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Updating as I speak!
For those of you living under a rock who are not familiar with the patch notes.... + Show Spoiler +StarCraft II: Wings of Liberty - Patch 1.3.0
General
Leagues & Ladders A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region. Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in. The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page. The bonus pool has been reduced for arranged teams. Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period. This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. Players can still utilize any bonus points they previously accumulated. Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page. New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division. Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
Join Custom Game Several improvements have been made to the Join Custom Game section: The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game. Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip. Games are now organized into several pages to make finding your desired game type easier: Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page. Most Popular: Shows all game types, with the most played games sorted to the top. By Category: This page allows you to browse through Custom Games based on Category. Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular. Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page. Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing. Bookmarks: Use this page to view your Bookmarked maps. A search option has been added to the Join Custom Game interface.
Observer and Replay UI New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down. Player Name Panel: Displays the players' name, team color, race, and supply count. Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM. In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time. The main game UI can now be hidden/shown via hotkey. You can now toggle between player unit colors and team unit colors when watching a replay or observing.
Game Options A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page. A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely. The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.
Balance
GENERAL Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed. Zealot Charging Zealots will now hit fleeing targets at least once.
TERRAN Battlecruiser Movement speed increased from 1.406 to 1.875. Bunker Build time increased from 35 to 40 seconds. Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. Tech Lab Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units.
StarCraft II Editor Improvements
Reworked Game Variants dialog to be more user-friendly: General tab has been removed. This text did not appear anywhere in game. Attributes tab has been split into Game Attributes and Player Attributes. Attribute UI now more closely reflects the game lobby. Default values are now enforced as necessary based on Player Properties. In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them. Improved loading times for some custom maps with complex tech restrictions. The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future. Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches. The game cursor now remains visible while loading maps. Debug outputs are now displayed in the editor and in-game when using Test Document. New trigger actions have been added: Set Camera Data: Changes the active camera data settings, as defined in the Data module. Show/Hide Resource: Shows or hides the specified resource in the UI. Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state. Set Random Seed: Sets the random game seed to the requested value. Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit. New trigger functions have been added: Convert Game Hotkey: Looks up hotkey as text. Convert Game Asset: Looks up asset path as text. Add On Child: Returns the child unit attached to the specified parent. Add On Parent: Returns the parent unit attached to the specified child. Catalog Entry Is Default: Returns if the specified entry is a default. Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible. Test Document preferences can now configure an explicit random seed value. Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder. Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived. Instant larva-style training will now charge resources properly. Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported. The Chance field in effects is now upgradeable. Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added. The Player Property and Modify Player Property triggers can now disable the cost for each resource type. Added a text preview pane to the text editing controls. Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar. Added armor to the Unit Property and Unit Type Property triggers. Added Weapon Damage and Weapon Speed Multiplier triggers. Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag. Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect. Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved. Added an Idle Command to unit data to configure what order the unit performs when idle. Added an actor message to allow models to change their hit-testable status. Additional options can now be configured using the command card editor. Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it. Additional cheats are now available in-game when using Test Document. Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you. AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you. AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you. AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units. AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes. AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way. AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting. AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things. AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources. AllianceVision - Changes the Vision alliance state between the selected players. BehaviorAdd - Adds the requested behavior to the selected units. BehaviorDuration - Sets the duration of the requested behavior. BehaviorRemove - Removes the requested behavior from the selected units. Charges - Toggles spell charge validation. Cooldown - Toggles spell cooldown validation. Creep - Adds creep at the cursor position given the requested radius. DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player. DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player. DeathAll – Kills all units on the map. DeathExcept - Kills all units on the map except the selected units. DeathSide - Kills all units owned by the selected player. DeathUnit - Kills the selected units. The type of death can be specified as a parameter. Defeat - Ends the game in defeat for the selected player. DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor. Effect - Executes the requested effect from the selected units. FastBuild - Toggles fast building, research, and training times. FastHeal - Toggles fast healing times. Fidget - Forces selected units to perform the specified fidget type. Food - Toggles food usage validation. Free - Toggles resource cost validation and expenditure. God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage. Loot - Drops a type of loot for the specified player. MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid. Minerals - Adds the specified amount of minerals to the selected player. Move - Moves the selected units to the cursor position. NoDefeat - Disables defeat conditions. NoVictory - Disables victory conditions. Order - Orders the selected units to use an ability. Owner - Changes ownership for the selected units to the selected player. ResourceCustom - Adds the specified amount of a custom resource to the selected player. SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount. SetLife – Sets the life of the selected units to the specified value. SetEnergy - Sets the energy of the selected units to the specified value. SetLife - Sets the life of the selected units to the specified value. SetShields - Sets the shields of the selected units to the specified value. SetResource - Sets the harvestable resources contained by the selected units to the specified value. ShowMap - Toggles fog of war display and validation. TechTree - Toggles tech tree dependency validation. Terrazine - Adds the specified amount of terrazine to the specified player. Tie - Marks all undecided players with the tie result. TimeOfDay - Sets the time of day to the specified time. TimeOfDayRate – Sets the rate that the time of day changes to the specified value. TrigDebug - Opens the trigger debug window. TrigRun - Runs the specified trigger. Uncreep - Removes creep at the cursor position given the requested radius. Undecided - Marks the selected player's result as undecided. Upgrade - Applies the selected upgrade to the selected player. Vespene - Adds the specified amount of vespene gas to the specified player. Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player. XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
Bug Fixes
Achievements Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Gameplay StarCraft II will continue running if corrupt textures/models/sounds are encountered. Conversation skipping and trigger skipping now share the same hotkey. The notification that a player left the game during a paused game is no longer delayed until the game is unpaused. Cheat codes now only accept official names. Unit response sounds are now updated immediately when the selection changes. Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible. Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders. Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields. Units can now be revived multiple times. Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can. Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled. The revive ability now works with multiple dead units. Revived units now properly dispatch a trigger event when killed again. Added additional information to unit tooltips in the tech trees. An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. Fixed an issue with not being able to land where you just lifted off if there was a nearby unit. Fixed an issue where you could push Hold Position units by Move/Hold Position spamming. Fixed an issue to prevent Force Fields from pushing units during construction. Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster. Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons. Fixed an issue placing Terran add-on buildings when multiple buildings were selected. The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building. Additional stalemate warnings are no longer displayed when the game ends in a stalemate. Flying cloaked units are no longer revealed as detected when shown through the fog of war. Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map. Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war. Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation. Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends. Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends. Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field. Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal. The Harvester count in the income leader panel now updates correctly. Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel. The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel. The Mute OS Microphone button has been removed from the Options' Voice page. Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building. Using Edit Box Trigger Dialogs should no longer generate trigger errors. Media keys can no longer be bound to a custom hotkey. Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page. Mouse-based hotkeys are now handled properly when the cursor is over the mini-map. Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page. The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
StarCraft II Editor Fixed an issue where editor control files could not be loaded in all languages. Fixed an issue with pasting text values in the editor. Fixed an issue where certain data fields would not list all possible values. Fixed an issue where the editor would crash after pasting a placed unit. Fixed a crash using the Unit Weapon Firing validator. Player Properties will no longer allow all 16 players to be User/Computer, which is not supported. Animations in the previewer will now display using localized text. Game and player versions of the cooldown & charge triggers now interpret time values correctly. Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly. Increasing the maximum number of charges with an upgrade no longer increases the current number of charges. Setting a unit’s training progress to 100% will no longer cancel the training.
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when is it coming for eu? :D
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!
gonna tech straight to cattlebruiserz
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Yeah, but Bnet is still down for maintenance, so you can't play it.
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Not online yet though, I finished downloading but can only play offline at the moment.
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On March 22 2011 23:44 zende wrote: when is it coming for eu? :D
When everyone already has it, like always.
I'm guessing tomorrow.
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I cry for a even more underpowered Protoss ... Although, I don't know how good the zealot buff is. I wished the buff was "ZEALOTS GUARANTEED ONE HIT ON A UNIT WHEN USING CHARGE EVEN WHEN HP = 0, or at least until charge wears off"
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Says maintenance will be done at 11, only 13 more minutes, can't wait.
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eu: this night 03:00-11:00 cet. can't wait
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On March 22 2011 23:46 sleepingdog wrote:When everyone already has it, like always.
sounds like my sex life
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only 8:50 here >.< i got to wait till 11? ;(
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United States2095 Posts
At least we'll have some time before MLG to get used to the new patch! Glad it wasn't patched a day or two before this time! Also I actually like this patch as a zerg!
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On March 22 2011 23:49 Vegasminion wrote: only 8:50 here >.< i got to wait till 11? ;(
Same here, bummer:/
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OP was taking too long =)
Full notes: + Show Spoiler +StarCraft II: Wings of Liberty - Patch 1.3.0
General
Leagues & Ladders A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region. Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in. The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page. The bonus pool has been reduced for arranged teams. Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period. This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. Players can still utilize any bonus points they previously accumulated. Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page. New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division. Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
Join Custom Game Several improvements have been made to the Join Custom Game section: The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game. Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip. Games are now organized into several pages to make finding your desired game type easier: Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page. Most Popular: Shows all game types, with the most played games sorted to the top. By Category: This page allows you to browse through Custom Games based on Category. Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular. Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page. Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing. Bookmarks: Use this page to view your Bookmarked maps. A search option has been added to the Join Custom Game interface.
Observer and Replay UI New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down. Player Name Panel: Displays the players' name, team color, race, and supply count. Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM. In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time. The main game UI can now be hidden/shown via hotkey. You can now toggle between player unit colors and team unit colors when watching a replay or observing.
Game Options A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page. A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely. The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.
Balance
GENERAL Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed. Zealot Charging Zealots will now hit fleeing targets at least once.
TERRAN Battlecruiser Movement speed increased from 1.406 to 1.875. Bunker Build time increased from 35 to 40 seconds. Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. Tech Lab Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units.
StarCraft II Editor Improvements
Reworked Game Variants dialog to be more user-friendly: General tab has been removed. This text did not appear anywhere in game. Attributes tab has been split into Game Attributes and Player Attributes. Attribute UI now more closely reflects the game lobby. Default values are now enforced as necessary based on Player Properties. In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them. Improved loading times for some custom maps with complex tech restrictions. The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future. Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches. The game cursor now remains visible while loading maps. Debug outputs are now displayed in the editor and in-game when using Test Document. New trigger actions have been added: Set Camera Data: Changes the active camera data settings, as defined in the Data module. Show/Hide Resource: Shows or hides the specified resource in the UI. Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state. Set Random Seed: Sets the random game seed to the requested value. Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit. New trigger functions have been added: Convert Game Hotkey: Looks up hotkey as text. Convert Game Asset: Looks up asset path as text. Add On Child: Returns the child unit attached to the specified parent. Add On Parent: Returns the parent unit attached to the specified child. Catalog Entry Is Default: Returns if the specified entry is a default. Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible. Test Document preferences can now configure an explicit random seed value. Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder. Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived. Instant larva-style training will now charge resources properly. Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported. The Chance field in effects is now upgradeable. Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added. The Player Property and Modify Player Property triggers can now disable the cost for each resource type. Added a text preview pane to the text editing controls. Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar. Added armor to the Unit Property and Unit Type Property triggers. Added Weapon Damage and Weapon Speed Multiplier triggers. Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag. Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect. Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved. Added an Idle Command to unit data to configure what order the unit performs when idle. Added an actor message to allow models to change their hit-testable status. Additional options can now be configured using the command card editor. Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it. Additional cheats are now available in-game when using Test Document. Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you. AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you. AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you. AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units. AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes. AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way. AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting. AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things. AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources. AllianceVision - Changes the Vision alliance state between the selected players. BehaviorAdd - Adds the requested behavior to the selected units. BehaviorDuration - Sets the duration of the requested behavior. BehaviorRemove - Removes the requested behavior from the selected units. Charges - Toggles spell charge validation. Cooldown - Toggles spell cooldown validation. Creep - Adds creep at the cursor position given the requested radius. DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player. DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player. DeathAll – Kills all units on the map. DeathExcept - Kills all units on the map except the selected units. DeathSide - Kills all units owned by the selected player. DeathUnit - Kills the selected units. The type of death can be specified as a parameter. Defeat - Ends the game in defeat for the selected player. DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor. Effect - Executes the requested effect from the selected units. FastBuild - Toggles fast building, research, and training times. FastHeal - Toggles fast healing times. Fidget - Forces selected units to perform the specified fidget type. Food - Toggles food usage validation. Free - Toggles resource cost validation and expenditure. God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage. Loot - Drops a type of loot for the specified player. MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid. Minerals - Adds the specified amount of minerals to the selected player. Move - Moves the selected units to the cursor position. NoDefeat - Disables defeat conditions. NoVictory - Disables victory conditions. Order - Orders the selected units to use an ability. Owner - Changes ownership for the selected units to the selected player. ResourceCustom - Adds the specified amount of a custom resource to the selected player. SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount. SetLife – Sets the life of the selected units to the specified value. SetEnergy - Sets the energy of the selected units to the specified value. SetLife - Sets the life of the selected units to the specified value. SetShields - Sets the shields of the selected units to the specified value. SetResource - Sets the harvestable resources contained by the selected units to the specified value. ShowMap - Toggles fog of war display and validation. TechTree - Toggles tech tree dependency validation. Terrazine - Adds the specified amount of terrazine to the specified player. Tie - Marks all undecided players with the tie result. TimeOfDay - Sets the time of day to the specified time. TimeOfDayRate – Sets the rate that the time of day changes to the specified value. TrigDebug - Opens the trigger debug window. TrigRun - Runs the specified trigger. Uncreep - Removes creep at the cursor position given the requested radius. Undecided - Marks the selected player's result as undecided. Upgrade - Applies the selected upgrade to the selected player. Vespene - Adds the specified amount of vespene gas to the specified player. Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player. XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
Bug Fixes
Achievements Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Gameplay StarCraft II will continue running if corrupt textures/models/sounds are encountered. Conversation skipping and trigger skipping now share the same hotkey. The notification that a player left the game during a paused game is no longer delayed until the game is unpaused. Cheat codes now only accept official names. Unit response sounds are now updated immediately when the selection changes. Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible. Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders. Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields. Units can now be revived multiple times. Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can. Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled. The revive ability now works with multiple dead units. Revived units now properly dispatch a trigger event when killed again. Added additional information to unit tooltips in the tech trees. An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. Fixed an issue with not being able to land where you just lifted off if there was a nearby unit. Fixed an issue where you could push Hold Position units by Move/Hold Position spamming. Fixed an issue to prevent Force Fields from pushing units during construction. Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster. Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons. Fixed an issue placing Terran add-on buildings when multiple buildings were selected. The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building. Additional stalemate warnings are no longer displayed when the game ends in a stalemate. Flying cloaked units are no longer revealed as detected when shown through the fog of war. Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map. Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war. Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation. Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends. Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends. Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field. Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal. The Harvester count in the income leader panel now updates correctly. Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel. The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel. The Mute OS Microphone button has been removed from the Options' Voice page. Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building. Using Edit Box Trigger Dialogs should no longer generate trigger errors. Media keys can no longer be bound to a custom hotkey. Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page. Mouse-based hotkeys are now handled properly when the cursor is over the mini-map. Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page. The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
StarCraft II Editor Fixed an issue where editor control files could not be loaded in all languages. Fixed an issue with pasting text values in the editor. Fixed an issue where certain data fields would not list all possible values. Fixed an issue where the editor would crash after pasting a placed unit. Fixed a crash using the Unit Weapon Firing validator. Player Properties will no longer allow all 16 players to be User/Computer, which is not supported. Animations in the previewer will now display using localized text. Game and player versions of the cooldown & charge triggers now interpret time values correctly. Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly. Increasing the maximum number of charges with an upgrade no longer increases the current number of charges. Setting a unit’s training progress to 100% will no longer cancel the training.
Balance
GENERAL Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed. Zealot Charging Zealots will now hit fleeing targets at least once.
TERRAN Battlecruiser Movement speed increased from 1.406 to 1.875. Bunker Build time increased from 35 to 40 seconds. Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. Tech Lab Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units.
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Cant wait to use some infestors :D
Are they adding the map changes too?
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On March 22 2011 23:47 bigggl wrote: Says maintenance will be done at 11, only 13 more minutes, can't wait.
thats 11 pdt not est
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On March 22 2011 23:47 bigggl wrote: Says maintenance will be done at 11, only 13 more minutes, can't wait.
Its 11 am PDT time which for eastern time is about 3 hrs behind. I have to wait till 1pm today to play >.>
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theere is a "new user button at the loging screen, hype for name change and 2nd char for each acc
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As a Zerg player, I'm so looking forward to seeing some Blink Stalkers. *evil grin*
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On March 22 2011 23:48 SmoKim wrote:Show nested quote +On March 22 2011 23:46 sleepingdog wrote:On March 22 2011 23:44 zende wrote: when is it coming for eu? :D When everyone already has it, like always. sounds like my sex life
Blah if it were like mine, we would still be playing Beta...
Anyways, anybody has tested yet if leagues are locked at NA? Like blowing some 2v2 matches with a friend?
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Maintenance is done at 11 am PDT , not your local time -____-. If my google skills don't fail me , that should be 3 more hrs from now.
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Patch Hits EU in 11h. Thank god they´re doing it at night.^^
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OP wtf, why start a thread about this without the patch notes?
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Anyone know if the tsl for this weekend have been played already or will they be on the new patch?
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On March 23 2011 00:00 Ghad wrote: OP wtf, why start a thread about this without the patch notes?
Patch notes been out for a while now.
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why would anyone ever build a mothership? It's one useful spell is now a major buff for your opponent which you can't even use on yourself because your opponent will just kill all your shit while you are stuck in the vortex.
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On March 22 2011 23:52 GeKkOo22 wrote:Show nested quote +On March 22 2011 23:47 bigggl wrote: Says maintenance will be done at 11, only 13 more minutes, can't wait. thats 11 pdt not est
sigh.... got excited.
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"An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. "
I want to see this :-) EU tomorrow w00t im so excited.
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I love the UI changes (particularly for replays showing both players' resources and/or hiding UI completely), and the unclickeable control group cons are pretty cool, too. Stim change will take some time getting used to.
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just a heads up, 11 am PDT = 1 pm EST for anybody wondering.... and the waiting begins lol.
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My Amulet upgrade is gone. I do not like.
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On March 23 2011 00:03 0mar wrote: why would anyone ever build a mothership? It's one useful spell is now a major buff for your opponent which you can't even use on yourself because your opponent will just kill all your shit while you are stuck in the vortex.
