Patch 1.21.0 has arrived. This patch was focused on enabling EUD , updating the CCMU variables, improving our turn rate system, and introducing a brand new map pool for the current Frontier League.
Features & Improvements EUD Added an EUD “Extended Unit Death” emulator that supports hundreds of EUD offsets for custom maps. This is something that we have been very excited to deliver for StarCraft Remastered and hope you all really enjoy it. For additional information on EUD please visit our blog:(Link)
CCMU “Cannot Create More Units” Brood War enthusiasts can rejoice in the glory that is updated CCMU variables. We have raised the limits of sprites & bullets that can be spawned in game! Additionally, we have added an option while creating a game that allows players to adjust the CCMU limits back to their original limitations.
Map Pool Updated the current ladder map pool in the Frontier League to: CircuitBreakers1.0 Fighting Spirt Match Point Longinus New Jade Tau Cross Destination
Turn-Rate We have updated our turn rate algorithm to be smarter and better than ever. The new system is more meticulous at determining if the turn rate needs to be lowered and will even increase it.
Replays Players can now view their own replays from the profile screen.
Bug Fixes General Changes made for Game Speed, Key Scroll Speed or Mouse Scroll Speed should now persist after patches. Pressing U now only toggles replay speed after Alt+Tabbing in and out of the Replay session. The + and = symbols are now working correctly within chat.
Battle.net /where and /whois commands are now working correctly for those that are Blizzard friends and non Blizzard friends. Fixed an issue where some player and race settings couldn’t be changed in the Single Player lobby. Players that navigate rapidly through the client menus will no longer hit a black screen state.
Compatibility Fixed a crash on Mac occurring when joining a Multiplayer custom game.
Known Issues: Save game is disabled for EUD maps Replays will not be saved for EUD maps A big majority of EUD maps are supported except for maps that change the SCR graphics
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
EUD is needed for a bunch of the fancier ums maps.
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
On December 08 2017 08:22 Holgerius wrote: Finally an update to the mappool! And not just one, but two 2-player maps! :D Not my optimal picks, but still infinitely much better than the old one.
On December 08 2017 08:22 Holgerius wrote: Finally an update to the mappool! And not just one, but two 2-player maps! :D Not my optimal picks, but still infinitely much better than the old one.
this.you dont know how painful was for me looking old vods and preparing different zvt styles just to be a bit competitive with the terran race on nostalgia playing in the rus brain cup quals.
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
EUD stands for extended unit deaths and describes a method to read out and manipulate game parameters via memory overflow through triggers that would normally not be accessible. Originally this worked by directly accessing the game memory at certain offsets, thus greatly increasing the possibilities for UMS map makers to evaluate and manipulate the game via triggers and create novelty effects. However, since that also allowed the memory to be corrupted or even malignant code to be run through the game, it was deemed a security risk by Blizzard and patched out (and even if it wouldn't have been, the fact that they patched the game would have meant some changes to the game memory and may thus have corrupted many existing EUDs).
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
I'd guess they'd just rather err on the side of caution.
Is Match Point and Jade the right version in TL's map database?
no. match point picture is 1.2, map download also 1.2 jade picture should be the 2.0 version, map download is 2.0 version
match point 1.3 was only version used by everybody over the last 7 years. jade 2.1 was improved by foreign map maker (forgot who) and only used by foreign community. koreans most likely dont even know it exists because they have only been playing on jade 2.0
btw.... what changed between tau cross 1.0 and tau cross 1.1, i somehow missed that there ever was a change, iccup maps are only 1.0 while i have a 1.1 version from some tournament.
Is Match Point and Jade the right version in TL's map database?
no. match point picture is 1.2, map download also 1.2 jade picture should be the 2.0 version, map is 2.0 version
match point 1.3 was only version used by everybody over the last 7 years. jade 2.1 was improved by foreign map maker (forgot who) and only used by foreign community. koreans most likely dont even know it exists because they have only been playing on jade 2.0
btw.... what changed between tau cross 1.0 and tau cross 1.1, i somehow missed that there ever was a change, iccup maps are only 1.0 while i have a 1.1 version from some tournament.
