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Active: 2189 users

Brood War balance time line?

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MuppetMan
Profile Joined September 2010
United States26 Posts
September 19 2010 23:49 GMT
#1
i would just like to ask how long it took brood war to balance out.
Lately there are been ALOT of people saying "zerg UP, blizz doesnt care, they just want us to buy HoTS". even though were getting the first patch in little over a month.

so how long did it take Bood war to , in your opinion, balance out?
Stats: http://sc2sig.com/s/us/1058429-1.png
seRapH
Profile Blog Joined April 2009
United States9777 Posts
September 19 2010 23:51 GMT
#2
there were balance patches up until patch 1.08, and then the balancing was done through maps/creation of new strategies. kind of hard to say, really.
boomer hands
MuppetMan
Profile Joined September 2010
United States26 Posts
September 19 2010 23:54 GMT
#3
On September 20 2010 08:51 seRapH wrote:
there were balance patches up until patch 1.08, and then the balancing was done through maps/creation of new strategies. kind of hard to say, really.

can i get a rough estimate?
Stats: http://sc2sig.com/s/us/1058429-1.png
arb
Profile Blog Joined April 2008
Noobville17921 Posts
September 20 2010 00:00 GMT
#4
I think there was only 2-3 balance patches? that pretty much fixed the game perfect
it all started in patch 1.07 i believe
Artillery spawned from the forges of Hell
ghrur
Profile Blog Joined May 2009
United States3786 Posts
September 20 2010 00:02 GMT
#5
On September 20 2010 08:54 MuppetMan wrote:
Show nested quote +
On September 20 2010 08:51 seRapH wrote:
there were balance patches up until patch 1.08, and then the balancing was done through maps/creation of new strategies. kind of hard to say, really.

can i get a rough estimate?


Rough, rough estimates is patch 1.08 came out in 2001, sometime mid-april to mid-may?
darkness overpowering
Garrl
Profile Blog Joined February 2010
Scotland1975 Posts
Last Edited: 2010-09-20 00:09:23
September 20 2010 00:06 GMT
#6
There was a total of 5 balance patches up to 1.08, from taking a quick look at patch.txt.

+ Show Spoiler +
Starcraft and Brood War Patch Information

--------------------------------------------------------------------------------
- patch 1.16.1
--------------------------------------------------------------------------------

Feature Changes

- In-game Speed Options menu now has a "Enable CPU Throttling" checkbox.
Enabling this option will allow StarCraft to consume fewer CPU cycles. By
default this option is off.

Bug Fixes

- Fixed an issue with the reply feature where any character followed by a "r "
was being treated as a reply.
- Removed an unnecessary delay when processing palette cycling updates.
- Lessened the imposed delay in the CPU Throttling feature.

--------------------------------------------------------------------------------
- patch 1.16.0
--------------------------------------------------------------------------------

Feature Changes

- In-game chat is now saved in replays. Note: whispers are not saved.
- Hitting the Escape key while in the chat room will clear your typed text.
- "/reply" (or just "/r") will send a whisper to person who most recently whispered you.

Bug Fixes

- Fixed localization issues with "from" and "to" in whispers.
- Starcraft now only uses as much CPU as it needs to run smoothly.

Exploits

- Fixed an exploit which allowed Zerg players to gain minerals through mutations.
- Fixed an exploit which allowed Zerg players to recycle an upgrading building.
- Fixed an exploit which allowed Zerg players to extend their creep with a drone.
- Fixed an exploit which allowed Zerg players to move Drones over impassable terrain.
- Fixed an exploit which allowed Terran players to drop a nuke anywhere on the map.
- Fixed an exploit which allowed players to pause the game while in the pre-game lobby.

--------------------------------------------------------------------------------
- patch 1.15.3
--------------------------------------------------------------------------------

Bug Fixes
- Fixed a communication bug affecting third party leagues.
- Alt-F6 no longer stalls the game on Windows.
- Game now works correctly on versions of Mac OS X which do not support 256-color
mode.

--------------------------------------------------------------------------------
- patch 1.15.2
--------------------------------------------------------------------------------

Feature Changes

- StarCraft and StarCraft: BroodWar no longer require the CD while playing the
game. To play without the CD, please follow the following instructions:

- Windows Users:
- Make sure you have "Hide extensions for known types" unchecked under
Explorer Folder Options.
- If you own only StarCraft, copy "INSTALL.EXE" from the StarCraft CD to
your StarCraft folder and rename it to "StarCraft.mpq".
- If you own StarCraft: Brood War, copy "INSTALL.EXE" from the StarCraft:
Brood War CD to your StarCraft folder and rename it to "BroodWar.mpq".

- Mac users:
- If you own only StarCraft, copy "StarCraft Archive" from the StarCraft CD
to your StarCraft folder.
- If you own StarCraft: Brood War, copy "Brood War Archive" from the
StarCraft: Brood War CD to your StarCraft folder.

--------------------------------------------------------------------------------
- patch 1.15.1
--------------------------------------------------------------------------------

Bug Fixes

- Fixed a replay saving bug that occasionally crashed games.
- Fixed a bug where the map download progress was not shown.
- Pressing alt-f4 while in Starcraft and logged into a league now logs you out
of the league.
- Updated some of the localization for the league page.
- Fixed an exploit that allowed nukes to fall anywhere on the map.

--------------------------------------------------------------------------------
- patch 1.15.0
--------------------------------------------------------------------------------

Feature Changes

- Approved organizations can now operate StarCraft leagues. See
http://www.battle.net.
- Replays are automatically saved as LastReplay.rep.


Bug Fixes

- Fixed a bug that allowed burrowed units to be stacked.

Exploits

- Fixed a vulture exploit that crashed games.
- Fixed an exploit that allowed the rally points of others to be set.
- Fixed a multicommand hack that crashed Macintosh players.

--------------------------------------------------------------------------------
- patch 1.14.0
--------------------------------------------------------------------------------

Feature Changes

- For Top vs. Bottom games, the default chat filter is now 'Chat To Allies'.
- In-game chat messages now show the speaker's name in his/her team color.
- Users can now use the mouse wheel to scroll chat and selection boxes in
Windows 98 (or later) and Macintosh OS X.
- Screen shots now use a time/date stamp; they are no longer limited to 100.
- The high-color application icon from the Macintosh version is now used on PC.
- Small corrections to the Lost Temple and Dire Straits maps.