Well blizzard has stated that they are fine with units that will never see any play in ladder games or tournaments.
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the patch that shall further demonstrate blizz's pigeon brain game design (note, not balance, 1=/=2), and will lead to more allin play by terran and toss and/or protoss dark days like in season 1 / bw pre-bisu. glhf guys.
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On March 23 2011 00:08 bigggl wrote: just a heads up, 11 am PDT = 1 pm EST for anybody wondering.... and the waiting begins lol.
11am PDT = 2pm EST
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We'll.. this will be interesting.. I can see a lot of arguing coming up within the community soon.
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On March 23 2011 00:05 s00pr wrote: "An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. "
I want to see this :-) EU tomorrow w00t im so excited.
... might as well have a big progress bar at the top for each building being built and a big red number at the top left telling me how many warpgates have finished their cooldown.
... though I'm quite excited to play a nerfed protoss and get rolled without KA haha
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The passive cloaking field alone makes it viable late-game in very competitive games. There's no debating that.
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Anybodys' patch freezing at 70%?
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On March 23 2011 00:03 0mar wrote: why would anyone ever build a mothership? It's one useful spell is now a major buff for your opponent which you can't even use on yourself because your opponent will just kill all your shit while you are stuck in the vortex.
Mass Recall can still be useful, though still gimmicky, with blink stalkers or on very large maps like tal'darim i suppose
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I'm interested to see if the infestor was nerfed or buffed overall...
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On March 23 2011 00:09 anatem wrote: the patch that shall further demonstrate blizz's pigeon brain game design (note, not balance, 1=/=2), and will lead to more allin play by terran and toss and/or protoss dark days like in season 1 / bw pre-bisu. glhf guys. I like how you proved to us fools mathematically that different things are indeed different. I feel like my whole world-view has been irrevocably changed. Also that's what they always say. Just play, then talk.
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Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted.
I guess there is next season, whenever that is.....
![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL
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Will they fully reset ladder for a new season?
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On March 23 2011 00:13 Reborn8u wrote: Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted.
I guess there is next season, whenever that is.....
No one can log in atm.
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On March 23 2011 00:15 Scrubington wrote: Will they fully reset ladder for a new season?
On the 29th. Although you still keep your MMR so not much will really change except the win/loss count
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On March 23 2011 00:10 Antimage wrote:Show nested quote +On March 23 2011 00:05 s00pr wrote: "An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. "
I want to see this :-) EU tomorrow w00t im so excited. ... might as well have a big progress bar at the top for each building being built and a big red number at the top left telling me how many warpgates have finished their cooldown. ... though I'm quite excited to play a nerfed protoss and get rolled without KA haha
There is a number on the right side of the screen that says how many warpgates have finished their cooldown.
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StarCraft II: Wings of Liberty - Patch 1.3.0
StarCraft II: Wings of Liberty - Patch 1.3.0
General
Leagues & Ladders A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region. Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in. The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page. The bonus pool has been reduced for arranged teams. Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period. This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. Players can still utilize any bonus points they previously accumulated. Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page. New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division. Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
Join Custom Game Several improvements have been made to the Join Custom Game section: The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game. Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip. Games are now organized into several pages to make finding your desired game type easier: Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page. Most Popular: Shows all game types, with the most played games sorted to the top. By Category: This page allows you to browse through Custom Games based on Category. Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular. Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page. Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing. Bookmarks: Use this page to view your Bookmarked maps. A search option has been added to the Join Custom Game interface.
Observer and Replay UI New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down. Player Name Panel: Displays the players' name, team color, race, and supply count. Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM. In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time. The main game UI can now be hidden/shown via hotkey. You can now toggle between player unit colors and team unit colors when watching a replay or observing.
Game Options A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page. A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely. The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.
Balance
GENERAL Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed. Zealot Charging Zealots will now hit fleeing targets at least once.
TERRAN Battlecruiser Movement speed increased from 1.406 to 1.875. Bunker Build time increased from 35 to 40 seconds. Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. Tech Lab Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units.
StarCraft II Editor Improvements
Reworked Game Variants dialog to be more user-friendly: General tab has been removed. This text did not appear anywhere in game. Attributes tab has been split into Game Attributes and Player Attributes. Attribute UI now more closely reflects the game lobby. Default values are now enforced as necessary based on Player Properties. In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them. Improved loading times for some custom maps with complex tech restrictions. The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future. Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches. The game cursor now remains visible while loading maps. Debug outputs are now displayed in the editor and in-game when using Test Document. New trigger actions have been added: Set Camera Data: Changes the active camera data settings, as defined in the Data module. Show/Hide Resource: Shows or hides the specified resource in the UI. Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state. Set Random Seed: Sets the random game seed to the requested value. Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit. New trigger functions have been added: Convert Game Hotkey: Looks up hotkey as text. Convert Game Asset: Looks up asset path as text. Add On Child: Returns the child unit attached to the specified parent. Add On Parent: Returns the parent unit attached to the specified child. Catalog Entry Is Default: Returns if the specified entry is a default. Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible. Test Document preferences can now configure an explicit random seed value. Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder. Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived. Instant larva-style training will now charge resources properly. Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported. The Chance field in effects is now upgradeable. Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added. The Player Property and Modify Player Property triggers can now disable the cost for each resource type. Added a text preview pane to the text editing controls. Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar. Added armor to the Unit Property and Unit Type Property triggers. Added Weapon Damage and Weapon Speed Multiplier triggers. Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag. Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect. Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved. Added an Idle Command to unit data to configure what order the unit performs when idle. Added an actor message to allow models to change their hit-testable status. Additional options can now be configured using the command card editor. Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it. Additional cheats are now available in-game when using Test Document. Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you. AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you. AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you. AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units. AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes. AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way. AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting. AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things. AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources. AllianceVision - Changes the Vision alliance state between the selected players. BehaviorAdd - Adds the requested behavior to the selected units. BehaviorDuration - Sets the duration of the requested behavior. BehaviorRemove - Removes the requested behavior from the selected units. Charges - Toggles spell charge validation. Cooldown - Toggles spell cooldown validation. Creep - Adds creep at the cursor position given the requested radius. DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player. DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player. DeathAll – Kills all units on the map. DeathExcept - Kills all units on the map except the selected units. DeathSide - Kills all units owned by the selected player. DeathUnit - Kills the selected units. The type of death can be specified as a parameter. Defeat - Ends the game in defeat for the selected player. DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor. Effect - Executes the requested effect from the selected units. FastBuild - Toggles fast building, research, and training times. FastHeal - Toggles fast healing times. Fidget - Forces selected units to perform the specified fidget type. Food - Toggles food usage validation. Free - Toggles resource cost validation and expenditure. God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage. Loot - Drops a type of loot for the specified player. MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid. Minerals - Adds the specified amount of minerals to the selected player. Move - Moves the selected units to the cursor position. NoDefeat - Disables defeat conditions. NoVictory - Disables victory conditions. Order - Orders the selected units to use an ability. Owner - Changes ownership for the selected units to the selected player. ResourceCustom - Adds the specified amount of a custom resource to the selected player. SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount. SetLife – Sets the life of the selected units to the specified value. SetEnergy - Sets the energy of the selected units to the specified value. SetLife - Sets the life of the selected units to the specified value. SetShields - Sets the shields of the selected units to the specified value. SetResource - Sets the harvestable resources contained by the selected units to the specified value. ShowMap - Toggles fog of war display and validation. TechTree - Toggles tech tree dependency validation. Terrazine - Adds the specified amount of terrazine to the specified player. Tie - Marks all undecided players with the tie result. TimeOfDay - Sets the time of day to the specified time. TimeOfDayRate – Sets the rate that the time of day changes to the specified value. TrigDebug - Opens the trigger debug window. TrigRun - Runs the specified trigger. Uncreep - Removes creep at the cursor position given the requested radius. Undecided - Marks the selected player's result as undecided. Upgrade - Applies the selected upgrade to the selected player. Vespene - Adds the specified amount of vespene gas to the specified player. Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player. XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
Bug Fixes
Achievements Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Gameplay StarCraft II will continue running if corrupt textures/models/sounds are encountered. Conversation skipping and trigger skipping now share the same hotkey. The notification that a player left the game during a paused game is no longer delayed until the game is unpaused. Cheat codes now only accept official names. Unit response sounds are now updated immediately when the selection changes. Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible. Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders. Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields. Units can now be revived multiple times. Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can. Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled. The revive ability now works with multiple dead units. Revived units now properly dispatch a trigger event when killed again. Added additional information to unit tooltips in the tech trees. An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. Fixed an issue with not being able to land where you just lifted off if there was a nearby unit. Fixed an issue where you could push Hold Position units by Move/Hold Position spamming. Fixed an issue to prevent Force Fields from pushing units during construction. Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster. Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons. Fixed an issue placing Terran add-on buildings when multiple buildings were selected. The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building. Additional stalemate warnings are no longer displayed when the game ends in a stalemate. Flying cloaked units are no longer revealed as detected when shown through the fog of war. Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map. Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war. Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation. Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends. Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends. Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field. Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal. The Harvester count in the income leader panel now updates correctly. Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel. The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel. The Mute OS Microphone button has been removed from the Options' Voice page. Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building. Using Edit Box Trigger Dialogs should no longer generate trigger errors. Media keys can no longer be bound to a custom hotkey. Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page. Mouse-based hotkeys are now handled properly when the cursor is over the mini-map. Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page. The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
StarCraft II Editor Fixed an issue where editor control files could not be loaded in all languages. Fixed an issue with pasting text values in the editor. Fixed an issue where certain data fields would not list all possible values. Fixed an issue where the editor would crash after pasting a placed unit. Fixed a crash using the Unit Weapon Firing validator. Player Properties will no longer allow all 16 players to be User/Computer, which is not supported. Animations in the previewer will now display using localized text. Game and player versions of the cooldown & charge triggers now interpret time values correctly. Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly. Increasing the maximum number of charges with an upgrade no longer increases the current number of charges. Setting a unit’s training progress to 100% will no longer cancel the training.
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On March 23 2011 00:15 MementoMori wrote:Show nested quote +On March 23 2011 00:15 Scrubington wrote: Will they fully reset ladder for a new season?
On the 29th. Although you still keep your MMR so not much will really change except the win/loss count
Well it's going to push a lot of people to get a new account for MMR reset. Personally I've been playing on a friends account and am waiting for a full ladder reset to purchase my own copy of the game.
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On March 23 2011 00:13 Reborn8u wrote: Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted.
I guess there is next season, whenever that is.....
if your close to being promoted you will be placed in the next ladder season close to your current rank now anyways so you wont have much work to do.
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Nice! I'm pretty stoked to get home and get this update. Anyone know if Fungal Growth is a projectile? I heard them say something about that in the SotG like 2 weeks ago but it isn't specifically mentioned in the patch notes. Just curious if that actually happened for the final patch.
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It's a good day to be Zerg.
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On March 23 2011 00:10 Antimage wrote:Show nested quote +On March 23 2011 00:05 s00pr wrote: "An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. "
I want to see this :-) EU tomorrow w00t im so excited. ... might as well have a big progress bar at the top for each building being built and a big red number at the top left telling me how many warpgates have finished their cooldown. ... though I'm quite excited to play a nerfed protoss and get rolled without KA haha I played a few games on Sea eariler and didn't notice any changes. It must be quite discreet or it could be an option. I wouldnt complain that the game can be mastered by toddlers yet.
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Go! Go! Protoss mono-tech path! lets make some Colossi!
Now that i've gotten that out of the way, I'm really happy about the map changes, very surprising.
I'm also sort of floored that the loss count removal went through, very disappointing.
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On March 23 2011 00:10 ftwpker wrote: Anybodys' patch freezing at 70%?
froze for me for about 3~ minutes, then continued.
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Maybe removing KA is Blizzard's way of attempting to push more Protoss players into merging archons in order to bridge the gap in the HUGE timing window when you're teching HT.
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Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen!
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I cant believe they actually went through with taking out the amulet. For Fucks Sake. D:
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On March 22 2011 23:47 ScythedBlade wrote: I cry for a even more underpowered Protoss ... Although, I don't know how good the zealot buff is. I wished the buff was "ZEALOTS GUARANTEED ONE HIT ON A UNIT WHEN USING CHARGE EVEN WHEN HP = 0, or at least until charge wears off"
i lold at bolded part
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On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen!
Sweet!
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On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL
If you had read the service notice previously, you'd realize Battle.net isn't slated to come back online until 11 AM PDT (1 PM EST) so this is no surprise.
Plus you'd only have to wait one week for your promotion. I'd actually prefer to stay in diamond if I were you so I can work myself to Top 8 for the icon
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On March 23 2011 00:22 bigggl wrote:Show nested quote +On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix"
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On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL
jesus, you are arrogant how the hell have you posted 600 times without a ban
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i still want to watch a replay with a friend...
Good changes for now, beside the HT, that was overkilling, something like 62.5 energy for amulet was enough.
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Did anyone notice this little gem?
"Fixed an issue where you could push Hold Position units by Move/Hold Position spamming."
Hopefully it means that Protoss can now properly hold position on their ramp - not really something that was making any difference in higher level games, but it could really screw over people in the lower leagues as it seemed so inconsistent.
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Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased?
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On March 23 2011 00:25 Luggage wrote: Did anyone notice this little gem?
"Fixed an issue where you could push Hold Position units by Move/Hold Position spamming."
Hopefully it means that Protoss can now properly hold position on their ramp - not really something that was making any difference in higher level games, but it could really screw over people in the lower leagues as it seemed so inconsistent.
They fixed that in the other patch I think.
It was massivly abused by zerg with 6/7/8/9/10 pool rushes as they would mash the right click past your zealot and push him back and get into your base.
in other news
KA WE KNEW YOU WELL
R.I.P.
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Blizzards response to Protoss deathball ... make it happen every game because of no KA. Herrrrroooo 3 gate robo.
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On March 23 2011 00:26 Dtag wrote: Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased?
dpS buffed
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On March 23 2011 00:23 DusTerr wrote:Show nested quote +On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up.
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On March 23 2011 00:28 DusTerr wrote:Show nested quote +On March 23 2011 00:26 Dtag wrote: Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased? dpS buffed
Should I be legit concerned for the well being of my stalkers?
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On March 23 2011 00:03 0mar wrote: why would anyone ever build a mothership? It's one useful spell is now a major buff for your opponent which you can't even use on yourself because your opponent will just kill all your shit while you are stuck in the vortex.
Well that sounds logical. If that is the case, why can't you kill all of his shit while he is in vortex? I'm not saying I like the change very much, but the idea of vortex is to cut his army into two small armies and fight one at a time, not to stack all of his units so you can instantly vaporize an infinite army (you have forcefield for that... ).
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yay for funal now doing 47 dmg to armored units!
though i did like the 8 sec duration of holding things in place
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On March 23 2011 00:29 Scrubington wrote:Show nested quote +On March 23 2011 00:28 DusTerr wrote:On March 23 2011 00:26 Dtag wrote: Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased? dpS buffed Should I be legit concerned for the well being of my stalkers? yes gl hf gg
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On March 23 2011 00:29 Scrubington wrote:Show nested quote +On March 23 2011 00:28 DusTerr wrote:On March 23 2011 00:26 Dtag wrote: Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased? dpS buffed Should I be legit concerned for the well being of my stalkers?
Yes, most definitely.
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On March 23 2011 00:24 oblong wrote:Show nested quote +On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban
You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent.
I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim?
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im gonna miss the khaydarin amulet so much! they should have changed it to instead of immediately having energy to increasing the max energy to 150, this way, it cannot instantly destroy a drop or anything but leaves a high templar with max energy to be able to cast 1 psy storm after being emp shockwaved from a ghost. this was a great suggestion Crota made when I interviewed him and I absolutely agree with it!
R.I.P. Khaydarin Amulet. Say hi to the Flux Banes in the Protoss Heaven.
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Blizzard! Y U no release patch for EU!
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On March 23 2011 00:29 Scrubington wrote:Show nested quote +On March 23 2011 00:28 DusTerr wrote:On March 23 2011 00:26 Dtag wrote: Does the decrease of the stun duration of fungal growth increase the DPS since the full damage is caused in less time? Or is it really just the stun part of the effect whose duration was decreased? dpS buffed Should I be legit concerned for the well being of my stalkers? you should be legit concerned for the well being of your deathball. Stalkers, colossi, void rays are all armored. Toss are going to have to spread out if they want to survive. clumping up leads to gg.
that or feedback the living shit out of the investors
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On March 23 2011 00:18 Achaia wrote: Nice! I'm pretty stoked to get home and get this update. Anyone know if Fungal Growth is a projectile? I heard them say something about that in the SotG like 2 weeks ago but it isn't specifically mentioned in the patch notes. Just curious if that actually happened for the final patch.
It is not a projectile, and the damage takes place over 4 seconds instead of 8 now.
So 12 DPS to armored and 9 DPS to everything else.
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On March 23 2011 00:29 Azzur wrote:Show nested quote +On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up.
Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes
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Man i cant play you guys are making me angry jealous

im buying a graphics card one day. and ill come back to haunt the streams with my uber play styles.
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On March 23 2011 00:36 DusTerr wrote:Show nested quote +On March 23 2011 00:29 Azzur wrote:On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up. Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes
Best change in entire patch?
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the good thing is if you are worried about HT feedbacks you can throw down 1-2 infested terrans and you are safe <3
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United Kingdom12023 Posts
On March 23 2011 00:32 Overpowered wrote: Blizzard! Y U no release patch for EU!
We have to wait unitl tommorow.
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On March 23 2011 00:20 Scrubington wrote: Maybe removing KA is Blizzard's way of attempting to push more Protoss players into merging archons in order to bridge the gap in the HUGE timing window when you're teching HT.
Seems more like Blizzard wants people to only use Colossi.
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People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early.
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On March 23 2011 00:37 Scrubington wrote:Show nested quote +On March 23 2011 00:36 DusTerr wrote:On March 23 2011 00:29 Azzur wrote:On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up. Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes Best change in entire patch?
you mean random players not being able to know their race (and what hotkey needed to create 1st worker) before the game loads?
or
being able to see/center your mouse over base before game starts?
+ Show Spoiler + I like the mouse visible part, just wish/hoping it will remain a race tipoff
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I just wanted to comment how different the patches are from a low-level (gold) player's point of view. Flux vanes removed? I have researched them like twice. KA removed? I have honestly never ever researched that. I used to love HTs back in BW and I would make them every single game against my poor Zerg IRL friend but in SC2, I never found a good use to them. If I tried HT as my first tech after WG, I lost before I had them and once I have colossi I usually don't feel the need for another tech path.
