So i've been watching Nony and Eg's Beta streams, and I had a couple of questions, that everyone who is unlucky and doesn't have a beta is wondering too. How is SC2 mechanically compared to BW? (in terms of keyboard setups, speed, how it generally works etc.) How does it run on your comp? I know that they have the general system reqs out, but i was wondering how the game runs on varying grades of computers.
That's all. I strongly suggest and hope other people will post questions as well
Also, does anyone know how many people are playing right now?
Good thread idea, I've just been posting this in all the threads hoping someone sees it:
Can you post your system/internet specs and how its running? I feel this is really important and cool information. Are there any graphical things you can customize like low/mid/high? How does the game run on your system?
I wouldn't read too much into 300 - 400. The beta just came out.... people need to get home and download. The majority of the testers are probably WoW players not RTS freaks.
On February 18 2010 08:59 Bosu wrote: I wouldn't read too much into 300 - 400. The beta just came out.... people need to get home and download. The majority of the testers are probably WoW players not RTS freaks.
Yeah man it kills me cause I know a good chunk of people who got in (not from this site) will probably play it a few times and get bored.
There have been many improvements to the UI and control. Unlimited selection, working pathfinding, no units blocking building attempts, mass macro and rally points etc. How much easier is the battle against the interface, how many clicks does it actually save? If I have different unit types selected at the same time, how do I use their different abilities? Does it work with tab, like in WC3?
On February 18 2010 09:19 Scorch wrote: There have been many improvements to the UI and control. Unlimited selection, working pathfinding, no units blocking building attempts, mass macro and rally points etc. How much easier is the battle against the interface, how many clicks does it actually save?
Nice. Unlimited selection, better pathfinding, and being able to build onto unit locations are definitely big improvements.
-NO LURKERS in beta build -There is an upgrade for Roach movement while burrowed
On February 18 2010 08:43 xBillehx wrote: I'm curious about the Protoss macro mechanic so any info on this from anyone would be great.
There is a charge(forget what it is called) on each nexus. It takes 50 energy to use, but it works on all buildings to speed up tech and unit production. It worked pretty well at the beginning to speed up probe production. I haven't done a whole lot of testing though.
Is it fun to play? How long are games on average? Are there alot of unit firing animations? If so, does that alot of units retarded to micro like dragoons?
Ton of fun. Stalkers and reapers have very tight control and they make the harass really potent. The unit animation all look the same(not sure). I played a fairly long game(30 mins) I went tanks/vikings. I don't think most games will get any longer then that.
On February 18 2010 11:23 Try wrote: Is it fun to play? How long are games on average? Are there alot of unit firing animations? If so, does that alot of units retarded to micro like dragoons?
It's fun, firing animations are fine.
They NEED to add channels. Like NOW. They NEED to add a /whisper command, because replying to someone in game, by bringing up a fucking MSN window is retarded.
Right click sometimes acts like attack-move... I sent a probe scout with right click, 20 seconds later it's back at my base because it met his probe halfway and chased it -__-
Trying to escape from zerglings with zealots is impossible lol
Oh and it seems like the servers are split - EU, NA, etc. I haven't been able to add anyone from North America.
On February 18 2010 11:23 Try wrote: Is it fun to play? How long are games on average? Are there alot of unit firing animations? If so, does that alot of units retarded to micro like dragoons?
It's fun, firing animations are fine.
They NEED to add channels. Like NOW. They NEED to add a /whisper command, because replying to someone in game, by bringing up a fucking MSN window is retarded.
Right click sometimes acts like attack-move... I sent a probe scout with right click, 20 seconds later it's back at my base because it met his probe halfway and chased it -__-
Trying to escape from zerglings with zealots is impossible lol
Oh and it seems like the servers are split - EU, NA, etc. I haven't been able to add anyone from North America.
Wow split servers? Didn't expect that and is really fucking retarded can you switch between them or are you stuck on the EU server when you download the EU client ?
On February 18 2010 11:23 Try wrote: Is it fun to play? How long are games on average? Are there alot of unit firing animations? If so, does that alot of units retarded to micro like dragoons?
It's fun, firing animations are fine.
They NEED to add channels. Like NOW. They NEED to add a /whisper command, because replying to someone in game, by bringing up a fucking MSN window is retarded.
Right click sometimes acts like attack-move... I sent a probe scout with right click, 20 seconds later it's back at my base because it met his probe halfway and chased it -__-
Trying to escape from zerglings with zealots is impossible lol
Oh and it seems like the servers are split - EU, NA, etc. I haven't been able to add anyone from North America.
o.O that right click glitch is really bad, that seriously needs to be fixed soon (or at least i imagine, since i dont have beta )
split servers is also kinda bad, but since its still in beta its forgivable
ok so here's a big question: what are all spells in the game? All casters: HTs, nighthawks, infestors, overseers, etc. This seems like it was what changed most constantly before beta.
also at the blizzcon build all Zerg spells were already researched (IE all of the infestor's spells were ready for use but abilities like burrow and ling speed and roach regen still needed to be researched). is it still like that?
They NEED to add channels. Like NOW. They NEED to add a /whisper command, because replying to someone in game, by bringing up a fucking MSN window is retarded. .
This is my biggest concern by far. Chat system is driving me crazy. I feel so lonely.
There have been games where the zerg's overlord has been attacked to exactly 0 hit points and still survive. So apparently the units dies once they are bellow 0 hit points and not 1 hit points.
On February 18 2010 08:43 xBillehx wrote: I'm curious about the Protoss macro mechanic so any info on this from anyone would be great.
There is a charge(forget what it is called) on each nexus. It takes 50 energy to use, but it works on all buildings to speed up tech and unit production. It worked pretty well at the beginning to speed up probe production. I haven't done a whole lot of testing though.
25 Actually.
Just kinda noting Toss is really imba. I can use almost any unit combination and 1a2a3a my way to victory.
I never even bothered to use the shield special ability from the... little laser units... I forgot their name at the moment
Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him.
On February 18 2010 15:25 onmach wrote: Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him.
hm, the sucking thing sounds a lot like a super nerfed consume, which is cool. too bad both of it's other spells sound useless. Neither are AoE?! the 2nd one sounds like ensnare but for only 1 unit lol.
Its fun, but it doesn't seem as fluid as broodwar. I just played 5 games and raped each time, and I'm not even a good player. It's like every single person playing has never played sc1.
Also battle cruisers move SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO slow
Just kinda noting Toss is really imba. I can use almost any unit combination and 1a2a3a my way to victory.
You're also probably playing people who don't even know what RTS stands for. Hard to get any idea of balance without a decent amount of good players involved.
I'd just like to note that there is still the ever famous Bnet delay. Maybe it's just the games I've had, (5 total) but I have had around .5-1sec delay in unit response. Hopefully this will improve as the beta continues.
On February 18 2010 17:08 ShivaN wrote: I'd just like to note that there is still the ever famous Bnet delay. Maybe it's just the games I've had, (5 total) but I have had around .5-1sec delay in unit response. Hopefully this will improve as the beta continues.
Would be a lot cooler if the Siphon Life of the infestor could also be used on a friendly unit... Would make way more sense...
About the protoss Macro Mechanic: Does the energy cost mean it can be used on 4 buildings simultaneously in the beginning of the game? Because that would could hurt, a LOT
On February 18 2010 08:43 xBillehx wrote: I'm curious about the Protoss macro mechanic so any info on this from anyone would be great.
-Auto-mine is a big help. -Can queue upgrades. -Can "auto-cast" interceptor building -The probe and pylon hotkeys are E, not P... which takes some getting used to, but is less stretching. -Seem to be able to put an unlimited number of units in a ctrl-group -Haven't tried ctrl-grouping buildings yet. -F1 selects idle worker (of which protoss only needs one... you can auto-mine all your other probes)
On February 18 2010 08:43 damenmofa wrote: Are Hotkeys customizable?
Nope. I looked for it.
Of course the beta interface is very stripped down... basically it only gives you enough options to check your record, find a game online, do some chatting, and watch replays. Hotkey customization might be in the full version. *fingers crossed*
On February 18 2010 17:50 Hiphopapotamus wrote: Is there a PandaBearGuy? At the very least, are there critters? I haven't seen any on the streams so far.
So far there is no way to customize Hotkeys. However Blizzard did mention that this probably would not' be in the initial Build but might still make it into later builds so I would not be to scared yet. So far hotkeys tend to find themselves in more accessible locations aswell so after a little getting used to the new assignments it needs less finger acrobatics to macro/micro.
also, what are the keys to move view around with the keyboard? are they still arrow keys or something like WASD? really hope they're WASD with hotkeys all around them although ESDF would be even better.
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
Is it still so powerful? I would think everybody is playing macro intensive games now, to showcase all the higher tier units so has someone tried the 1 hatch queen rush?
On February 18 2010 18:10 Nafaltar wrote: So far there is no way to customize Hotkeys. However Blizzard did mention that this probably would not' be in the initial Build but might still make it into later builds so I would not be to scared yet. So far hotkeys tend to find themselves in more accessible locations aswell so after a little getting used to the new assignments it needs less finger acrobatics to macro/micro.
Warcraft 3 has customizable hotkeys, so I expect SC2 will have it as well, eventually.
