough, with the current lag it is simply a waste of time), then they should've done it during the alpha. If some people are using UDP without lag, then that's fantastic and by all means they should. But the game is unplayable on UDP for many of us, so we're simply not going to play or "test" at all. With R1CH's fix, at least we get to test the many other issues in the game.
I think we should combine our powers as the TL.net community and make Blizz hire him to be their full time Wizard to show their programmers how to do things and provide things we actually want.
people who say this is bad for blizzards beta testing need to shut the hell up. After the first few tries there WAS no beta testing on my part, why on earth would I when the game crashes after 3 minutes anyways?
There was no way I was gonna start SC2 beta up again until this was fixed. Now, thanks to r1ch, it's fixed.
This is pretty consistent with theories that have been running around since this patch, and a few people I know had success by forcibly blocking UDP via firewall. It's good to know that's confirmed. Thanks for investigating and verifying. It's unfortunate that this may result in UDP being stripped out since we're so close to release, however. Unless Blizzard developers really crack down on why UDP is causing so much lag, that is.
Thanks Rich but I cant seem to run it..Ive tried installing that 2008 thing but idk what to do..Cause when I try to open the download it say to pick a program and idk what to choose..So if someone can run me by the steps or point me in a direction that would be really helpful.
On May 27 2010 00:38 TopJet[95] wrote: Thanks Rich but I cant seem to run it..Ive tried installing that 2008 thing but idk what to do..Cause when I try to open the download it say to pick a program and idk what to choose..So if someone can run me by the steps or point me in a direction that would be really helpful.
Thanks Guys and thank you rich !
Download winrar or another program that is capable of dealing with .rar files
R1CH this is great! Would you release the source to the program? I'm taking a networking class next semester at school and would be interested to see how you did this.
On May 26 2010 22:12 Encode wrote: As someone said, very nice observation by R1ch, and very smart override. But stop calling this a fix. I found in bnet forum that "third party programmer fixed lag problem". It is not fixing anything except denying what is currently on Blizzards table for testing (UDP) and give you more comfortable FREE play.
I agree the name was a bit misleading. I'm in no way trying to "outdo" Blizzard here, but with all the Patch 13 problems and the beta ending so soon, it'd be nice to experience more 3v3 and 4v4 games without the constant lag. Granted I haven't seen the code, but I do have experience in developing netcode and a problem like this I think would be very easy to spot with a few debug outputs so I'm pretty confident this won't hurt the beta test. I've developed fixes for BW bugs too in the past and Blizzard had no trouble identifying the problems and applying fixes to the next patch.
On May 27 2010 03:28 mmp wrote: Could you include the source code?
Since this is based on my private TCP/IP tool base, I won't be releasing the source. The core of it is simply WSASetLastError(WSAECONNREFUSED) and a patch to sendto with mov eax, -1 retn 18h.
In theory they can disable UDP server-side, once the game gets no response from bnet it will fallback to TCP. Also your game may not be using UDP due to firewall / port forwarding / broken NAT or any number of other issues that affect UDP connectivity.
On May 27 2010 06:36 R1CH wrote: In theory they can disable UDP server-side, once the game gets no response from bnet it will fallback to TCP. Also your game may not be using UDP due to firewall / port forwarding / broken NAT or any number of other issues that affect UDP connectivity.
Heya R1CH, been a while since I've seen you at BH!
I noticed the lag (especially in combat) since UDP was added, but wasn't sure if I could blame Blizzard or the fact that I use Wine. It's really killed my micro completely... Would you mind posting the source, or the patches that you use, so that I can make a native Linux/Wine version of it?
Actually, idea.. could I simply block UDP via my router (disable UPnP), or via iptables, and have SC2 revert to TCP? This is a lot more tempting, and avoid Warden bans.
I appreciate your work, glad to know you're still around n "playing" Blizzard games .
just blocking udp packets to blizzard servers would work as well. But hopefully when sc2 is released udp will be fixed and udp would be better than tcp.
There are a few other things listed, but this can be blamed on wine for bunching all connections under the same proc, I ruled all UDP connections out to be torrents.
I can't think of any other solution than UDP was disabled on the server.
To test the theory, I built a metric ton of mutas and tried microing them vs a friend. Normally, 10 mutas vs a few marines, with me moving in/out in waves of shots to harass his buildings, the lag would be terrible (up to 5 seconds), and I would lose half my mutas. The tests showed no lag at all today (with 70 mutas!), maybe 100ms maximum, which can be blamed on my low FPS.
