I will be streaming today at:
http://www.twitch.tv/kanban85
Testing if there is less lag now that I've clocked the CPU
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Xiphias
Norway2223 Posts
I will be streaming today at: http://www.twitch.tv/kanban85 Testing if there is less lag now that I've clocked the CPU | ||
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vrumFondel
Russian Federation42 Posts
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Kabel
Sweden1746 Posts
Watch here instead http://goodgame.ru/channel/vrumFondel2/9/ | ||
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Kabel
Sweden1746 Posts
2v2 http://drop.sc/301638 PvP http://drop.sc/301639 TvZ http://drop.sc/301640 TvZ http://drop.sc/301641 Seems like the replay info got messed up. Not sure if these are the correct replays or no not :s | ||
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SmileZerg
United States543 Posts
On February 03 2013 02:10 Kabel wrote: >>> New patch up on EU <<< Bug fixes and aesthetically improvements. (Thanks XiA!) Only a few balance changes: Hydralisk 90 HP instead of 100. Mutalisks and Corsairs no longer considered "light." (This makes Stalkers slightly better vs them) Scourge & Corsair movement speed increased slightly. (They have the same speed value) Corsairs in small numbers can now fight better vs mutalisks, due to the small speed boost. Shoot, back away, shoot, back away ) Rift costs 50 energy and has 60 seconds cooldown. (Earlier it was free to cast but had a 120 second cooldown) I like all of these. I'll be a little sad for the weaker Hydra's but 100 HP feels too bulky for them - I think 90 just about nails it. On other notes: Still pushing for Burrow tech to be dropped to Hatch for 100/100 with an additional 100/100 Tunneling Claws research at Lair tech. Also can we look at maybe incorporating a faster regenerate mechanic for Zerg flyers, since they can't use creep? Way back I had suggested that Overlords give a passive regen bonus to other Zerg air units within close range to them (since they also have a creep spread ability for ground units, the symmetry makes sense to me). But Blizzard has gone and added a straight permanent regen bonus for mutalisks in HotS, we could possibly just use that instead. | ||
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Big J
Austria16289 Posts
On February 03 2013 08:13 SmileZerg wrote: Show nested quote + On February 03 2013 02:10 Kabel wrote: >>> New patch up on EU <<< Bug fixes and aesthetically improvements. (Thanks XiA!) Only a few balance changes: Hydralisk 90 HP instead of 100. Mutalisks and Corsairs no longer considered "light." (This makes Stalkers slightly better vs them) Scourge & Corsair movement speed increased slightly. (They have the same speed value) Corsairs in small numbers can now fight better vs mutalisks, due to the small speed boost. Shoot, back away, shoot, back away ) Rift costs 50 energy and has 60 seconds cooldown. (Earlier it was free to cast but had a 120 second cooldown) I like all of these. I'll be a little sad for the weaker Hydra's but 100 HP feels too bulky for them - I think 90 just about nails it. On other notes: Still pushing for Burrow tech to be dropped to Hatch for 100/100 with an additional 100/100 Tunneling Claws research at Lair tech. Also can we look at maybe incorporating a faster regenerate mechanic for Zerg flyers, since they can't use creep? Way back I had suggested that Overlords give a passive regen bonus to other Zerg air units within close range to them (since they also have a creep spread ability for ground units, the symmetry makes sense to me). But Blizzard has gone and added a straight permanent regen bonus for mutalisks in HotS, we could possibly just use that instead. I think 20% damage increase for ground is quite strong and mutas are quite potent already. There isno immidiate need to push Z units right now. The only semi concern I have right now is stalker zealot combos in the absence of roaches/marauders/hellions. Especially for Terran, I'm not sure if "only" 2supply tanks are needed, while low to medium amounts of them still feel like they cant really threaten a gateway heavy protoss. | ||
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SmileZerg
United States543 Posts
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Fuchsteufelswild
Australia2028 Posts
Previously (patches ago) I felt most sure that Zerg was the strongest and wasn't as sure about the other two but thought terran might have been weakest. Right now I feel terran is the weakest but the order of the other two is not as certain. | ||
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Chronopolis
Canada1484 Posts
Best situation I can think of is tvz mech versus ling hydra muta, where you nerve jammer the mutas as they try and snipe tanks, trading 1 tank for ~4 mutas. Or nerve jamming your mech line against ling ultra once they commit | ||
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Kabel
