We know. Blizzard knows. Everyone knows. Does making a youtube video somehow make your complaining cooler?
No. It's showing that the patcher is erroring somewhere deep and the Visual Studio Just-In-Time (my ass it is) debugger is launched. The patcher handles this error by starting over, causing the same thing to happen.
[edit] And I have JIT disabled too. Something is seriously wrong.
try { downloadUpdate(); //keke downloading time } catch { downloadUpdate(); //fuck it i'm sure it will work this time }
On April 23 2010 04:51 iamtt1 wrote: i was personally hoping for a small stalker health buff and some sort of nerf on emp, the immortal time buff doesnt bother me too much because ive always thought that its strenght to build time ratio wasnt even equivalent in the first place, that being said a 40 to 50 build time increase would have been more logical, right now thors(60 secs right?) and immortals have almost the same build time.. doesnt make sense
You want to nerf emp more......?
Being able to spawn 75 mana high templars isnt' good enough?
right now the ghost is more effective than HTs and you get them way faster out than P HTs and you dont need any upgrades to use them.
i would like it if feedback would have at least more range than EMP. its way easier to EMP than feedback and T isnt really microing anything during the fight. EMP+STIM and lets see. P needs to feeback Ghosts (gl to feeback 4 ghost between 80Marauders and some medivacs) drop HTs out of Prism, Guardian shields and starting to FF and then PSI and if you didnt splitted your army or have some keyunits on the same place you are dead anyway.
the only way to win PvT seems to be early aggression or hidden Colossus, because a T can mass vikings so fast its ridiculous and 1 Colossus gets sniped so fast by Marauders that it doesnt make any sense to attack with 1 Colossus (unless you went for some 1 Base Timingattack).
I dont know how to explain but i think its way easier to win TvP if both are equal bad/decent skilled players and the P will have it easier if both are equal good skilled players.
the only thing that doesnt make any sense for me is that T builds 2 Units and i need 4 to have an equal chance to win and same goes for PvZ. all i face is hydra/roach and if the game is longer than 15min or something they just press the Broodlord aka i win button.
imo the biggest problems are marauders and roaches just change HP/Attack of these units. immortals are fine imo i dont build them and if i build them, i build them just to counter roaches/marauders. P has other units that are more effective against anything else, expect these 2, massable, OP units.
For T mech i would like to see first Tanks for 150/75 or 150/100. For Z i would like to see that spawn larva would just produce 3 Larvas. For P i would like to see a Cooldown for FF, like HTs have, so that you can just throw 10 FF down at once, if you have 10 sentrys.
Feedback has more range than EMP already, and the fact that you can spawn with enough energy for a storm coupled with warp-in makes them EXTREMELY strong.
T needs to get cloak once P gets high templars, or obs+ht will just kill your ghosts nonstop - which is absolutely fine btw, I don't mind getting cloak.
Also, I think you are exaggerating a bit how easy it is to micro T armies - running a move into colossi and storm isn't good :p Spreading marauders, casting EMP and focus firing vikings is a decent bit of work.
Actually EMP has 10 range, while feedback has 9, so if you're targetting in front of the HT, you should be able to launch an EMP.
Thought it was the other way around? Well, my bad then.
We know. Blizzard knows. Everyone knows. Does making a youtube video somehow make your complaining cooler?
No. It's showing that the patcher is erroring somewhere deep and the Visual Studio Just-In-Time (my ass it is) debugger is launched. The patcher handles this error by starting over, causing the same thing to happen.
[edit] And I have JIT disabled too. Something is seriously wrong.
This visual studio just in time garbage only happens if you let the patcher loop a million times. The problem is that the patcher thinks that the newest version of SC2 is 13891, which is the pre-patch 1 (Patch 0?) build. So it sends a request to Blizzard's server which doesn't have this same bug and knows that your game is up to date, so the game attempts to start again, thinks the newest version of SC 2 is pre-patch 1, endless loop until the patcher crashes.
On April 23 2010 04:51 iamtt1 wrote: i was personally hoping for a small stalker health buff and some sort of nerf on emp, the immortal time buff doesnt bother me too much because ive always thought that its strenght to build time ratio wasnt even equivalent in the first place, that being said a 40 to 50 build time increase would have been more logical, right now thors(60 secs right?) and immortals have almost the same build time.. doesnt make sense
You want to nerf emp more......?
Being able to spawn 75 mana high templars isnt' good enough?
right now the ghost is more effective than HTs and you get them way faster out than P HTs and you dont need any upgrades to use them.
i would like it if feedback would have at least more range than EMP. its way easier to EMP than feedback and T isnt really microing anything during the fight. EMP+STIM and lets see. P needs to feeback Ghosts (gl to feeback 4 ghost between 80Marauders and some medivacs) drop HTs out of Prism, Guardian shields and starting to FF and then PSI and if you didnt splitted your army or have some keyunits on the same place you are dead anyway.
the only way to win PvT seems to be early aggression or hidden Colossus, because a T can mass vikings so fast its ridiculous and 1 Colossus gets sniped so fast by Marauders that it doesnt make any sense to attack with 1 Colossus (unless you went for some 1 Base Timingattack).