So for me, this is a rather nice patch. Let's see: - the only toss nerf (KA) is of no effect on me - the zerg buff has no effect either, because I rarely survive a PvZ for so long that the oponent has Infestors (I usually either win straight from gateways/immortals (if he goes roach) or die from infinite muta/ling mobility soon afterwards)
So i get really working charge and nerfed stim (every toss gotta love that, anyway!) - for free Looking forward to the next season!
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On March 23 2011 00:35 Johnny_Vegas wrote: So 12 DPS to armored and 9 DPS to everything else. A bit less than 12 dps to armoured, FG should deal 11.7 dps on armoured units.
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On March 23 2011 00:40 DusTerr wrote:Show nested quote +On March 23 2011 00:37 Scrubington wrote:On March 23 2011 00:36 DusTerr wrote:On March 23 2011 00:29 Azzur wrote:On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up. Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes Best change in entire patch? you mean random players not being able to know their race (and what hotkey needed to create 1st worker) before the game loads? or being able to see/center your mouse over base before game starts? + Show Spoiler + I like the mouse visible part, just wish/hoping it will remain a race tipoff
I meant being able to center your mouse just before the game begins.
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I think it should allow randoms to know their race in loading screen , so they can quickly react (hotkey for worker) and make a quick game plan.
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OH NICE TO SNEAK THIS IN..
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
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On March 23 2011 00:45 PukinDog wrote: OH NICE TO SNEAK THIS IN..
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Lololol. They're like "We'll wait, untill dark, then we shall make our move. KEKEKEKEKEKE"
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On March 23 2011 00:40 DusTerr wrote:Show nested quote +On March 23 2011 00:37 Scrubington wrote:On March 23 2011 00:36 DusTerr wrote:On March 23 2011 00:29 Azzur wrote:On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up. Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes Best change in entire patch? you mean random players not being able to know their race (and what hotkey needed to create 1st worker) before the game loads? or being able to see/center your mouse over base before game starts? + Show Spoiler + I like the mouse visible part, just wish/hoping it will remain a race tipoff
Use the grid layout then it'll be same button for probe, drone or scv.
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If it stops at 70% and says waiting for files to close you need to close out of your replays folder and anything else SC2 related. Just a heads up. I am going to hate being reminded about my larva injects, but everything else is okay.
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On March 23 2011 00:31 Reborn8u wrote:Show nested quote +On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim?
Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever.
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On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early.
I live in Canada and dont get charged per bandwith... Change company?
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I think it would have been fair to just have the amulet increase HT energy regen rate by 1.5x or something or maybe even buffing archons (energyless templar).
EMP nerf is nice though.
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Brother Mack's prayers went unheard 
I guess the lord wants protoss to use more collosus.
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On March 23 2011 00:50 Xain wrote:Show nested quote +On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. I live in Canada and dont get charged per bandwith... Change company?
Other companies less reliable =\
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On March 23 2011 00:51 Scrubington wrote:Show nested quote +On March 23 2011 00:50 Xain wrote:On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. I live in Canada and dont get charged per bandwith... Change company? Other companies less reliable =\
hunts? you are a canada
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On March 23 2011 00:51 Alejandrisha wrote:Show nested quote +On March 23 2011 00:51 Scrubington wrote:On March 23 2011 00:50 Xain wrote:On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. I live in Canada and dont get charged per bandwith... Change company? Other companies less reliable =\ hunts? you are a canada
I am NOT a Canada bro.
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On March 23 2011 00:45 PukinDog wrote: OH NICE TO SNEAK THIS IN..
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
This was because of the below 0 MMR bug. If you had a hidden rating below 0 (which is easily possible and even happens in chess), then you would always be favored in every matchup since your points were higher than your rating.
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On March 23 2011 00:49 ApBuLLet wrote:Show nested quote +On March 23 2011 00:31 Reborn8u wrote:On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim? Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever.
As I recall lots of people were trying out colossus drop harass in beta, immortals too. As you stated toss were used to having good harass in BW via the reaver. It quickly fell out of fashion because it isn't very effective and extremely risky. BTW I almost never 4 gate. Why so hateful? Lighten up.
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On March 23 2011 00:46 bigggl wrote:Show nested quote +On March 23 2011 00:40 DusTerr wrote:On March 23 2011 00:37 Scrubington wrote:On March 23 2011 00:36 DusTerr wrote:On March 23 2011 00:29 Azzur wrote:On March 23 2011 00:23 DusTerr wrote:On March 23 2011 00:22 bigggl wrote:On March 23 2011 00:21 Azzur wrote: Just played a game on the SEA server. For those interested, the mouse pointer shows during the loading screen! Sweet! I remember seeing something about that in patch notes (first notes on 1.3) but couldn't find the details later - hope this is a "fix" It definitely is a fix. I was able to centre my mouse pointer to immediately select my CC when the game loaded up. Just tried this offline. Mouse is visible, unfortunately it was not the texture of my race! (Played random, while loading had the terran blue mouse, my race ended up being protoss). Will see if this changes Best change in entire patch? you mean random players not being able to know their race (and what hotkey needed to create 1st worker) before the game loads? or being able to see/center your mouse over base before game starts? + Show Spoiler + I like the mouse visible part, just wish/hoping it will remain a race tipoff Use the grid layout then it'll be same button for probe, drone or scv.
ironically it's QQ for zerg (larva -> drone)
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No self-respecting Protoss player can bare to 4 gate if they've played for more than a few months... Unless of course it's in a Protoss versus Protoss in which case you're just automatically depressed.
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On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early.
Why has it anything to do with StarCraft II, a game? Using your train of thought, we should get earlier the patch as we payed definetly more for the game (for example +VAT and not correct USD to EUR conversion) than you...
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I honestly wonder though, with the 5 second bunker nerf, emp nerf, and stim nerf will 4 gating become too strong vs terran?
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On March 23 2011 00:56 qcz wrote:Show nested quote +On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. Why has it anything to do with StarCraft II, a game? Using your train of thought, we should get earlier the patch as we payed definetly more for the game (for example +VAT and not equal USD to EUR conversion) than you...
Your population of woman have a lesser chance of being obese than in the states /end discuss. EU stop complaining.
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On March 23 2011 00:53 Reborn8u wrote:Show nested quote +On March 23 2011 00:49 ApBuLLet wrote:On March 23 2011 00:31 Reborn8u wrote:On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim? Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever. As I recall lots of people were trying out colossus drop harass in beta, immortals too. As you stated toss were used to having good harass in BW via the reaver. It quickly fell out of fashion because it isn't very effective and extremely risky. BTW I almost never 4 gate. Why so hateful? Lighten up.
I think it is the whole thing about people not knowing about SC:BW, so if you don't understand reaver drops (insert BW build or technique here) people who were around then want to look down upon you. Good thing these are two separate games though.
I think the patch is getting to everyone...leagues aren't going to be locked forever and your MMR will still go up while the league lock is in place. At the start of next season, if you are fit for masters you will be put in there with an above average MMR. Why can't everyone just be patient?
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On March 23 2011 00:58 Reborn8u wrote: I honestly wonder though, with the 5 second bunker nerf, emp nerf, and stim nerf will 4 gating become too strong vs terran?
No, there's this thing that stops 4 gate even after it got nerfed. Its name slipped my mind for a brief moment...
What's that ONE thing called again?
B... Buh...
Urgh, I'll get it eventually.
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On March 23 2011 00:59 Scrubington wrote:Show nested quote +On March 23 2011 00:58 Reborn8u wrote: I honestly wonder though, with the 5 second bunker nerf, emp nerf, and stim nerf will 4 gating become too strong vs terran? No, there's this thing that stops 4 gate even after it got nerfed. Its name slipped my mind for a brief moment... What's that ONE thing called again? B... Buh... Urgh, I'll get it eventually. Bourgeoisie? I hardly see how that's applicable
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On March 23 2011 00:50 Xain wrote:Show nested quote +On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. I live in Canada and dont get charged per bandwith... Change company? he means the cap im sure. i didnt read the rest of page but someone msg me if you are using the new obs features on a stream, or know of someone doing this i really am eager to see it in live action. i want to play sc2 but i havent had a graphics card for 31 days.
edit: im going through stardrawals.
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On March 23 2011 00:59 Demonace34 wrote:Show nested quote +On March 23 2011 00:53 Reborn8u wrote:On March 23 2011 00:49 ApBuLLet wrote:On March 23 2011 00:31 Reborn8u wrote:On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim? Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever. As I recall lots of people were trying out colossus drop harass in beta, immortals too. As you stated toss were used to having good harass in BW via the reaver. It quickly fell out of fashion because it isn't very effective and extremely risky. BTW I almost never 4 gate. Why so hateful? Lighten up. I think it is the whole thing about people not knowing about SC:BW, so if you don't understand reaver drops (insert BW build or technique here) people who were around then want to look down upon you. Good thing these are two separate games though. I think the patch is getting to everyone...leagues aren't going to be locked forever and your MMR will still go up while the league lock is in place. At the start of next season, if you are fit for masters you will be put in there with an above average MMR. Why can't everyone just be patient?
Cool, that sincerely makes me feel much better. Thank you sir! I can live with being patient, I was simply under the mistaken impression that laddering would be for nothing.
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I really wonder how this is going to effect the TSL... does anybody know when this weekends matchups are getting played out?
Not sure how much time all these pros have had to play around with the changes....
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On March 22 2011 23:54 sleepingdog wrote:Show nested quote +On March 22 2011 23:48 SmoKim wrote:On March 22 2011 23:46 sleepingdog wrote:On March 22 2011 23:44 zende wrote: when is it coming for eu? :D When everyone already has it, like always. sounds like my sex life Blah if it were like mine, we would still be playing Beta...
Whereas I'm still practicing against the computer......
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On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL
What fail? Did you even take your time to read the news on the left?
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Ptr is working still, now I can get my starcraft fix! I QQ'd when I saw I couldn't log in after patch.
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Sorry if this has been asked before, but won't this change affect all the remaining games in the GSTL?
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On March 23 2011 00:49 ApBuLLet wrote:Show nested quote +On March 23 2011 00:31 Reborn8u wrote:On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim? Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever.
That was way back in the beta dude. People have wisened up considerably since then. If you lose your colossus without doing terrible, terrible damage, you are fucked.
In general, Protoss harass options are gimmicky and weak. There are a few cases where harassment works, but it's overshadowed by the number of times where harass puts you significantly behind your opponent.
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No Khaydarin Amulet is good I think. It's way too powerful to warp in a high templar near your opponent's base and rape a bunch of his workers. Even big Marauder drops are easier to deal with. With HT drops, I only have to be near your base for a couple of seconds and the damage is done.
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Whyy am i at school i need to go home and play starcraft. I cannot wait to see what is going to happen to zvz, and zvp.
My prediction is that the hydra is basically a useless unit now due to fungal replacing the dps. And zvz is going to be so wierd, but possibly amazing
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Been playing alot of team games on SEA and preeeeeetty much every terran is trying to go turbo BC's
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"Loss counts are no longer displayed in Profile and Ladder pages for players below Master League."
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
User was warned for this post
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On March 22 2011 23:43 bigggl wrote:For those of you living under a rock who are not familiar with the patch notes.... + Show Spoiler +StarCraft II: Wings of Liberty - Patch 1.3.0
General
Leagues & Ladders A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region. Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in. The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster page. The bonus pool has been reduced for arranged teams. Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period. This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. Players can still utilize any bonus points they previously accumulated. Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season page. New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division. Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
Join Custom Game Several improvements have been made to the Join Custom Game section: The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game. Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip. Games are now organized into several pages to make finding your desired game type easier: Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page. Most Popular: Shows all game types, with the most played games sorted to the top. By Category: This page allows you to browse through Custom Games based on Category. Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular. Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page. Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing. Bookmarks: Use this page to view your Bookmarked maps. A search option has been added to the Join Custom Game interface.
Observer and Replay UI New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down. Player Name Panel: Displays the players' name, team color, race, and supply count. Stat Comparison Panels: Shows a head-to-head comparison of players' resources, army supply, units killed, or APM. In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time. The main game UI can now be hidden/shown via hotkey. You can now toggle between player unit colors and team unit colors when watching a replay or observing.
Game Options A new Control page is available from the Options menu. You'll find Mouse, Keyboard and Scrolling options within this new page. A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely. The existing menu option under the Gameplay page for Menu Bar Buttons now also supports hiding the Menu Bar.
Balance
GENERAL Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower).
PROTOSS Mothership Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. High Templar Khaydarin Amulet upgrade (+25 starting energy) has been removed. Zealot Charging Zealots will now hit fleeing targets at least once.
TERRAN Battlecruiser Movement speed increased from 1.406 to 1.875. Bunker Build time increased from 35 to 40 seconds. Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged. Tech Lab Stimpack upgrade research time increased from 140 to 170 seconds.
ZERG Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds. Damage increased by +30% vs. armored units.
StarCraft II Editor Improvements
Reworked Game Variants dialog to be more user-friendly: General tab has been removed. This text did not appear anywhere in game. Attributes tab has been split into Game Attributes and Player Attributes. Attribute UI now more closely reflects the game lobby. Default values are now enforced as necessary based on Player Properties. In some cases, variants defined in previous versions will no longer be compatible and may cause problems during publishing or within the game lobby. If you are planning to republish a map that uses custom game variants, it is highly recommended that you use the new Game Variants dialog to delete and recreate them. Improved loading times for some custom maps with complex tech restrictions. The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future. Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches. The game cursor now remains visible while loading maps. Debug outputs are now displayed in the editor and in-game when using Test Document. New trigger actions have been added: Set Camera Data: Changes the active camera data settings, as defined in the Data module. Show/Hide Resource: Shows or hides the specified resource in the UI. Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state. Set Random Seed: Sets the random game seed to the requested value. Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit. New trigger functions have been added: Convert Game Hotkey: Looks up hotkey as text. Convert Game Asset: Looks up asset path as text. Add On Child: Returns the child unit attached to the specified parent. Add On Parent: Returns the parent unit attached to the specified child. Catalog Entry Is Default: Returns if the specified entry is a default. Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible. Test Document preferences can now configure an explicit random seed value. Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder. Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived. Instant larva-style training will now charge resources properly. Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported. The Chance field in effects is now upgradeable. Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added. The Player Property and Modify Player Property triggers can now disable the cost for each resource type. Added a text preview pane to the text editing controls. Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar. Added armor to the Unit Property and Unit Type Property triggers. Added Weapon Damage and Weapon Speed Multiplier triggers. Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag. Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect. Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved. Added an Idle Command to unit data to configure what order the unit performs when idle. Added an actor message to allow models to change their hit-testable status. Additional options can now be configured using the command card editor. Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it. Additional cheats are now available in-game when using Test Document. Ally - Changes all alliance states between the selected players. By default, if you just type Ally, then all players share all alliance states with you. AllianceDefeat - Changes the Defeat alliance state between the selected players. By default, if you just type AllianceDefeat, all players will share defeat with you. AllianceControl - Changes the Control alliance state between the selected players. By default, if you just type AllianceControl, then all players share control with you. AllianceGiveHelp - Changes the GiveHelp alliance state between the selected players. By default, if you just type AllianceGiveHelp, all players will respond to calls for help from your units. AlliancePassive - Changes the Passive alliance state between the selected players. Players that you are not passive with will be considered hostile for attacking purposes. AlliancePushable - Changes the Pushable alliance state between the selected players. This controls whether a player’s units will move through another player’s units, pushing them out of the way. AllianceSeekHelp - Changes the SeekHelp alliance state between the selected players. Controls whether a player’s units call for help to the specified target player. The target player can choose to respond or not, depending on its GiveHelp alliance setting. AllianceSpend - Changes the Spend alliance state between the selected players. Players that you are sharing resources with are allowed to spend your money to purchase things. AllianceTrade - Changes the Trade alliance state between the selected players. Players that you are trading with can be sent resources. AllianceVision - Changes the Vision alliance state between the selected players. BehaviorAdd - Adds the requested behavior to the selected units. BehaviorDuration - Sets the duration of the requested behavior. BehaviorRemove - Removes the requested behavior from the selected units. Charges - Toggles spell charge validation. Cooldown - Toggles spell cooldown validation. Creep - Adds creep at the cursor position given the requested radius. DamageDealt - Multiplies the amount of damage dealt by a player's units by the specified value. By default, this will multiply the damage dealt by 10 for the cheating player. DamageTaken - Multiplies the amount of damage taken by a player's units by the specified value. By default, this will reduce all damage taken to 0 for the cheating player. DeathAll – Kills all units on the map. DeathExcept - Kills all units on the map except the selected units. DeathSide - Kills all units owned by the selected player. DeathUnit - Kills the selected units. The type of death can be specified as a parameter. Defeat - Ends the game in defeat for the selected player. DestroyPersistent - Destroys all persistent effects within the specified radius of the cursor. Effect - Executes the requested effect from the selected units. FastBuild - Toggles fast building, research, and training times. FastHeal - Toggles fast healing times. Fidget - Forces selected units to perform the specified fidget type. Food - Toggles food usage validation. Free - Toggles resource cost validation and expenditure. God - Turns on god mode for the selected player. Units owned by players that are in god mode will deal amplified damage, and take no damage. Loot - Drops a type of loot for the specified player. MakeUnit - Creates N units for the specified player. Units will be created around the cursor position, or in the center of the map if the cursor position is invalid. Minerals - Adds the specified amount of minerals to the selected player. Move - Moves the selected units to the cursor position. NoDefeat - Disables defeat conditions. NoVictory - Disables victory conditions. Order - Orders the selected units to use an ability. Owner - Changes ownership for the selected units to the selected player. ResourceCustom - Adds the specified amount of a custom resource to the selected player. SetAll - Sets the life, shields, and energy of the selected units to the specified value. By default, this will set these values to the maximum amount. SetLife – Sets the life of the selected units to the specified value. SetEnergy - Sets the energy of the selected units to the specified value. SetLife - Sets the life of the selected units to the specified value. SetShields - Sets the shields of the selected units to the specified value. SetResource - Sets the harvestable resources contained by the selected units to the specified value. ShowMap - Toggles fog of war display and validation. TechTree - Toggles tech tree dependency validation. Terrazine - Adds the specified amount of terrazine to the specified player. Tie - Marks all undecided players with the tie result. TimeOfDay - Sets the time of day to the specified time. TimeOfDayRate – Sets the rate that the time of day changes to the specified value. TrigDebug - Opens the trigger debug window. TrigRun - Runs the specified trigger. Uncreep - Removes creep at the cursor position given the requested radius. Undecided - Marks the selected player's result as undecided. Upgrade - Applies the selected upgrade to the selected player. Vespene - Adds the specified amount of vespene gas to the specified player. Victory - Ends the game in defeat for all players that don't share the defeat alliance state with the selected player. XP - Adds a relative amount of XP to the selected units. This can be used to change veterancy levels.