Sweden1746 Posts
- High ground miss change is too high? It currently is 50% miss chance for a unit on low ground to attack a unit on high ground or higher up on a ramp. The good aspect is that it really makes terrain matters. The bad thing is that in has a huge effect in the early game, when a low numer of units are involved. I consider to reduce the number to 40 or 30%. - Chrono boost worthless? The macro mechanincs "feel" quite fair and balanced between the races.. Races seems to developt their economy, tech and army at somewhat equal levels. But on the other hand, chrono seems weak. In SC2 it reduces the build time by 10 seconds. Here it reduces it by 6 seconds. 4 chrono boost on the nexus = 1 more worker. 5 chrono boost on an upgrade = 30 seconds faster upgrade... Ok one good aspect is that Chrono can be used on cannons.. But still.. - Ranking system? Anyone knows anything more about this delicate subject? - Xel Naga Watch towers. Thoughts on this? | ||
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JohnnyZerg
Italy378 Posts
The advantage is that you can run multiple chronobost: if we execute 4 chronoboost of 15 seconds, we can perform 5 chronoboost than 12 seconds. Only that the 4 chronoboosts have reduced bt 24s, while the 5 chronoboosts have reduced bt 30 sec. Edit: idem 60% for 10sec. | ||
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Fuchsteufelswild
Australia2028 Posts
![]() Xel'Naga Towers, again, either none or strategically placed ones that either 1 - have a smaller vision radius OR 2 - are placed in positions that are not as key to play (so not covering major attack paths) but offer some scouting in more obscure area, which might help to spot things like particular proxy placements (making those spots far less popular for proxy buildings, obviously!) and spotting drops coming if they pass through that area when you have the tower. I like 2 better, although making the radius a little smaller as well might be a good thing anyway. Miss chance, I would try 30%. I remember hearing different numbers thrown about for the actual miss chance in BW and two of them were 50% and 30%, so let's try 30% now! On Nerve Jammer, I'd just be afraid that if they cost 100 or less energy, there might be situations where entire armies are wiped out because an entire (enemy) army can't fire, from plenty of Nerve Jammers being thrown down all over the area as an enemy attacked the terran, or perhaps in front of the terran as they attacked! n.b. Those uses of pronouns might be a lot more confusing if you choose to imagine a TvT!!! So I'd just prefer we avoid making an energy cost reduction the solution. | ||
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Deleted User 97295
1137 Posts
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Danko__
Poland429 Posts
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Azelja
Japan762 Posts
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Kabel
Sweden1746 Posts
Random miss chance adds an element of unpredictability to the game. 5 Stalker vs 3 Stalkers is not always a win. 3 Stalkers vs 5 stalkers is not always a loss. It creates moments of "Wow that was a lucky fucker!" In a game today: 3 Lurkers burrows near the ramp. A clump of marines retreat but its too late... The spine launches. 1 hit, 2 misses. The marines survive with low life. "Haha wow lucky!" It creates feelings. Either anger or happiness ^^ All of a sudden scenarios we take for granted does not always happen. With damage reduction, we can still take things for granted - 4 lurkers will always be enough to kill marines up a ramp. 2 Stalkers will always beat 1 stalkers. There are positive and negative effects to a system like this. But I am starting to like it. I can see the advantages of damage reduction too. But feel free to convince me if you think miss chance sucks. | ||
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Fuchsteufelswild
Australia2028 Posts
I do prefer the unpredictability of the potential misses to the unpredictability of the damage...well, unpredictable unless you learn all amounts of hits required with AND without 50% damage reduction! I think it's too much for any of us to want to think about. | ||
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JohnnyZerg
Italy378 Posts
I like it, but at the same time I do not like the luck factor. I would prefer a harm reduction in% if possible. | ||
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Danko__
Poland429 Posts
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AmericanUmlaut
Germany2581 Posts
That being said, the important thing to me is that there is a significant high-ground advantage. Whether it's miss chance or % damage reduction doesn't matter a huge amount, since, as I pointed out, once you've got a certain number of shots in a battle the difference between the two is insignificant. | ||
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