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Patch 1.2.0 released! - Page 33

Forum Index > SC2 General
Post a Reply
Prev 1 31 32 33 34 35 68 Next
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
January 11 2011 13:01 GMT
#641
On January 11 2011 21:44 ZoomDog wrote:
Ugh, if you're scrolled up in a chat channel and someone says something it instantly scrolls back down. Makes it painful to catch up on stuff when you've been AFK.


really? lol.. one of the most annoying things in any chat ever made ofc finally makes it into bnet 2011
life of lively to live to life of full life thx to shield battery
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
January 11 2011 13:02 GMT
#642
Hey guys,

How do you think phoenix's/VR's will be viable in PvT now. I feel a lot of T i play uses a ton of differing timing pushes - thor push/banhsee push etc.

Do you think phoenix is a viable opening or does that leave you to open to early bio pressure?

jdreamer
Profile Joined August 2010
Australia296 Posts
January 11 2011 13:02 GMT
#643
Stalemate Detection has been added.

The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

A countdown timer will now appear when the game detects this scenario.

THIS IS GOOD. No more Terran buildings flying to corner!
My life for Aiur!
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
January 11 2011 13:06 GMT
#644
On January 11 2011 22:02 jdreamer wrote:
Stalemate Detection has been added.

The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

A countdown timer will now appear when the game detects this scenario.

THIS IS GOOD. No more Terran buildings flying to corner!



lol what, it will still be done just will end in a tie a lot faster
Shade_FR
Profile Joined June 2010
France378 Posts
January 11 2011 13:09 GMT
#645
On January 11 2011 22:02 jdreamer wrote:
Stalemate Detection has been added.

The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

A countdown timer will now appear when the game detects this scenario.

THIS IS GOOD. No more Terran buildings flying to corner!


The draw system needs an additional condition : No unit kill for three consecutive minutes.

There are situations when you have a small group of units defending the remain of a base trade against a kind of similar opponnent army. In these cases you'll need micro, some time (more than 3 mins) and smart moves to be able to win.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
sleepingdog
Profile Joined August 2008
Austria6145 Posts
January 11 2011 13:19 GMT
#646
On January 11 2011 22:02 CrayonKing wrote:
Hey guys,

How do you think phoenix's/VR's will be viable in PvT now. I feel a lot of T i play uses a ton of differing timing pushes - thor push/banhsee push etc.

Do you think phoenix is a viable opening or does that leave you to open to early bio pressure?



VR openings are very viable already, the phoenix buildtime reduction will just make it even more efficient in case your opponent goes for a 1/1/1 - because phoenixes are a good thing to have both against tanks and against banshees.
"You see....YOU SEE..." © 2010 Sen
CASLsoju
Profile Joined August 2010
Canada253 Posts
January 11 2011 13:20 GMT
#647
On January 11 2011 22:09 ShadeOfDraG wrote:
Show nested quote +
On January 11 2011 22:02 jdreamer wrote:
Stalemate Detection has been added.

The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

A countdown timer will now appear when the game detects this scenario.

THIS IS GOOD. No more Terran buildings flying to corner!


The draw system needs an additional condition : No unit kill for three consecutive minutes.

There are situations when you have a small group of units defending the remain of a base trade against a kind of similar opponnent army. In these cases you'll need micro, some time (more than 3 mins) and smart moves to be able to win.


No, that's stupid. There are way too many scenarios when units are not killed for 3 straight minutes. It's fine as it is.
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
January 11 2011 13:21 GMT
#648
On January 11 2011 20:07 Exarl25 wrote:
Show nested quote +
On January 11 2011 20:02 Zarahtra wrote:
I thought they were requiring 3 buildings for a ramp block, is 2 3x3 buildings enough? Is 1x 2x2 + 1x 3x3 enough?

Edit: Tbh if you are attacking PF headon with 30 scvs repairing it(without aoe such as blings/storms), I think you have other issues than targeting SCVs, but don't mind.


Exactly. PFs are absurdly difficult to take down, that's what is being fixed.

I don't know, I always just outranged it or used air and just halted mining by doing so and let them waste a craptonne trying to repair it.