Bug Fixes
Achievements Fixed a bug where players were not receiving "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" achievements after completing the appropriate number of missions.
Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Gameplay StarCraft II will continue running if corrupt textures/models/sounds are encountered. Conversation skipping and trigger skipping now share the same hotkey. The notification that a player left the game during a paused game is no longer delayed until the game is unpaused. Cheat codes now only accept official names. Unit response sounds are now updated immediately when the selection changes. Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible. Units ordered to load into a transport now follow the transport if the transport fills up and they have no other orders. Units inside a Bunker no longer disappear if the bunker is destroyed and surrounded by Force Fields. Units can now be revived multiple times. Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can. Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled. The revive ability now works with multiple dead units. Revived units now properly dispatch a trigger event when killed again. Added additional information to unit tooltips in the tech trees. An alert has been added when MULEs expire. An alert has been added when the Chrono Boost buff expires. An alert has been added when the Spawn Larvae buff expires. Fixed an issue with not being able to land where you just lifted off if there was a nearby unit. Fixed an issue where you could push Hold Position units by Move/Hold Position spamming. Fixed an issue to prevent Force Fields from pushing units during construction. Fixed an issue with creep destroying more foliage than it should, and made foliage destruction by creep faster. Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons. Fixed an issue placing Terran add-on buildings when multiple buildings were selected. The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building. Additional stalemate warnings are no longer displayed when the game ends in a stalemate. Flying cloaked units are no longer revealed as detected when shown through the fog of war. Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map. Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war. Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation. Changes made to autocast abilities while a unit is under the effects of Neural Parasite are now reset to their default state when Neural Parasite ends. Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends. Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a Force Field. Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal. The Harvester count in the income leader panel now updates correctly. Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel. The resources from salvaged Bunkers are no longer counted towards the resources lost in the units lost leader panel. The Mute OS Microphone button has been removed from the Options' Voice page. Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building. Using Edit Box Trigger Dialogs should no longer generate trigger errors. Media keys can no longer be bound to a custom hotkey. Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys page. Mouse-based hotkeys are now handled properly when the cursor is over the mini-map. Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page. The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
StarCraft II Editor Fixed an issue where editor control files could not be loaded in all languages. Fixed an issue with pasting text values in the editor. Fixed an issue where certain data fields would not list all possible values. Fixed an issue where the editor would crash after pasting a placed unit. Fixed a crash using the Unit Weapon Firing validator. Player Properties will no longer allow all 16 players to be User/Computer, which is not supported. Animations in the previewer will now display using localized text. Game and player versions of the cooldown & charge triggers now interpret time values correctly. Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly. Increasing the maximum number of charges with an upgrade no longer increases the current number of charges. Setting a unit’s training progress to 100% will no longer cancel the training. did not know. must have been living under a rock.
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On March 23 2011 00:31 Reborn8u wrote:Show nested quote +On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim?
What is wrong with you man? David Kim was like 3900 masters on NA this week, so I have no clue what you're talking about. You obviously have no clue about the balance team and are just making assumptions just like you did when you said it was somehow an error on Blizzard's part that you couldn't log in.
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+ Show Spoiler +On March 23 2011 01:15 Krede wrote: "Loss counts are no longer displayed in Profile and Ladder pages for players below Master League."
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ^ made me lol, yea we all hate it but blizz is catering tot he 40% pop of sc2 which happends to be in bronze
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From Idra's twitter:
what timing
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On March 23 2011 00:58 Scrubington wrote:Show nested quote +On March 23 2011 00:56 qcz wrote:On March 23 2011 00:40 Scrubington wrote: People in EU - Stop complaining! At least you don't get charged per bandwidth for your internet ... I would rather be billed fairly and have to wait an extra day for a sc2 patch than be billed unfairly here in Canada and get a patch a day early. Why has it anything to do with StarCraft II, a game? Using your train of thought, we should get earlier the patch as we payed definetly more for the game (for example +VAT and not equal USD to EUR conversion) than you... Your population of woman have a lesser chance of being obese than in the states /end discuss. EU stop complaining.
That is the most brilliant argument I've ever heard. Teach me, master! What will be the next? We have longer history? We have more languages? Or any related to SC2 and especially Blizz's rollout schedule of patches?
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I just want to quickly point out that the KA removal actually makes the game slightly more micro intensive for protoss players using HTs. In the past with Khydarian Amulet, it was common for a player to storm, then either ignore the movement of his HTs and probably let them die, or morph them into archons. Now with it being so important to keep templar alive so they can store up energy, players will be forced to abandon one hotkey syndrome, and also they will be forced to micro there templar about more intellegently, and perhaps even be more intellegent about storm placement instead of just spamming. Also new templars can not just be brought along in the middle of the protoss ball, because then they could be lost without ever getting the energy needed for storm. I think this could create a really cool new dynamic to the game......or maybe players will just never use templar again, and rely on the old easy to use standby, collosi. I guess time will tell.
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Awesome, time to get to top of the ladder when bnet comes online. gl hf all
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They really went ahead with the retarded loss count thing. Really sad, also I just recently did my placements and ended up in gold. So now I cant get out of gold and cant show off my nice win/loss ratio. Ohwell the stuck in gold part will only be for a short while I guess. But still gaah >_<
EDIT: Maybe I got some time to atleast get plat. Gonna pump games tonight I guess.
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On March 23 2011 01:19 zarepath wrote:From Idra's twitter:
What does he mean by that?
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On March 23 2011 01:28 gruff wrote:What does he mean by that?
in before MLG
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On March 23 2011 01:28 gruff wrote:What does he mean by that?
MLG April 1st I believe
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Bnet just came online, I just logged in
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On March 23 2011 01:29 Demonace34 wrote:Show nested quote +On March 23 2011 01:28 gruff wrote:On March 23 2011 01:19 zarepath wrote:From Idra's twitter: what timing
What does he mean by that? MLG April 1st I believe
Perhaps he is referring to his upcoming match with Cruncher in TSL3.
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On March 23 2011 01:17 Buddhalol wrote:+ Show Spoiler +On March 23 2011 01:15 Krede wrote: "Loss counts are no longer displayed in Profile and Ladder pages for players below Master League."
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ^ made me lol, yea we all hate it but blizz is catering tot he 40% pop of sc2 which happends to be in bronze
People like the ladder matchmaking system but don't like the pressure of trying to keep up their record. Now the ladder becomes more casual for 98% of the (active) population. It doesn't actually change anything so why not do it. Match history still shows everything and the w/l record doesn't really reveal much (I got a 66% win ratio while getting from bronze to diamond). The system attempts get everyone who plays enough a ~50% win ratio, the players who are able to keep a better record over 1k games will be in masters anyway).
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On March 23 2011 01:19 zarepath wrote:From Idra's twitter:
The bunker build time is the key, they must perfect it.
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Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
wth lol?
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On March 23 2011 01:32 Budzlight wrote: Na is live Liar i can't connect.
EDIT: NOW I CAN!
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On March 23 2011 01:11 0mar wrote:Show nested quote +On March 23 2011 00:49 ApBuLLet wrote:On March 23 2011 00:31 Reborn8u wrote:On March 23 2011 00:24 oblong wrote:On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL jesus, you are arrogant how the hell have you posted 600 times without a ban You are absolutely right, I am arrogant as hell and bipolar! I've been banned plenty of times so don't worry ;D Just none of them permanent. I would also like to add that while so many contend that diamond and low masters player have no right to complain about balance because they don't understand the game. Guess what rank the balance team is.... lol (and they had years of playing time as a head start before release) Did you see day9's cast of the Blizzard in house tournament finals? It made me cringe. Colossus drop harass....REALLY David Kim? Do you know who popularized the colossus drop harras? TLO did, I'm sure you know who he is. Want to know why? It's pretty damn similar to a reaver drop. Don't know what a reaver is? Judging by your attitude and lack of knowledge that doesn't surprise me in the slightest. Have fun 4gating in diamond forever. That was way back in the beta dude. People have wisened up considerably since then. If you lose your colossus without doing terrible, terrible damage, you are fucked. In general, Protoss harass options are gimmicky and weak. There are a few cases where harassment works, but it's overshadowed by the number of times where harass puts you significantly behind your opponent.
My post was more of a vent to let out the frustration with the new generation of StarCraft players that don't seem to understand what the game is about and really just have a bad attitude in general, not really to showcase the effectiveness of the colossus drop (although I have seen it use really effectively at high levels of play in unison with the warp prism speed upgrade). A diamond player criticizing someone who is pretty much the top NA random player (David Kim) for using a creative strategy is pretty unnecessary and ignorant.
The game isn't about using the most popular strategy of the meta game to try and win as many games as possible on the ladder. If everybody thought of the game that way it would go nowhere because nothing would change. Experimenting with things and trying strategies that aren't normal and sometimes may even sound crazy is important for the game to evolve. Bisu famously revolutionizing Protoss vs Zerg is a great example. Zerg was generally favored in that matchup for a long time and Bisu's idea to change this was to rush for a bunch of corsairs which are units that can't even attack ground at all... That by no means sounds good or logical but the fact is that it worked because there was more to the strategy.
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click connect several times then eventually it lets you onOn March 23 2011 01:32 Budzlight wrote: Na is live
Liar i can't connect.
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On March 23 2011 01:35 pileopoop wrote: Liar i can't connect. EDIT: NOW I CAN!
retry, took me 3 attempts but I'm logged in
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Can't get over the not being able to see losses thing, was really hoping that wasn't going live... Glad for bug fixes/UI improvements but overall this is a step in the wrong direction.
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Question for those that have played PTR:
Does the infestor change result in fungal growth doing its damage faster, over 4 seconds, or is it now a 4 second immobilization with the old 8 second damage duration?
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Wow, the UI is much more responsive than pre-patch. I'm really digging this patch
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On March 23 2011 01:37 DTown wrote: Question for those that have played PTR:
Does the infestor change result in fungal growth doing its damage faster, over 4 seconds, or is it now a 4 second immobilization with the old 8 second damage duration? It has twice the DPS as before.
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On March 23 2011 01:37 DTown wrote: Question for those that have played PTR:
Does the infestor change result in fungal growth doing its damage faster, over 4 seconds, or is it now a 4 second immobilization with the old 8 second damage duration? I haven't played the PTR, but people who did said it does double the DPS.
Check out this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=203900
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the new replay setup is so cool
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My new icon is so meaningless but so sexy xD
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On March 23 2011 01:43 Vathus wrote: My new icon is so meaningless but so sexy xD Which new icon!?
edit -- oh, the top x in div updated icons. Right!
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On March 23 2011 01:31 nb3221a wrote:Show nested quote +On March 23 2011 01:29 Demonace34 wrote:On March 23 2011 01:28 gruff wrote:On March 23 2011 01:19 zarepath wrote:From Idra's twitter: what timing
What does he mean by that? MLG April 1st I believe Perhaps he is referring to his upcoming match with Cruncher in TSL3.
Blizzard can't possibly release patches at the right time for everyone. GSL starts back up soon and runs the entire month of April, so wait another month? This is as good a time as any, and it doesn't effect 90% of the community who doesn't compete in the game.
Can't wait to see how things work out with the stim nerf and other terran changes.
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Ugh, stim takes infinite time to research now =\
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On March 23 2011 01:32 DusTerr wrote:Show nested quote +On March 23 2011 01:17 Buddhalol wrote:+ Show Spoiler +On March 23 2011 01:15 Krede wrote: "Loss counts are no longer displayed in Profile and Ladder pages for players below Master League."
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ^ made me lol, yea we all hate it but blizz is catering tot he 40% pop of sc2 which happends to be in bronze People like the ladder matchmaking system but don't like the pressure of trying to keep up their record. Now the ladder becomes more casual for 98% of the (active) population. It doesn't actually change anything so why not do it. Match history still shows everything and the w/l record doesn't really reveal much (I got a 66% win ratio while getting from bronze to diamond). The system attempts get everyone who plays enough a ~50% win ratio, the players who are able to keep a better record over 1k games will be in masters anyway).
Then Blizzard could make it an option, not something forced.
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On March 23 2011 01:31 nb3221a wrote:Show nested quote +On March 23 2011 01:29 Demonace34 wrote:On March 23 2011 01:28 gruff wrote:On March 23 2011 01:19 zarepath wrote:From Idra's twitter: what timing
What does he mean by that? MLG April 1st I believe Perhaps he is referring to his upcoming match with Cruncher in TSL3.
Or he has just finished his game with cruncher and then the patch came out o.o ( which is not a good sign )
Or maybe just nice for good "healthy" discussion for SOTG tomorrow because obviously that's the most important thing in SC2 universe ( although they have discussed the PTR patch before)
Would be nice to see how this affects GSTL though.
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Fuck.
Portuguese localization patch notes seems like it was translated with google translate. It is trash. I had to read it here to understand something.
Good God, Blizzard, pay someone to translate your shit if you're going to insist in localizing stuff.
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On March 23 2011 01:47 ChuckJagoda wrote: Ugh, stim takes infinite time to research now =\ Well, I think that only 20% more.
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On March 23 2011 01:52 Daniello wrote:Show nested quote +On March 23 2011 01:47 ChuckJagoda wrote: Ugh, stim takes infinite time to research now =\ Well, I think that only 20% more.
Everybody that uses a timing based of stim packs needs to do some work.
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On March 23 2011 01:34 jeebuzzx wrote: Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
wth lol? if you were in the bottom of bronze it could get bugged because if compares your mmr to your opponents points and vice versa, and since in bottom bronze people have no points and weird mmr's and are all crap, you could get "stuck" if you couldn't produce a winning streak.
correct me if im wrong anyone
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Does anyone know what this bookmark option is for? I've never seen this before
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Anyone knows if outdated replays work with the new observing tools? I'm asking this mainly cause of TSL, in case any games were played already.
EDIT: Managed to log in, the tools don't work, it's just like the old version for old replays, however, it was stuttering A LOT for me, casters might want to preload the game if their PC is shitty.
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I can't filter down to just showing 1:1 games now forced to see the 4v4 ect games. Grrrr.
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So can people still play ladder with the hopes of being promoted or is that week of no promotions in effect now?
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Infestor spam gonna be ftW!!!! can't wait to get home and try this, always loved me blue cheese and mushroms :D
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On March 23 2011 01:55 KonohaFlash wrote:Does anyone know what this bookmark option is for? I've never seen this before + Show Spoiler + You can bookmark the map, so that when you play custom games again you can find that map easier.
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oh wow I didn't think most of those changes would make it out of ptr.. oh well =D
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On March 23 2011 01:13 SpaceGhost wrote: No Khaydarin Amulet is good I think. It's way too powerful to warp in a high templar near your opponent's base and rape a bunch of his workers. Big Marauder drops are easy to deal damage with. With Marauder drops, I only have to be near your Nexus for a couple of seconds and the damage is done. Fixed! (in bold)
Oh well at least I'm happy about the stim increased research time
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On March 23 2011 01:55 alepov wrote:Show nested quote +On March 23 2011 01:34 jeebuzzx wrote: Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
wth lol? if you were in the bottom of bronze it could get bugged because if compares your mmr to your opponents points and vice versa, and since in bottom bronze people have no points and weird mmr's and are all crap, you could get "stuck" if you couldn't produce a winning streak. correct me if im wrong anyone
Yeah, that's basically it. People at the bottom of bronze were complaining because they would need an insane winning streak to get out of the hole. It was very discouraging to them. What would happen is that they would win, say, 7 games in a row, followed by a loss. Unfortunately, they were only getting 2 points for each win (1 + 1 bonus) and their loss took 14 points away. So they would go 7-1 and still have exactly 0 points.
It makes sense why this was happening due to a negative MMR rating, but when you get right down to it this wasn't necessary. They're going to be at the bottom of bronze anyway, so there's no issue with them having at least a few points to make them less frustrated.
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Uh new patch is great, but... Has anyone else experienced crashing? I just crashed out of two games in a row.
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On March 23 2011 01:55 Zozo wrote: Anyone knows if outdated replays work with the new observing tools? I'm asking this mainly cause of TSL, in case any games were played already.
I'm not at home yet, but I'm guessing no. In all the previous patches, watching an old replay basically closed the game and reopened it with the old patch, so it used whatever tools existed in that patch.
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Tal'darim altar in the map pool now and Shakuras is back. There's rocks at your third base on tal'darim altar though. Not sure if anything else is different.
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SHAKURAS PLATEAU IS BACK AND WITHOUT BACKDOOR ROCKS
WOOHOOO
already read about this in the 1.3 map update thread, but still wanted to post about Shakuras coming back into the map pool
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37mb patch, not a bad DL at all.
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Well, the fact that blizzard has no clue about the game's dynamic at top levels is now official, ggwp :D
What can I say, good to see they're slowly improving the other bnet stuff, at least.
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Is the game playable on NA?
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On March 23 2011 01:13 SpaceGhost wrote: No Khaydarin Amulet is good I think. It's way too powerful to warp in a high templar near your opponent's base and rape a bunch of his workers. Even big Marauder drops are easier to deal with. With HT drops, I only have to be near your base for a couple of seconds and the damage is done. Hmm keep in mind that the blue flame hellions do equal amount of damage and can still get away without losing much. I really want to see blizzard change functions in the game such as this to prevent you from losing a whole match due to 4 hellions.
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Russian Federation798 Posts
The amulet was OP for sure, but I dont think it needed to be removed, maybe decrease the energy in give to +15 instead of +25......
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To make up for removal of KA templars should start with storm, just like ghosts start with EMP and infestors start with fungal. Or change KA to +16 or a faster regen rate. Oh well havent played without KA we will see how it goes.
Worst change of the patch has to be removal of losses from profiles, wtf. Dont understand at all. Also please next patch being able to watch replays with your friends cross Bnet2.0 rather then have to send the replay and chat over the chat and do a 3 2 1 countdown, would be so much easier. It was in BW .. How hard can this be to implement?? And what harm would it do them?
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I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game.