Is Match Point and Jade the right version in TL's map database?
no. match point picture is 1.2, map download also 1.2 jade picture should be the 2.0 version, map is 2.0 version
match point 1.3 was only version used by everybody over the last 7 years. jade 2.1 was improved by foreign map maker (forgot who) and only used by foreign community. koreans most likely dont even know it exists because they have only been playing on jade 2.0
btw.... what changed between tau cross 1.0 and tau cross 1.1, i somehow missed that there ever was a change, iccup maps are only 1.0 while i have a 1.1 version from some tournament.
Is Match Point and Jade the right version in TL's map database?
no. match point picture is 1.2, map download also 1.2 jade picture should be the 2.0 version, map is 2.0 version
match point 1.3 was only version used by everybody over the last 7 years. jade 2.1 was improved by foreign map maker (forgot who) and only used by foreign community. koreans most likely dont even know it exists because they have only been playing on jade 2.0
btw.... what changed between tau cross 1.0 and tau cross 1.1, i somehow missed that there ever was a change, iccup maps are only 1.0 while i have a 1.1 version from some tournament.
Is Match Point and Jade the right version in TL's map database?
no. match point picture is 1.2, map download also 1.2 jade picture should be the 2.0 version, map is 2.0 version
match point 1.3 was only version used by everybody over the last 7 years. jade 2.1 was improved by foreign map maker (forgot who) and only used by foreign community. koreans most likely dont even know it exists because they have only been playing on jade 2.0
btw.... what changed between tau cross 1.0 and tau cross 1.1, i somehow missed that there ever was a change, iccup maps are only 1.0 while i have a 1.1 version from some tournament.
Difference between Tau Cross 1.0 and 1.1 might just be that sprites got restored, but not sure. My versions are all labeled 1.1 as far as I can make out. Maybe you can send be both map files and I'll have closer look.
Jade 2.1 is some 5 minute update I made some years ago because TechnicS complained to me about some grave mining imbalances between mains.
On December 08 2017 09:33 Matt Sherman wrote: I have updated the Map Pool for Match Making with Match Point 1.3 and Jade 2.1. The ladder folder will be updated in the next client patch.
On December 08 2017 09:33 Matt Sherman wrote: I have updated the Map Pool for Match Making with Match Point 1.3 and Jade 2.1. The ladder folder will be updated in the next client patch.
On December 08 2017 09:33 Matt Sherman wrote: I have updated the Map Pool for Match Making with Match Point 1.3 and Jade 2.1. The ladder folder will be updated in the next client patch.
Cheers,
-Matt
Just as a general proposition: All of those old maps tend to have some serious bugs, like unit vortices, terrain level irregularities and mining issues. With the tools SCMDraft provides, all of these can easily be reliably fixed in about half an hour nowadays, guaranteeing a much fairer and more stable game experience for players. I would suggest that designated ladder maps receive a proper update before going into the map pool.
I'm really curious about how much the EUD fix will improve things in the hardcore KR community. It's a thing that a vocal minority complained about A LOT, but I have to wonder if it was just a venting device for more overarching, intangible concerns related to the disruption of the 1.16 community structure.
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
Woot! Awesome changes, I love the TR change especially. It has made a huge impact on my games so far. TR going back up is great!
Another demonstration that Blizzard does in fact care about the game, and is not a party of whatever weird conspiracy theories people were coming up with
I hope this will cause some of the incessant negativity to subside.
So where are replays being saved now, if at all? One can watch replays post-patch through the profile replay button, but I can't find the files outside the game, other than lastreplay.rep. Trying to open the latter in bwchart causes an error. Did this last patch remove being able to find the replay files and also kill bwchart?
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
Valkyries?
Seperate issues i think. No ccmu error comes up when valks don't shoot.
On December 08 2017 09:33 Matt Sherman wrote: I have updated the Map Pool for Match Making with Match Point 1.3 and Jade 2.1. The ladder folder will be updated in the next client patch.
Cheers,
-Matt
Woah cool, Blizzard on TL openly! Thanks awesome patch!