On February 18 2010 18:23 Boonbag wrote: I'll be hated but I really hope SC2 fails.
It looks like shit tbh.
I think it looks pretty good, of course minus the zergling vs zergling and zealot vs zealot fights (is any able to actually tell what is going on, honestly?). I also can't really tell what's in the Terran clump, but that's because I'm not familiar with the units or the game itself. It'll definitely take some getting use to, but I don't want SC2 to fail and I also don't want SC1 to die because of SC2 but it's inevitable.
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
its 1 building per cast, you can do as many as you have mana for at the same time. it makes upgrades/units build 50% faster, so its pretty significant on everything.
most zergs seem to do some kind of heavy early rush with various combinations of lings roaches and hydras and then they kinda crumble after that. fast expand and rush to storm rapes face if you scout and add cannons properly.
Can anyone tell me how good are grafics on ultra? Were battlereports on that setting? Difficul to tell from streams, I find strange people reporting even with high-end PC when they need to turn down settings to get perfect responce.
On February 18 2010 18:42 Un Gato wrote: The real question is, is there anyone playing Terran? All I've seen are Protoss and Zerg.
I just played vs a Terran. He bunker rushed me during my FE as Zerg. I'll post it on Youtube tomorrow. I'm by no means excellent but it was a fun game that I was able to come back from.
On February 18 2010 18:42 Un Gato wrote: The real question is, is there anyone playing Terran? All I've seen are Protoss and Zerg.
terran is popular in 2v2, i'm playing terran with my friend and reapers are really good for flanking and getting around the map quickly to help my partner. not to mention they completely rape buildings, i can sneak into a base and kill a pylon supplying 2 gates very quickly.
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
its 1 building per cast, you can do as many as you have mana for at the same time. it makes upgrades/units build 50% faster, so its pretty significant on everything.
most zergs seem to do some kind of heavy early rush with various combinations of lings roaches and hydras and then they kinda crumble after that. fast expand and rush to storm rapes face if you scout and add cannons properly.
You have your own beta account yet idra or are u sharing with artosis?
OK just some random thoughts (haven't slept that much and I am at work right now): I got a Studio 15 from Dell (2x T8300, Mobility Radeon HD 3450) and it runs SC2. But I have to set all options to low otherwise the game's reactions are quite slow although they're always smooth.
Played toss because it looks the coolest from what I've seen. So far I'd say mass zealots own in pvp. If the game takes a little longer and doesn't evolve into who has more zealots, Immortals are the shit :D They own stalkers, cannons, buildings and even zealots in small numbers. pvz was hard, I only won one game where my opponent was vastly inferior. Died once to 7pool and once to 2hatch speedlings. Had no chance at all. (I was platinum division 3 rank 2 when I left)
I didn't notice any lag at all. Blizzard has done a great job with that.
Like FA, I'm really missing channels. You are in b.net playing, but you are alone. If you don't have friends online it's just not as much fun. Also ingame I didn't find a way to reply to a friend outside the game.
Hotkeys are not customizable (from what I can tell). But they are fine. Most common things are on E, like the pylon or probe. Some BW-hotkey combinations still work bc - cannon, bn - nexus and so on.
With terran I noticed: If you have 2 factories hotkeyed (one with tech lab, one with reactor) and you build 3 hellions they all line up in the one with the techlab. Don't know if that's intentional or an error what. I had to bind all facs with tech lab to one hotkey and with reactor to another hotkey.
Surprise attacks are imba Either phase prism with 8 warp gates pumping or a stalker blink up with a full group of them. It's very hard to see it coming because it happens so fast. Warpgates are really good. Build 1 phase prism, fly over to the enemy base (in the back) and insta-warp-in 8 zeals or some dts or high temps/zeals. So much fun!
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
its 1 building per cast, you can do as many as you have mana for at the same time. it makes upgrades/units build 50% faster, so its pretty significant on everything.
most zergs seem to do some kind of heavy early rush with various combinations of lings roaches and hydras and then they kinda crumble after that. fast expand and rush to storm rapes face if you scout and add cannons properly.
You have your own beta account yet idra or are u sharing with artosis?
artosis is currently a hermit, hes not even answering his phone. im sharing with skew while waiting for mine.
On February 18 2010 18:42 Un Gato wrote: The real question is, is there anyone playing Terran? All I've seen are Protoss and Zerg.
Faced a couple of Terrans playing random myself. So far in TvT I have been successful with double factory rushes (one techlab one reactor), in TvZ just massing marines did it for me and in PvT I go for longer games. Most Terrans I have faced though seem to like Marauder rushes which can be quite effective on a number of maps.
On February 18 2010 19:01 crabapple wrote: how does the latency feel? similar to sc1, or better?
are hotkeys rebindable atm or fixed?
Compared to SC1 Battle.net? MILES better. Hotkeys seem to be fixed for the moment.
What on earth are the 'rested points' that we can see in some profile screenshots - how are they gained and what do they do? I would normally assume they act like rested experience in RPGs, but I remember a quote from a Blizz dev/pr that said that it's something different, and will be explained later.
After finishing a game the post-game scorecard has three tabs. The third one reads 'build order'; how informative is this, and how is the information presented? I haven't seen any stream which didn't go straight onto the next game, so I haven't seen any of this UI.
What percentage of games are progressing to late game tech? How do the powerful units feel to control; and does it seem like they are worth the expense?
On February 18 2010 17:50 Hiphopapotamus wrote: Is there a PandaBearGuy? At the very least, are there critters? I haven't seen any on the streams so far.
I saw some birds in Nony's game, they look awesome and totally blend into the enviroment
On February 18 2010 21:13 Krolinkos wrote: For the testers:
What on earth are the 'rested points' that we can see in some profile screenshots (...)
After finishing a game the post-game scorecard has three tabs. The third one reads 'build order'; how informative is this, and how is the information presented? I haven't seen any stream which didn't go straight onto the next game, so I haven't seen any of this UI.
What percentage of games are progressing to late game tech? How do the powerful units feel to control; and does it seem like they are worth the expense?
Rested points seem to accumulate over time not spent playing. If I am not mistaken they serve as a buffer when LOSING games, reducing the point loss. However rested points go down when winning (and i would assume losing). Basically you don't have to warm up in a practice game for fear of losing "valuable" ladder points from beeing cold, instead you just jump right into the fray.
The build order tab shows you what who built when for the first couple of minutes in the game (both units and buildings and the current supply at that time). Can save you watching the replay when you arent sure wether the opponent used an all in build or simply a well executed aggressive build.
Wether games go to late game depends on matchup, however generally speaking few games do get that far currently since typically someone will mess up and get run over. When the game does get into the later phases higher tier units are incredible, while basic units still retain their usefulness in most cases.
Rested points seem to accumulate over time not spent playing. If I am not mistaken they serve as a buffer when LOSING games, reducing the point loss. However rested points go down when winning (and i would assume losing). Basically you don't have to warm up in a practice game for fear of losing "valuable" ladder points from beeing cold, instead you just jump right into the fray.
The build order tab shows you what who built when for the first couple of minutes in the game (both units and buildings and the current supply at that time). Can save you watching the replay when you arent sure wether the opponent used an all in build or simply a well executed aggressive build.
Wether games go to late game depends on matchup, however generally speaking few games do get that far currently since typically someone will mess up and get run over. When the game does get into the later phases higher tier units are incredible, while basic units still retain their usefulness in most cases.
Thanks! The implementation of the rest sounds fantastic - it'll be great not to have to worry about losing rank when warming up.
On February 18 2010 17:50 Hiphopapotamus wrote: Is there a PandaBearGuy? At the very least, are there critters? I haven't seen any on the streams so far.
i have a question. What's up with "XXX was revealed" or smth like that. it shows you your enemy buildings and units for example. i think it's pretty dumb. anyone have any experience with that
i have a question. What's up with "XXX was revealed" or smth like that. it shows you your enemy buildings and units for example. i think it's pretty dumb. anyone have any experience with that
It happens when you lose all your worker-producing buildings (hatcheries, Nexuses, Command Centres) and goes away when you rebuild one. It's to stop idiotic spamming of pylons across the map to piss off your opponent.
i have a question. What's up with "XXX was revealed" or smth like that. it shows you your enemy buildings and units for example. i think it's pretty dumb. anyone have any experience with that
It happens when you lose all your worker-producing buildings (hatcheries, Nexuses, Command Centres) and goes away when you rebuild one. It's to stop idiotic spamming of pylons across the map to piss off your opponent.
I'm not sure how quick it is now... isn't it like almost instant? I don't like that.
On February 18 2010 21:24 lavion wrote: hi i would like to know whether sc2 is graphically demanding, will a low-mid range lap top run it?
I'm playing on a Core 2 duo 2 ghz laptop, with 4 gb ram, ati hd 4330 (512 ram) and it moves perfectly at 1280 with high details. I didn't try higher resolutions yet.
SC2 eats a lot of RAM, pc shows me 3 gb USED while in game.
i have a question. What's up with "XXX was revealed" or smth like that. it shows you your enemy buildings and units for example. i think it's pretty dumb. anyone have any experience with that
It happens when you lose all your worker-producing buildings (hatcheries, Nexuses, Command Centres) and goes away when you rebuild one. It's to stop idiotic spamming of pylons across the map to piss off your opponent.