I dont know how to explain but i think its way easier to win TvP if both are equal bad/decent skilled players and the P will have it easier if both are equal good skilled players.
the only thing that doesnt make any sense for me is that T builds 2 Units and i need 4 to have an equal chance to win and same goes for PvZ. all i face is hydra/roach and if the game is longer than 15min or something they just press the Broodlord aka i win button.
imo the biggest problems are marauders and roaches just change HP/Attack of these units. immortals are fine imo i dont build them and if i build them, i build them just to counter roaches/marauders. P has other units that are more effective against anything else, expect these 2, massable, OP units.
For T mech i would like to see first Tanks for 150/75 or 150/100. For Z i would like to see that spawn larva would just produce 3 Larvas. For P i would like to see a Cooldown for FF, like HTs have, so that you can just throw 10 FF down at once, if you have 10 sentrys.
Feedback has more range than EMP already, and the fact that you can spawn with enough energy for a storm coupled with warp-in makes them EXTREMELY strong.
T needs to get cloak once P gets high templars, or obs+ht will just kill your ghosts nonstop - which is absolutely fine btw, I don't mind getting cloak.
Also, I think you are exaggerating a bit how easy it is to micro T armies - running a move into colossi and storm isn't good :p Spreading marauders, casting EMP and focus firing vikings is a decent bit of work.
Actually EMP has 10 range, while feedback has 9, so if you're targetting in front of the HT, you should be able to launch an EMP.
Thought it was the other way around? Well, my bad then.
well ur not really wrong in practical use in an actual game even the newbiest tosses will throw the feedback as soon as ur in range while its quite a hard task for terran to emp right in time
they could change storm and emp to 100 and add 33% area (not radius 8D) to them imo it would be all for the better. but i think its maybe bad to talk about future patch before this one is working <3
We know. Blizzard knows. Everyone knows. Does making a youtube video somehow make your complaining cooler?
No. It's showing that the patcher is erroring somewhere deep and the Visual Studio Just-In-Time (my ass it is) debugger is launched. The patcher handles this error by starting over, causing the same thing to happen.
[edit] And I have JIT disabled too. Something is seriously wrong.
This visual studio just in time garbage only happens if you let the patcher loop a million times. The problem is that the patcher thinks that the newest version of SC2 is 13891, which is the pre-patch 1 (Patch 0?) build. So it sends a request to Blizzard's server which doesn't have this same bug and knows that your game is up to date, so the game attempts to start again, thinks the newest version of SC 2 is pre-patch 1, endless loop until the patcher crashes.
Actually JIT launches every single time the cycle ends. I had 20 of them sitting there before I closed the patcher when I was seeing how insane it was. It's too insane for me.
lolwut another toss nerf? and they finally did something about that infestor. toss needs a little help though... storms are saving grace... finally a editor. lets see some new maps and not this weak blizz lineup....
We know. Blizzard knows. Everyone knows. Does making a youtube video somehow make your complaining cooler?
No. It's showing that the patcher is erroring somewhere deep and the Visual Studio Just-In-Time (my ass it is) debugger is launched. The patcher handles this error by starting over, causing the same thing to happen.
[edit] And I have JIT disabled too. Something is seriously wrong.
This visual studio just in time garbage only happens if you let the patcher loop a million times. The problem is that the patcher thinks that the newest version of SC2 is 13891, which is the pre-patch 1 (Patch 0?) build. So it sends a request to Blizzard's server which doesn't have this same bug and knows that your game is up to date, so the game attempts to start again, thinks the newest version of SC 2 is pre-patch 1, endless loop until the patcher crashes.
Actually JIT launches every single time the cycle ends. I had 20 of them sitting there before I closed the patcher when I was seeing how insane it was. It's too insane for me.
Then you have some kind of other unique weird issue. I don't know. Nobody else is complaining about visual studio just in time stuff.
On April 23 2010 05:57 KillaCherry wrote: lolwut another toss nerf? and they finally did something about that infestor. toss needs a little help though... storms are saving grace... finally a editor. lets see some new maps and not this weak blizz lineup....
Why do people make these "Another X Nerf?" posts. Every one gets nerfed, every patch. Get over it already. Blizzard doesn't hate your race and you aren't being picked on, they're just trying to make things balanced.
We know. Blizzard knows. Everyone knows. Does making a youtube video somehow make your complaining cooler?
No. It's showing that the patcher is erroring somewhere deep and the Visual Studio Just-In-Time (my ass it is) debugger is launched. The patcher handles this error by starting over, causing the same thing to happen.
[edit] And I have JIT disabled too. Something is seriously wrong.
This visual studio just in time garbage only happens if you let the patcher loop a million times. The problem is that the patcher thinks that the newest version of SC2 is 13891, which is the pre-patch 1 (Patch 0?) build. So it sends a request to Blizzard's server which doesn't have this same bug and knows that your game is up to date, so the game attempts to start again, thinks the newest version of SC 2 is pre-patch 1, endless loop until the patcher crashes.
Actually JIT launches every single time the cycle ends. I had 20 of them sitting there before I closed the patcher when I was seeing how insane it was. It's too insane for me.
Then you have some kind of other unique weird issue. I don't know. Nobody else is complaining about visual studio just in time stuff.
I'm having the exact same issue. I'm sure it will fix itself in a little while
I really want to see a proper test of the EMP vs Feedback thing.
From my experience, I zap all the Ghosts, but the ones that were queued up to cast EMP before I sent my HTs in, get them off and half my army is without shields.
Next patch they should increase the build time of the immortal by another 5 to 10 seonds. The I'll finally will have a good win-lose ratio against Protoss since they no longer can do their patented "INSTANT 5 IMMORTALS THAT KILLS EVERYTHING LOL."