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
Valkyries?
There are some UMS maps that are made in such a way that they depend on CCMU, the sprite limit, and fire lag.
On December 08 2017 09:08 YPang wrote: anyone else have very blurry in game video? Mine looks like this after the patch.
i second this, its quite blurry and hard on the eyes. never had this before, you are not alone.
edit: oh sick and i can right click profiles in ladder, and view them profiles of random people now. nice addition for looking at my last opponents profile, and or anyone else.
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
CCMU = cannot create more units, it happens when there's too much shit on the map (buildings, units etc.), it caps unit production etc. They raised the limit so that doesn't happen anymore. It's never been a "controversial issue", just an in-game sprite cap (which has always existed in BW).
The controversial issue is the removal of EUD (extended unit death) maps which ended up being a lot of the popular UMS' that Koreans played on. EUD maps had some sort of backdoor that could have been exploited so Blizzard decided to patch it out, afaik their new emulator allows people to play on the old EUD maps.
does anyone else get spammed with a friend list barrage of false info on friends entering and exiting battle.net? ive got that several times since the patch
On December 08 2017 13:08 castleeMg wrote: does anyone else get spammed with a friend list barrage of false info on friends entering and exiting battle.net? ive got that several times since the patch
On December 08 2017 13:08 castleeMg wrote: does anyone else get spammed with a friend list barrage of false info on friends entering and exiting battle.net? ive got that several times since the patch
I have the same problem and its caused because i added them in 1.18 version (before remastered) and i have them in the older /f l system and in the new one, i get notifications when they get on in the launcher but the game says that they join Starcraft wich isnt true, im waiting to have back an old diablo 2 cd key to login in a bot to remove them from /f l
On December 08 2017 13:08 castleeMg wrote: does anyone else get spammed with a friend list barrage of false info on friends entering and exiting battle.net? ive got that several times since the patch
I have the same problem and its caused because i added them in 1.18 version (before remastered) and i have them in the older /f l system and in the new one, i get notifications when they get on in the launcher but the game says that they join Starcraft wich isnt true, im waiting to have back an old diablo 2 cd key to login in a bot to remove them from /f l
On December 08 2017 13:33 orvinreyes wrote: Thanks blizz, now focus on 2v2 3v3 matchmaking pls
Better default chat channels, ladder ranks, some sort of server consolidation (in order to increase server activity for pub games), team ladder (i'd settle for only 2v2, 3v3 might be too laggy), clan system and being able to order Domino's pizza via b.net. We gettin' there.
On December 08 2017 13:08 castleeMg wrote: does anyone else get spammed with a friend list barrage of false info on friends entering and exiting battle.net? ive got that several times since the patch
hasn't happened to me
Had this during previous patch.Friend was on destiny 2 if that makes any difference.
On December 08 2017 09:34 Freakling wrote: Difference between Tau Cross 1.0 and 1.1 might just be that sprites got restored, but not sure. My versions are all labeled 1.1 as far as I can make out. Maybe you can send be both map files and I'll have closer look.
Jade 2.1 is some 5 minute update I made some years ago because TechnicS complained to me about some grave mining imbalances between mains.
I play from a macbook and when i use windows mode or windowed.. the arrow of the mouse in the game is really big, it's annoying and doesn't let you control good, anyone have the same problem? or anyone know if i can make it smaller??
On December 08 2017 09:34 Freakling wrote: Difference between Tau Cross 1.0 and 1.1 might just be that sprites got restored, but not sure. My versions are all labeled 1.1 as far as I can make out. Maybe you can send be both map files and I'll have closer look.
I cannot make out any difference between those maps. The 1.1 version Bakuryu sent me is identical to the version I was working with, which I think I took from either TLPD or an old iCC map pack. I guess 1.0 is just a mislable on iCCup's side.
As some people are stating, what happens if the community won't get away from FS and CB? I think it might have been better if only FS or CB stayed in the mappool. Hope i can get games on all of the maps actually without waiting for ages.