I'm not sure how quick it is now... isn't it like almost instant? I don't like that.
i don't like the thing when you lose a CC (f.e) but you still have money and scvs to build new one you get revealed + when you play elimination race. really dumb. hopefully someone can suggest them to change it.
i have a question. What's up with "XXX was revealed" or smth like that. it shows you your enemy buildings and units for example. i think it's pretty dumb. anyone have any experience with that
It happens when you lose all your worker-producing buildings (hatcheries, Nexuses, Command Centres) and goes away when you rebuild one. It's to stop idiotic spamming of pylons across the map to piss off your opponent.
I'm not sure how quick it is now... isn't it like almost instant? I don't like that.
i don't like the thing when you lose a CC (f.e) but you still have money and scvs to build new one you get revealed + when you play elimination race. really dumb. hopefully someone can suggest them to change it.
You don't get revealed instantly and the counter stops as soon as you start building a new one. This will effect the outcome in ~1/1000000 games, I only saw one of them in Starcraft and in that game I would say that it would have been fair for the terran to win instead of the toss. The terran left when the toss only had one pylon and he had a whole base, since he couldn't find the pylon while the toss carrier army was picking off his units.
So I went 4-1 in the practice games, 8-2 (computer crash) in the placement games, so I'm in the platinum division. Artosis is #1 with like 80 games played, ROFL! (something like 58-23)
I'm randoming completely; only got Protoss once in 15 games.
On February 19 2010 02:01 hifriend wrote: W8 so you kill someones CC/nex/hatch and get instant maphack? Wow this will make for a great competitive game lol..
You have to kill every one of their town halls to reveal any other buildings they have made (like hiding Extractors or Pylons in order to stay alive when they've clearly lost.) Sure, there are games where one building has made a difference, but those are one-in-a-million occurrences, but the amount of fucktards you'll see on Battle.Net that decide to hide Pylons after a lost game are far more common than that.
Artosis is #1 with like 80 games played, ROFL! (something like 58-23)
(As of this moment, Artosis is #1 in Division 7), considering it placed me 7th in that division just for going 8-2, I wouldn't praise the accuracy of the ladder after only a day
The guide is meant for SC2 Beta+Pro Caster, and I covered most of the errors that you might encounter while using it as well. I'll be adding more as I hear from the current users who are using Pro Caster already.
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
The Colossus buildtime is ca 54sec without chrono boost (the nexus speed-ability) and ca 37 sec with chrono boost. Although chrono boost itself lasts only around 23sec so you have to do it twice.
i've seen that ghosts shoot even though they are cloaked. can anyone actually confirm if it gives warning to the opponent, or is it the same as in bw when you get attacked by DT and when you check your whole control group is gone
i've seen that ghosts shoot even though they are cloaked. can anyone actually confirm if it gives warning to the opponent, or is it the same as in bw when you get attacked by DT and when you check your whole control group is gone
DT's really only wiped out a bunch of stuff in BW because it would not ping the mini map if they killed units in one swing. Ghost... could never do that before . However, ghost look pretty badass in sc2.
is the pylon radius more circular now, or is it still like sc1 where it was pretty much square, with a circle visual
can you just move larvae around the hatchery where you want? relying on a bug for only moving them to the left was dumb so i imagine they took that out. i tihnk it would be an ok idea to be able to control larvae movement - it adds that "little edge" factor.
i've seen that ghosts shoot even though they are cloaked. can anyone actually confirm if it gives warning to the opponent, or is it the same as in bw when you get attacked by DT and when you check your whole control group is gone
DT's really only wiped out a bunch of stuff in BW because it would not ping the mini map if they killed units in one swing. Ghost... could never do that before . However, ghost look pretty badass in sc2.
On February 19 2010 05:07 The-Dom wrote: Question: Ghost/Nukes.. more easily used? I believe I heard someone who was streaming say that it was easier to get nukes in sc2 than in bw.
i don't have beta but i believe getting nukes is much easier now and they are really cheap but they do less damage than in sc1. you need 3 in order to kill a CC/nexus/hatch
On February 19 2010 05:07 The-Dom wrote: Question: Ghost/Nukes.. more easily used? I believe I heard someone who was streaming say that it was easier to get nukes in sc2 than in bw.
Idk about how easy they are to get, but from watching they launch incredibly fast. Like 1/4 or less of the time as they take to launch in BW.
Do you need to place a unit on the battlefield before it starts training another? If no, how many units can you stack up in the gate for a mass drop? Can you place a rally point to have it auto-warp?
I have a question. Can I use a friend's account? Say he gets his key and tells me his account login and password, will the thing try to make sure it's his computer or something? I tried to do some research and I'm getting mixed answers.
On February 19 2010 08:08 Djzapz wrote: I have a question. Can I use a friend's account? Say he gets his key and tells me his account, will the thing try to make sure it's his computer or something? I tried to do some research and I'm getting mixed answers.
The answer is yes, not at the same time or it kicks someone. I'm not sure how it works regarding different regions (see my question above)
On February 19 2010 08:08 Djzapz wrote: I have a question. Can I use a friend's account? Say he gets his key and tells me his account, will the thing try to make sure it's his computer or something? I tried to do some research and I'm getting mixed answers.
The answer is yes, not at the same time or it kicks someone. I'm not sure how it works regarding different regions (see my question above)
He's worried there might be some kind of system to ban shared accounts -_-... and I'm trying not to be too pushy.
I'd like to know the difference in viewable screen area between 16 : 9 and 16 : 10 monitors. Anyone with a 16:10 monitor willing to take a few screens at a 16 : 10 and a 16 : 9 resolution?
On February 19 2010 08:18 HalfAmazing wrote: I'd like to know the difference in viewable screen area between 16 : 9 and 16 : 10 monitors. Anyone with a 16:10 monitor willing to take a few screens at a 16 : 10 and a 16 : 9 resolution?
I don't have the beta so I can't post screenshots, but Blizzard have said that people with a widescreen will have a small increase in viewable area over 4:3 users. Based on this I would say that 16 has more viewable area than 16:10, altho it would be so small a difference that it is not really relevant.
Yeah you would assume so, but you can also render everything a little disproportionately so there's no difference between 16 : 9 and 16 : 10. I'd really like to see some different screenshots. I'm getting a new monitor, and this is quite important to me. I'd prefer 16 : 9, but not if it (slighty) hinders me in SC II.
On February 19 2010 08:05 Krolinkos wrote: When playing with the warp gates:
Do you need to place a unit on the battlefield before it starts training another? If no, how many units can you stack up in the gate for a mass drop? Can you place a rally point to have it auto-warp?
Warpgates are Gateways that warp in their units rather than have them exit from the Warpgate itself. Say you want to build a Zealot, you'd select the Warpgate, hit Z, then left-click a spot in a psi-matrix field (the field Pylon/Warp Prisms generate) is available and the Zealot will warp in. They have a cooldown, i.e., once you create a unit from it, you have to wait out it's cooldown before creating another one; you can't queue.
I'm not sure if its just me, but when players click on the ground, the green pointer thing is starting to really annoy me. I think it lasts too long like if a player would tell a unit to move, there would be at least 4 green pointer things at the screen because it takes so long to disappear. Is this annoying when playing?
Warpgates are Gateways that warp in their units rather than have them exit from the Warpgate itself. Say you want to build a Zealot, you'd select the Warpgate, hit Z, then left-click a spot in a psi-matrix field (the field Pylon/Warp Prisms generate) is available and the Zealot will warp in. They have a cooldown, i.e., once you create a unit from it, you have to wait out it's cooldown before creating another one; you can't queue.
And no, there is no autowarp/rally for Warpgates.
Wait up. So, there is no "build time" for warpgates, they build instantly and then have a cooldown afterwards?
On February 18 2010 11:01 quinnydinny wrote: 500 people were on at one point.
Some interesting changes:
-NO LURKERS in beta build -There is an upgrade for Roach movement while burrowed
On February 18 2010 08:43 xBillehx wrote: I'm curious about the Protoss macro mechanic so any info on this from anyone would be great.
There is a charge(forget what it is called) on each nexus. It takes 50 energy to use, but it works on all buildings to speed up tech and unit production. It worked pretty well at the beginning to speed up probe production. I haven't done a whole lot of testing though.
25 Actually.
Just kinda noting Toss is really imba. I can use almost any unit combination and 1a2a3a my way to victory.
I never even bothered to use the shield special ability from the... little laser units... I forgot their name at the moment
shhhhhhhh were supposed to wait and pwn them when the REAL games begin! don't tell the other races about our secret powers! Blizzard did that enough already!
I love the double rally for zerg though. Thats really good for them. It gives them an actual chance at pwning protoss. Ya know, its kinda weird though how blizzard just happened to release SC2 when we were discovering that mass sair=mass ovey damage= no oveys for zergy!
Is it possible for someone to post/maintain a thread that shows the ladder standings? It's been spread out amongst a couple threads but I think it'd be neat to see how things progress at the highest levels of play.
How well does the game run on a Mobility Radeon HD3470? What settings/fps? I think in Nvidia terms, it is slightly weaker/about the same as a 8600M GT.