Bug Fixes

- Fixed Hatchery cancellation crash bug.
- Fixed crash that can occur when SCVs are repairing a unit boarding a Dropship.
- Fixed crash when Mac users very quickly cancel connection to Battle.net.
- Fixed a scoring bug that gave Zerg unit points for building cancellation.
- Users can now take screen shots on Macintosh OS X.
- Updated Battle.net account creation information text.
- Logging onto an account closed for a Battle.net Terms of Service violation
will now say the account is closed, rather than 'invalid password'.
- Fixed bug preventing Portuguese StarCraft clients from receiving patches from
Battle.net. Portuguese users must still patch to this level manually, but
subsequent patches can be obtained automatically from Battle.net.
- No longer displays control characters in Battle.net's map description pane.
- Color codes and control codes are no longer allowed in chat messages.
- Fixed a crash in StarEdit when attempting to save modified Blizzard maps.
- Fixed undesired text wrapping in Spanish and Portuguese Battle.net screens.
- Fixed a rare crash in multiplayer games.

Exploits

- Fixed the Nydus Canal cancellation bug that allowed creating a mobile exit.
- Fixed two exploits that allowed players to gain minerals very quickly.
- Fixed exploit that allowed Zerg buildings to become cloaked.
- Fixed exploit that allowed units to kill themselves instantly.
- Fixed exploit that allowed Command Center infestation without a Queen.
- Fixed exploit that allowed Command Center infestation from a distance.
- Fixed exploit that allowed players to float Zerg Drones over obstacles.
- Fixed exploit that allowed worker units to mine at a distance.
- Fixed exploit that allowed Terran buildings to lift off while training units.
- Fixed exploit that allowed SCVs to repair Protoss buildings.
- Fixed exploit that allowed SCVs to detach Larvae from Hatcheries.
- Fixed exploit that allowed morphing Terran and Protoss buildings.
- Fixed exploit that allowed buildings to be stacked on top of each other.
- Playing against illegally named players on Battle.net no longer results in a
disconnect game result.

--------------------------------------------------------------------------------
- patch 1.13f
--------------------------------------------------------------------------------

- Fixed several bugs that contributed to game exploits.

--------------------------------------------------------------------------------
- patch 1.13e
--------------------------------------------------------------------------------

- Fixed several bugs that contributed to game exploits.

--------------------------------------------------------------------------------
- patch 1.13d
--------------------------------------------------------------------------------

- Fixed a bug that prevented the training of infested terrans.

--------------------------------------------------------------------------------
- patch 1.13c
--------------------------------------------------------------------------------

- Fixed a bug involving zerg buildings.
- Fixed a bug related to minimap unit ordering during replays.

--------------------------------------------------------------------------------
- patch 1.13b
--------------------------------------------------------------------------------

- Fixed a bug where some maps could cause the game to crash.

--------------------------------------------------------------------------------
- patch 1.13
--------------------------------------------------------------------------------

Feature Changes

- Your units displayed within the minimap will now always be on top to
ensure that they are not hidden by another player's units.

- Changed the default Battle.net font for Korean Windows 9x to Gulim 9
to improve readability.

Bug Fixes

- Fixed several bugs that contributed to game exploits.
- Fixed a Korean character bug in chat.
- Fixed a German hotkey bug in Battle.net chat.
- Fixed a typo in the Battle.net register email screen.

--------------------------------------------------------------------------------
- patch 1.12b
--------------------------------------------------------------------------------

- Fixed bugs related to Korean chat on Windows 95/98/Me.

--------------------------------------------------------------------------------
- patch 1.12
--------------------------------------------------------------------------------

New Features

- Changed Speed from "Fast" to Fastest" for Ladder Games.

- You now can preview your map in the Multiplayer chat screen.

- Added feature that allows the creator of a private Battle.net game to make
the game public under the creator's name in Multiplayer Chat screen.

- Added full Korean language support for Battle.net and in-game.

- Added a Friends List Feature and button that allows you to keep track of your
friends on Battle.net.

- Added Password Recovery and email registration features (like Warcraft 3 and
Diablo 2) so you can recover your password via email.

- Added Friend mail feature that enables you to email your friends.

** Please go to www.battle.net/mail for more information on Battle.net mail
and password recovery features.

- Changed the default race type in single custom games to Random.

- It now remembers your last map and folder setting when you create single or
multi player games.

- Brood War will now show 'maps\BroodWar' folder as your default map folder.

- When a building is selected and if a ground rally point is set the rally
point will briefly animate.

- Added minimap ping (Alt-left-click on minimap to show graphic location.)

- Added alliance colors on units - Shift-Tab changes your color to green,
your allies to yellow and your enemies to red.

- Added right-click feature that will set your building rally point.

- Added shift-# to add a unit to a control group.

- The mouse cursor stays on the game's monitor in multi-monitor environments.

Updated Maps

- Lost Temple has been updated, while Dire Straits and Rivarly have been
slightly tweaked to balance resources and space for building.

- All maps have been resigned. If you have moved standard maps to different
folders you must do so again. If you have maps downloaded from our FTP
site you must do so again.

Bug Fixes

- Fixed bug related to seeing Question marks instead of Korean characters
when using /where command in battle.net

- Fixed a bug that hindered Korean text in Battle.net chatrooms and game
advertisements.

--------------------------------------------------------------------------------
- patch 1.11b
--------------------------------------------------------------------------------

- Fixed a bug that allowed SCV's to heal Marines.
- Fixed a bug that allowed Zerg to build without the need for creep.
- Fixed a bug that allowed buildings to be stacked on top of each other.
- Fixed a Mac bug that prevented StarEdit from running.
- Fixed a Mac bug where background music stopped after the first piece.

--------------------------------------------------------------------------------
- patch 1.11
--------------------------------------------------------------------------------

- Fixed a bug that hindered sound on NT machines.
- Fixed a bug that enabled you to make a Command Center slide into a location
by building a Comstat Station then canceling it due to lack of resources.
- Fixed a bug related to a Drone flying when surrounded by other units.
- Fixed a bug that would give you an assertion when you tell a drone to burrow
as it is about to morph into a building.
- Fixed a bug that caused Templars to fly across the map when interrupting an
Archon Merge.
- Fixed a bug involving a drone getting confused when receiving a second build
order while in transit to complete the first one.

--------------------------------------------------------------------------------
- patch 1.10
--------------------------------------------------------------------------------

- Fixed a bug involving burrowed units - if a burrowed lurker was attacked by
air, it would stop acquiring other targets. Changed so that non-AI lurkers
won't unburrow when attacked by air, which is a better idea all around.

- Fixed a bug where a drone could skate across terrain to an arbitrary
destination after failing to build an extractor.

--------------------------------------------------------------------------------
- patch 1.09b
--------------------------------------------------------------------------------

- Disconnects will be counted as losses in CompUSA games.