I used this and it has worked well. However a strange thing happened to me earlier, not sure if its a bug with the program. I was in a game (hadn't turned it on), and it began to lag and disconnect me. So I minimized the screen and turned it on, then maximized sc2 again. When I maximized I had assumed to have ~30 seconds before I was disconnected, but I was already disconnected, and the disconnect screen was blank, but it didn't say I had been dropped for about a minute. Does this tool disconnect you from the game if you turn it on mid-game? If so, this could be a major problem in tournaments, where disconnects mean a re-game.
On May 27 2010 08:40 Newguy wrote: I used this and it has worked well. However a strange thing happened to me earlier, not sure if its a bug with the program. I was in a game (hadn't turned it on), and it began to lag and disconnect me. So I minimized the screen and turned it on, then maximized sc2 again. When I maximized I had assumed to have ~30 seconds before I was disconnected, but I was already disconnected, and the disconnect screen was blank, but it didn't say I had been dropped for about a minute. Does this tool disconnect you from the game if you turn it on mid-game? If so, this could be a major problem in tournaments, where disconnects mean a re-game.
It's very very doubtful that this is related to this hack. However, it appears this hack isn't needed anymore, and is kinda useless now.
On May 27 2010 08:40 Newguy wrote: I used this and it has worked well. However a strange thing happened to me earlier, not sure if its a bug with the program. I was in a game (hadn't turned it on), and it began to lag and disconnect me. So I minimized the screen and turned it on, then maximized sc2 again. When I maximized I had assumed to have ~30 seconds before I was disconnected, but I was already disconnected, and the disconnect screen was blank, but it didn't say I had been dropped for about a minute. Does this tool disconnect you from the game if you turn it on mid-game? If so, this could be a major problem in tournaments, where disconnects mean a re-game.
It's very very doubtful that this is related to this hack. However, it appears this hack isn't needed anymore, and is kinda useless now.
I disagree, I was in a game 30 mins ago and it lagged like crazy, I forgot to turn the app on, I went and did so and wasn't lagging at all, I decided to ask my opponent if he was lagging and he said he was a lot. Could have just been bad connection but I think this still helps.
I'd be quite shocked if UDP was still being used, even after all my tests suggest otherwise. I decided to hop into a ranked game (all my games before were custom), and sure enough, still using TCP.
If one of you Windows users could check something for me, I'd appreciate it. Hop into a game without using this hack, hit Start -> Run, type cmd<enter>, then type: netstat -n | find "1119". copy/paste the output here.
On May 27 2010 09:06 Gary13579 wrote: I'd be quite shocked if UDP was still being used, even after all my tests suggest otherwise. I decided to hop into a ranked game (all my games before were custom), and sure enough, still using TCP.
If one of you Windows users could check something for me, I'd appreciate it. Hop into a game without using this hack, hit Start -> Run, type cmd<enter>, then type: netstat -n | find "1119". copy/paste the output here.
I think you're right. UDP appears to be disabled server-side. I'm not running R1CH's program, and going by netstat output, I don't see any UDP activity at all, only TCP.
Worked great this morning but I'm trying to play tonight and I've been lagging crazily the same as when Patch 13 was just implemented, with or without the program running. Instant drop from 4 games and counting, 2 with it on, 2 without..
On May 27 2010 09:06 Gary13579 wrote: I'd be quite shocked if UDP was still being used, even after all my tests suggest otherwise. I decided to hop into a ranked game (all my games before were custom), and sure enough, still using TCP.
If one of you Windows users could check something for me, I'd appreciate it. Hop into a game without using this hack, hit Start -> Run, type cmd<enter>, then type: netstat -n | find "1119". copy/paste the output here.
I think you're right. UDP appears to be disabled server-side. I'm not running R1CH's program, and going by netstat output, I don't see any UDP activity at all, only TCP.
When I use the application provided by R1CH, it shows that it is indeed blocking stuff.
UDP won't show up in netstat because it is connectionless. However I did some brief testing (Custom game and FFA) earlier tonight and it appears UDP is no longer in use.
On May 27 2010 12:09 R1CH wrote: UDP won't show up in netstat because it is connectionless. However I did some brief testing (Custom game and FFA) earlier tonight and it appears UDP is no longer in use.