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Noooooooo I just got a 3 day ban from the pc oh god the timing
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On March 23 2011 00:13 Reborn8u wrote:Wow I can connect and download the patch, but can't log in to battlenet and play. Battlenet 0.2 strikes again. Not happy that the leagues are locked, I'm on the verge of masters league. Got matched against masters players 3 times last night and won all 3. Why would I not want to be promoted? If you read the patch notes it says something like "so players wouldn't have to move to the bottom of the ladder with only a few weeks left" Are they stupid? Who wouldn't want to be in a higher league? IMO since I've been winning 60% of my games vs rank 1 diamonds and masters, I should have already been promoted. I guess there is next season, whenever that is..... ![[image loading]](http://imgur.com/IzSai.png) This is what I get when the patch finished downloading....... FAIL
Read the notification in your OWN screenshot. FAIL
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does this finally balance pvt that so many people were complaining about??
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Shakuras and Tal Darim are in map pool..... thread some1 plz?
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new shakuras is really cool, the change to backwater and the infestors are okay too, pretty happy with the patch
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On March 23 2011 02:23 Bio wrote: Shakuras and Tal Darim are in map pool..... thread some1 plz? http://www.teamliquid.net/forum/viewmessage.php?topic_id=203774
On March 23 2011 02:19 ratMortar wrote: I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not. You can't tell if you're improving based on your own play, rather than W/L? I guess if you get promoted you are improving. ^^
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Does anyone know if ladders get reset once the season ends. As in we have to play placement matches again? Or do we stay in our brackets we are in already
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On March 23 2011 02:19 ratMortar wrote: I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game.
Agree. Yeah I can check improvement with my rank, but I also had a conscious goal to try to increase the gap in my wins/losses. Even if the system is set to keep you around 50/50, my ratio was 55ish and it was nice to look at lol.
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On March 23 2011 02:25 bnort wrote: Does anyone know if ladders get reset once the season ends. As in we have to play placement matches again? Or do we stay in our brackets we are in already In 1 week you will play one placement game and you will placed directly into a new div based on your MMR carrying over from the previous season.
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As of 10:27 AM (NOW) - NA Server is ONLINE!
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On March 23 2011 02:21 Strike_ wrote: Noooooooo I just got a 3 day ban from the pc oh god the timing
The mods are that powerful?
+ Show Spoiler +
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On March 23 2011 02:19 Mementoss wrote: To make up for removal of KA templars should start with storm, just like ghosts start with EMP and infestors start with fungal. Or change KA to +16 or a faster regen rate. Oh well havent played without KA we will see how it goes.
Infestors do not start with a fungal unless you research Pathogen Glands. Without this upgrade, Infestors have to build up energy over time before they become useful.
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my ladder games arent even getting reported o_o
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On March 23 2011 02:50 IPA wrote:Show nested quote +On March 23 2011 02:19 Mementoss wrote: To make up for removal of KA templars should start with storm, just like ghosts start with EMP and infestors start with fungal. Or change KA to +16 or a faster regen rate. Oh well havent played without KA we will see how it goes.
Infestors do not start with a fungal unless you research Pathogen Glands. Without this upgrade, Infestors have to build up energy over time before they become useful.
same shit for Protoss, seeing as they had to upgrade 2 upgrades for it to come out with a storm. so plz, ur statement makes no sense. now a protoss has to defend his Templar for 50sec ingame time + warpin to throw 1 storm. its stupid and is now a useless unit that just discourage that tech route even more then it did before. it was gimmicky as hell before the nerf. now its just plain terrible.
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On March 23 2011 02:22 wideye wrote: does this finally balance pvt that so many people were complaining about?? As a terran, though we've still go to see how the game develops from this, I'd guess it's likely this is a bit to big nerf(instant storm = to strong, not sure if having to wait 45sec for it is ok). But yer, we've got to see how the ghost nerf effects the MU too.
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I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game.
I agree with this person entirely. Whoever's idea this was needs to be fired ASAP. Sc players need as much info as they can get, not to be protected from our losses and treated like babies and nubs. And the fact that we still cant share replays without emailing and shit is utterly pathetic. B.net 1.0 had this feature. Just another way blizzard has taken a step back with b.net 2.0.
TERRIBLE HORRIBLE NO GOOD VERY BAD DECISIONS.
Please blizzard, get your heads out of your asses.
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On March 23 2011 02:53 JiYan wrote: my ladder games arent even getting reported o_o
Getting the same problem you are. They're probably just lagging behind or something.
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Gonna start hardcore laddering Now
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how do you bookmark a custom game?
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I don't know about you guys, but while playing the new patch, occuried some erros(bugs) that won't let me play another game...
waiting for new fix patch !! lol
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On March 23 2011 02:56 Neosta2 wrote: how do you bookmark a custom game?
Right-Click then bookmark.
I like the no losses change, although I wish there was the option to display it if you wanted to, just because obviously not everyone agrees with me.
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On March 23 2011 02:39 sandyph wrote:is it just me or does the win - loss is still shown in the http://us.battle.net/sc2 site ?
I just checked my profile and indeed, it is there, but I didnt connect anyways so idk.
But if blizz really did that... L-O-L.
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On March 23 2011 02:55 Fu[G]u wrote:Show nested quote + I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game. I agree with this person entirely. Whoever's idea this was needs to be fired ASAP. Sc players need as much info as they can get, not to be protected from our losses and treated like babies and nubs. And the fact that we still cant share replays without emailing and shit is utterly pathetic. B.net 1.0 had this feature. Just another way blizzard has taken a step back with b.net 2.0. TERRIBLE HORRIBLE NO GOOD VERY BAD DECISIONS. Please blizzard, get your heads out of your asses.
You can't fire the whole Activision staff. Blizz would never do this stupid stuff it's all Activision's influence and catering to casuals.
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On March 23 2011 03:00 Zephirdd wrote:I just checked my profile and indeed, it is there, but I didnt connect anyways so idk. But if blizz really did that... L-O-L.
That would be epic fail on Blizzard's part but I would be happy about it. It allows people have their stats hidden when you look it up in-game, but enables you to look up your own stats still.
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Hahahah, win a zvz with Roach/Hydra/Infestor vs Roach/Hydra
Other guy says "Infestors are so fucking OP" and leaves without GGing
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On March 22 2011 23:45 underdawg wrote: !
gonna tech straight to cattlebruiserz gonna tech straight to HT -oh wait.
:D
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On March 23 2011 02:26 Gescom wrote:Show nested quote +On March 23 2011 02:25 bnort wrote: Does anyone know if ladders get reset once the season ends. As in we have to play placement matches again? Or do we stay in our brackets we are in already In 1 week you will play one placement game and you will placed directly into a new div based on your MMR carrying over from the previous season. So our previous records still impact where we will be placed after our placement match? Can we be placed in a higher league or is the one match just to determine your rank in the division you were in before?
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On March 23 2011 03:06 Stanlot wrote:Show nested quote +On March 23 2011 02:26 Gescom wrote:On March 23 2011 02:25 bnort wrote: Does anyone know if ladders get reset once the season ends. As in we have to play placement matches again? Or do we stay in our brackets we are in already In 1 week you will play one placement game and you will placed directly into a new div based on your MMR carrying over from the previous season. So our previous records still impact where we will be placed after our placement match? Can we be placed in a higher league or is the one match just to determine your rank in the division you were in before?
Only your MMR carries over, if your MMR dictates that you are still in the same league of players you will be matched in the same league. nothing really changes in terms of being promoted/demoted except for the top of ladder
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On March 23 2011 03:06 Stanlot wrote:Show nested quote +On March 23 2011 02:26 Gescom wrote:On March 23 2011 02:25 bnort wrote: Does anyone know if ladders get reset once the season ends. As in we have to play placement matches again? Or do we stay in our brackets we are in already In 1 week you will play one placement game and you will placed directly into a new div based on your MMR carrying over from the previous season. So our previous records still impact where we will be placed after our placement match? Can we be placed in a higher league or is the one match just to determine your rank in the division you were in before?
Assuming you actually got enough MMR to be promoted during this week, you should be placed on a higher league after this one match. Don't expect it though, you'll probably end up on the same league as before.
Rankl division is only based on points, so it doesnt matter.
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so is fungal a missle now like it was stated earlier? it doesn't say it in the notes?
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On March 23 2011 02:55 Fu[G]u wrote:Show nested quote + I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game. I agree with this person entirely. Whoever's idea this was needs to be fired ASAP. Sc players need as much info as they can get, not to be protected from our losses and treated like babies and nubs. And the fact that we still cant share replays without emailing and shit is utterly pathetic. B.net 1.0 had this feature. Just another way blizzard has taken a step back with b.net 2.0. TERRIBLE HORRIBLE NO GOOD VERY BAD DECISIONS. Please blizzard, get your heads out of your asses.
There was a share replay option in Bnet 1.0????
On March 23 2011 03:13 dinusty wrote: so is fungle a missle now like it was stated earlier? it doesn't say it in the notes?
This change was revoked. Fungal is not a projectile.
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Thanks for the clarification I never got how the ranking and promotions work so that clears some things up for me
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On March 23 2011 02:16 fishinguy wrote: The amulet was OP for sure, but I dont think it needed to be removed, maybe decrease the energy in give to +15 instead of +25......
welcome to david kims world. something needs to be adjusted, ok lets break it.
bunker build time up, down, up. ffs just increase the salvage time so if the bunker rush fails...
but hey, at least shakuras now has more attacking routs and features. seriously kim?!?
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I think it should be optional as others have indicated, if you don't want others seeing it, or you don't want to see it yourself, you should be able to disable it in your options and move on, but those of us who WANT the information, who CARE about win/loss ratio even at lower levels should be able to look at it to see if we're doing okay or not. Just cuz it isn't displayed doesn't mean I'll not feel the sting of 6 losses in a row, i just won't be able to look anymore and say, well i'm still at 52% win rate so as long as I don't lose 6 more I'll be above 500. To me this encourages me to ladder more and to play harder when facing lots of losses, now I won't know if i'm above or below, and likely just get frustrated or discouraged when going through a losing streak.
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On March 23 2011 03:00 Zephirdd wrote:I just checked my profile and indeed, it is there, but I didnt connect anyways so idk. But if blizz really did that... L-O-L.
Hahaha I really wanna send them an email like this...
"Dear Blizz, from a Bronze-leaguer,
I started laddering again because you made it that I didn't have to feel bad about my losses anymore. Then my friend showed me my bnet profile on the internet and I was crushed. My self-esteem is now very, very low, I don't want to play this game anymore and I don't have the courage to ask the girl out I'm in love with. Hopefully you fix this problem with the next patch.
Yours faithfully, Combat-Ex."
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On March 23 2011 03:24 qd wrote:Show nested quote +On March 23 2011 02:16 fishinguy wrote: The amulet was OP for sure, but I dont think it needed to be removed, maybe decrease the energy in give to +15 instead of +25...... welcome to david kims world. something need to be adjusted, ok lets break it.
More like "something needs to be adjusted? Naah too much work. REMOVED.
Void Ray speed too much? REMOVED Amulet too good? REMOVED"
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Casting Neural Parasite on a Zerg Cocoon will not cancel the spell until after the cocoon completes its transformation.
wat
Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
The way I'm reading this, in order to stop the Medivac, I need to use a Marine to hit another one of my Marines. wat
The losses not showing, whatever, I'm fine.
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On March 23 2011 03:28 sleepingdog wrote:Show nested quote +On March 23 2011 03:00 Zephirdd wrote:On March 23 2011 02:39 sandyph wrote:is it just me or does the win - loss is still shown in the http://us.battle.net/sc2 site ? I just checked my profile and indeed, it is there, but I didnt connect anyways so idk. But if blizz really did that... L-O-L. Hahaha I really wanna send them an email like this... "Dear Blizz, from a Bronze-leaguer, I started laddering again because you made it that I didn't have to feel bad about my losses anymore. Then my friend showed me my bnet profile on the internet and I was crushed. My self-esteem is now very, very low, I don't want to play this game anymore and I don't have the courage to ask the girl out I'm in love with. Hopefully you fix this problem with the next patch. Yours faithfully, Combat-Ex."
This made me lol. But i think this is the most stupid change blizz made.
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protoss, nerfed to hell since 2010 lol all well maybe now terran and zergs will stop complaining but i doubt it :D next patch will be FF and then the next patch will be chrono boost b/c double forge will be deemed too strong lol
this is all a joke btw, not a balance rant
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On March 23 2011 03:14 DoubleReed wrote:
There was a share replay option in Bnet 1.0????
Yes and it was awesome, you just made a game and invited your buddies. It made showing people replays so much easier.
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I'd protest the amulet complaint by saying that it did get a bit ridiculous having HTs warp in from 8 Gates with enough energy to Psi Storm spam any composition. That said maybe removing it was going too far but anything less than a reduction from 25 to 10 I'd say wouldn't really fix it, and is it worth teching up to for the 10-15 extra energy?
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On March 23 2011 00:35 Johnny_Vegas wrote:Show nested quote +On March 23 2011 00:18 Achaia wrote: Nice! I'm pretty stoked to get home and get this update. Anyone know if Fungal Growth is a projectile? I heard them say something about that in the SotG like 2 weeks ago but it isn't specifically mentioned in the patch notes. Just curious if that actually happened for the final patch. It is not a projectile, and the damage takes place over 4 seconds instead of 8 now. So 12 DPS to armored and 9 DPS to everything else.
Thanks for clarifying mate! I understood the change in the stun time I just wasn't sure if the projectile thing they mentioned on SotG made it in or not. Glad to hear it's still instant cast.
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It seems like the sound bug on the PTR is now on the retail too. When you spam in the beginning of a game and select rapidly your workers the sound effect is bugged. It's not a big thing but I hope they fix it.
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On March 23 2011 03:36 brutality wrote: protoss, nerfed to hell since 2010 lol all well maybe now terran and zergs will stop complaining but i doubt it :D next patch will be FF and then the next patch will be chrono boost b/c double forge will be deemed too strong lol
this is all a joke btw, not a balance rant
Ummmm... I play zerg, and NOT ONCE have I EVER claimed imbalance vs Protoss. I don't have a very high win rate vs them, but I definitely do not call imbalance.
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For the people complaining about the KA remove. Its more or like a way to put all 3 race casters in line with each other.
A battle is happening and you really need your Storm/Emp/Fungal to survive/win. Well.
Ghosts takes 40 sec to train plus all the time from the barracks (probably in main base) to the action. Infestors takes 50 sec to spawn plus all the time from the hatch (In some base) to the action HT takes 5 sec to warp plus all the time from the nearest power field (very close to the action if the P is good) to the action
You guys forgot the warpgate research adds over the HT/Storm too. so the KA is actually more powerful than the ghost or infestor energy upgrades ones
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On March 23 2011 03:44 teh_longinator wrote:Show nested quote +On March 23 2011 03:36 brutality wrote: protoss, nerfed to hell since 2010 lol all well maybe now terran and zergs will stop complaining but i doubt it :D next patch will be FF and then the next patch will be chrono boost b/c double forge will be deemed too strong lol
this is all a joke btw, not a balance rant Ummmm... I play zerg, and NOT ONCE have I EVER claimed imbalance vs Protoss. I don't have a very high win rate vs them, but I definitely do not call imbalance.
just b/c YOU, the individual, plays zerg does not mean that there aren't numerous forums on TL or the banter i hear day after day from all my teammates about the current conditions of ZvP or TvP...i'm not gonna discuss balance here, def not the place
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On March 23 2011 02:55 Fu[G]u wrote:Show nested quote + I'd like to meet the guy who thought it was a good idea to remove loss display from everything below masters and promptly kick him in the face. What a stupid change. My win to loss ratio helps me know if I'm improving or not.
I don't care if people with low self-esteem don't want to see that they've lost 3/4 of their games in bronze league. This isn't a big deal, but the fact that blizzard actually made the conscious decision to remove it boggles my mind.
Rest of changes are welcome though. Milestones and Grandmaster league are cool. I probably still won't use infestors until the very late game. I agree with this person entirely. Whoever's idea this was needs to be fired ASAP. Sc players need as much info as they can get, not to be protected from our losses and treated like babies and nubs. And the fact that we still cant share replays without emailing and shit is utterly pathetic. B.net 1.0 had this feature. Just another way blizzard has taken a step back with b.net 2.0. TERRIBLE HORRIBLE NO GOOD VERY BAD DECISIONS. Please blizzard, get your heads out of your asses.
I agree with this, though at the same time I can see reason. I honestly think they should just hide losses from Bronze players, the rest of us who have learned the game are no longer in Bronze and would like more stats not less stats on our profile. It is insane that too see my win % vs each race I have to use an outside program (eg SC2Gears) to calculate those numbers. Blizzard doesn't seem to be not listening to it's fan base with this change but actively the community and what it wants.
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On March 23 2011 03:49 brutality wrote:Show nested quote +On March 23 2011 03:44 teh_longinator wrote:On March 23 2011 03:36 brutality wrote: protoss, nerfed to hell since 2010 lol all well maybe now terran and zergs will stop complaining but i doubt it :D next patch will be FF and then the next patch will be chrono boost b/c double forge will be deemed too strong lol
this is all a joke btw, not a balance rant Ummmm... I play zerg, and NOT ONCE have I EVER claimed imbalance vs Protoss. I don't have a very high win rate vs them, but I definitely do not call imbalance. just b/c YOU, the individual, plays zerg does not mean that there aren't numerous forums on TL or the banter i hear day after day from all my teammates about the current conditions of ZvP or TvP...i'm not gonna discuss balance here, def not the place
I know, I know. It's just I keep hearing about how "Zergs" always complain about balance. I don't like the generalization. I don't say ALL Terrans 2 Rax, Or ALL Protoss 4 Gate (ok, maybe I was right on the first one... ) But I don't want Zerg to be known for being complainers, just cause of people like IdrA...