--------------------------------------------------------------------------------
- patch 1.09
--------------------------------------------------------------------------------

- Fixed various replay issues.

- Fixed a bug where Protoss and Terran victory and defeat background screens did
not display.

- Siege tanks no longer explode when placed on a beacon.

- Added LAN play via UDP

- Fixed latency issue with Windows 2000

- Added template type, CompUSA. http://gamefixx.compusa.com/tournament/default.asp

*****Modifications (North American versions only)*****

- Please note that included with this patch is a .dll file that relays
back to Blizzard the hardware configuration of the system on which the
patch is installed. This file will be effective in North America only.

In keeping with our policy of protecting user privacy, we will not be
collecting any personal information, nor will we be able to associate
any hardware information with any particular user. We will only be
recording CPU, RAM, operating system, video card, and sound card
information.

The reason we are doing this is to help our development teams optimize
our current and future games and battle.net for various hardware
configurations. The information we receive will help us tailor our software
to meet the system requirements of our customers and help us to enhance
their overall gameplay experience. If you have any questions or
concerns about this procedure, please email us at support@blizzard.com.

--------------------------------------------------------------------------------
- patch 1.08b
--------------------------------------------------------------------------------

- Fixed a bug that caused the game to crash when a damaged morphing creep colony,
- changed into a sunken colony.

- Mac ladder maps are now correct.

- Corrected URLs for KBK. www.kbk21.com.

- Removed URL for replay FAQ.

--------------------------------------------------------------------------------
- patch 1.08
--------------------------------------------------------------------------------
- Adds support for a new template "Top vs Bottom". This template functions
like Melee, with the exception that players in each half are automatically
allied and share vision at game start, thus removing the "who am I allied
with" question (and reducing the amount of clicking done after the game
starts). The game creator can move players around between the two sides as
needed to assign teams properly. Note that Top vs Bottom only works for
games with two sides - if you want to play 2x2x2 games, you will still need
to use Melee.

- Adds support for Game Recording. When a game is over, there will be a new
button "Save Replay" in the victory/defeat screen. If you save a replay, you
can watch it at a future date. Replays are saved to the "replay" folder inside
your Maps folder. Create a game and pick your replay from the "replay" folder.
A replay is always passworded. Up to 7 other people can your your replay game
to watch it with you; chat is from the people currently connected to the
replay game. Replay files can be transferred to other people automatically
(if someone joins your replay game, they get your replay transferred to them
via the automatic map download facility), or you can copy your replay files
(replays end in .REP) from your "replay" folder to a desired destination
manually. See www.blizzard.com\starcraft\replay for more information.
NOTE: game recording does not work for Team games (Team Melee, Team Free for
All, Team Capture the Flag).

- Adds support for gateway selection. You can now specify which Battle.net
cluster to connect to. In normal cases, you will do nothing, and you will
be sent to the "closest" Battle.net cluster. If you wish to override the
automatic selection, you can pick a cluster manually.

- Save Game clarification - the save game window now shows:
Saving Multiplayer Game
Save Game Name: XXX
in order to avoid the "Saving Starcraft Virus 1.0 to Hard Disk" joke.

- If you are really clever, you can crush tanks by landing buildings on them.
This is the unexpected consequence to fixing a cheeze that allowed players
to have siege tanks underneath barracks.

- Better proxy support
- Clearer battle.net messages.
- Updated "Connecting to fastest server" messages to be clearer.
- Ladders maps updated.
- Ladder cheating fix - Ladder map alteration fix (Japanese version too)
- Fixed various language translation problems.
- Fixed "gliding SCV" and "teleporting drone" bugs

ADDITIONAL KBK SUPPORT
Template Types
- KBK (Beginner)
- KBK (Game Room)
- KBK (Professional)
- KBK (Single)
- KBK (TEAM)
- KBK (Zone)
Account Types:
- KBK Beginner
- KBK Game Room
- KBK Professional
- KBK Single
- KBK Team-6
- KVK Zone-6

--------------------
Balance Changes 1.08
--------------------

TERRAN:
Valkyrie:
- Damage increase to 6 per missile.
- Acceleration and velocity increased slightly.
- Build time decreased.

Science Facility:
- Build time decreased.
- Irradiate research cost increased to 200 minerals, 200 gas.
- Yamato Cannon research cost decreased to 100 minerals, 100 gas.

Missile Turret:
- Decreased cost to 75 minerals.

Factory:
- Charon Missile Booster research cost decreased to 100 minerals, 100 gas.

Dropship:
- Increased speed.

Goliath:
- Increased ground attack range.

Battle Cruiser:
- Build time decreased.
- Supply cost decreased to 6.

PROTOSS:
Dragoon:
- Build time increased.

Scout:
- Decreased cost to 275 minerals, 125 gas.

Carrier:
- Supply cost decreased to 6.

Templar:
- Psi Storm Damage reduced.

Corsair:
- Disruption Web spell duration decreased.

Zealot:
- Shields decreased to 60 and hit points increased to 100.

ZERG:
Queen:
- Decreased build cost to 100 minerals, 100 gas.

Ultralisk:
- Supply cost decreased to 4.

Queen's Nest:
- Spawn Broodling cost decreased to 100 minerals, 100 gas.

Hydralisk Den:
- Lurker Aspect cost increased to 200 minerals, 200 gas.
- Hydralisk speed upgrade cost increased to 150 minerals, 150 gas.

Spawning Pool:
- Increased build cost to 200 minerals

Sunken Colony:
- Building armor increased to 2.
- Hit points decreased to 300.

--------------------------------------------------------------------------------
- patch 1.07
--------------------------------------------------------------------------------
- Adds support for Korean tournament (KBK).
- Fixes lag meters on join game screen.
- Changes default Battle.net font so that it is easier to distinguish
certain characters while in chat.
- Fixes German text for Brood War units which appeared as English on some systems
after upgrading to v1.06.

--------------------------------------------------------------------------------
- patch 1.06 - (Battle.net client patch)
--------------------------------------------------------------------------------
- Adds Battle.net support for Warcraft II: Battle.net Edition.
- Adds command completion to Battle.net chat. It can be accessed by pressing
the <tab> key.
- Fixes some minor battle.net issues.
- Displays cancel dialog in situations when server is busy.

--------------------------------------------------------------------------------
- patch 1.05
--------------------------------------------------------------------------------

- Reduced Academy cost to 150 minerals.

- Reduced Science Facility cost to 100 minerals, 150 gas.

- Reduced Spider Mine research cost to 100 minerals, 100 gas.

- Reduced the cooldown for units on unload from a transport.

