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Patch 1.1 Is Coming 09.22 - Page 21

Forum Index > SC2 General
Post a Reply
Prev 1 19 20 21 22 23 37 Next All
Chuiu
Profile Blog Joined June 2003
3470 Posts
September 20 2010 22:46 GMT
#401
R.I.P. Siege Tank
♞
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 20 2010 22:46 GMT
#402
On September 21 2010 07:30 TheSpaceMaggot wrote:
Show nested quote +
On September 21 2010 07:25 FabledIntegral wrote:
On September 21 2010 07:15 TheSpaceMaggot wrote:
No, I think its way too hard to fast expand due to the fact 400 minerals seem very expensive in the early game of starcraft 2. In starcraft 1 400 minerals did not seem as much of an expensive thing, thus promoted fast expands/multiple-bases/longer games, but also promoted more all-ins, which, overall, made starcraft 1 a much less-limited game and more exciting.

5 minerals seems just like a number blizzard randomly picked because 5 is a nice number. I see hundreds of thousands reasons why they should change it back to 8 minerals/trip. + increase vespene rate to something too.


Maybe because they said with the increased pathing/worker AI the 5 minerals per trip generates the same income as 8 minerals per trip in BW? Do you even remember how slow the mining was in BW? I suggest you play it again.

No. 5 minerals does not generate same as 8 minerals. In sc1, early-game-workers were much more valuable than in sc2 because they gathered 3 more minerals per trip (early game, mining efficiency was 100%, until u get 2+ workers per patch)... Which allowed people to get more tech slightly faster or expo more safely.


Go away and stop spewing nonsense, you have no idea what you're talking about. You're full of it.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 20 2010 22:48 GMT
#403
On September 21 2010 07:09 ecomania wrote:
Show nested quote +
On September 21 2010 07:06 tieya wrote:
mine banelings will die a little bit slower to tanks tomorrow

it is a good time


Banelings are armored, so they will still receive the same amount of damage from tanks.


Careful--People have been tempbanned for less incorrect posts.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
theqat
Profile Blog Joined March 2008
United States2856 Posts
September 20 2010 22:48 GMT
#404
On September 21 2010 07:45 TheSpaceMaggot wrote:
double units? I would only have 400 minerals less in units. With more minerals in the game.. it wont be as big of a deal than with 5minerals/trip.


That's a gross oversimplification. You had to spend money for workers and units on the Nexus/CC/Hatch, while the other guy didn't, so he's got a much bigger mining time and production time advantage than just "400 minerals."
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-09-20 22:55:12
September 20 2010 22:52 GMT
#405
On September 21 2010 07:46 FabledIntegral wrote:
Show nested quote +
On September 21 2010 07:30 TheSpaceMaggot wrote:
On September 21 2010 07:25 FabledIntegral wrote:
On September 21 2010 07:15 TheSpaceMaggot wrote:
No, I think its way too hard to fast expand due to the fact 400 minerals seem very expensive in the early game of starcraft 2. In starcraft 1 400 minerals did not seem as much of an expensive thing, thus promoted fast expands/multiple-bases/longer games, but also promoted more all-ins, which, overall, made starcraft 1 a much less-limited game and more exciting.

5 minerals seems just like a number blizzard randomly picked because 5 is a nice number. I see hundreds of thousands reasons why they should change it back to 8 minerals/trip. + increase vespene rate to something too.


Maybe because they said with the increased pathing/worker AI the 5 minerals per trip generates the same income as 8 minerals per trip in BW? Do you even remember how slow the mining was in BW? I suggest you play it again.

No. 5 minerals does not generate same as 8 minerals. In sc1, early-game-workers were much more valuable than in sc2 because they gathered 3 more minerals per trip (early game, mining efficiency was 100%, until u get 2+ workers per patch)... Which allowed people to get more tech slightly faster or expo more safely.


Go away and stop spewing nonsense, you have no idea what you're talking about. You're full of it.