Still getting the connection lost message in 1/3 of my games. Sometimes error 6:10, although i am still online and i can also finish the game i am in. It is just not counted on bnet... i guess they will never fix the problem or even discover the source.
Ah, crap, old replays are corrupt. Been a long time since I've "lost" replays to patches - even forgot it'd happen. Good news with the updates and all, of course! So I'm not complaining and claiming that it "should be fixed".
Was there a way to watch outdated replays? Although that might not be possible anymore, even if there was a wai.
Replays not working is a bug which we'll be hotfixing as soon as our QA can validate the fix and the new build. No replays should be lost to this patch.
On December 09 2017 04:18 GrantTheAnt wrote: Replays not working is a bug which we'll be hotfixing as soon as our QA can validate the fix and the new build. No replays should be lost to this patch.
Holy cow, that's some quality stuff :D Thanks! Even though it would be sad, I'd honestly be fine in general with losing replays, since that's the way it was. Really appreciate all the work you guys are doing! <3
On December 09 2017 04:18 GrantTheAnt wrote: Replays not working is a bug which we'll be hotfixing as soon as our QA can validate the fix and the new build. No replays should be lost to this patch.
On December 09 2017 08:34 sc-darkness wrote: How is port forwarding being addressed? I just see it reported but I don't think hosts will be knowledgeable enough to deal with it.
Best patch ever. Now we have a good map pool, very dynamic and interessting. And the lag s gone.. now i can play with TR 16 and my 2 hatch muta can do damage :D
On December 09 2017 08:34 sc-darkness wrote: How is port forwarding being addressed? I just see it reported but I don't think hosts will be knowledgeable enough to deal with it.
I remember it not being an issue with Shield Battery
Hi, i just spent 4 h on trying to get my 6112 port open. I gave up. From wiat i see on bnet most of players has ports closed too. Can you send me some links to the guide that works? I really tryed first15 pages from Google that spouse to fix the proxy server issue.
On December 10 2017 05:16 zensccc wrote: Hi, i just spent 4 h on trying to get my 6112 port open. I gave up. From wiat i see on bnet most of players has ports closed too. Can you send me some links to the guide that works? I really tryed first15 pages from Google that spouse to fix the proxy server issue.
On December 10 2017 05:16 zensccc wrote: Hi, i just spent 4 h on trying to get my 6112 port open. I gave up. From wiat i see on bnet most of players has ports closed too. Can you send me some links to the guide that works? I really tryed first15 pages from Google that spouse to fix the proxy server issue.
I've actually been really struggling with this too. I couldn't with my old modem/router combo, and my ISP said they weren't blocking the ports, so I upgraded to an arris surfboard and asus AC1750. Tried opening the ports again, still nothing. I've turned off windows defender completely, still nothing. The ASUS AC1750 even has a warcraft III configuration that makes opening 6112-6119 super easy, but alas no luck. I was able to open and close port 80, but other ports such as 27000 (Counterstrike), 6112, and 53 won't open. I'm really at my wit's end. The only thing I can thing of is that there is some setting in the bios. Unless my ISP is wrong and they actually are blocking those ports.
On December 10 2017 05:16 zensccc wrote: Hi, i just spent 4 h on trying to get my 6112 port open. I gave up. From wiat i see on bnet most of players has ports closed too. Can you send me some links to the guide that works? I really tryed first15 pages from Google that spouse to fix the proxy server issue.
I've actually been really struggling with this too. I couldn't with my old modem/router combo, and my ISP said they weren't blocking the ports, so I upgraded to an arris surfboard and asus AC1750. Tried opening the ports again, still nothing. I've turned off windows defender completely, still nothing. The ASUS AC1750 even has a warcraft III configuration that makes opening 6112-6119 super easy, but alas no luck. I was able to open and close port 80, but other ports such as 27000 (Counterstrike), 6112, and 53 won't open. I'm really at my wit's end. The only thing I can thing of is that there is some setting in the bios. Unless my ISP is wrong and they actually are blocking those ports.
According to the program I downloaded from portforward.com my ports 6112-6119 are open. However I am still routing through a proxy server every game. Could it be that SCBW uses another port, or could it be that the programmers have more work to do?