- Added a limit so games can only be saved at most once every
two minutes during a multiplayer game.

- Fixed a bug that caused save game compatibility problems with 1.03 save
games loaded into 1.04 and Brood War.

- The 'something for nothing' cheat no longer gives Brood
War upgrades in normal Starcraft games.

- When using the 'exactly' modifier in trigger conditions, incomplete
units are no longer included in the comparision.

- Hallucinated devourers no longer leave acid spores on targeted units.

- Spider mines are now properly affected by disruption web.

- Neutral medics no longer auto-heal units.

- Added a wireframe for Infested Duran in a dropship.

- The low memory version of the disruption web art is now correct.

- Terran insane AI no longer locks the system.

- Fixed the bug that allowed terran buildings to move after landing.

- Fixed the bug that incorrectly allowed 'morph to lurker' commands
to be issued to units that weren't hydralisks.

- Miscellaneous minor bug fixes.

- (StarEdit) Eliminated dependence on updated comctrl32.dll

- (StarEdit) Now displays language based on installed version of Starcraft
rather than operating system setting

- (StarEdit) Fixed a bug in the Player Upgrades dialog that could cause settings
for one player to be inadvertently copied to another

--------------------------------------------------------------------------------
- patch 1.04
--------------------------------------------------------------------------------
- Custom AI has been strengthened, beware.

- Invincible Drone bug has been fixed.

- Starcraft compatibility with Brood War implemented.

- You can select all burrowed units of the same type or cloaked units of the
same type by using the Ctrl+select method or by double clicking.

- If you have multiple Carriers or Reavers selected you can build Interceptors
and Scarabs for all of them at the same time.

- Cooldown times of units being dropped out of transports corrected.

- Stim Pack causing Firebats to fire slowly corrected.

- Zergling adrenal gland upgrade effects corrected.

- Fixed a bug where the muzzle flash on a full fire bunker aiming south
displayed incorrectly.

- Air unit movement near the edge of the map corrected.

- The Ladder directory has been updated with the Season 4 ladder maps.
Retired ladder maps have been moved to the OldLadder directory.

============================================
1.04 Changes to StarEdit (Map Editor)
============================================

- New save feature that identifies all 'enhanced' data in the scenario and
specifies which versions of Starcraft will be able to load the scenario.

- Addition of the comparing conditional 'exactly' for use in such triggers
as: ACCUMULATE, BRING, COMMAND, COUNTDOWN TIMER, DEATHS, ELAPSED TIME,
KILL, OPPONENTS, and SCORE.

- Increased number of Switches to 256.

- Increased number of usable locations to 254.

- Added the ability to specify 'Random' in the SET SWITCH trigger action.

- Added the ability to name switches.

- Added the ability to set Fog-of-War for multiple players simultaneously
by holding down Control or Shift.

- Added the ability to re-name any unit.

- New triggers:
a) ORDER UNIT (Move to, Patrol to, Attack to)
b) The ability to specify a quantity for the following actions:
CREATE UNIT, CREATE UNIT W/PROPERITIES,
MOVE UNIT, KILL UNITS AT LOCATION, REMOVE UNITS AT LOCATION.
c) PAUSE/UNPAUSE TIMER
d) MODIFY UNIT ENERGY
e) MODIFY HANGER COUNT
f) MODIFY UNIT HIT POINTS
g) GIVE UNITS TO PLAYER
h) MODIFY UNIT RESOURCES
I) MODIFY UNIT SHIELD POINTS
j) SET ALLIANCE STATUS
k) COMMENT TRIGGER
l) END IN DRAW
m) SET UNIT DEATHS

- You can now select locations obscured by other locations.

- Location operations are now undoable.

- You can now explicitly sort Conditions.

- You can remove all Map Revealers from a map (really!).

- The Unit and Hero Settings dialog has been enhanced.

A new StarEdit help file with info on these triggers and all the new
features in StarEdit can be downloaded from our web site (http://www.blizzard.com).

============================
1.04 Balance Changes
============================

TERRAN:
Wraith
- Decreased cost to 150 minerals, 100 gas.
- Increased cooldown rate of ground attack.
- Increased air to air damage to 20.

Dropship:
- Increased speed slightly.
- Although the patch.txt included with patch 1.04 states that dropship build time was increased, this is INCORRECT.

Science Vessel:
- Decreased cost to 100 minerals, 225 gas.
- Increased acceleration.
- Increased overall damage of Irradiate.
- Increased sight radius.

Battlecruiser:
- Increased its starting armor to 3.
- Increased Yamato Cannon damage to 260.

Goliath:
- Increased ground damage to 12.
- Increased effectivness of weapon upgrade on ground to air weapon system.

Nuke:
- Nuclear Missiles build faster.

ComSat:
- Decreased energy cost to 50.

Starport:
- Decrease cost of Starport to 150 minerals, 100 gas.
- Decreased add-on cost of Control Tower to 50 minerals, 50 gas.
- Decreased build time.

===============================
PROTOSS:
Archon:
- Increased acceleration.

Dragoon:
- Decreased cost to 125 minerals, 50 gas.
- Decreased build time.
- Increased range upgrade (Singularity Charge) by 1.

High Templar:
- Decreased energy cost of Hallucination to 100.

Scout:
- Increased Air to Air damage to 28.
- Increased shields to 100 and hit points to 150.
- Increased cooldown rate of ground attack.

Carrier:
- Changed build cost to 350 minerals, and 250 gas.
- Increased hit points of Carrier to 300.
- Increased starting armor of Carrier to 4.
- Increased Interceptor shields and hitpoints to 40.
- Increased Interceptor damage to 6.

Arbiter:
- Decreased cost to 100 minerals, 350 gas.

Shuttle:
- Increased build time.

Reaver:
- Increased build time.

Templar Archives
- Increased cost to 150 minerals, 200 gas.

Citadel of Adun
- Decreased cost to 150 minerals, 100 gas.

Stargate:
- Decreased cost to 150 minerals, 150 gas.
- Decreased build time.

Robotics Facility:
- Increased build time.

Robotics Support Bay:
- Increased cost to 150 minerals, 100 gas.

Observatory:
- Decreased cost to 50 minerals, 100 gas.

Forge:
- Decreased cost to 150 minerals.

Photon Cannon:
- Decreased build time.

Fleet Beacon:
- Decreased cost of "Increased Carrier capacity" upgrade to 100 minerals, 100 gas.
- Decreased research time of "Increased Carrier capacity" upgrade.

Shield Battery:
- Increased starting energy to 100.
- Increased effective range of 'Recharge Shields'.