On February 19 2010 10:08 Psyqo wrote: Is it possible for someone to post/maintain a thread that shows the ladder standings? It's been spread out amongst a couple threads but I think it'd be neat to see how things progress at the highest levels of play.
The problem is that there isn't really a consolidated ladder atm, everyone can only see his own division and its unclear how they interact with each other in terms of overall standings.
On February 19 2010 10:22 writer22816 wrote: How well does the game run on a Mobility Radeon HD3470? What settings/fps? I think in Nvidia terms, it is slightly weaker/about the same as a 8600M GT.
Does the game support DX10/DX11?
2nd that, I have the same graphic card too, anyone knows how well it runs the game?
anybody else got this? How do I fix this? is my video card shit or wat?
Since that is exactly what a Beta is supposed to fix you should send a report to Blizzard. If you play around and somehow fix it it will work for one guy - if Blizzard fixes it it will work for everyone.
On February 19 2010 10:22 writer22816 wrote: How well does the game run on a Mobility Radeon HD3470? What settings/fps? I think in Nvidia terms, it is slightly weaker/about the same as a 8600M GT.
Does the game support DX10/DX11?
It runs very well, 1280 res. graphics high. no problems.
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
The other f keys don't work, which honestly is absolutely driving me NUTS. I lived on my F keys, and not having them working.... that seems like a huge oversight. Fortunately, to my knowledge the F keys don't do anything else right now, so it wouldn't be hard to implement them. And when they do, I wish they'd go beyond F4.
One thing that is awesome is that with Protoss and warp gates, it automatically assigns a key (w) for selecting all your warp gates, so you don't have to waste a hot key for the buildings. I really like that feature.
Oh, and btw - warp gates are awesome - I love being able to send in a phase prism and rain in the pain.
How does this run on Quad-Cores? Very few games I play on my PC run really well and it's mostly down to my quad-core just not really being supported. The rest of my PC is powerful enough.
On February 18 2010 11:23 Try wrote: Is it fun to play? How long are games on average? Are there alot of unit firing animations? If so, does that alot of units retarded to micro like dragoons?
It's fun, firing animations are fine.
They NEED to add channels. Like NOW. They NEED to add a /whisper command, because replying to someone in game, by bringing up a fucking MSN window is retarded.
Your in a beta to test the game.. not to hangout there.. go test you lucky ***
Can a MULE be used on gas? How long does a MULE last?
Can you get points with custom matches? Or can they only be gained through the matchmaking system? The reason I ask is to do with the whole rematch thing, say on iccup where the opponent asks for a rematch, is that even possible now?
From SC2Armory's gameguide it looks like upgrades might play even a slightly larger role than in BW. Zealots go from 16 to 28 damage, Colossi get +2 armor/shields per upgrade, etc. Has anyone tried out Flash style timing pushes? Want to comment on the benefits of upgrading compared to BW? Are tech routes like Colossi (as opposed to, say, HT) more attractive if you're up on upgrades? Even if the +2s were typos, still curious.
Also, with the "bonus damage" system, as opposed to BW's explosive/concussive system, weapon upgrades make units more well-rounded in SC2. In BW weapon upgrades give Dragoons +1 damage against small(going from 10 to 13), +2 damage against large(20 to 26.) Immortals get +2 damage against light(20 to 26), +2 damage against armored(50 to 56.) Do you feel like counters get somewhat softer as time goes on? Or is this small difference largely negligible compared to the blobs of unit mixture found lategame.
I'm guessing that basic upgrades are one of the last things you think about with a shiny new game, but the Zealots and Colossi really got me wondering. Thanks for your time!
Anybody knows how the ladder system works? it seems when you're top 8 of a division "end tournament qualifying positions" how do you move up to another league/division??
Are tech routes like Colossi (as opposed to, say, HT) more attractive if you're up on upgrades?
Yes they are, however, they have slightly different roles obviously. But upgrades work WONDERS. I almost think things die too quickly tbh. 12 reapers can take out a CC/Nex/Hatch in prolly 4-5 throws each, which aint that long =p
Do you feel like counters get somewhat softer as time goes on?
TBH, it depends on the counter for me, or maybe I just haven't experienced it enough. But if you see a marauder on a stalker with the marauder at +2 weapon, that stalkers get wtfpwned, like it's not fair, and god forbid the marauder uses stim. That's just one example I've seen from my teammate getting rolled lol.
Or is this small difference largely negligible compared to the blobs of unit mixture found lategame.
Just wanted to separate the questions. Sometimes your build calls for upgrades or sometimes you just forget. But atm, it's hard to play against someone of very equal caliber, meaning if someone goes upgrades they have a distinct advantage, if they didn't already. And I haven't checked the numbers, but if yours are correct then there's your reason why.
Blob of units yes, however, say you're on Protoss and you have +2 ground and +1 armor, your army is going to consist of stalkers zealots and maybe colossus/ht. They're all getting the bonus. They're all pizzlepooning.
On February 20 2010 01:35 Floydian wrote: Can a MULE be used on gas? How long does a MULE last?
I'd also like to know moer about the MULE. Since its on a timer, what the max amount of minerals it actually brings in? You can tell Terran is already going to be a very upper-skill driven race when the Protoss 'macro mechanic' is a one button press that increases research/build times by 50%, whereas Terran's 'macro mechanic' is only beneficial provided you can macro and spend additonal resources. It really seems like it pales in comparison to Zerg's additional larva and Protoss' speed boost, but I guess the reactor attachments make up for this.
Just wanted to separate the questions. Sometimes your build calls for upgrades or sometimes you just forget. But atm, it's hard to play against someone of very equal caliber, meaning if someone goes upgrades they have a distinct advantage, if they didn't already. And I haven't checked the numbers, but if yours are correct then there's your reason why.
Blob of units yes, however, say you're on Protoss and you have +2 ground and +1 armor, your army is going to consist of stalkers zealots and maybe colossus/ht. They're all getting the bonus. They're all pizzlepooning.
I think it's because the damage bonus sometimes doesn't get upgraded. I remember the protoss air units don't. The Phoenix gets a bonus against light and the void ray against armored but the bonus doesn't get upgraded, just the base. The Immortal and Stalker, however, gets their bonus damage upgraded alongside their base.
I've seen alot of micro from watching P's play..but can someone tell me if they've experienced any micro elements from T/Z's?
Can concussive mines be used similiar to mines in SC1, where you sort of throw them ahead of your sieged tanks when being assaulted from the front? Letting maruader/marines act as a meatshield.
So the damage bonus is upgraded on some units? The armory didn't have those stats, should mean that counters won't get softer with upgrades (on those units, anyway.) Thanks for the info, guys!
After watching several streams it seems like people bypass the tanks and go thors. Do thors just outshine tanks in nearly every situation where a tank would be useful?
I was watching a 2v2 and the guys figured out that you could use the Protoss speed-up ability on your teammate's Hatch in order for him to get a ridiculously early Queen. Is this as crazily imbalanced as it seems or does it screw over the toss enough to even out with the zerg's gain?
I also noticed in a game that it seemed like a computer player took over for a guy that disconnected. Is that right? If so, how good is that AI?
On February 20 2010 01:35 Floydian wrote: Can a MULE be used on gas? How long does a MULE last?
I'd also like to know moer about the MULE. Since its on a timer, what the max amount of minerals it actually brings in? You can tell Terran is already going to be a very upper-skill driven race when the Protoss 'macro mechanic' is a one button press that increases research/build times by 50%, whereas Terran's 'macro mechanic' is only beneficial provided you can macro and spend additonal resources. It really seems like it pales in comparison to Zerg's additional larva and Protoss' speed boost, but I guess the reactor attachments make up for this.
Wow I didn't realize upgrades did so much at the later level. Ultralisks get 4 per upgrade level, nearly doubling its base damage. That's ridiculous. I'm so trying that when I get home.
The mule brings in 270 minerals over its lifespan (tested on near and far patches), and can't be used on gas. The protoss macro mechanic is a lot harder to use effectively.
On February 20 2010 03:32 Jarvs wrote: After watching several streams it seems like people bypass the tanks and go thors. Do thors just outshine tanks in nearly every situation where a tank would be useful?
i belive tanks r stronger for harassment along with dropships (source: battle report 4^^)
On February 18 2010 13:18 Nightmarjoo wrote: Do f-keys work like in bw? Is it still f 2-4 or do I need to find my f1 key?
F1 selects idle worker... that's all I've noticed so far.
I'm not sure if I like that, I guess I could get use to it. What I don't like so far about SC2 is the fact that it tells you your workers are under attack, I wish they would remove that.
On February 18 2010 18:18 minus_human wrote: Why the heck does everyone play Zerg?
Because they're imba? haha joking, I don't know I heard someone on the stream say everyone was protoss? Could be wrong.
Question - Does the new Protoss speed up ability only apply to one building at a time or is it an AoE? Can each nexus do it or are you limited to one use? Can someone use it when they're building the colossus and tell me how much faster it actually builds?
I don't understand, why do you want to remove a good thing. It's more advanced now, if your forces are under attack it tells you and if your workers are under attack it tells you. I rather it be like that then how it was before.