On December 10 2017 05:16 zensccc wrote: Hi, i just spent 4 h on trying to get my 6112 port open. I gave up. From wiat i see on bnet most of players has ports closed too. Can you send me some links to the guide that works? I really tryed first15 pages from Google that spouse to fix the proxy server issue.
I've actually been really struggling with this too. I couldn't with my old modem/router combo, and my ISP said they weren't blocking the ports, so I upgraded to an arris surfboard and asus AC1750. Tried opening the ports again, still nothing. I've turned off windows defender completely, still nothing. The ASUS AC1750 even has a warcraft III configuration that makes opening 6112-6119 super easy, but alas no luck. I was able to open and close port 80, but other ports such as 27000 (Counterstrike), 6112, and 53 won't open. I'm really at my wit's end. The only thing I can thing of is that there is some setting in the bios. Unless my ISP is wrong and they actually are blocking those ports.
According to the program I downloaded from portforward.com my ports 6112-6119 are open. However I am still routing through a proxy server every game. Could it be that SCBW uses another port, or could it be that the programmers have more work to do?
I’ve been using online port testers and they all say my ports are closed.
After this latest patch I've been having a LOT of games where I send a probe, or an scv, to make something--and then I look back and they haven't. Pylons, depots, cores, etc. This isn't a matter of me just not noticing I didn't have money at the time I sent the worker to make the building--I am 100% positive I do at those times and I have been very deliberate in placing the buildings. A good example is one game where it took me 3-4 tries to get my 2nd pylon of the game to make; there's no way I was low on money or there were any units in the way blocking the making of the pylon. Admittedly I can sit there and watch the unit, but when you're playing a high paced high APM game, you want to be able to be send your worker to make a building, shift click it to minerals, and not have to babysit it to finish its task (when there is no reason or need to do so). Is anyone else having this issue?
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
It was probably pretty trivial to allow it to be adjustable. They were already controlled by variables, so all they had to do was expose a way to change it before game launch.
On December 10 2017 16:39 Chrysanthemum wrote: After this latest patch I've been having a LOT of games where I send a probe, or an scv, to make something--and then I look back and they haven't. Pylons, depots, cores, etc. This isn't a matter of me just not noticing I didn't have money at the time I sent the worker to make the building--I am 100% positive I do at those times and I have been very deliberate in placing the buildings. A good example is one game where it took me 3-4 tries to get my 2nd pylon of the game to make; there's no way I was low on money or there were any units in the way blocking the making of the pylon. Admittedly I can sit there and watch the unit, but when you're playing a high paced high APM game, you want to be able to be send your worker to make a building, shift click it to minerals, and not have to babysit it to finish its task (when there is no reason or need to do so). Is anyone else having this issue?
In BW your resources are spent the time the worker actually put the thing down, so if you did something else during it making its way there and have less resource when it did, it can't build anything.
On December 10 2017 20:57 endy wrote: They fixed the weird performance issue I was having when alt-tabbing with SC running in the background, I appreciate that.
But the tiny cursor issue isn't fixed and the friend list still doesn't work :/
On December 10 2017 16:39 Chrysanthemum wrote: After this latest patch I've been having a LOT of games where I send a probe, or an scv, to make something--and then I look back and they haven't. Pylons, depots, cores, etc. This isn't a matter of me just not noticing I didn't have money at the time I sent the worker to make the building--I am 100% positive I do at those times and I have been very deliberate in placing the buildings. A good example is one game where it took me 3-4 tries to get my 2nd pylon of the game to make; there's no way I was low on money or there were any units in the way blocking the making of the pylon. Admittedly I can sit there and watch the unit, but when you're playing a high paced high APM game, you want to be able to be send your worker to make a building, shift click it to minerals, and not have to babysit it to finish its task (when there is no reason or need to do so). Is anyone else having this issue?
In BW your resources are spent the time the worker actually put the thing down, so if you did something else during it making its way there and have less resource when it did, it can't build anything.