===============================
ZERG:
Overlord:
- Increased speed bonus for "Pneumatized Carapace" upgrade.
- Decreased research time of "Ventral Sacs" upgrade.

Scourge:
- Increase hit points to 25.

Hydralisk
- Increased build time.

Mutalisk
- Although the patch.txt included with patch 1.04 states that Mutalisk build time was increased, this in INCORRECT.

Queen:
- Increased range of Broodling by 1.
- Increase energy cost of Parasite to 75
- Decreased Parasite casting range to 12.

Defiler:
- Increased cost to 50 minerals, 150 gas.

Hatchery:
- Decreased the speed at which the Hatchery/Lair/Hive spawn new larva.
- Decreased build cost to 300 minerals.
- Increased build time.

Sunken Colony:
- Decreased cost of Sunken Colony upgrade to 50 minerals.
- Decreased build time.
- Increased attack rate of Sunken Colony.
- Increased damage to 40.

Spore Colony:
- Decreased build time.
- Changed damage type to normal.

Greater Spire:
- Increased build time.

--------------------------------------------------------------------------------
- patch 1.03
--------------------------------------------------------------------------------
- Very long games using the Terran Insane AI will no longer lock up.

- Custom maps that use the "set next map" trigger will now work properly after
loading them from a saved game.

- The length of time you have to leave a game before it counts on your record
on battle.net has been reduced from 5 minutes to 2 minutes.

- New ladder maps have been added. The old ladder maps have been moved to
the OldLadder directory and downgraded to "Blizzard Approved" status.
The (8)Green Valleys.scm map has been promoted to "Ladder" status.

- Fixed bug where if Zerg burrowers burrowed just as they decloaked (when leaving
an Arbiter's field of influence) it would desync a network game.

- The MOVE UNIT trigger action now behaves correctly with add-ons. Buildings
with existing add-ons will detach from the add-on if either the building
or the add-on moves. Add-ons under construction will be cancelled.

- Buildings that are created with the CREATE UNIT trigger action or moved with
the MOVE UNIT trigger action will attempt to reattach to add-ons of the correct
type that are in the correct location.

- Preplaced carriers owned by the Neutral player slot that have an initial
hangar count greater than 0 will no longer crash the game.

- Executing a KILL UNIT trigger action immediately followed by a MOVE UNIT
trigger action will no longer result in a crash.

- Doodads are no longer affected by the MOVE UNIT trigger action.

- The mission countdown timer now has a maximum value of 9999 (h:m:s)

- Fixed bug that caused Elapsed Time to display incorrectly when finishing
a very short mission.

--------------------------------------------------------------------------------
- patch 1.02
--------------------------------------------------------------------------------
- Flying units no longer receive 'cover' from terrain features.

- Fixed the bug when cancelling a guardian in high latency games that killed
the mutalisk and gave multiple refunds.

- Fixed the bug that could sometimes cause a map editor, hit point modified
siege tank's hit points to be incorrect after transforming.

- Time elapsed while the game is paused no longer counts toward total
elapsed game time.

- Increased the cost of a Zerg Hatchery from 300 to 350 minerals.

- Changed the damage type of the Photon Cannon weapon system from explosion
to normal.

- Preplaced heroes for the AI will now auto acquire targets and defend themselves.

- Fixed a bug that could potentially, in high latency games, over-charge zerg
players when morphing larva into units.

- Modified the 'Free For All' game type so that the rules of diplomacy apply
to computer players. (Computer players are no longer allied in FFA.) Also,
made FFA available for single player custom games.

- Fixed the crash that occurred when selecting a unit type, that would normally
have shields, configured to have 0 shields via the map editor.

- Fixed the bug that bumped people back to the race select screen after they
had completed a single player campaign mission.

- (Battle.net) Create game screen will now display ladder game speed as 'Fast'
instead of 'Faster'.

- (Battle.net) Profile draw code will now handle different sized destination
windows.

- Fixed 'attach to incomplete addon' crash bug.

- Added three new Computer AI scripts for use with the map editor (Protoss
Insane, Terran Insane, Zerg Insane) to be used in custom campaign levels.

- Fixed bug that played the incorrect 'complete' sound for addons.

- Fixed bug that prevented rescued tanks and goliaths from acquiring targets
correctly.

- Fixed bug that caused Starcraft to allocate unnecessary amounts of memory
while running minimized.

- Fixed bug that could cause maps with a large number of pre-placed units to
crash at load time.

- Fixed bug that, in rare cases, could cause game to crash when certain types of units died.

- Fixed bug that caused access violation when maps with unplaceable units were loaded.

- Fixed bug that caused access violation when any zerg air unit died while cloaked by an arbiter.

- (StarEdit) Fixed bug that prevented changes to Norad II Hero unit weapon damage fields

- (StarEdit) Mineral patches and geyser are now limited to 50,000.

- (StarEdit) Added exception handler.

- (StarEdit) Fixed bug that made it impossible to remove Map Revealers via a trigger.

- (StarEdit) Fixed bug that could cause triggers to 'disappear' on systems
using large fonts.

- (StarEdit) Fixed bug that allows powerups to be placed in invalid locations on
high terrain

- (StarInst) Fixed minor over-calculation of disk space used by saved games
for uninstall.

- (StarInst) Moved file pre-cache requests to the install scripts.

- (StarInst) Added support for multiple events per screen item without the
use of sub-scripts.

- (StarInst) Eliminated unnecessary screen refreshes.

--------------------------------------------------------------------------------
- patch 1.01
--------------------------------------------------------------------------------
- Fixed cheat that allowed one player in a multiplayer game to see the map.

- Fixed bug that allowed players to receive extra resources when
canceling building construction multiple times by exploiting lag in a
multi-player game.

- Fixed pathing problem related crash bug that was most commonly
exhibited in Terran 10.

- Fixed C Runtime Library crash bug exhibited during saved games
when year was greater than 2098.

- Fixed sprite allocation errors that prevent normal combat and
creation of units.

- Fixed occasional hang when joining and leaving Battle.net.

- Enemy Science Vessels no longer continually unmask after
irradiating units.

- Missile turrets controlled by the AI properly acquire targets.

- Fixed blank game names in Battle.net game list.