On February 20 2010 04:20 ShadowDrgn wrote: The mule brings in 270 minerals over its lifespan (tested on near and far patches), and can't be used on gas. The protoss macro mechanic is a lot harder to use effectively.
Thanks for the answer. I don't understand why one should choose between 270 min over time versus a free supply, unless you want to produce like 2 marines 5 seconds earlier.
I just saw louder doing a few games in a row with lots of sentry walling use to guard vs early rushes to great effect, have more people started doing nifty funnels vs early lings/lots and such?
some hotkeys are different like siege mode and key to make units like marine is A not M and probe is E not P. The graphics are fine/easy to handle though i prefer the lower graphic detail settings because it's more like my 2 fav games sc1 and cs1.6. woo~
My ID has a lot of games on it because we share it with 3 people now and so far I've only played the same person in 5 or so occasions which makes me think a lot of people are playing which is good imo.
Games are actually pretty short... My SC1 games were usually 7-15 minutes on iccup at B with the occasional long game every 5 or so games. SC2 seems faster paced and people are just overall bad right now so winning with the first couple attacking units is pretty easy with some micro. I think the micro is a little weird to get used to though because of how fluid and "smart" the units are. it's not a bad thing, but something that is just different and must be accounted for.... it makes "out microing" someone a lot more difficult than it was in sc1 because units tend to auto surround which say in zvz was something a zerg would skillfully have to do with positioning their units prior to the fight and making adjustments after engaging them. That's kinda out of the window for the most part. you can still dance though.
On February 20 2010 07:02 [X]Ken_D wrote: Is it possible to watch replays without being in the beta? ex. someone only download the client from sites such as fileplanet
As far as I can tell you have to login before you can do anything at all with the beta.
a) How is the salvage ability? It would figure free bunkers would make Terran impossible to rush early game, but i have not seen alot of people use/abuse this ability. Why would you NOT want a free bunker or two early game?
b) Free Supply - How does this work, does a supply depot drop from the sky or do you have to click on a supply depot to double its supply. Can you use this ability on the same depot over and over? Interesting idea, I heard the MULE pays for the CC in one use, could players forgo building depots and instead build multiple CCs to get more and more MULES?
c) Planetary Fortress - Is it good enough to warrant not upgrading to the Orbital Command? I am assuming its still stuck in place when upgraded? On another note, can you use the MULE ability while the CC is in the Air? (assuming you cant)
d) Corrupters - Are these units worthwhile, (thinking ZvZ here) Does it still have the ability to turn the enemy ship/overlord into a turret and if so can the turret fire at ground units?
e) Gold Minerals - Does these expansions "break the game" meaning that the first person to successfully secure the base pretty much wins due to the faster income?
On February 20 2010 07:15 Tiamat wrote: A Few quick Q's and requests..
a) How is the salvage ability? It would figure free bunkers would make Terran impossible to rush early game, but i have not seen alot of people use/abuse this ability. Why would you NOT want a free bunker or two early game?
b) Free Supply - How does this work, does a supply depot drop from the sky or do you have to click on a supply depot to double its supply. Can you use this ability on the same depot over and over? Interesting idea, I heard the MULE pays for the CC in one use, could players forgo building depots and instead build multiple CCs to get more and more MULES?
c) Planetary Fortress - Is it good enough to warrant not upgrading to the Orbital Command? I am assuming its still stuck in place when upgraded? On another note, can you use the MULE ability while the CC is in the Air? (assuming you cant)
d) Corrupters - Are these units worthwhile, (thinking ZvZ here) Does it still have the ability to turn the enemy ship/overlord into a turret and if so can the turret fire at ground units?
e) Gold Minerals - Does these expansions "break the game" meaning that the first person to successfully secure the base pretty much wins due to the faster income?
1.) I haven't even noticed salvage
2.) I don't really use this, I pretty much exclusively use orbital command for mule's//scans. Once you use it on a supply depo, it is permanent. You can't add supplies to a depo more than once (just tested).
3.) Probably entirely situational. You can't use any CC abilities while it is lifted off.
4.) I haven't seen them used but it's still got the ability to corrupt units killed by it to the turret. It also has a spell ( didn't know till I saw it ingame ) 75 energy that causes a building to to production for 8(i think) seconds.
On February 20 2010 06:47 zee wrote: what speed are games mostly played on? fast or faster? because according to my friend replays start playing at "fast" not "faster".
Faster
On February 20 2010 07:24 wolfy4033 wrote: Is it possible to micro the Hellions much like you micro vultures? Does they work like vultures in harrassment and such?
I don't believe so, it felt much different than the vulture. Reapers (with speed upgrd) felt much more like vultures in terms of micro.
On February 20 2010 06:47 zee wrote: what speed are games mostly played on? fast or faster? because according to my friend replays start playing at "fast" not "faster".
On February 20 2010 07:24 wolfy4033 wrote: Is it possible to micro the Hellions much like you micro vultures? Does they work like vultures in harrassment and such?
I don't believe so, it felt much different than the vulture. Reapers (with speed upgrd) felt much more like vultures in terms of micro.
So are hellions useful for anything? I mean, when would one rather get a hellion than.. I dunno, something else :X
Perhaps a lil too soon to know exactly I guess, but I really like the Hellion
How is Battlecruiser vs. Void Ray balance? Battlecruisers are nerved vs. previous builds, so are they still a strong unit or not?
The one game I saw Cruisers vs. Rays, BCs were very effective (blast some void rays with yamatos - "pull back" micro the rest). Is this representive or are Void Rays still the hard counter vs. Battle Cruisers?
On February 20 2010 06:47 zee wrote: what speed are games mostly played on? fast or faster? because according to my friend replays start playing at "fast" not "faster".
Faster
On February 20 2010 07:24 wolfy4033 wrote: Is it possible to micro the Hellions much like you micro vultures? Does they work like vultures in harrassment and such?
I don't believe so, it felt much different than the vulture. Reapers (with speed upgrd) felt much more like vultures in terms of micro.
So are hellions useful for anything? I mean, when would one rather get a hellion than.. I dunno, something else :X
Perhaps a lil too soon to know exactly I guess, but I really like the Hellion
Oh it's definitely useful, mostly for eating up zealots/zerglings or worker harass
but if you want to do the vulture-type micro I think the reaper is the unit (just my opinion/experiences)
On February 20 2010 06:47 zee wrote: what speed are games mostly played on? fast or faster? because according to my friend replays start playing at "fast" not "faster".
Faster
On February 20 2010 07:24 wolfy4033 wrote: Is it possible to micro the Hellions much like you micro vultures? Does they work like vultures in harrassment and such?
I don't believe so, it felt much different than the vulture. Reapers (with speed upgrd) felt much more like vultures in terms of micro.
So are hellions useful for anything? I mean, when would one rather get a hellion than.. I dunno, something else :X
Perhaps a lil too soon to know exactly I guess, but I really like the Hellion
Oh it's definitely useful, mostly for eating up zealots/zerglings or worker harass
but if you want to do the vulture-type micro I think the reaper is the unit (just my opinion/experiences)
Aight that sounds quite sweet aswell, thanks for the answers :D
On February 20 2010 07:56 zee wrote: Is defensive matrix in the game? because battle cruisers had it before and now they removed all abilities from it except yamato -_--
that's how it is now, BC's only have yamato cannon
On February 20 2010 11:27 4iner wrote: With the nexus macro mechanic, is the bonus that you can give to buildings consistent (you always have enough energy to buff a building) or not?
No, it's up 60% of the time. (Runs out when you reach 15 energy)
On February 20 2010 04:20 ShadowDrgn wrote: The mule brings in 270 minerals over its lifespan (tested on near and far patches), and can't be used on gas. The protoss macro mechanic is a lot harder to use effectively.
Thanks for the answer. I don't understand why one should choose between 270 min over time versus a free supply, unless you want to produce like 2 marines 5 seconds earlier.
Thank you for the answer as well.
I think its pretty clear to people that the "extra 2 supply" option is going to only be for noobs... I can't see this somehow being incorporated into a build unless its a VEEERY specific timing window to get an extra marauder really quick or something.
Another question:
Are any 'natural advantages' visible within the non mirror matchups at all?
as in P>T, T>Z, Z>P. Probably too early for this question though.
On February 20 2010 04:20 ShadowDrgn wrote: The mule brings in 270 minerals over its lifespan (tested on near and far patches), and can't be used on gas. The protoss macro mechanic is a lot harder to use effectively.
Thanks for the answer. I don't understand why one should choose between 270 min over time versus a free supply, unless you want to produce like 2 marines 5 seconds earlier.
Thank you for the answer as well.
I think its pretty clear to people that the "extra 2 supply" option is going to only be for noobs... I can't see this somehow being incorporated into a build unless its a VEEERY specific timing window to get an extra marauder really quick or something.
I thought this too, until I realized it was "extra 8 supply" and I actually use it occasionally now lol
On February 20 2010 04:20 ShadowDrgn wrote: The mule brings in 270 minerals over its lifespan (tested on near and far patches), and can't be used on gas. The protoss macro mechanic is a lot harder to use effectively.
Thanks for the answer. I don't understand why one should choose between 270 min over time versus a free supply, unless you want to produce like 2 marines 5 seconds earlier.
Thank you for the answer as well.