It is worth noting that the value of early expansions is slightly diminished in SC2 because of the worker pathing issues. In SC1, having a fully saturated base diminishes the per-worker mining efficiency, because having a lot of workers clutters the mineral line, and increases the average time each worker has to spend making rounds to each patch. Because of this, spreading out your workers between 2 bases increases not only the number of workers you have available from the extra CC/Hatch/Nexus production, but also the mining rate of each worker (because with 2 bases, you have much less clutter). This effect still exists in SC2, but is lessened dramatically due to the improved worker pathing.
Moderator
TheSpaceMaggot
Profile Joined September 2010
United States14 Posts
Last Edited: 2010-09-20 23:05:30
September 20 2010 23:02 GMT
#406
On September 21 2010 07:52 TheYango wrote:
Show nested quote +
On September 21 2010 07:46 FabledIntegral wrote:
On September 21 2010 07:30 TheSpaceMaggot wrote:
On September 21 2010 07:25 FabledIntegral wrote:
On September 21 2010 07:15 TheSpaceMaggot wrote:
No, I think its way too hard to fast expand due to the fact 400 minerals seem very expensive in the early game of starcraft 2. In starcraft 1 400 minerals did not seem as much of an expensive thing, thus promoted fast expands/multiple-bases/longer games, but also promoted more all-ins, which, overall, made starcraft 1 a much less-limited game and more exciting.

5 minerals seems just like a number blizzard randomly picked because 5 is a nice number. I see hundreds of thousands reasons why they should change it back to 8 minerals/trip. + increase vespene rate to something too.


Maybe because they said with the increased pathing/worker AI the 5 minerals per trip generates the same income as 8 minerals per trip in BW? Do you even remember how slow the mining was in BW? I suggest you play it again.

No. 5 minerals does not generate same as 8 minerals. In sc1, early-game-workers were much more valuable than in sc2 because they gathered 3 more minerals per trip (early game, mining efficiency was 100%, until u get 2+ workers per patch)... Which allowed people to get more tech slightly faster or expo more safely.


Go away and stop spewing nonsense, you have no idea what you're talking about. You're full of it.

It is worth noting that the value of early expansions is slightly diminished in SC2 because of the worker pathing issues. In SC1, having a fully saturated base diminishes the per-worker mining efficiency, because having a lot of workers clutters the mineral line, and increases the average time each worker has to spend making rounds to each patch. Because of this, spreading out your workers between 2 bases increases not only the number of workers you have available from the extra CC/Hatch/Nexus production, but also the mining rate of each worker (because with 2 bases, you have much less clutter). This effect still exists in SC2, but is lessened dramatically due to the improved worker pathing.

I agree, which is probably 1 underlooked reason why starcraft 1 economical play worked so well. But I also think getting 5 minerals/trip is another reason that makes economical play not as good as it was in sc1.
FuzzyLord
Profile Joined September 2010
253 Posts
September 20 2010 23:05 GMT
#407
Chat channels would be nice. And an improved friend system. i think the character code system is really annoying :/
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 20 2010 23:21 GMT
#408
On September 21 2010 07:52 TheYango wrote:
Show nested quote +
On September 21 2010 07:46 FabledIntegral wrote:
On September 21 2010 07:30 TheSpaceMaggot wrote:
On September 21 2010 07:25 FabledIntegral wrote:
On September 21 2010 07:15 TheSpaceMaggot wrote:
No, I think its way too hard to fast expand due to the fact 400 minerals seem very expensive in the early game of starcraft 2. In starcraft 1 400 minerals did not seem as much of an expensive thing, thus promoted fast expands/multiple-bases/longer games, but also promoted more all-ins, which, overall, made starcraft 1 a much less-limited game and more exciting.

5 minerals seems just like a number blizzard randomly picked because 5 is a nice number. I see hundreds of thousands reasons why they should change it back to 8 minerals/trip. + increase vespene rate to something too.


Maybe because they said with the increased pathing/worker AI the 5 minerals per trip generates the same income as 8 minerals per trip in BW? Do you even remember how slow the mining was in BW? I suggest you play it again.

No. 5 minerals does not generate same as 8 minerals. In sc1, early-game-workers were much more valuable than in sc2 because they gathered 3 more minerals per trip (early game, mining efficiency was 100%, until u get 2+ workers per patch)... Which allowed people to get more tech slightly faster or expo more safely.


Go away and stop spewing nonsense, you have no idea what you're talking about. You're full of it.

It is worth noting that the value of early expansions is slightly diminished in SC2 because of the worker pathing issues. In SC1, having a fully saturated base diminishes the per-worker mining efficiency, because having a lot of workers clutters the mineral line, and increases the average time each worker has to spend making rounds to each patch. Because of this, spreading out your workers between 2 bases increases not only the number of workers you have available from the extra CC/Hatch/Nexus production, but also the mining rate of each worker (because with 2 bases, you have much less clutter). This effect still exists in SC2, but is lessened dramatically due to the improved worker pathing.