- Game names with high ASCII characters now show up properly.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
September 20 2010 00:06 GMT
#7
I think sc2 will take ALOT less time to be balanced becouse all the hype and previous experiance with sc:bw in both players and Blizz...except maybe if they want to earn more $$ with expansions then it could take a while to get it done becouse time is money...
Forever Vulture.. :(
wiesel
Profile Joined September 2008
Germany727 Posts
Last Edited: 2010-09-20 00:13:08
September 20 2010 00:09 GMT
#8
sc2 will take A LOT more time.. cause they will add new unit in every expansion. And you know what happens when a new unit is added don't you ? It's the same with every Blizzard expansion.
Blizzard didn't help Broodwar much to be a balanced game it was rather the maps.
kineSiS-
Profile Blog Joined September 2009
Korea (South)1068 Posts
September 20 2010 00:10 GMT
#9
On September 20 2010 09:06 IceCube wrote:
I think sc2 will take ALOT less time to be balanced becouse all the hype and previous experiance with sc:bw in both players and Blizz...except maybe if they want to earn more $$ with expansions then it could take a while to get it done becouse time is money...


Mechanics are a lot different and prevous experience would bias towards possible changes that would not balance the game.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
Last Edited: 2010-09-20 00:19:44
September 20 2010 00:18 GMT
#10
Brood War still isn't balanced now. Realistically it's not possible to get 100% balance.
At lot of it was fluke too. When they finished patching there was a lot of stuff they didn't even predict happening, like muta micro.

SC2 has so much hype at the moment you would think that they would be focusing heavily on balance to get the pro-scene up and running.

The current balance is quite frankly shocking. Blizzard has failed epicly. It's not just bad... it's dreadful.
Dawn of War2 was a lot better balanced from day1... and that had FOUR races.

However as has been said many times on these forums. Blizzard might make mistakes, but they will throw so much time and money at it that eventually it'll turn out ok.
I'm sure pretty soon after the third expansion we'll have a beautifully balanced game.
Don't hate the player - Hate the game
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
September 20 2010 00:18 GMT
#11
On September 20 2010 09:09 wiesel wrote:
sc2 will take A LOT more time.. cause they will add new unit in every expansion. And you know what happens when a new unit is added don't you ? It's the same with every Blizzard expansion.
Blizzard didn't help Broodwar much to be a balanced game it was rather the maps.

Yeah I guess your right, didn't thought of expansions...and on other part I really think Blizz did made bw balanced game, maps only polished it out to perfection, that + perfecting strategies
Forever Vulture.. :(
professorjoak
Profile Joined July 2008
318 Posts
September 20 2010 00:25 GMT
#12
Go read the Starcraft 1.04 patch notes from when the Brood War expansion was first released. Original SC was horribly imbalanced, favoring Zerg by a lot with a 50% faster larva generation rate and shorter build times on most buildings.

Also, Brood War isn't fully balanced. If you average all Korean pro games on all maps (at least through 2008 or so) you come up with a 60-40 split T>Z, Z>P, P>T, but I can't find the blog post that crunched these numbers rigorously.
"The different branches of Arithmetic -- Ambition, Distraction, Uglification, and Derision." --Lewis Carroll
wiesel
Profile Joined September 2008
Germany727 Posts
Last Edited: 2010-09-20 00:35:15
September 20 2010 00:29 GMT
#13
Nope TvZ is something like 53%. same with the others. It all comes down to maps.
The current balance is quite frankly shocking. Blizzard has failed epicly. It's not just bad... it's dreadful.
Dawn of War2 was a lot better balanced from day1... and that had FOUR races.

No surprise honestly. Blizzard became quite bad at balancing. WoW and wc3 are a complete mess and never had a time period where the community considered one game to be balanced
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
September 20 2010 00:33 GMT
#14
On September 20 2010 09:25 professorjoak wrote:
Go read the Starcraft 1.04 patch notes from when the Brood War expansion was first released. Original SC was horribly imbalanced, favoring Zerg by a lot with a 50% faster larva generation rate and shorter build times on most buildings.

Also, Brood War isn't fully balanced. If you average all Korean pro games on all maps (at least through 2008 or so) you come up with a 60-40 split T>Z, Z>P, P>T, but I can't find the blog post that crunched these numbers rigorously.

It's a little less than 55-45 TvZ and ZvP and like 51 PvT
MyLove + Your Love= Supa Love
chongu
Profile Blog Joined February 2009
Malaysia2593 Posts
September 20 2010 00:37 GMT
#15
On September 20 2010 09:18 Klive5ive wrote:
Brood War still isn't balanced now. Realistically it's not possible to get 100% balance.
At lot of it was fluke too. When they finished patching there was a lot of stuff they didn't even predict happening, like muta micro.

yeap yeap.... pretty much most of the balancing was done by the map makers for BW. professional mapmakers have the role of trying to keep it as balanced as possible yet allow new strategies to keep BW fresh. Would probably be easier in SC2 due to having more map artifacts and doodads (dunno lol)
SC2 is to BW, what coke is to wine.
deafhobbit
Profile Blog Joined July 2010
United States828 Posts
September 20 2010 00:44 GMT
#16
Also, a lot of BW's "balance" is related to the maps it is played on. For example, since Bisu made FFE's the standard opening in pvz, chokes at nat's have become standard.

I cheer for underdogs and Flash
LSB
Profile Blog Joined April 2010
United States5171 Posts
September 20 2010 00:55 GMT
#17
This youtube vid explains it nicely
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
Trap
Profile Blog Joined May 2009
United States395 Posts
September 20 2010 01:01 GMT
#18
Not to take anything away from the developers but Brood War being fairly balanced at a professional level has always been something of a fluke. I don't think Blizzard was years ahead of the players strategically or imagined the game would be mapped out to the scope that it was in Korea, though they did remove some potentially game breaking things like the 150mineral 4 pool and shuttle insta-drop.

Also BW is so mechanically demanding that among foreigners the question of race balance is almost irrelevant in why one player lost, and among Korean pros, the greatest players tend to defy racial imbalances and maps.

It's hard to extrapolate from BW what will happen to SC2 in patches, because from what I know they are not the same development team. You'd probably be better off analyzing how they patched Beta and reading Dustin Browder interviews.
coffeetoss | "Team Liquid Fantasy Proleague: Tales of Miserable Failure and Deep Regret" -Kanil
jimee
Profile Joined September 2010
7 Posts
September 20 2010 01:01 GMT
#19
i miss the times when you could put a siege tank on/under barracks. :|
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
September 20 2010 01:22 GMT
#20
Prior to Bisu 3-0ing Savior in 2007, it'd been a popular opinion on TL for years that P was under inherent disadvantages in PvZ (regardless of maps) due to the lack of early game scouting options, inferior/passive BO choices, lack of an inspiring PvZ leader... Typically a P earned more praise when defeating a Z than the other way around due to the 'imba factor'.