I think its pretty clear to people that the "extra 2 supply" option is going to only be for noobs... I can't see this somehow being incorporated into a build unless its a VEEERY specific timing window to get an extra marauder really quick or something.
I thought this too, until I realized it was "extra 8 supply" and I actually use it occasionally now lol
Extra 8? Wow, okay...that could have its uses for some very fast timing rushes.
i havent had time to read the whole thread but i have a question for the zerg players around (i myself can play the beta as well but im a terran player)
the main use of the queen of course is to inject larva to your hatches, but the energy regenerates faster than you can use it up to inject larva for 1 hatch, so heres the question:
do you think "wasting" energy on a creep tumor (which can clone itself in a certain radius of itself for free) is a good idea since you can slowly move your creep towards your enemy (or wherever you want it to go) to have your ground army move faster? i have thought about that for some time and i think it would be quite a waste not to invest that little energy into a bonus to your ground units agility, even if its not for the entire map, and the creep will only CREEP to your enemy very slowly (haha), which means it will mostly be viable in late game where huge zerg swarms get a nice bonus to their arrival time to the battle, or the creep can even damage enemy buildings (need to check on that, im not sure its still in.
Is it possible at all to play with people on other servers? I've seen people saying that people in the american beta are on a seperate server from europeans, but I've also seen different client downloads available on certain sites - which makes me wonder, if I'm from europe but download the US client will I connect to the US servers? Or is it merely language differences, and upon attempting to log in will it autocorrect me based on my location (or rather, based on where you signed up for your blizz account from)
I don't have a key or anything, but in the event I do get one I'm european and all my friends I usually play starcraft with are from the US and it'd really suck if there was no way for me to play with them.
I haven't seen anyone even mention this but I figure its important knowledge if you want to play intercontinentally with your friends.
On February 20 2010 20:20 PobTheCad wrote: does +1 weapon for zeal still make them kill lings in 2 'hits' instead of 3?
Yes it does Lings have 35 hp Zealot does 8*2 dmg so it's 3 hits normally. With +1 it's 9*2 which would take the 35hp away in 2 hits. (just) Once Zerg gets +1 armor it goes back to 3 hits.
stored in <GameDir>\Mods\Liberty.SC2Mod\enGB.SC2Data\LocalizedData\GameStrings.txt
//don't know if it was posted already - Melee AI levels seem to be Very Easy, Easy, Medium, Hard, Very Hard, Cheater
can u edit these hotkeys that simple and if so, is it allowed to do so? sounds to me like i wanna have all my units on qwer then
The german client actually has qwert hotkeys based on the control grid. If someone tells me how to open the SC2Data I could give you a qwert layout. (You'd have to change z to y, because of the german qwertz layout though)
Edit:
Here is the german keyboard layout, I'll try to get it into the enGB one now, let's see how that works.
On February 20 2010 21:33 chao wrote:Edit 2: It actually works, I got qwert layout in the enGB client now.
Thanks for saving me the work. But you guys better be careful! Blizzard doesn't want it on the Battle.net Forum - they probably don't want it Ingame
Show unreleased in-game items, equipment, or areas that have been unlocked by hacking into client data files Show the results of hacking or any tampering of the game’s MPQ files
F1 = select idle scv/drone/probe (pressing again jumps to the next one) CTRL + F1 = select all idle scv/drone/probe F12 (for now) shows a nice Techtree and Unit stats
//edit while you can view all stats and tree's for all 3 races first thing you see is the info for current selected unit or building - pretty cool stuff there, for most of the units they also included which unit it's good against and by which it is countered
On February 20 2010 12:53 ChinaRestaurant wrote: Queens
If you inject larva, you will have exactly enough energy to inject right when they pop, theres not even 1 left over energy if you're macroing properly.
However, I have been incorporating a creep tumor in my macro timing in order to take advantage of overlords spawning creep and hoping my tumor down cliffs to get creep going on the map.
On February 20 2010 11:37 4iner wrote: What the heck can the phoenix do?
Unfortunately not much right now as its damage is down right terrible, the only use i've been able to find for it is against zerg. Bring 1 phoenix with 1-2 void rays and go queen/hatchery hunting with its use being anti gravity on any queens to keep them in place while the void ray builds up its damage on it.
On February 21 2010 06:22 OOl wrote: I've heard optimal SCV saturation is 16 scvs for 8 mineral patches. Same for probes/drones? Any ideas?
so all workers are 2 workers per mineral patch for maximal saturation. what about gas? still 3? I also forgot how much you get per gas trip what's that number again? 4-5? thanks!
On February 21 2010 06:46 OOl wrote: so all workers are 2 workers per mineral patch for maximal saturation. what about gas? still 3? I also forgot how much you get per gas trip what's that number again? 4-5? thanks!
Can you save the game like you can in Starcraft I?
I don't have the beta, but if I did I would probably pause before a battle and run it through ten times in a row at some point to see how to properly micro armies.
On February 21 2010 06:59 EmeraldSparks wrote: Can you save the game like you can in Starcraft I?
I don't have the beta, but if I did I would probably pause before a battle and run it through ten times in a row at some point to see how to properly micro armies.
Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1?
On February 21 2010 08:39 hoborg wrote: Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1?
I don't remember the exact stats between the two but they seem to be just as effective however things are a lot different in sc2. With new units, cliff jumping, warp in and other abilities/quick forms of transportation they will get in your base or just overrun you and quickly unless you have a lot of cannons covering your entire base but that would defeat the purpose and set you behind a lot.
I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
On February 21 2010 09:32 Keniji wrote: I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
thanks in advance.
1. About 50 seconds 2. yes 3. Those numbers are right. 4. I don't know if the MULE figure is right but I'm pretty sure it outfarms three SCVs. 5. Seems logical. 6. Yes.
MULEs are very good. Orbital Commands are also very good because they give us MULEs.
On February 21 2010 08:39 hoborg wrote: Can anyone comment on the effectiveness of photon cannons in SC2 compared to SC1? Can you secure your base early game without building offensive units, similar to Forge FE in SC1?
With the high-ground visibility mechanic there sure is some use for them - if you place them properly and deny the enemy getting visual they can be a pain in the butt.
but it's probably too soon to give a correct answer
I found that cannons are still very good vs lings early on. I tried to rush a p with something like 24-30 speedlings and was stopped cold by 4-5 cannons
On February 21 2010 09:32 Keniji wrote: I have some questions regarding orbital command/mule/scvs so i can figure out which is the optimal way to saturate a terran expansion.
1. How long does a orbital command (OC) needs to build up 50 energy from 0? 2. Does it start with 50? 3. Is it right that an OC needs as long as 3 scvs to build? (51 vs 3x 17=51 - from sc2armory) - the price for OC 150 and SCV 50 is right i guess? 4. A Mule gets 270 minerals in his lifespan, right? How many minerals do 3 scvs get in the same time? 5. Are the minerals per scv(based on time, not round) are always the same as long as you have ≤ 2 worker per mineral? 6. does the OC get energy when lifted?
thanks in advance.
1. About 50 seconds 2. yes 3. Those numbers are right. 4. I don't know if the MULE figure is right but I'm pretty sure it outfarms three SCVs. 5. Seems logical. 6. Yes.
MULEs are very good. Orbital Commands are also very good because they give us MULEs.
Back in SC1 spells had the power to completely change the outcome of a battle, storm, stasis, swarm, etc, they could all help you win against forces easily 3 times your size, and also were great high level unit defense with lockdown, mind control, plague, etc. Basically, they pwned. I'm finding it really hard to find info on the spells in SC2 though, and some of them seem to be really nerfed, like the mothership only recalling itself to friendly buildings(?), defensive matrix not being around(?), heal being higher on the tech tree.
What are the spells and how do they work in SC2? Which units have those spells and how many spellcasters are there for each race? Do they work as good high-level unit defense like in SC1? Also, do any two templar merge to form a regular archon now(HT+DT and DT+DT into regular archon)? I know its a lot, but I'd greatly appreciate a response. Spells absolutely pwned in SC1.
It is fun to play, the game is really nice to look at. Especially when you don't set everything to ultra, cause there's to much light. Reavers and Lurkers missing. Medics missing.
The games are still 20 minutes average. There are a lot of animations, firing, but also moving. Microing is made easier, cause the units surround their enemies automatically. Buildings can be selected together for a hotkey.
Hotkeys are for all the races the same. It's all placed at the left keyboardside. IE: (p)robe and (p)ylon are now at the (E)-key. They're not customizable.
On February 18 2010 15:25 onmach wrote: Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him.
Don't you usually have to infest a Terran CC (to get Infested Terrans)? From what I remember from both original SC and BW, that was the case with the Queen (which originally had the Infest ability). For newbie Zerg players, it's easier to destroy the enemy CC than to Infest it (mostly because the window between the onset of Infest vulnerability and the CC blowing up is so small); it used to drive me nucking futz even in campaign/skirmish mode getting that window just right.
On February 18 2010 15:25 onmach wrote: Someone was asking about spell casters. I just gave the zerg tech tree a whirl, and gave infestors a real look at.
So they three spells now, none of which is spawn infested terran.
Obviously once you research burrow, this can burrow. And it has an upgrade to move faster, and also another upgrade to spawn with 25 more energy.