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On March 23 2011 03:56 teh_longinator wrote:Show nested quote +On March 23 2011 03:49 brutality wrote:On March 23 2011 03:44 teh_longinator wrote:On March 23 2011 03:36 brutality wrote: protoss, nerfed to hell since 2010 lol all well maybe now terran and zergs will stop complaining but i doubt it :D next patch will be FF and then the next patch will be chrono boost b/c double forge will be deemed too strong lol
this is all a joke btw, not a balance rant Ummmm... I play zerg, and NOT ONCE have I EVER claimed imbalance vs Protoss. I don't have a very high win rate vs them, but I definitely do not call imbalance. just b/c YOU, the individual, plays zerg does not mean that there aren't numerous forums on TL or the banter i hear day after day from all my teammates about the current conditions of ZvP or TvP...i'm not gonna discuss balance here, def not the place I know, I know. It's just I keep hearing about how "Zergs" always complain about balance. I don't like the generalization. I don't say ALL Terrans 2 Rax, Or ALL Protoss 4 Gate (ok, maybe I was right on the first one...  ) But I don't want Zerg to be known for being complainers, just cause of people like IdrA...
yeah it's def a bad image to have on your race as the "complaining race" but then again they've had some ground to base this on. the game is still very young w/ more units to be put in. they'll figure it out eventually which sucks for competing players who make a living off this game like idra. prob why he's so vocal
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On March 23 2011 03:46 Mephyss wrote: For the people complaining about the KA remove. Its more or like a way to put all 3 race casters in line with each other.
A battle is happening and you really need your Storm/Emp/Fungal to survive/win. Well.
Ghosts takes 40 sec to train plus all the time from the barracks (probably in main base) to the action. Infestors takes 50 sec to spawn plus all the time from the hatch (In some base) to the action HT takes 5 sec to warp plus all the time from the nearest power field (very close to the action if the P is good) to the action
You guys forgot the warpgate research adds over the HT/Storm too. so the KA is actually more powerful than the ghost or infestor energy upgrades ones The casters have very different roles though. the HT is essential to remaining competitive with a terran bioball. once they get EMPed, if they cannot be replaced, the battle is effectively over.
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anyone notice that taldarim altar is in the 1v1 map pool now?
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Does that mean Fungal Growth does 36 damage over 4 seconds now?
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Stop change the build time on bunkers every fucking patch. Now you have to scout a cheese/all-in fast as fuck if you wanna get up some bunkers in time. ._.
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i really like the new icons, much less bland!
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"Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. "
What does this mean exactly and how do I know when a season has begun or ended?
release notes make it seem like you can never rank up into another league "gold to Platinum" until a season is over.
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So there's no way I can see/calculate my win/loss ratio?? Or see total games played??
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On March 22 2011 23:44 zende wrote: when is it coming for eu? :D bnet says on wednesday march 23.. should be at 3:00 in the morning.
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I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Furthermore, the removal of losses was not necessary. To elaborate your progression, you NEED to know your losses. It helps you understand your game dynamics. I guess we need to start keeping our own record, via excel.
Congratulations Blizzard, this game is now a complete fail.
User was warned for this post
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On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
patch isn't even up for an hour yet and you've already quit? your ability to crank out hundreds of games in an hour and then accurately report on new balance changes astounds me, please tell me more.
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On March 23 2011 04:29 Armada Vega wrote: "Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league. "
What does this mean exactly and how do I know when a season has begun or ended?
release notes make it seem like you can never rank up into another league "gold to Platinum" until a season is over.
They said that the new season will begin a week from today. If you ladder during this week, your MMR will change but your league will always stay the same.
Hence, when you replace next week, you could very well be in another league, depending on the MMR change.
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On March 23 2011 04:37 Jimmeh wrote:Show nested quote +On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins. patch isn't even up for an hour yet and you've already quit? your ability to crank out hundreds of games in an hour and then accurately report on new balance changes astounds me, please tell me more.
I have over 1000 games under my belt since last Feb when I bought Beta on Ebay for $250. KA made game play HAVE variability.
Ghosts completely kill protoss; without storms, you lose to terran - period. Sure, "pros" can pull off wins, but not everyone is a Pro and how many Pro's abuse storm? ...Exactly.
KA was an upgrade that allowed protoss to maintain a control of "marine" production, essentially FORCE terran to produce other units. Lets not forget that the marine is a unit that can be massed to annihilate the entire protoss race.
User was warned for this post
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On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Furthermore, the removal of losses was not necessary. To elaborate your progression, you NEED to know your losses. It helps you understand your game dynamics. I guess we need to start keeping our own record, via excel.
Congratulations Blizzard, this game is now a complete fail.
Thats good, because we don't need people like you in the community anyway. Just because one upgrade is removed, the game is a complete fail?... common.
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Wow, I really didn't think Blizzard was going to axe Khaydarin Amulet. Very sad day.
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I will actually say that my PVT strategies all used Storms to control marines. This is why I effectively quit.
A single marauder drop, 4 marauders, can take out 6 gateway units. You need to warp in storm + zealots to handle this.Now? LOL. These drops will be effectively game ending All-in.
Play a few games at low master's level and see how often you are forced to get storm b/c terran only go 1 fucking unit composition: marine.
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So, whos ready for even more Stalker/sentry/collosi balls now that Temps are nerfed?
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On March 23 2011 04:41 Roggay wrote:Show nested quote +On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Furthermore, the removal of losses was not necessary. To elaborate your progression, you NEED to know your losses. It helps you understand your game dynamics. I guess we need to start keeping our own record, via excel.
Congratulations Blizzard, this game is now a complete fail. Thats good, because we don't need people like you in the community anyway. Just because one upgrade is removed, the game is a complete fail?... common. You're a trend whore. If you can honestly tell me the KA removal was not a blow to PvT balance, then you're an idiot.
The bottom line is production control. Templars forced terran to produce other units, outside of the marine dynamic. With templars gone (who in their right mind will build them, considering an EMP now kills any chance of storm), protoss have "1" counter to MARINES - Colossus.
Colossus is a broken unit. It's beyond overpowered vs. Zerg and Protoss; yet, completely useless in PvT when a terran masses 2 units: Vikings/Marauders.
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On March 23 2011 04:42 KovuTalli wrote: So, whos ready for even more Stalker/sentry/collosi balls now that Temps are nerfed? Terrans, because they will blindly go vikings and still win
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Love the battle cruiser and infestor buff. The battle cruiser needed something to make it viable while the infestor is great I found myself never using it so this will encourage me. I am really sad the Khaydarin Amulet upgrade is gone. I thought it was a really cool dynamic to be able to warp in defensive high templars. More importiantly I will miss the archon toilet even though It was used on me twice as much as I used it on otherse
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My god, I see the new build order of protoss to "attempt" a win vs. terran at all levels below masters: 4 gate.
In masters - 6 gate.
Terran will blindly go: vikings/marauders Vikings/thors/marines Thors/marauders/marines Mass marines, with a fake starport to give the impression they are going vikings...
Protoss is fucked. This pisses me off b/c of the amount of time I've invested in PvT builds to get me into masters. Now, I quit.
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On March 23 2011 04:45 goodvibes wrote:Show nested quote +On March 23 2011 04:41 Roggay wrote:On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Furthermore, the removal of losses was not necessary. To elaborate your progression, you NEED to know your losses. It helps you understand your game dynamics. I guess we need to start keeping our own record, via excel.
Congratulations Blizzard, this game is now a complete fail. Thats good, because we don't need people like you in the community anyway. Just because one upgrade is removed, the game is a complete fail?... common. You're a trend whore. If you can honestly tell me the KA removal was not a blow to PvT balance, then you're an idiot. The bottom line is production control. Templars forced terran to produce other units, outside of the marine dynamic. With templars gone (who in their right mind will build them, considering an EMP now kills any chance of storm), protoss have "1" counter to MARINES - Colossus. Colossus is a broken unit. It's beyond overpowered vs. Zerg and Protoss; yet, completely useless in PvT when a terran masses 2 units: Vikings/Marauders. The PvT late game dynamic I think was ballanced by emps only taking away 100 energy. There is a good chance that the ht will have at least one storm in the bank after being struck with an emp. Now the units will have to be pre planned and save up energy more so they'll be proactive rather than reactive units. Don't get me wrong I will miss the Khaydarin Amulet upgrade but I think they're still viable against bio terran.
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Bosnia-Herzegovina439 Posts
Sorry if i didn't understood obvious but after this season, with the beginning of the new season, do we start with 0 points and 0 bonus pool?
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On March 23 2011 04:49 goodvibes wrote: My god, I see the new build order of protoss to "attempt" a win vs. terran at all levels below masters: 4 gate.
In masters - 6 gate.
Terran will blindly go: vikings/marauders Vikings/thors/marines Thors/marauders/marines Mass marines, with a fake starport to give the impression they are going vikings...
Protoss is fucked. This pisses me off b/c of the amount of time I've invested in PvT builds to get me into masters. Now, I quit.
Lol sad, you're probably in the boat of Protoss players that don't get chronoboost upgrades. I don't even need T3 to beat MMM anymore, just straightup chargelots with 5 armor (including guardian shield) makes bioballs nearly useless.
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On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Oh boo fucking who. Seriously because instant storms weren't imbalanced and didn't make the game require less micro or thinking? Blanketing an army in storms then just warping in more instantly into a free win wasnt bad? SanZenith didn't show how powerful instantly storming was? If you can't think ahead for your casters like everyone else maybe you shouldn't play. Please just adjust your strategies to the game and develop new ones like everyone else does when a patch rolls around or quit but don't go whining in forums.
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On March 23 2011 04:37 Jimmeh wrote:Show nested quote +On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins. patch isn't even up for an hour yet and you've already quit? your ability to crank out hundreds of games in an hour and then accurately report on new balance changes astounds me, please tell me more.
Maybe he played on the PTR?
Doesn't really matter, though. Protoss already feet like they have to make Colossi to survive. If you think a nerf to the only other anti-blob tech tree Protoss has isn't going to make the entire Protoss game COLOSSI/SENTRY ERRY DAY, you're insane.
Just blind counter colossi. That's all you have to do now. Any templar tech opening, from double forge, to DT expands, are indirectly nerfed from this. The only way to reliably make it into the late-game is Colossi, now.
Protoss already gets punished for not going Robo first. Meanwhile, Terran and Zerg get actual choices, and reward creative play.
This isn't a matter of Protoss being OP, balanced or UP. This is a matter of Protoss punishing creative play. When it comes down to it, Protoss isn't fun for me anymore, and I'm willing to bet good money that it's no longer fun for a lot of people. The rush-to-t3-or-die playstyle is stagnant, and boring; and it's going to stay that way until Blizzard pulls their head out of their ass, and realizes that the current state of Protoss T1 has had a negative impact on the game as a whole. If they'd just rework it, they could nerf forcefields, warpgates, and Colossi. Protoss would reward creativity, and stop being on a razors edge until 3 Colossi come out. Terran and Zerg would no longer have to deal with the ridiculous deathball, which is currently the only way Protoss can finish a game.
TL;DR, Protoss design as a whole is an unfun pile of shit
Oh boo fucking who. Seriously because instant storms weren't imbalanced and didn't make the game require less micro or thinking?
There are other ways to nerf things than removing it from the fucking game.
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On March 23 2011 04:53 Griffith` wrote:Show nested quote +On March 23 2011 04:49 goodvibes wrote: My god, I see the new build order of protoss to "attempt" a win vs. terran at all levels below masters: 4 gate.
In masters - 6 gate.
Terran will blindly go: vikings/marauders Vikings/thors/marines Thors/marauders/marines Mass marines, with a fake starport to give the impression they are going vikings...
Protoss is fucked. This pisses me off b/c of the amount of time I've invested in PvT builds to get me into masters. Now, I quit. Lol sad, you're probably in the boat of Protoss players that don't get chronoboost upgrades. I don't even need T3 to beat MMM anymore, just straightup chargelots with 5 armor (including guardian shield) makes bioballs nearly useless.
1 emp to your zealots = GG.
I always Chrono Armor, the only upgrade worth getting in PvT. In fact, I love the change to chargelots. However, this change was necessary as it was compeltely retarded to have 2-3 chargelots chasing a stimmed Marauder down, without getting a single slice of damage off...
The problem is game-play dynamics. You remember when protoss had to go blind pheonix before hallucination research time decrease? That was a 50/50 shot of having effective build. Terran can now effectively go mass vikings "blindly" and counter all protoss builds.
This, right there, is not balanced. Outside of balance, it's just not fun. I absolutely DESPISE colossus builds.
It's fun to rock immortals, dts and zealots. Now? lol, I am punished for dt drops as that gas should be applied to double robo Colossus production. So fun blizzard, so fun.
Lets now pounder how long timing attacks vs. protoss will be exploited to nail us "before" thermal lance upgrade finishes. ...good job, good job.
No more goodvibes from playing this game. I quit and I imagine many others will as well.
By the way, the problem was not storm - it was forcefield. The entire protoss gateway dynamic was broken from the start. Forcefield, instead of getting reworked for WOL, will be done in HOTS. Until then, enjoy Blizzard's bandaid approach at balance.
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On March 23 2011 04:49 goodvibes wrote: My god, I see the new build order of protoss to "attempt" a win vs. terran at all levels below masters: 4 gate.
In masters - 6 gate.
Terran will blindly go: vikings/marauders Vikings/thors/marines Thors/marauders/marines Mass marines, with a fake starport to give the impression they are going vikings...
Protoss is fucked. This pisses me off b/c of the amount of time I've invested in PvT builds to get me into masters. Now, I quit.
Nobody will miss you. All you bring to the community is hatred and imbalance rage instead of self criticism. Bye. About your first statement: Yeah removal of amulet is probably a step into the false direction. Our job as players is to test this and give constructive feedback to Blizzard. Bye again
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Did anyone try the sentry harass? Can you stop full mining with 3 forcefields in the mineral line???
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Can log on to battle.net but cant ladder...The Race and 1v1 2v2 etc are all gone, and the Search/Maps buttons are inactive. Any1 else having this issue?
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On March 23 2011 04:58 goodvibes wrote:
The problem is game-play dynamics. You remember when protoss had to go blind pheonix before hallucination research time decrease? That was a 50/50 shot of having effective build. Terran can now effectively go mass vikings "blindly" and counter all protoss builds.
This, right there, is not balanced.
You've got poor knowledge of the game if you say there is one PvT midgame now.
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The PvT late game dynamic I think was ballanced by emps only taking away 100 energy. There is a good chance that the ht will have at least one storm in the bank after being struck with an emp.
There's higher chance that ht will not have energy saved up to 175 to get storm off after an emp.
That aside, think protoss will benefit from stim delay with safer expansion or early pressures as well as not as effective early ghost timing rush. Think toss gained some in early game and lost some in late game.. Samething can be said for terran in reverse. Will have clearer picture in few days I guess.
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On March 23 2011 04:59 Djeez wrote: Did anyone try the sentry harass? Can you stop full mining with 3 forcefields in the mineral line??? What did they change Oo
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It's fun to rock immortals, dts and zealots. Now? lol, I am punished for dt drops as that gas should be applied to double robo Colossus production. So fun blizzard, so fun.
Lets now pounder how long timing attacks vs. protoss will be exploited to nail us "before" thermal lance upgrade finishes. ...good job, good job.
No more goodvibes from playing this game. I quit and I imagine many others will as well.
By the way, the problem was not storm - it was forcefield. The entire protoss gateway dynamic was broken from the start. Forcefield, instead of getting reworked for WOL, will be done in HOTS. Until then, enjoy Blizzard's bandaid approach at balance.
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On March 23 2011 05:00 TigerKarl wrote:Show nested quote +On March 23 2011 04:58 goodvibes wrote:
The problem is game-play dynamics. You remember when protoss had to go blind pheonix before hallucination research time decrease? That was a 50/50 shot of having effective build. Terran can now effectively go mass vikings "blindly" and counter all protoss builds.
This, right there, is not balanced. You've got poor knowledge of the game if you say there is one PvT midgame now.
Poor knowledge? Late game terran will ahve around +12 berracks. Enjoy having no real counter to marines. Seriously, enjoy it.
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On March 23 2011 04:58 goodvibes wrote:Show nested quote +On March 23 2011 04:53 Griffith` wrote:On March 23 2011 04:49 goodvibes wrote: My god, I see the new build order of protoss to "attempt" a win vs. terran at all levels below masters: 4 gate.
In masters - 6 gate.
Terran will blindly go: vikings/marauders Vikings/thors/marines Thors/marauders/marines Mass marines, with a fake starport to give the impression they are going vikings...
Protoss is fucked. This pisses me off b/c of the amount of time I've invested in PvT builds to get me into masters. Now, I quit. Lol sad, you're probably in the boat of Protoss players that don't get chronoboost upgrades. I don't even need T3 to beat MMM anymore, just straightup chargelots with 5 armor (including guardian shield) makes bioballs nearly useless. 1 emp to your zealots = GG. I always Chrono Armor, the only upgrade worth getting in PvT. In fact, I love the change to chargelots. However, this change was necessary as it was compeltely retarded to have 2-3 chargelots chasing a stimmed Marauder down, without getting a single slice of damage off... The problem is game-play dynamics. You remember when protoss had to go blind pheonix before hallucination research time decrease? That was a 50/50 shot of having effective build. Terran can now effectively go mass vikings "blindly" and counter all protoss builds. This, right there, is not balanced.
Believe it or not, they already do the blind viking shit. I'm 3700+ master, and many terrans don't even bother real scouting. I've had it often times terrans went blind up to 8-10 vikings when i went ht instead / before colossus.
Insta-Storm was too powerful, but completely removing it while every other caster still has its upgrade is overkill and completly unfair. Watch at the Templar tech-tree. The archives has _1_ upgrade, from the former 6 in broodwar. And DT / HT are split. Templar Tech is a shadow of its former self from broodwar. Makes me unbelievable sad, because i enjoyed playing / watching games with ht / dt much more than colossus builds. Now it's just wayyyyyyyyyyyyyyyyy to volatile.
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On March 23 2011 05:00 Jerax wrote: Can log on to battle.net but cant ladder...The Race and 1v1 2v2 etc are all gone, and the Search/Maps buttons are inactive. Any1 else having this issue? after a game i played i had this happen too i relogged a few times and it fixed itself, b.net has like a handful of ui bugs that are usually fixed by a few reloggs
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Tommorow i will start my first big ladder session. Iam really pumped.
And can someone pls ban this goodvibes dude? It so annoying X_x
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On March 23 2011 05:02 Sclol wrote:Show nested quote +On March 23 2011 04:59 Djeez wrote: Did anyone try the sentry harass? Can you stop full mining with 3 forcefields in the mineral line??? What did they change Oo They'll stop mining if blocked by force fields. If the guys doesn't notice, there will be 22 workers sitting around, but I think no one will fall for that. lol
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Why are people complaining about how badly this affects PvT? Look at all the recent pro games and tell me how many of those PvTs were swayed by KA?
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Not being able to see my own W/L kinda sucks. :| i hope they patch it soon.
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I think blizzard just wants protoss to just keep making colossus...