Other than PvZ, the remaining MUs have been generally considered balanced (although at certain points in time people did cry Terran imba but mostly due to the Terran favoured maps or the Boxer/Nada/Oov factor).
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
regerstreen
Profile Joined April 2010
Canada57 Posts
September 20 2010 01:27 GMT
#21
haha back then I didn't know anything about patches. I only remember those painfully slow orange bars that appeared when I entered battlenet.
One day, I discovered spawning pool costs 200 minerals and was baffled because I was under the impression that it costs 150min. Another day, I watched over my own replay and its contents were completely different from what I remembered making me quite confused and rather scared. Also back then you needed to download a certain program in order to write/read korean and one day you no longer had to and I didn't even notice that.
Those stuff remained as unsolvable mysteries to me for a while and it is only recently that I discovered they were all due to patches that I never cared about XD
dcberkeley
Profile Joined July 2009
Canada844 Posts
September 20 2010 01:32 GMT
#22
On September 20 2010 09:18 Klive5ive wrote:
Brood War still isn't balanced now. Realistically it's not possible to get 100% balance.
At lot of it was fluke too. When they finished patching there was a lot of stuff they didn't even predict happening, like muta micro.

SC2 has so much hype at the moment you would think that they would be focusing heavily on balance to get the pro-scene up and running.

The current balance is quite frankly shocking. Blizzard has failed epicly. It's not just bad... it's dreadful.
Dawn of War2 was a lot better balanced from day1... and that had FOUR races.

However as has been said many times on these forums. Blizzard might make mistakes, but they will throw so much time and money at it that eventually it'll turn out ok.
I'm sure pretty soon after the third expansion we'll have a beautifully balanced game.

What kind of strange sc2-hating universe do you come from?

DoW2 had some of the worst balance/bug issues EVER. Did you even play? Tyranids literally dominated everything and rippers took zero damage and capped the entire map. Then subsequent balance patches changed the entire game over and all the races are totally unrecognizable from launch. If you're complaining about SC2 balance, you're either delusional or have too little experience with other games. The balance in this game is far from "shocking". Plenty of RTS's launch with unplayable races, glaring exploits and bugs up the wazoo.
Moktira is da bomb
funnybananaman
Profile Joined April 2009
United States830 Posts
Last Edited: 2010-09-20 01:50:10
September 20 2010 01:48 GMT
#23
On September 20 2010 10:01 Trap wrote:
Not to take anything away from the developers but Brood War being fairly balanced at a professional level has always been something of a fluke. I don't think Blizzard was years ahead of the players strategically or imagined the game would be mapped out to the scope that it was in Korea, though they did remove some potentially game breaking things like the 150mineral 4 pool and shuttle insta-drop.

Also BW is so mechanically demanding that among foreigners the question of race balance is almost irrelevant in why one player lost, and among Korean pros, the greatest players tend to defy racial imbalances and maps.

It's hard to extrapolate from BW what will happen to SC2 in patches, because from what I know they are not the same development team. You'd probably be better off analyzing how they patched Beta and reading Dustin Browder interviews.


Yeah, i definitely agree 100%. And there's also the fact that RTS games were played at a much much lower level at the time of Brood Wars release than now during sc2s release. And by making sc2 much less mechanically demanding then brood war, blizzard has made it so any balance issues become much much more obvious and important and as a result, difficult to fix.

In sc1 if you're talking about anyone outside of professional korean teams, if you lose a game it isn't because of imbalance its because you didn't play well enough.

Aspects of races get proportionally harder/easier to deal with as you move up and down ranks (i.e. D level pvt >>> tvp, and in pro kroean sc there is a small but signifigantly higher percentage of T players vs Z and P players b/c apparently T gets easier when ur mechanics are mad pro), but at the end of the day if you lost its generally your own fault. In sc2 the gap between pros and amateurs is much smaller and the mechanics are much less demanding so it isn't as much the case that you lose games because you played bad.

i.e. in sc1 a good amateur playing really good and getting really lucky still gets owned by a pro 9 times out of 10. in sc2 its maybe only 5 times out of 10.
Ryshi
Profile Blog Joined June 2004
Canada361 Posts
September 20 2010 02:04 GMT
#24
I agree that BW's balance is more of a fluke, but I'm pretty sure SC2 will reach its balance faster than BW because of the hype, competition, and knowledge of players.

BW's 1.08 patch came after 2 years it was out, whereas SC2 has only been out for a few months.
The World God Only Knows
Ducci
Profile Joined April 2009
United States588 Posts
September 20 2010 02:12 GMT
#25
LOL, a scout used to cost 300 minerals.
Muirhead
Profile Blog Joined October 2007
United States556 Posts
September 20 2010 02:15 GMT
#26
Broodwar's balance is not a fluke. It's all up to the mapmakers, who constantly tweak maps to balance the game at the pro level even today. I'm pretty sure one could take almost any semi-balanced RTS game and tweak the maps to balance it as well as BW at the highest levels.
starleague.mit.edu
Hikari
Profile Blog Joined May 2010
1914 Posts
September 20 2010 02:35 GMT
#27
On September 20 2010 09:55 LSB wrote:
This youtube vid explains it nicely
http://www.youtube.com/watch?v=r4ijwtGCaRg



So according to this, wings of liberty will be balanced in 2020. Lets say Legacy of the Void will be released in 2016, sc2 will be balanced in 2026??

Man, by then I will be so old that I might have trouble keeping up in apm.
ArbAttack
Profile Blog Joined September 2010
Canada198 Posts
September 20 2010 16:50 GMT
#28
I vainly wish they'd lower cost/build time for scouts. Never going to happen though.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
September 20 2010 16:58 GMT
#29
Don't worry Terran is bullshit in BW too :D
TranslatorBaa!
Chill
Profile Blog Joined January 2005
Calgary25990 Posts
September 20 2010 17:05 GMT
#30
According to http://www.creepcolony.com/official.shtml patch 1.08 was released on 4/18/01, which was the last balance patch. So Blizzard balanced the game through patching in 3 years.