None of the following spells can be used while burrowed.
The first one is like energy suck. Or energy drain or something. Basically you can go up to any enemy unit or building press e and it'll spit out a short range proboscis into the unit or structure and suck for minimal damage to the unit, but half of the damage is turned into energy. Speaking of suck, that would be an apt name. Obviously trying to suck the life out of a unit while a group of marines is hammering you is not going to work out very well. And you can't suck your own units or buildings so forget regenning mana that way either. You can make this one auto cast, and it'll just suck from whatever is in range if it is sitting still, so you might as well leave it on.
The next one is that neural control spell that was shown in the beta report. This one actually causes the unit in question to grow tentacles and shit all over it while you are in control. But it passes after 10 seconds. Only works on biological units, and of course you are completely exposed while casting this spell.
The last one is fungal infestation. He spits out a blob of green goo that seems to damage a little and prevent movement of the unit for a very small amount of time. This could be useful, but the unit can still defend itself, so I'm not totally sold on it. Could be useful against zealots if you are using roaches.
Given that both roaches and infestors can move underground at comparable speeds, they could make an interesting raiding party, but I haven't tried in game yet because its too late, I gotta sleep.
All in all the unit itself is fucking cool looking, and has great death animation but I'm having a hard time making any use of him.
Don't you usually have to infest a Terran CC (to get Infested Terrans)? From what I remember from both original SC and BW, that was the case with the Queen (which originally had the Infest ability). For newbie Zerg players, it's easier to destroy the enemy CC than to Infest it (mostly because the window between the onset of Infest vulnerability and the CC blowing up is so small); it used to drive me nucking futz even in campaign/skirmish mode getting that window just right.
? SC1 CC was infestable from 750 life (i.e., half). If you can't get it during half the life of the CC then... :/
You don't need anything to be "useful against zealots if you are using roaches" since roaches annihilate the crap out of zealots anyway ;(
1) Is the shield from a sentry calculated before or after the Immortal's hardened shields? e.g. If before, it'd reduce a 16 damage attack to 14 damage before hardened shields reduced it to 10, hence being useless If after, a 16 damage attack would be reduced to 10 damage by hardened shields, and then further down to 8 by the sentry
2) Do multiple sentry shields stack? e.g. Two sentries using shield would reduce the damage all units take within the shared space by 4.
3) Can you see the shadow of a unit without seeing the unit itself? e.g. An overlord is hanging just outside your base to provide sight so the zerg can place a nydus in your base, you see the shadow of the overlord on the edge of your base and know where it is. A colossus is ready to ambush your army from atop a cliff, you see its shadow on the path ahead and avoid it.
4) I've heard F1 selects all idle workers. Wouldn't it be faster at the start of the game to just hit F1 then right click on your minerals than to marquee select all your workers then right click your minerals like all the streamers seem to be doing?
On February 21 2010 14:40 Vexki wrote: 1) Is the shield from a sentry calculated before or after the Immortal's hardened shields? e.g. If before, it'd reduce a 16 damage attack to 14 damage before hardened shields reduced it to 10, hence being useless If after, a 16 damage attack would be reduced to 10 damage by hardened shields, and then further down to 8 by the sentry
2) Do multiple sentry shields stack? e.g. Two sentries using shield would reduce the damage all units take within the shared space by 4.
3) Can you see the shadow of a unit without seeing the unit itself? e.g. An overlord is hanging just outside your base to provide sight so the zerg can place a nydus in your base, you see the shadow of the overlord on the edge of your base and know where it is. A colossus is ready to ambush your army from atop a cliff, you see its shadow on the path ahead and avoid it.
4) I've heard F1 selects all idle workers. Wouldn't it be faster at the start of the game to just hit F1 then right click on your minerals than to marquee select all your workers then right click your minerals like all the streamers seem to be doing?
1. I haven't needed to use immortals much yet so someone will have to answer this
2. No they don't stack
3. Yes you can see a shadow of a unit without seeing the unit but its very rarely gonna be a benefit like in the situations you described.
4. f1 selects only 1 worker and hitting f1 multiple times cycles through your idle workers.
On February 21 2010 14:47 Ideas wrote: do reapers still have that grenade ability? I havent seen anyone use it yet.......
Its currently not in the game but reapers were given a 40(?) damage attack against buildings in return so they absolutely demolish buildings in numbers.
Does anyone know how lenient Blizzard is on sharing beta accounts? For example, if my friend lent me his account info and I played from a different computer/IP, would the account risk being banned or anything of the sort?
On February 21 2010 15:46 Angra wrote: I guess I should probably ask in this thread.
Does anyone know how lenient Blizzard is on sharing beta accounts? For example, if my friend lent me his account info and I played from a different computer/IP, would the account risk being banned or anything of the sort?
Its technically against the user agreement and the account could be closed however the reality of the situation is if neither of you do stupid things then nothing will happen to the account and i've never actually heard of someone getting their beta account banned for sharing. So do it at your own risk.
On February 21 2010 15:46 Angra wrote: I guess I should probably ask in this thread.
Does anyone know how lenient Blizzard is on sharing beta accounts? For example, if my friend lent me his account info and I played from a different computer/IP, would the account risk being banned or anything of the sort?
Its technically against the user agreement and the account could be closed however the reality of the situation is if neither of you do stupid things then nothing will happen to the account and i've never actually heard of someone getting their beta account banned for sharing. So do it at your own risk.
So they don't actually keep track of the IPs being used on accounts or anything unless you actually are doing something to bring the account to their attention?
After watching Louder and some others' streams, it seems like Warpgates are universally better than Gateways. Is this kind of the developing consensus?
The advantages: The ability to warp-in units anywhere you have pylons/warp prisms... Units appear almost instantly onto the battlefield... Also, I understand there's a cool down after you use the warpgate ability, and that it's actually faster than building the unit in the gateway. Is this true?
Two more related questions:
1) If the warpgate cool down is shorter than gateway build times, does it follow that, for example, a 2 warpgate player could produce more units in a given amount of time than a 3 gateway player?
2) I've seen Louder and a couple other streamers use the nexus "boost" ability on warpgates. Does this shorten the cool down period?
On February 21 2010 16:02 gh0st wrote: After watching Louder and some others' streams, it seems like Warpgates are universally better than Gateways. Is this kind of the developing consensus?
The advantages: The ability to warp-in units anywhere you have pylons/warp prisms... Units appear almost instantly onto the battlefield... Also, I understand there's a cool down after you use the warpgate ability, and that it's actually faster than building the unit in the gateway. Is this true?
Two more related questions:
1) If the warpgate cool down is shorter than gateway build times, does it follow that, for example, a 2 warpgate player could produce more units in a given amount of time than a 3 gateway player?
2) I've seen Louder and a couple other streamers use the nexus "boost" ability on warpgates. Does this shorten the cool down period?
Warp gates are arguably better for everyone because you can warp in anywhere you have pylon power but if you don't have the apm to constantly makes units as soon as its cool down is up then they might not be better for you
1. I believe warp gates are 25% lower build time so you would obviously get a free one every 4 warp gates.
2. Yes this does shorten the cool down.
On February 21 2010 16:26 Ideas wrote: can you still "load up" SCVs into CCs?
Can you load up scvs: yes. still 5 scvs max. the mechanism for doing it is kind of stupid tho imo. You have to have scvs next to it and then press 'O' to load them up. you cant just drag 5 scvs and right click on the cc >.> what do ovserseers do: 1) act as a detector 2) spawn changelings which can then spy on enemy base. They also move significantly faster than overlords even without the speed upgrade.
What are peoples thoughts on hellions? I've watched a lot of streams since the beta came out and I've hardly seen any used. Any of the beta testers here tested them out much? At first glance they look like they have potential in worker harassment due to their fast movement speed and their damage bonus, but so far reapers seem to do that much better. Anyone found any use for them?
I'm also really intrigued by Ravens, I love the sound of them. What are peoples general views on them so far? Specifically, how good are their auto turrets, seeker missiles etc.
How much movement does there seem to be between leagues? I'm just interested how easy it is to drop down a league or be promoted up one. Has anyone here actually managed to change league from the one they were initially placed in?
How many of you guys are running the beta behind a router? I'm particularly interested in those running behind a university firewall, and finding out if they can host games without a problem.
On February 22 2010 05:44 riptide wrote: How many of you guys are running the beta behind a router? I'm particularly interested in those running behind a university firewall, and finding out if they can host games without a problem.
Using a router, zero problems so far with hosting games.
On February 22 2010 05:35 dextahr wrote: Very curious to see how many observers can watch a live match and who is allowed to watch a live match. How does the system work?
observer mode is not yet available.
On February 22 2010 05:37 Floydian wrote: What are peoples thoughts on hellions? I've watched a lot of streams since the beta came out and I've hardly seen any used. Any of the beta testers here tested them out much? At first glance they look like they have potential in worker harassment due to their fast movement speed and their damage bonus, but so far reapers seem to do that much better. Anyone found any use for them?
I'm also really intrigued by Ravens, I love the sound of them. What are peoples general views on them so far? Specifically, how good are their auto turrets, seeker missiles etc.