I was commenting more so on his comment that 5 was a completely random, arbitrary number that was picked, when Blizzard in fact gave an explicit reason for why it was chosen. On top of that, the aggressive posting nature was in response to the watered down dumb statement of "5 minerals does not generate same as 8 minerals," which is warping what I said, although you could add "in SC1" for the former and "for SC2" for the latter, which would be in line with Blizzard reasoning.
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
September 20 2010 23:23 GMT
#409
On September 21 2010 07:16 robocup30 wrote:
Show nested quote +
On September 21 2010 07:09 ecomania wrote:
On September 21 2010 07:06 tieya wrote:
mine banelings will die a little bit slower to tanks tomorrow

it is a good time


Banelings are armored, so they will still receive the same amount of damage from tanks.


Banelings are neither armored nor light, just biological.

and also have 30 hp.
thebullfrog
asdd
Profile Blog Joined July 2010
228 Posts
September 21 2010 04:28 GMT
#410
Anyone have any clue what time this patch will come out?
I
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
September 21 2010 04:31 GMT
#411
On September 21 2010 13:28 Kolu wrote:
Anyone have any clue what time this patch will come out?



This has gotta be a troll right?
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
September 21 2010 04:31 GMT
#412
On September 21 2010 13:28 Kolu wrote:
Anyone have any clue what time this patch will come out?


You may have seen the original post:


On September 18 2010 07:05 bleen wrote:
The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Wednesday September 22, 2010, between 5 a.m. and 11 a.m. CEST. You can read all about our plans for patch 1.1 in the Situation Report (http://eu.battle.net/sc2/en/blog/554901#blog).

source:
eu http://eu.battle.net/sc2/en/forum/topic/566440828
us http://us.battle.net/sc2/en/blog/785430#blog

Commentatorhttp://twitter.com/proxywolf
TL+ Member
greycubed
Profile Joined May 2010
United States615 Posts
September 21 2010 04:31 GMT
#413
On September 21 2010 13:28 Kolu wrote:
Anyone have any clue what time this patch will come out?
I'd wager 99% of the people who have seen this thread do.

Hint- even if they saw the thread when it was only one post long.
http://i.imgur.com/N3ujB.png
asdd
Profile Blog Joined July 2010
228 Posts
September 21 2010 04:37 GMT
#414
LOL. Sorry guys, I saw that a few days ago but totally forgot about it. Facepalm.
I
vectorix108
Profile Blog Joined July 2010
United States4633 Posts
September 21 2010 04:38 GMT
#415
hmm this patch will be very interesting. cant wait
Aka XephyR/Shaneyesss
Eazypeezy
Profile Joined August 2010
Canada54 Posts
September 21 2010 06:37 GMT
#416
Is it true that there will be a ladder Reset with the patch? sorry if this is stupid question but I couldnt find it on the website Just a few people mentioning it in the forum here.
fucken eh
Lunares
Profile Joined May 2010
United States909 Posts
September 21 2010 06:41 GMT
#417
I don't care about the actual patch so much as I want to get my hands on the real patch notes since i want to know what's in them...
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
September 21 2010 06:41 GMT
#418
On September 21 2010 13:31 wrgrbl wrote:
Show nested quote +
On September 21 2010 13:28 Kolu wrote:
Anyone have any clue what time this patch will come out?
I'd wager 99% of the people who have seen this thread do.

Hint- even if they saw the thread when it was only one post long.



If you start up sc2 it states its going to have some downtime. I am assuming thats when its going to be. If i recall, Pacific time 5 am to 11 am.
Coaching for 1v1 and Team games at Gosucoaching.com
.syL
Profile Joined August 2010
Germany85 Posts
Last Edited: 2010-09-21 06:44:48
September 21 2010 06:44 GMT
#419
On September 21 2010 13:31 Wolf wrote:
Show nested quote +
On September 21 2010 13:28 Kolu wrote:
Anyone have any clue what time this patch will come out?


You may have seen the original post:


Show nested quote +
On September 18 2010 07:05 bleen wrote:
The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Wednesday September 22, 2010, between 5 a.m. and 11 a.m. CEST. You can read all about our plans for patch 1.1 in the Situation Report (http://eu.battle.net/sc2/en/blog/554901#blog).

source:
eu http://eu.battle.net/sc2/en/forum/topic/566440828
us http://us.battle.net/sc2/en/blog/785430#blog


The question might not be as stupid as it looks, since the US post reads:

The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Tuesday, September 21. The maintenance period will begin at 5:00 a.m. and last until approximately 11:00 a.m. PDT.
Pekkz
Profile Joined June 2009
Norway1505 Posts
Last Edited: 2010-09-21 07:24:13
September 21 2010 07:23 GMT
#420
Patch should come out within 11 hours in the us?
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