According to http://www.teamliquid.net/tlpd/search.php?section=korean&type=all&search=bisu savior longinus the Bisu Build was revealed in it's modern form on 07-03-03. I would argue that this was the last macroscopic change to racial balance. Others may disagree. This means players balanced the game through strategies in 9 years.
Moderator
lungo
Profile Joined October 2005
Denmark276 Posts
September 20 2010 17:21 GMT
#31
i agree with chill, that the players balanced the game through strategies in 9 years, different era had their own "bonjwa". but not only the players balanced the game, the maps as well, and yeah, some maps turns out to be quite imbalanced for a few mu's, but the maps were still a keypoint in term of balancing the game
as Arnold said: you have been erased! but dont worry!
RaGe
Profile Blog Joined July 2004
Belgium9949 Posts
September 20 2010 17:32 GMT
#32
What people seem to forget is that 1.08 also included replay support for the first time. One of the reasons the BW balancing process went so slow was because without replays, streams or any other accurate sources, the 'overpowered' strategies take a long time to develop.
Moderatorsometimes I get intimidated by the size of my right testicle
iFU.pauline
Profile Joined September 2009
France1660 Posts
September 20 2010 18:08 GMT
#33
You just need to check at the record, Terran has been dominating since Boxer. Only sAviOr and Jaedong made it look like the other way. It seems very difficult for a protoss to maintain highest level for longtime. I believe player such as Jaedong exploit more potential of zerg than Flash can exploit from Terran, but talking about longevity, Terran got tank siege mode in a manner that I believe is imbalanced.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
disciple
Profile Blog Joined January 2008
9070 Posts
September 20 2010 18:08 GMT
#34
On September 20 2010 09:09 wiesel wrote:
sc2 will take A LOT more time.. cause they will add new unit in every expansion. And you know what happens when a new unit is added don't you ? It's the same with every Blizzard expansion.
Blizzard didn't help Broodwar much to be a balanced game it was rather the maps.

a lot of the bw added units are somewhat useless. sometimes a cool concept like the DA doesnt add much to the gameplay. SC2 doesnt have the same problems as the original Starcraft thou. Maybe it was Idra, I'm not sure about it' who said that the sair made PvZ possible
Administrator"I'm a big deal." - ixmike88
andrewlt
Profile Joined August 2009
United States7702 Posts
September 20 2010 18:17 GMT
#35
There were really only two major balance patches, 1.04, which essentially was Brood War, and 1.08. The rest only had a few changes.
hydraden
Profile Joined April 2010
United States719 Posts
September 20 2010 19:00 GMT
#36
On September 20 2010 09:06 IceCube wrote:
I think sc2 will take ALOT less time to be balanced becouse all the hype and previous experiance with sc:bw in both players and Blizz...except maybe if they want to earn more $$ with expansions then it could take a while to get it done becouse time is money...


How can SC2 take less time to balance out if it will have an expansion 2 years later?
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
September 20 2010 19:16 GMT
#37
I wish there had been another small patch just to make Dark Archon's, Scouts, Queens and ghosts slightly more viable as I always though it was a shame these units were so under-utilized.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
September 20 2010 20:02 GMT
#38
--- Nuked ---
nitdkim
Profile Blog Joined March 2010
1264 Posts
September 20 2010 22:29 GMT
#39
Early stages of game... P dominates.

Zerg shows growth, but legendary terrans stomp zerg.

Then came Terran age. Then came a fluxuation of zerg and terran. Random toss flairs here and there.

Comes revolutionary zergs.

Terran overcomes zerg.

Comes Savior to overcome some of ZvT imbalances. Age of Savior.

Age of Toss lasts a short while.

Then came God Young Ho (Flash).

At least that is how i saw overall trends in BW.
PM me if you want random korean images translated.
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
September 20 2010 22:41 GMT
#40
You can't compare how long the two will take to balance. BW balance was extremely lucky, and a fluke... And that's very rare to happen. Balance took 2 years or so, but even then Zerg was op, until better Terran strategies were created. Enough said.
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
Zaphid
Profile Blog Joined April 2010
Czech Republic1860 Posts
Last Edited: 2010-09-20 22:54:09
September 20 2010 22:53 GMT
#41
Balanced SC2 won't happen until Blizzard lets the community make ladder maps. Just today I saw 4gate vs zerg on Xel'Naga in GSL, that shit can't be balanced ...
I will never ever play Mech against Protoss. - MVP
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-20 22:59:58
September 20 2010 22:58 GMT
#42
On September 20 2010 09:29 wiesel wrote:
Nope TvZ is something like 53%. same with the others. It all comes down to maps.
Show nested quote +
The current balance is quite frankly shocking. Blizzard has failed epicly. It's not just bad... it's dreadful.
Dawn of War2 was a lot better balanced from day1... and that had FOUR races.

No surprise honestly. Blizzard became quite bad at balancing. WoW and wc3 are a complete mess and never had a time period where the community considered one game to be balanced

You say that like they were good at balancing at any point in time.

Warcraft 2 was an almost-mirrored game that STILL managed to be imbalanced in favor of Orcs.
Starcraft pre-BW was pretty dreadfully balanced.

Basically they got lucky once with BW, and people pretend it was a gradual process of Blizzard getting worse at balance?
Moderator
nitdkim
Profile Blog Joined March 2010
1264 Posts
Last Edited: 2010-09-20 23:20:35
September 20 2010 23:18 GMT
#43
On September 21 2010 07:58 TheYango wrote:
Show nested quote +
On September 20 2010 09:29 wiesel wrote:
Nope TvZ is something like 53%. same with the others. It all comes down to maps.
The current balance is quite frankly shocking. Blizzard has failed epicly. It's not just bad... it's dreadful.
Dawn of War2 was a lot better balanced from day1... and that had FOUR races.

No surprise honestly. Blizzard became quite bad at balancing. WoW and wc3 are a complete mess and never had a time period where the community considered one game to be balanced

You say that like they were good at balancing at any point in time.

Warcraft 2 was an almost-mirrored game that STILL managed to be imbalanced in favor of Orcs.
Starcraft pre-BW was pretty dreadfully balanced.

Basically they got lucky once with BW, and people pretend it was a gradual process of Blizzard getting worse at balance?


Blizzard's balancing is like M Night Shamalan...

Nobody knows his previous works except 6th Sense (our case BW) and some people claim he is one of the best writer/director and others claim 6th sense was total fluke.

Blizzard got lucky with BW but all the works after just seem to get crappier and crappier... much like our Movie Director. Of course this is speaking only in Starcraft universe. Diablo universe is awesome... so far. D3 might be trying to please too many audiences at once, imo.
PM me if you want random korean images translated.
night terrors
Profile Blog Joined May 2010
China1284 Posts
September 21 2010 00:12 GMT
#44
The above analogy is on of the weirdest i've seen in this site.
Through high and low, bisu boy, through high and low.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
September 21 2010 17:14 GMT
#45
Wow I can't belive that only the very last balance patch increased the spawning pool cost to 200 mins.
Also funny how the 1.08 patch has so many big balance changes compared to patch 1.1 for SC2.
beep boop
JWD
Profile Blog Joined October 2007
United States12607 Posts
September 21 2010 17:25 GMT
#46
Byebye garbage balance thread #700001

You were hiding in the BW forum...not well enough!
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