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Shakuras and Taldarim Altar in the map pool!
Yay yay yay yay!!!
typing this while waiting over 5 minutes for a dude to load the map
=(
now i have to go to work fuuuuuu
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On March 23 2011 03:35 .Aar wrote: Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal
Didn't notice this, pretty cool tbh - I would read this as - If the Medivac is issued an Attack Command during the drop, then it effectively stops unloading. Which, obviously, would be great ^_^
On March 23 2011 04:19 Termit wrote: Stop change the build time on bunkers every fucking patch. Now you have to scout a cheese/all-in fast as fuck if you wanna get up some bunkers in time. ._.
To some, it's unimaginable that players depend on bunkers/stim to play defensively and get into mid-game on even-ground. Bunkers man, OP.
On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Furthermore, the removal of losses was not necessary. To elaborate your progression, you NEED to know your losses. It helps you understand your game dynamics. I guess we need to start keeping our own record, via excel.
Congratulations Blizzard, this game is now a complete fail.
a) They removed KA, not Templars, not Storm. Yeah, you can't push and keep rolling on the storms, but no one is prohibiting you from building HTs and waiting a couple of seconds to storm.
b) Viking Collossus is about Macro and Positioning. Add FFs to that mix, you tell me who has the advantage.
c) P has tons of effective ways to play midgame, and, again, I wouldn't be surprised if HT still remains a solid possibility (granted, way less popular)
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This is turning into a thread raging about imbalance.
Hardly any of the pros user templars until its really really late into the game, I agree that they should of made the upgrade come with less energy instead like most pros have said but to rage about it is just childish.
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Colossus are so boring to play and watch.
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Do some people genuinely think people care that they're quitting? O_o
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Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels.
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I installed new patch and now every once in a while my lobby UI freezes and I have to restart the game for it to unfreeze
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Servers are really glitchy today. Can't join or even create custom games, or do ladders.
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I keep crashing from games
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are servers down? or Is my game just fucked?
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Ah I didn't realize it hides losses from you too. I thought it was just other people that couldn't see your losses. This looks silly.
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On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels.
I don't like seeing this kind of post. We are not all a bunch of snarling a-movers.
I for one will spend the next few weeks practicing void-prism / templar micro. We have new reavers....lol. Most Protoss players should be happy our zeals are no longer gimped. I know I am.
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So they did a good job in adding some dimension to zerg. They kinda went overkill on KA, but they gave zealots a nice little up.
Now the question is...is this really their best ideas on how to fix terran? Make stim take longer and add 5 seconds to bunkers?
I really feel that the fact that 2 rax bunker rushes are STANDARD and not cheese is everything that is wrong about terran right now. Bunker rushing every single game and being guaranteed to do damage at virtually no risk and without loss is silly. Bunker rushing in BW was cheese; now it's standard and is actually probably a very good opening, if not the best one. You get a wall in, you get to make SCVs, marines and a CC all thanks to mules, and then you set up bunkers to either force lings/crawlers/pulling drones at the least and killing at the most, and then you can just salvage the bunkers to boot.
At the very least you come out even and slightly ahead (you have to mess up hard to somehow come behind X_X). Ideally you win the game. This sort of thing should not happen with something like a bunker rush.
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just updated, and for me as well i cannot see anything in multiplayer, cannot ladder atm. any updates on this>>??
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On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels. you need to play protoss, then edit your post again bro. Why Terran don't split up their units but Protoss should? B/c EMP does insane damage, can't imagine protoss w/o shield die to marauders with just 1 shot. No guardian shield, no FFs, no shield, no storms, nothing. And fewer supplies ? Are you sure when gateways units are 2 supplies, and Colossus are 6 when all Terran need is 1 marines, 2 marauder, 2 for vikings and medivac and ghost ? Ghost is the most interesting unit in the game that Terran players are just too lazy to exploit it.
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Gonna consider starting to play Sc2 again now that the HT's have been nerfed. :D
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Yeah NA bnet matchmaking, both ladder and custom games are down for me at the moment.
The servers were up about 15 minutes ago and now dead.
*edit up again soon as I posted this message.
Also, sorry for derailing if you feel that way. But this pertains to the instability of 1.3bnet at the moment.
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On March 23 2011 05:25 dave333 wrote: So they did a good job in adding some dimension to zerg. They kinda went overkill on KA, but they gave zealots a nice little up.
Now the question is...is this really their best ideas on how to fix terran? Make stim take longer and add 5 seconds to bunkers?
I really feel that the fact that 2 rax bunker rushes are STANDARD and not cheese is everything that is wrong about terran right now. Bunker rushing every single game and being guaranteed to do damage at virtually no risk and without loss is silly. Bunker rushing in BW was cheese; now it's standard and is actually probably a very good opening, if not the best one. You get a wall in, you get to make SCVs, marines and a CC all thanks to mules, and then you set up bunkers to either force lings/crawlers/pulling drones at the least and killing at the most, and then you can just salvage the bunkers to boot.
At the very least you come out even and slightly ahead (you have to mess up hard to somehow come behind X_X). Ideally you win the game. This sort of thing should not happen with something like a bunker rush.
Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to.
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How are inactive players going to affect league placement after the reset? The majority of inactives are in bronze, so if they don't play again after the patch, is it possible that people are going to move down a league to fill everything up? I could be thinking about this completely wrong, but I thought I'd bring it up.
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While it's really depressing to see 1 upgrade for the entire templar tech tree. (And the stargate tech path as well) I think this is ultimately a good thing. Hoping that they add updgrades/new units into the templar path for HOTS, but until then...
Protoss late game and Terran early game seemed to be too strong. Both of those were fixed.
Templar usage I think could actually increase now and they will be used more responsibly, either in drops or in defense, but as a Master toss that HATES collossi, I'm okay with losing KA. Especially in exchange for kickass zealots.
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I honestly think protoss could use some kind of mechanic to help with securing 3rd's and bases after that. Terran has PF's and sensor towers, zerg has creep spread and very fast units. What does toss have? It's very hard to split a protoss army because the colossus must be protected and are slow. Early game protoss has to rely on FF's and let's face it many of the 3rd's are pretty open as well as many naturals on the maps. Defending with FF's and getting in good postion with how slow protoss units are will be a struggle. Colossus, sentries, immortals, voids, carriers, Ht's are all pretty slow in the later stages of the game. Blink and Charge combined with the cost of the twilight are 2x more expensive than the speed upgrades for roach,ling and Terrans bio upgrades. Warping in storms was serving the purpose of covering spread out bases in the late/mid game. I'm not sure what will be able to fill this need now.
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UPDATE: just played a 4v4 (only option available for me) AND NO KEYS WERE WORKING IN THE GAME!!! i could not make scv's, or even type to my allies that my keyboard was fucked up. but its not my keyboard it works fine!!!! wtf is happening!!
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Anyone know when Korea is getting the patch? I was hoping to see it in action in the GSTL.
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On March 23 2011 05:11 WCH wrote: This is turning into a thread raging about imbalance.
Hardly any of the pros user templars until its really really late into the game, I agree that they should of made the upgrade come with less energy instead like most pros have said but to rage about it is just childish.
Two-base templar is extremely common and viable. It does not have to be late game.
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Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to.
Only difference is terran is not punished as harshly as other races for failing these 'cheese'
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On March 23 2011 05:30 p1cKLes wrote:Show nested quote +On March 23 2011 05:25 dave333 wrote: So they did a good job in adding some dimension to zerg. They kinda went overkill on KA, but they gave zealots a nice little up.
Now the question is...is this really their best ideas on how to fix terran? Make stim take longer and add 5 seconds to bunkers?
I really feel that the fact that 2 rax bunker rushes are STANDARD and not cheese is everything that is wrong about terran right now. Bunker rushing every single game and being guaranteed to do damage at virtually no risk and without loss is silly. Bunker rushing in BW was cheese; now it's standard and is actually probably a very good opening, if not the best one. You get a wall in, you get to make SCVs, marines and a CC all thanks to mules, and then you set up bunkers to either force lings/crawlers/pulling drones at the least and killing at the most, and then you can just salvage the bunkers to boot.
At the very least you come out even and slightly ahead (you have to mess up hard to somehow come behind X_X). Ideally you win the game. This sort of thing should not happen with something like a bunker rush. Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to.
Except for P and Z those builds are entirely all in. 2rax is a standard opening because you can salvage the bunkers. Terran is almost guaranteed some damage early on with it, which is why it's such a common opener.
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On March 23 2011 05:28 hitman133 wrote:Show nested quote +On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels. you need to play protoss, then edit your post again bro. Why Terran don't split up their units but Protoss should? B/c EMP does insane damage, can't imagine protoss w/o shield die to marauders with just 1 shot. No guardian shield, no FFs, no shield, no storms, nothing. And fewer supplies ? Are you sure when gateways units are 2 supplies, and Colossus are 6 when all Terran need is 1 marines, 2 marauder, 2 for vikings and medivac and ghost ? Ghost is the most interesting unit in the game that Terran players are just too lazy to exploit it. bro I have played protoss at the highest levels. Some terran don't split up their army, but good terrans spread units and/or attack in a wide arc. You can avoid the emp problem if you just have your templar in a warp prism, he won't have vikings if you open immortal + gateway units, and this negates emp. And yes protoss is far more cost effective in lategame, supply-wise, templar are the best units in the game.
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On March 23 2011 05:32 Reborn8u wrote: I honestly think protoss could use some kind of mechanic to help with securing 3rd's and bases after that. Terran has PF's and sensor towers, zerg has creep spread and very fast units. What does toss have? It's very hard to split a protoss army because the colossus must be protected and are slow. Early game protoss has to rely on FF's and let's face it many of the 3rd's are pretty open as well as many naturals on the maps. Defending with FF's and getting in good postion with how slow protoss units are will be a struggle. Colossus, sentries, immortals, voids, carriers, Ht's are all pretty slow in the later stages of the game. Blink and Charge combined with the cost of the twilight are 2x more expensive than the speed upgrades for roach,ling and Terrans bio upgrades. Warping in storms was serving the purpose of covering spread out bases in the late/mid game. I'm not sure what will be able to fill this need now.
Cannons? Something that hits both air and ground, which allows you enough time to warp in units.
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On March 23 2011 05:32 Reborn8u wrote: I honestly think protoss could use some kind of mechanic to help with securing 3rd's and bases after that. Terran has PF's and sensor towers, zerg has creep spread and very fast units. What does toss have? It's very hard to split a protoss army because the colossus must be protected and are slow. Early game protoss has to rely on FF's and let's face it many of the 3rd's are pretty open as well as many naturals on the maps. Defending with FF's and getting in good postion with how slow protoss units are will be a struggle. Colossus, sentries, immortals, voids, carriers, Ht's are all pretty slow in the later stages of the game. Blink and Charge combined with the cost of the twilight are 2x more expensive than the speed upgrades for roach,ling and Terrans bio upgrades. Warping in storms was serving the purpose of covering spread out bases in the late/mid game. I'm not sure what will be able to fill this need now.
Cannons, Warp-Ins, leave 1 or 2 hts in the base to secure for dropping? I'm a protoss myself, but those things can be covered other than with insta-storm.
Believe it or not, gateway units are effective against mmm if there isn't like 3x the mmm and they don't kite you. Straight up zealots are beasts in direct combat.
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On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to.
lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week.
2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese.
6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus).
You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese.
There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that.
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to those ppl saying "terrans will blindly go vikings now!"
you must realise that terrans have to go blind vikings anyway, because colossus deathball is nigh unstoppable without vikings.
the only difference is that in late game where you've both destroyed eachothers' deathball's, the protoss can no longer instakill any remaining terran units and nullifying all drop play with a single unit. but if they have excess gas they can use ARCHONS!!! LawL.
(seriously though - might see more archons, one of the most underrated units in the game)
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To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes.
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On March 23 2011 05:35 Newguy wrote:Show nested quote +On March 23 2011 05:28 hitman133 wrote:On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels. you need to play protoss, then edit your post again bro. Why Terran don't split up their units but Protoss should? B/c EMP does insane damage, can't imagine protoss w/o shield die to marauders with just 1 shot. No guardian shield, no FFs, no shield, no storms, nothing. And fewer supplies ? Are you sure when gateways units are 2 supplies, and Colossus are 6 when all Terran need is 1 marines, 2 marauder, 2 for vikings and medivac and ghost ? Ghost is the most interesting unit in the game that Terran players are just too lazy to exploit it. bro I have played protoss at the highest levels. Some terran don't split up their army, but good terrans spread units and/or attack in a wide arc. You can avoid the emp problem if you just have your templar in a warp prism, he won't have vikings if you open immortal + gateway units, and this negates emp. And yes protoss is far more cost effective in lategame, supply-wise, templar are the best units in the game.
You can also split the army with FF's as most Terran players put their ghosts in the back, which puts them out of range allowing you to isolate and slaughter the units in front. At that point, it's a lot easier to deal with.
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So is there really no way to keep track of your losses if you aren't in Masters? Did they just tuck them away so you aren't confronted with them, or actually remove the # completely? I'd really like to keep track of my win ratio <.<
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On March 23 2011 05:33 rebuffering wrote: UPDATE: just played a 4v4 (only option available for me) AND NO KEYS WERE WORKING IN THE GAME!!! i could not make scv's, or even type to my allies that my keyboard was fucked up. but its not my keyboard it works fine!!!! wtf is happening!!
I've had this problem before the patch. Just restart the game. Highly frustrating though since it's pretty much guaranteed loss. I don't think it's the patch though, just seems to be an occasional unaddressed glitch.
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On bunkers and bunker rushes:
I would either nerf the MULE or remove salvage.
The nerfing of the MULE would punish Terran forbringing SCV's (whether it's 3 or 4 or the crazy 10+ all-in) It would make it so that terran can't stay close in income to zergs while having far less drones.
And salvage means you don't have to spend anything to do this.
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On March 23 2011 05:41 sjschmidt93 wrote: On bunkers and bunker rushes:
I would either nerf the MULE or remove salvage.
The nerfing of the MULE would punish Terran forbringing SCV's (whether it's 3 or 4 or the crazy 10+ all-in) It would make it so that terran can't stay close in income to zergs while having far less drones.
And salvage means you don't have to spend anything to do this.
No mules? This means that the terran his economy will be much weaker. Good luck fighting protoss with that. Do you actually understand that both protoss and zerg can make alot more workers then the terran can? You ever fought against a 2base agressive zerg with terran? Do you ever play tvp? Please think before you post such crazyness.
Bunkers shouldn't be refunded 100%. That's where the problem is.
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They should just make it so an SCV is required to salvage the bunker. Lets terran maintain a movable defense and makes it so they cant salvage a failed bunker rush.
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On March 23 2011 05:25 dave333 wrote: So they did a good job in adding some dimension to zerg. They kinda went overkill on KA, but they gave zealots a nice little up.
Now the question is...is this really their best ideas on how to fix terran? Make stim take longer and add 5 seconds to bunkers?
I really feel that the fact that 2 rax bunker rushes are STANDARD and not cheese is everything that is wrong about terran right now. Bunker rushing every single game and being guaranteed to do damage at virtually no risk and without loss is silly. Bunker rushing in BW was cheese; now it's standard and is actually probably a very good opening, if not the best one. You get a wall in, you get to make SCVs, marines and a CC all thanks to mules, and then you set up bunkers to either force lings/crawlers/pulling drones at the least and killing at the most, and then you can just salvage the bunkers to boot.
At the very least you come out even and slightly ahead (you have to mess up hard to somehow come behind X_X). Ideally you win the game. This sort of thing should not happen with something like a bunker rush.
I think these are all fallout of buffing the marines from what they were in BW. Marines received both an hp buff, an attack speed buff and a researchable hp buff. They already nerfed stim from a 100% attack rate increase down to a 50% one to compensate but they still need to keep fooling around with stim and bunkers.
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On March 23 2011 05:46 Dente wrote:Show nested quote +On March 23 2011 05:41 sjschmidt93 wrote: On bunkers and bunker rushes:
I would either nerf the MULE or remove salvage.
The nerfing of the MULE would punish Terran forbringing SCV's (whether it's 3 or 4 or the crazy 10+ all-in) It would make it so that terran can't stay close in income to zergs while having far less drones.
And salvage means you don't have to spend anything to do this. No mules? This means that the terran his economy will be much weaker. Good luck fighting protoss with that. Do you actually understand that both protoss and zerg can make alot more workers then the terran can? You ever fought against a 2base agressive zerg with terran? Do you ever play tvp? Please think before you post such crazyness. Bunkers shouldn't be refunded 100%. That's where the problem is.
He's not saying no mules, he's saying nerf them. Mules are incredibly strong right now; once you get a few OCs, or if you snag a PF at the gold expansion, marines basically become free thanks to mules. The strength of the mule is that it gives terran surplus minerals; in ZvT the terran can essentially trade minerals for gas by forcing lots of banelings with their rines/tanks. Mules let you pull scvs so easily to go in with the attack at virtually no cost.
Salvage's silliness speaks for itself.
^the buff of the rine just mixes perfectly with everything else terran got. Marines got move-shot, faster firing rate (even with the stim "nerf", it's still unbelievably fast, its like marking up the price of furniture then putting a fat discount on it claiming there's a sale), more hp, medivacs so you can stuff 8 rines into a dropship and still let them heal, smart fire tanks, clumping, bunkers you can salvage, mules that make rines free, reactors, etc.
It was a perfect storm of factors that turned rines into what they are. And now AOE damage is basically the only thing that stops them from demolishing everything; the game is essentially centered around area of effect damage right now.
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On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels. What makes protoss so different to the other races then? Shouldnt this whole think ahead and execute late game battles with precision and finesse be true for all races? Shouldnt other races spread out their units and not have their army tightly clumped as well so they dont eat entire storm durations?
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On March 23 2011 05:33 Zim23 wrote: Anyone know when Korea is getting the patch? I was hoping to see it in action in the GSTL.
I'm hoping tonight want to play with the new patch on korean server .
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On March 23 2011 05:46 waffleduck wrote: They should just make it so an SCV is required to salvage the bunker. Lets terran maintain a movable defense and makes it so they cant salvage a failed bunker rush.
I really like this idea, still allows 'free' bunkers for terran defence but prevents salvaging completely abandoned bunkers.
Also, don't remove MULES just add a cooldown so terran have to remember to drop them on time, just like zerg must remember to inject and toss must chronoboost correctly.