Yes I know, I meant to convey that but I can see how what I wrote made it sound like I only knew I had money when I sent the worker, not also when it arrived. I 100% know I had money when I sent + when it arrived. We're talking trying to put down a 2nd pylon where it doesn't happen 3-4 times and I have 200+ minerals and no units moving that could possibly block the pylon, to the point that I eventually have to take 5 seconds to send the probe, make the pylon, and make sure it actually happens. I watched the replay and there was no reason the pylon wouldn't have made--the probe walked to where I placed the pylon, stopped, then turned around and went back to mining.
My graphics are very blurry, for some reason it differs a bit based on the race I have, Zerg seems to be the least affected... I can't even see Dark Templar on remastered graphics :D
the friend list still doesn't work which is not good at all, it's an important QoL social feature that allows people to communicate and play together efficiently, it lists the name of games or channels your mutual friends are in so you can join them easy, and allow to /F M them ofc. as known and said since ever. this should never have been broken, and should be fixed immediately. right now doing /F A username replies with an error from bnet (apparently pulling from the wrong server and telling you so, as if it doesn't know which server you are currently logged on and lets you know that, by messaging you about it on the correct server. you gotta be kidding me.) and /F L doesn't show mutual friend game name or channel name ? [downgrades]
slowly testing matchmaker seeing if it can now record games without ~40% error (after playing one game it doesn't register that game on my profile, so I log off and wait till it does...........)
I like the feature of it telling you when your friend has joined/left a game but if you have many on your list it can get annoying.Plus if they're on a totally different server it's kinda useless? Like right now i have 2 friends on korea and they're trying to join 2v2s.Takes maybe 4-5 shots each time for them to get a game.It's annoying.
In a replay how can I switch between players (to check hotkeys)? Is there a way to change colors in a replay (for ex. white and peach, and I`d like some distinguishable colors)?
On December 13 2017 22:03 NeoFlash wrote: Maybe they can do something with deleted/innactive accounts? It's getting difficult to pick a normal nickname :D
I think nicknames (profiles) are automatically deleted after 3 months of inactivity.
On December 13 2017 22:09 bovienchien wrote: Which maps does Terran get high win rate?
I tried to train this game, but my mmr is just about 1550, I am not able to reach mmr 1600+, so sad.
Look for the maps in liquipedia to see their stats
On December 13 2017 22:09 bovienchien wrote: Which maps does Terran get high win rate?
I tried to train this game, but my mmr is just about 1550, I am not able to reach mmr 1600+, so sad.
From the available ladder map pool, Fighting Spirit is the best for Terran.
Is there a reason for this? From my perspective, any map where a 3rd with a gas is easier to take is harder for me. I know that on 2 gas vs. 2 gas, my opponent might have to produce more lings, static D, or zealots, whereas I can produce Vultures and get so much more out of them than Z/P counterparts.
well I think in pvt the biggest most easily exploitable advantage of T is if they can secure getting to 200/200 and then get a good/excellent trade and maybe win, so on FS the very defendable 3rd is rather a good advantage for terran, nothing imba but seriously if you do manage to get to 200/200 with good macro, make no huge mistake in rolling out on map and reprod proper behind it, that's kind of harder for P user to deal with than for you to do I would say haha not saying FS is imba I like it, it's nice to play on different maps though one of frustration as P vs T is that you can rarely really attack a T, but it depends on the map for example on Python, the very wide middle allows P to defend vs 200/200 better, and you can also prevent the T from taking a early third much more easily. On the other hand you also have different vulnerability etc, but overall python is a little bit more on P side for PvT I guess, again nothing imba
On December 08 2017 08:04 Jealous wrote: Just updated in USA.
Seems pretty sweet. I like the fact that they make a lot of their more controversial changes like CCMU and hotkey-modification optional, even if most people don't care.
Can someone explain the EUD thing, please?
Ccmu isn't a controversial change lol. I don't even see why they included the option of original ccmu limits.To keep the dozen people who still play 3v3 fastest MM happy? Impressive dedication.
Fastest was still pretty popular in the Asia/Korea server from what I last remember. Probably on par with hunters