Remember that they pay a quarter of the cost for a full hp repair and they stop mining. The mass repair is hardwired into so many people that some pros even make the mistake of doing it when it went doing regardless of mass-repair in 6 seconds, meaning they probably spent 2 planetary fortresses in repair cost plus a lot of SCV's who stayed there to extend its life 6 second and maybe kill some stalkers with it.

They should have thus forfeit it and run their SCV's the crap out of there because the army was sooo huge they couldn't even mass repair it with total surface coverage.
Workers and town centres are the ultimate counter to turtles.
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-01-11 13:28:19
January 11 2011 13:27 GMT
#649
On January 11 2011 22:20 eveo wrote:
Show nested quote +
On January 11 2011 22:09 ShadeOfDraG wrote:
On January 11 2011 22:02 jdreamer wrote:
Stalemate Detection has been added.

The game will end in a tie for all remaining players if no players have income, production, or destroyed any structures for three consecutive minutes.

A countdown timer will now appear when the game detects this scenario.

THIS IS GOOD. No more Terran buildings flying to corner!


The draw system needs an additional condition : No unit kill for three consecutive minutes.

There are situations when you have a small group of units defending the remain of a base trade against a kind of similar opponnent army. In these cases you'll need micro, some time (more than 3 mins) and smart moves to be able to win.


No, that's stupid. There are way too many scenarios when units are not killed for 3 straight minutes. It's fine as it is.

I said "additional", it means the draw system needs to pop up if there are no income/production/structures destroy/ unit kill for 3 mins.

To prove my point, in this replay [ http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=179356 ] with the current draw system, the Zerg player wouldn't be able to win.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
January 11 2011 13:29 GMT
#650
Another question...how is this masters league going to work? I hear its the top 5%? What happens to the people already in the top 5%, are you already auto-master-leagued?

HAs anyone in SEA got into masters yet?
zoOv
Profile Blog Joined April 2010
Australia269 Posts
January 11 2011 13:30 GMT
#651
Yeah top few % get Masters but have to get it by winning one game.
Terror Australis :: [TA] :: Hard work beats talent when talent fails to work hard
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
January 11 2011 13:32 GMT
#652
oh its just one game(assuming your already in the top 5%)?

and how accurate do you guys think sc2 ranks is? accoridng to that im top 1% but im a little skeptical..o_O
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-01-11 13:34:33
January 11 2011 13:33 GMT
#653
On January 11 2011 22:30 zoOv wrote:
Yeah top few % get Masters but have to get it by winning one game.

I browsed http://sc2ranks.com/masters/sea to check out potential Masters players, it seems that Battle.net web profile shows an error page for some top players (I guess the ones that joined master league ?)
http://sea.battle.net/sc2/en/profile/292203/1/JesseTheKING/
http://sea.battle.net/sc2/en/profile/8034/1/nGenStarhunt/
http://sea.battle.net/sc2/en/profile/19519/1/inFiRoz/
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
wiperkill
Profile Joined January 2011
Sweden24 Posts
Last Edited: 2011-01-11 13:46:48
January 11 2011 13:46 GMT
#654
wrong thread
summerloud
Profile Joined March 2010
Austria1201 Posts
Last Edited: 2011-01-11 13:55:15
January 11 2011 13:54 GMT
#655
wrong thread sorry
xciLe
Profile Joined October 2010
Norway213 Posts
January 11 2011 14:00 GMT
#656
cant wait for this to come to the EU servers
Protoss OP
Hubris
Profile Joined November 2010
United States113 Posts
January 11 2011 14:00 GMT
#657
Looks US/NA is getting patch now
Wut?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
January 11 2011 14:05 GMT
#658
On January 11 2011 23:00 Hubris wrote:
Looks US/NA is getting patch now


Source?
NonY
Profile Blog Joined June 2007
8751 Posts
January 11 2011 14:07 GMT
#659
Launcher connecting to patch server...

We will be performing scheduled maintenance...

NA is down, scheduled to be down for 5 more hours
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
January 11 2011 14:09 GMT
#660
I assume then that the patch will be available after the maintenance (2 pm EST).
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