How much movement does there seem to be between leagues? I'm just interested how easy it is to drop down a league or be promoted up one. Has anyone here actually managed to change league from the one they were initially placed in?
helions are only effective against badly controlled units. their shooting rate is too slow and without the tech lab upgrade they deal no damage at all. at least from my experience.
raven turrets are easily destroyed so a player with decent multi-tasking will have no problem with them, should one choose to harass with them. haven't seen them used in a serious battle yet.
as for moving between the leagues it's relatively easy if you're good. i was initially in the 2v2 silver league with my partner and after 30games we moved up to platinum (skipping gold). but there's also someone in my gold league with ca. 170-90 stats and 16xx points, obviously not moving at all between leagues.
On February 22 2010 05:44 riptide wrote: How many of you guys are running the beta behind a router? I'm particularly interested in those running behind a university firewall, and finding out if they can host games without a problem.
Using a router, zero problems so far with hosting games.
On February 22 2010 05:44 riptide wrote: How many of you guys are running the beta behind a router? I'm particularly interested in those running behind a university firewall, and finding out if they can host games without a problem.
Using a router, zero problems so far with hosting games.
- Does the chrono boost stack ? - Where is the obelisk, is it replaced by chrono boost ? - How does the league system works ? When do I go to the higher league when i'm in the top 10 of my league ? - Do you think it is more difficult to scout than in Starcraft 1 ? - Does the guardian shield stack ?
has anyone tried going pheonix/DT vs Zerg? results? seems like it'd be really fucking awesome since you have to change each overlord into an overseer for detection
Has anybody had any networking issues with routers?
between port forwarding not working on some of my routers, and not being able to play with multiple people, I've had my fair share of networking issues with routers and SCBW. Anybody have any problems, or previously had issues with SCBW and now have no problems with the SCII beta?
edit: silly me, this got asked above. leaving this here in case somebody else comes and answers.
On February 22 2010 07:41 Aken wrote: - Does the chrono boost stack ? - Where is the obelisk, is it replaced by chrono boost ? - How does the league system works ? When do I go to the higher league when i'm in the top 10 of my league ? - Do you think it is more difficult to scout than in Starcraft 1 ? - Does the guardian shield stack ?
1. No 2. Yes the obelisk is gone and replace with chrono boost which is on the nexus 3. Don't know the exact specifics yet but you pretty much go up or down if you win/lose a significant amount of games otherwise you continue to play in your league 4. Yes and no, yes its harder overall but because 1 unit can't block a ramp its also easier. 5. ? refresh my memory on what guardian shield is.
On February 22 2010 07:58 Ideas wrote: has anyone tried going pheonix/DT vs Zerg? results? seems like it'd be really fucking awesome since you have to change each overlord into an overseer for detection
Phoenix are down right aweful for damage right now so that doesn't work, with the overlord change however you can usually catch a zerg off guard with some dts.
On February 22 2010 08:29 Fruscainte wrote: I know this is kind of off-topic, but does anyone know the general release date? I heard Fall or Winter this year.
F1 selects a single idle drone per press. Wouldn't starting splits be better if you pressed F1, clicked a patch, F1 clicked the next patch etc for your starting 6 workers instead of the splits we're seeing on VODS? (Assuming your APM is decent)
On February 22 2010 07:41 Aken wrote: - Does the chrono boost stack ? - Where is the obelisk, is it replaced by chrono boost ? - How does the league system works ? When do I go to the higher league when i'm in the top 10 of my league ? - Do you think it is more difficult to scout than in Starcraft 1 ? - Does the guardian shield stack ?
1. No 2. Yes the obelisk is gone and replace with chrono boost which is on the nexus 3. Don't know the exact specifics yet but you pretty much go up or down if you win/lose a significant amount of games otherwise you continue to play in your league 4. Yes and no, yes its harder overall but because 1 unit can't block a ramp its also easier. 5. ? refresh my memory on what guardian shield is.
On February 22 2010 07:58 Ideas wrote: has anyone tried going pheonix/DT vs Zerg? results? seems like it'd be really fucking awesome since you have to change each overlord into an overseer for detection
Phoenix are down right aweful for damage right now so that doesn't work, with the overlord change however you can usually catch a zerg off guard with some dts.
Guardian shield is the protection spell by the sentry, reducing by 2 range damage. Anyway, thanks for your answers
On February 22 2010 08:35 DeCoup wrote: F1 selects a single idle drone per press. Wouldn't starting splits be better if you pressed F1, clicked a patch, F1 clicked the next patch etc for your starting 6 workers instead of the splits we're seeing on VODS? (Assuming your APM is decent)
Its simply impossible to do it quick enough to get any benefit out of it also as soon as you move you're workers they aren't idle anymore, just better to to send them to 1 mineral patch on 1 side then grab half of them and send them to a middle patch.
On February 22 2010 07:41 Aken wrote: Guardian shield is the protection spell by the sentry, reducing by 2 range damage. Anyway, thanks for your answers
Any of you beta testers having issues playing the game with old mice? I'm using an outdated Logitech Optical Mini (the mouse that SC1 progamers use) and wondering if I should invest in something more modern.
On February 18 2010 08:44 Ack1027 wrote: Good thread idea, I've just been posting this in all the threads hoping someone sees it:
Can you post your system/internet specs and how its running? I feel this is really important and cool information. Are there any graphical things you can customize like low/mid/high? How does the game run on your system?
I'm running it smoothly with out a video card. I have an intel Core 2 duo processor and 2 gigs of ram.
There are AMAZING customizations to the graphics. It tells you what each customization thing does and what part of you computer it uses. So I cranked up the things that use the CPU and turned low the things that use GPU. It is the best graphics customization I have ever seen in a game. I makes it so very low powered computers can play it smoothly but very powerful computers can make it beautiful and use their full potential.
Probably the #1 thing that has impressed me about the game so far.
What game modes are there going to be? are we just seeing ffa and team elimination or maybe some more casual ctf ( although it never worked in the 1st game)
Is it possible to play non-ladder/ranked games, so that if you want to get some practice against a friend that you can just test out stuff without losing ranking?
On February 23 2010 19:21 FictionJV wrote: Is it possible to play non-ladder/ranked games, so that if you want to get some practice against a friend that you can just test out stuff without losing ranking?
Of course. You can create custom games on any map you like. There you can invite friends, add an AI players and add observers.
Does anyone know how to make the camera follow a unit in game or replays? I can't seem to work it out and i've watched both streams and vods where they are doing so.
On February 23 2010 22:30 DeCoup wrote: Does anyone know how to make the camera follow a unit in game or replays? I can't seem to work it out and i've watched both streams and vods where they are doing so.
just click the portrait of the unit you want to follow
On February 23 2010 22:30 DeCoup wrote: Does anyone know how to make the camera follow a unit in game or replays? I can't seem to work it out and i've watched both streams and vods where they are doing so.
just click the portrait of the unit you want to follow
I am just curious, does anyone who play the Beta have anything to say about the significance of armor & attack upgrades for unit counters? Perhaps it is to early to tell, but I hardly ever see any game replays where upgrades have been used to boost a timing attack. Nor any discussions about +1 zealots can 2-hit instead of 3-hit.
On February 23 2010 22:53 Tef wrote: I am just curious, does anyone who play the Beta have anything to say about the significance of armor & attack upgrades for unit counters? Perhaps it is to early to tell, but I hardly ever see any game replays where upgrades have been used to boost a timing attack. Nor any discussions about +1 zealots can 2-hit instead of 3-hit.
Honestly I've only upgraded +1 attack (and +2) and +1 armor once, but not because I was looking to make a strategic move... it was more like OH HAY theres a forge let me upgrade and chrono boost it.
Upgrades finish pretty quickly. TBH they feel like they take the same length of time it takes to upgrade Charge or even to build a Mothership.
On February 23 2010 22:53 Tef wrote: I am just curious, does anyone who play the Beta have anything to say about the significance of armor & attack upgrades for unit counters? Perhaps it is to early to tell, but I hardly ever see any game replays where upgrades have been used to boost a timing attack. Nor any discussions about +1 zealots can 2-hit instead of 3-hit.
Honestly I've only upgraded +1 attack (and +2) and +1 armor once, but not because I was looking to make a strategic move... it was more like OH HAY theres a forge let me upgrade and chrono boost it.
Upgrades finish pretty quickly. TBH they feel like they take the same length of time it takes to upgrade Charge or even to build a Mothership.
Thanks. Quite a lot has yet to be tested... I would really like to see replays of somebody experimenting with a Evo/Eng/Forge build for early upgrades.
On February 24 2010 05:41 briann wrote: does anyone know if units can have inventories? mainly for custom maps with items and stuff ( like converted wc3 games mainly dota and the like)
no unit in sc2 has an inventory, but blizzard has said the editor can easily enable this to create the types of maps you are suggesting.
what are you thinking about the blizzard maps? ive seen some streams i seems like people ignore those xel'niga towers... also, usually you block a ramp with 2 zlots in SC:BW, but in SC2 i've seen people blocking ramps with a shitload of zealots, like 5-6 lol
Does the shield from sentry's that reduces ranged dmg taken reach into the air?
What I mean is, let's say I have some pheonixes with under them a sentry who uses that ability, is it large enough to give the buff to those air units, or is it ground units only?