Somewhat correct, netstat doesn't show UDP "connections" the typical way you'd expect, but it will show a UDP server.
On May 27 2010 12:09 R1CH wrote: UDP won't show up in netstat because it is connectionless. However I did some brief testing (Custom game and FFA) earlier tonight and it appears UDP is no longer in use.
I just played some 2v2s with a friend who normally lags a lot, and he said the games where he lagged heavily were the games where your program wasn't active. Possible placebo effect at work?
I didn't have time to test much, it might still be using UDP. Just because my program shows it blocking UDP doesn't mean it would have used UDP, if bnet doesn't respond to the UDP then it will still go back to TCP.
On May 27 2010 13:30 CharlieMurphy wrote: Why does Blizzard suck so bad? R1CH seems to easily find and fix problems with the beta faster than they do.
R1CH didn't do anything special. Blizzard is trying to implement a different technology here. UDP will give everyone the counterstrike latency people desire. They were using TCP before, which was slow. What would you rather have? A few weeks of horrible lag and latency during the beta but awesome latency when the game is released or a playable beta but 150ms latency?
On May 27 2010 03:28 mmp wrote: Could you include the source code?
Since this is based on my private TCP/IP tool base, I won't be releasing the source. The core of it is simply WSASetLastError(WSAECONNREFUSED) and a patch to sendto with mov eax, -1 retn 18h.
On May 27 2010 13:30 CharlieMurphy wrote: Why does Blizzard suck so bad? R1CH seems to easily find and fix problems with the beta faster than they do.
R1CH didn't do anything special. Blizzard is trying to implement a different technology here. UDP will give everyone the counterstrike latency people desire. They were using TCP before, which was slow. What would you rather have? A few weeks of horrible lag and latency during the beta but awesome latency when the game is released or a playable beta but 150ms latency?
if you're gonna write poor code and implementing it will fuck up what u already have, programmers generally choose to not implement it before whatever problem it has is fixed. This leads me to believe Blizzard didn't do a sufficient amount of testing (10 games would have sufficed in this case) and their bnet team consists of a bunch of dimwits
edit:: sorry for the double post
my guess as to what happened when implementing UDP in blizzard:
On May 27 2010 09:06 Gary13579 wrote: If one of you Windows users could check something for me, I'd appreciate it. Hop into a game without using this hack, hit Start -> Run, type cmd<enter>, then type: netstat -n | find "1119". copy/paste the output here.
here is my netstat response:
TCP 192.168.***.******* 213.248.127.131:1119 ESTABLISHED
If UDP is disabled on server then game works the same with or without R1ch's solution - switch to TCP.
However, even TCP is performing better at the moment it cannot be final for mass playing. From now on with more traffic TCP can go only worse.
I just got dropped from a ladder game a moment ago while running the program. I'm not sure whether it's related to the recent downtime, or just a generic Starcraft II crash, since my program froze and crashed right after the drop, before even sending me to score screen.
On May 28 2010 11:19 mmp wrote: Unfortunately, this program is against BNet's ToS and could get your account revoked.
According to the ToS, Blizzard can revoke your account for running SC2. However, it's never going to happen. Please leave this discussion to your own thread and don't harm our excellent coding community.
Since this is based on my private TCP/IP tool base, I won't be releasing the source. The core of it is simply WSASetLastError(WSAECONNREFUSED) and a patch to sendto with mov eax, -1 retn 18h.
On May 28 2010 19:46 niteReloaded wrote: I don't see how R1CH hasn't been hired by Blizzard already...
Obviously TL pays him more than Blizz ever can.
Bad move, we all know TL would benefit from letting RICH go do his thing and then meet up with TL crew in a downtown garage with a folder. Of course shall this folder contain dirty details of every Blizzard employee to later blackmail into shipping free copies of every Blizzard games to TL users (Even profit instead of nuking a logo on a 747)
Hi guys ! im new to TL forums.. and this is my first post.. well is the udp blocker still working ? i see this post have been 2 months old.. but ive been having the exact problem (slow unit response / minor freezing / random drop screens / etc) been asking blizzard tech support and gamefaqs for help.. but they just didnt bother.. really hard to play with that kind of delay.. 1 scouting probe can kill 3 of my scv.. my latency is really bad.. is really hard to improve and is annoying to have such delay.. hope u guys can help me out here ty in advance.. btw im running at 16 mb line and im in new zealand.. i tried SEA/Anz server is even worst than playing in the NA