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On March 23 2011 05:37 dave333 wrote:Show nested quote +On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to. lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week. 2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese. 6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus). You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese. There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that.
You know what, good points. Minus your side comment of dumbest thing you've heard. I'm intelligent enough to understand logic without childish comments.
The one thing that I tend to disagree with when it comes to other players is the early expo with zerg. I understand that Zerg has to early expand because of the dynamics of Zerg, but I also believe that any race regardless of dynamics should have some sort of penality when they decide to go early expansion within the first 2 minutes of the game. In my mind, its a risk that either pays for itself or doesn't. With the bunker rush, to kill the expo it seems like you took the risk and now have to pay the price.
However, you definitely have valid points overall when it comes to not having to suffer nearly as bad as you might when you do a six pool or cannon rush.
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On March 23 2011 05:52 pedalpusher wrote:Show nested quote +On March 23 2011 05:46 waffleduck wrote: They should just make it so an SCV is required to salvage the bunker. Lets terran maintain a movable defense and makes it so they cant salvage a failed bunker rush. I really like this idea, still allows 'free' bunkers for terran defence but prevents salvaging completely abandoned bunkers. Also, don't remove MULES just add a cooldown so terran have to remember to drop them on time, just like zerg must remember to inject and toss must chronoboost correctly.
i call bs on the part with the mules..
how about zergs that can build 2 hatchery's and support it with 1 queen to inject?
and how about toss being able to chronoboost multiple different buildings at the same time..?..
bad suggestion imo
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So does anyone else have the glitch where when you exit a ladder game the 1v1, 2v2, 3v3, 4v4 and FFA option are gone. I have to either just click around a bit, which only sometimes works, otherwise it just reveals a few options forcing me to relog. Pretty annoying when I'm grinding ladder.
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On March 23 2011 05:38 Dente wrote: To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes. I want you to take a deep breath, and say that again. Did you just compare a tier 1 unit to a tier 3 unit?
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On March 23 2011 05:52 pedalpusher wrote:Show nested quote +On March 23 2011 05:46 waffleduck wrote: They should just make it so an SCV is required to salvage the bunker. Lets terran maintain a movable defense and makes it so they cant salvage a failed bunker rush. I really like this idea, still allows 'free' bunkers for terran defence but prevents salvaging completely abandoned bunkers. Also, don't remove MULES just add a cooldown so terran have to remember to drop them on time, just like zerg must remember to inject and toss must chronoboost correctly.
The SCV requirement to salvage a bunker is interesting. Not sure what I think of it yet, though I generally have a negative view of salvaged bunkers.
But I wanted to mention, about the MULE cooldown, I used to think that it was a good idea, but the fact is, the usual argument for that change is that "Terran doesn't suffer when they forget." But they actually do. If you try to macro as Terran, forgetting a MULE almost always results in a round or two of bad macro.
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On March 23 2011 05:53 p1cKLes wrote:Show nested quote +On March 23 2011 05:37 dave333 wrote:On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to. lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week. 2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese. 6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus). You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese. There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that. You know what, good points. Minus your side comment of dumbest thing you've heard. I'm intelligent enough to understand logic without childish comments. The one thing that I tend to disagree with when it comes to other players is the early expo with zerg. I understand that Zerg has to early expand because of the dynamics of Zerg, but I also believe that any race regardless of dynamics should have some sort of penality when they decide to go early expansion within the first 2 minutes of the game. In my mind, its a risk that either pays for itself or doesn't. With the bunker rush, to kill the expo it seems like you took the risk and now have to pay the price. However, you definitely have valid points overall when it comes to not having to suffer nearly as bad as you might when you do a six pool or cannon rush.
Apologies about the childish comments. I'm just sick of terrans who claim that 2 rax bunker rushing isn't a ridiculous thing.
Anyway here's the thing; hatch first does have a weakness, and that weakness is cheese. That is why bunker rushing works; it's cheese and cheese punishes hatch first. It always has, in BW and SC2 before 2 rax rushes.
Now the problem here is this; this certain cheese actually isn't cheese because the terran doesn't sacrifice anything for it! There's no sacrifice on the terrans part when they do a 2 rax. And that is the real problem of 2 raxing. Cheese has a high reward, but also a risk. This supposedly cheesy thing has high reward, but no risk.
And there you see a fundamental problem with this build.
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On March 23 2011 05:59 Dromar wrote: The SCV requirement to salvage a bunker is interesting. Not sure what I think of it yet, though I generally have a negative view of salvaged bunkers.
But I wanted to mention, about the MULE cooldown, I used to think that it was a good idea, but the fact is, the usual argument for that change is that "Terran doesn't suffer when they forget." But they actually do. If you try to macro as Terran, forgetting a MULE almost always results in a round or two of bad macro.
the problem is not if terran forgets mules but that terran can drain a Gold Base so quick it is not funny. more than twice the income with half number of the SCVs just makes no sense. That needs to be fixed sooner or later.
i mean Terran already gets additional income due to oversaturation, but now each mule also gains increased efficiency by alot, Terran is already a mineral Heavy race the sheer amound of T1 units he can afford and throw at you is just not balanced.
Holding a Gold Base should be a "risk" but terran no where has such a Risk PF reduce that risk alot, + the fast drain by Mules reduce the time your at risk.
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On March 23 2011 05:58 CanucksJC wrote:Show nested quote +On March 23 2011 05:38 Dente wrote: To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes. I want you to take a deep breath, and say that again. Did you just compare a tier 1 unit to a tier 3 unit?
It would be nice if terran actually had a good tier 3 unit. Mech in tvz is IMPOSSIBLE. Mass muta's just roll over it. Mech in tvp is IMPOSSIBLE. What good tier 3 unit do terrans have? We HAVE to rely on boring MMM play. There is a reason why every topplayer with success is going MMM every game. It's funny how some people think they do it because "they are too lazy"...
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On March 23 2011 03:43 Adonisto wrote: It seems like the sound bug on the PTR is now on the retail too. When you spam in the beginning of a game and select rapidly your workers the sound effect is bugged. It's not a big thing but I hope they fix it.
I have this same issue too and it's annoying pls fix >.<
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On March 23 2011 06:01 dave333 wrote:Show nested quote +On March 23 2011 05:53 p1cKLes wrote:On March 23 2011 05:37 dave333 wrote:On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to. lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week. 2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese. 6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus). You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese. There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that. You know what, good points. Minus your side comment of dumbest thing you've heard. I'm intelligent enough to understand logic without childish comments. The one thing that I tend to disagree with when it comes to other players is the early expo with zerg. I understand that Zerg has to early expand because of the dynamics of Zerg, but I also believe that any race regardless of dynamics should have some sort of penality when they decide to go early expansion within the first 2 minutes of the game. In my mind, its a risk that either pays for itself or doesn't. With the bunker rush, to kill the expo it seems like you took the risk and now have to pay the price. However, you definitely have valid points overall when it comes to not having to suffer nearly as bad as you might when you do a six pool or cannon rush. Apologies about the childish comments. I'm just sick of terrans who claim that 2 rax bunker rushing isn't a ridiculous thing. Anyway here's the thing; hatch first does have a weakness, and that weakness is cheese. That is why bunker rushing works; it's cheese and cheese punishes hatch first. It always has, in BW and SC2 before 2 rax rushes. Now the problem here is this; this certain cheese actually isn't cheese because the terran doesn't sacrifice anything for it! There's no sacrifice on the terrans part when they do a 2 rax. And that is the real problem of 2 raxing. Cheese has a high reward, but also a risk. This supposedly cheesy thing has high reward, but no risk. And there you see a fundamental problem with this build.
No problem : ), and I definitely see your point. I'm a Terran player and I get it, and... actually to a certain extent I agree. P&Z - High risk, high reward. T - Low risk, high reward.
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On March 23 2011 05:53 p1cKLes wrote:Show nested quote +On March 23 2011 05:37 dave333 wrote:On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to. lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week. 2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese. 6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus). You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese. There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that. You know what, good points. Minus your side comment of dumbest thing you've heard. I'm intelligent enough to understand logic without childish comments. The one thing that I tend to disagree with when it comes to other players is the early expo with zerg. I understand that Zerg has to early expand because of the dynamics of Zerg, but I also believe that any race regardless of dynamics should have some sort of penality when they decide to go early expansion within the first 2 minutes of the game. In my mind, its a risk that either pays for itself or doesn't. With the bunker rush, to kill the expo it seems like you took the risk and now have to pay the price. However, you definitely have valid points overall when it comes to not having to suffer nearly as bad as you might when you do a six pool or cannon rush.
This statement would only be valid if bunker rushing was particularly risky. But it isn't so I don't understand this at all.
You realize if you took your first statements logically they say "People should be penalized for playing zerg."
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On March 23 2011 05:50 dave333 wrote:Show nested quote +On March 23 2011 05:46 Dente wrote:On March 23 2011 05:41 sjschmidt93 wrote: On bunkers and bunker rushes:
I would either nerf the MULE or remove salvage.
The nerfing of the MULE would punish Terran forbringing SCV's (whether it's 3 or 4 or the crazy 10+ all-in) It would make it so that terran can't stay close in income to zergs while having far less drones.
And salvage means you don't have to spend anything to do this. No mules? This means that the terran his economy will be much weaker. Good luck fighting protoss with that. Do you actually understand that both protoss and zerg can make alot more workers then the terran can? You ever fought against a 2base agressive zerg with terran? Do you ever play tvp? Please think before you post such crazyness. Bunkers shouldn't be refunded 100%. That's where the problem is. He's not saying no mules, he's saying nerf them. Mules are incredibly strong right now; once you get a few OCs, or if you snag a PF at the gold expansion, marines basically become free thanks to mules. The strength of the mule is that it gives terran surplus minerals; in ZvT the terran can essentially trade minerals for gas by forcing lots of banelings with their rines/tanks. Mules let you pull scvs so easily to go in with the attack at virtually no cost. Salvage's silliness speaks for itself. ^the buff of the rine just mixes perfectly with everything else terran got. Marines got move-shot, faster firing rate (even with the stim "nerf", it's still unbelievably fast, its like marking up the price of furniture then putting a fat discount on it claiming there's a sale), more hp, medivacs so you can stuff 8 rines into a dropship and still let them heal, smart fire tanks, clumping, bunkers you can salvage, mules that make rines free, reactors, etc. It was a perfect storm of factors that turned rines into what they are. And now AOE damage is basically the only thing that stops them from demolishing everything; the game is essentially centered around area of effect damage right now.
AoE is not more powerful than in BW. The biggest problem Blizzard has with Terran is they decided to move Terran away from mech and into bio. TvT and TvP in BW is all about mech. Even in TvZ, players would sometimes transition to mech lategame.
Even with smart firing, tanks are less cost efficient than in BW. They're more expensive and are 3 supply instead of 2. The lack of spider mines, more expensive turrets and weaker "science vessel" in the raven just compounds the problem. To compensate, Blizzard buffed the bio units. However, that strength comes out too early in the game compared to mech, which is the primary cause of all these problems they have.
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On March 23 2011 06:02 freetgy wrote:Show nested quote +On March 23 2011 05:59 Dromar wrote: The SCV requirement to salvage a bunker is interesting. Not sure what I think of it yet, though I generally have a negative view of salvaged bunkers.
But I wanted to mention, about the MULE cooldown, I used to think that it was a good idea, but the fact is, the usual argument for that change is that "Terran doesn't suffer when they forget." But they actually do. If you try to macro as Terran, forgetting a MULE almost always results in a round or two of bad macro. the problem is not if terran forgets mules but that terran can drain a Gold Base so quick it is not funny. more than twice the income with half number of the SCVs just makes no sense. That needs to be fixed sooner or later. i mean Terran already gets additional income due to oversaturation, but now each mule also gains increased efficiency by alot, Terran is already a mineral Heavy race the sheer amound of T1 units he can afford and throw at you is just not balanced. Holding a Gold Base should be a "risk" but terran no where has such a Risk PF reduce that risk alot, + the fast drain by Mules reduce the time your at risk.
Well, that is a good point. As maps are right now, I feel like gold bases benefit Terran more than the other races. But I feel like that's more a complaint about PF than MULE.
edit: maybe a small problem with PF @ gold made much bigger by MULEs.
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On March 23 2011 06:09 DoubleReed wrote:Show nested quote +On March 23 2011 05:53 p1cKLes wrote:On March 23 2011 05:37 dave333 wrote:On March 23 2011 05:30 p1cKLes wrote: Every single race has a cheese opening like this? It’s not just Terran. Protoss and their cannon rush. Zerg and 6 pool. Terran and bunker rush. All of which can be stopped if you scout like you are suppose to. lmao are you saying 6 pool compares to a 2 rax bunker rush? funniest (and dumbest thing) i've heard in the past week. 2 rax bunker rush ISN'T cheese right now. It automatically does damage by its very nature and does not leave the terran player behind at all; he gets to build rines, build scvs, and still get an expo up. There's nothing allinish or cheesy about it right now in terms of its execution, even though bunker rush should be cheese. 6 pool is lol, if you don't kill them you lose. cannon rushing isn't guaranteed to do damage, and it delays your tech/expo/makes you vulnerable to other sorts of all ins (see nydus). You can't truly punish/stop a 2 rax bunker rush because by its nature, to stop it, it requires you do build crawlers/pull drones/make lings or delay your expo. Right there it has done its job. It can go on to actually kill the zerg and deal further damage, all while things move right along smoothly at home thanks to mules. and then they can salvage their bunkers when they're done. 6 pools and cannons rushes are a joke compared to that; if toss/zerg had a "cheesy" build this good, it would become standard, just like 2 rax bunker rushes. This "cheese" build is just so good and so rewarding that it is now standard, not cheese. There's virtually no risk, and the reward can be straight up winning the game. No other race has a "cheese" build like that. You know what, good points. Minus your side comment of dumbest thing you've heard. I'm intelligent enough to understand logic without childish comments. The one thing that I tend to disagree with when it comes to other players is the early expo with zerg. I understand that Zerg has to early expand because of the dynamics of Zerg, but I also believe that any race regardless of dynamics should have some sort of penality when they decide to go early expansion within the first 2 minutes of the game. In my mind, its a risk that either pays for itself or doesn't. With the bunker rush, to kill the expo it seems like you took the risk and now have to pay the price. However, you definitely have valid points overall when it comes to not having to suffer nearly as bad as you might when you do a six pool or cannon rush. This statement would only be valid if bunker rushing was particularly risky. But it isn't so I don't understand this at all. You realize if you took your first statements logically they say "People should be penalized for playing zerg."
What? I'm not understanding anything you're saying?And how you came to the conclusion that people should be penalized for playing zerg is beyond me. The only thing I can think of is, as you can tell you are coming in on a conversation that has been going back and forth, which may be where the disconnect is.
As I said, after a gentelman was nice enough to explain it to me, that I understand and agree that there is NO risk with the bunker rush vs a cannon or 6 pool.
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On March 23 2011 05:58 CanucksJC wrote:Show nested quote +On March 23 2011 05:38 Dente wrote: To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes. I want you to take a deep breath, and say that again. Did you just compare a tier 1 unit to a tier 3 unit?
Quiet that sounds like logic.
Well there goes the san zenith templar battles. Probably going to result in shorter games and it probably should also have a positive effect on QxC's game. Can't believe they actually went through with this crap.
Some insipid responses by the usual race -.- Atleast MC 4gate should be absolutely brutal now.
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Whens the patch hitting EU?
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On March 23 2011 05:57 GummyZerg wrote: So does anyone else have the glitch where when you exit a ladder game the 1v1, 2v2, 3v3, 4v4 and FFA option are gone. I have to either just click around a bit, which only sometimes works, otherwise it just reveals a few options forcing me to relog. Pretty annoying when I'm grinding ladder.
Yeah, it's been happening quite a bit. I usually just wait a few moments then everything restores back.
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On March 23 2011 05:35 Newguy wrote:Show nested quote +On March 23 2011 05:28 hitman133 wrote:On March 23 2011 05:17 Newguy wrote: Protoss who complain about templar nerfs need to realize a few things. First, they are still incredibly strong in late game, as they take up very little supply, considering the buff they add to the protoss army.
Another consideration. We all want there to be a larger skill gap and more room for improvement. The KA change provides that, to some degree. Instead of just a moving and constantly warping in templar to instant storm, protoss now need to think ahead, spread their templar so they can't be emped as easily, and execute late game battles with precision and finesse. Maybe this change will make protoss be more careful with units in the lategame, so we don't see the "blagghhh my tightly clumped army attack you now" mentality at the highest levels. you need to play protoss, then edit your post again bro. Why Terran don't split up their units but Protoss should? B/c EMP does insane damage, can't imagine protoss w/o shield die to marauders with just 1 shot. No guardian shield, no FFs, no shield, no storms, nothing. And fewer supplies ? Are you sure when gateways units are 2 supplies, and Colossus are 6 when all Terran need is 1 marines, 2 marauder, 2 for vikings and medivac and ghost ? Ghost is the most interesting unit in the game that Terran players are just too lazy to exploit it. bro I have played protoss at the highest levels. Some terran don't split up their army, but good terrans spread units and/or attack in a wide arc. You can avoid the emp problem if you just have your templar in a warp prism, he won't have vikings if you open immortal + gateway units, and this negates emp. And yes protoss is far more cost effective in lategame, supply-wise, templar are the best units in the game. Sorry but I don't think you know what are you talking about. And your highest level must be top 50 platinum to me bro. Seeing immortals mean robot opening and 70% sure colossus follow up. And why should I keep my HTs in warp prism -____-
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OH THANK GOD
A new menu option is available in the Gameplay page to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
I hated misclicking that row of useless buttons and getting my control groups all messed up.
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I just realized, if you can't be knocked out of grand masters except by inactivity, if somebody who wanted to troll got in, they could purposely throw 90% of their matches, just winning enough to spend the bonus pool, and not be demoted. I wonder if GM players play non GM players (ie a top masters would play a low GM)
If you only can play vs other GMs there will be a lack of game diversity, as well as the above strat artificially inflating the GM point pool.
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@Shiladie When in grandmasters you need to win like 95% of your games even against other GM or you dont get any points. If your throwing games your not going to be getting any points at all and will get kicked out fairly shortly.
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On March 23 2011 05:38 abominable wrote: to those ppl saying "terrans will blindly go vikings now!"
you must realise that terrans have to go blind vikings anyway, because colossus deathball is nigh unstoppable without vikings.
the only difference is that in late game where you've both destroyed eachothers' deathball's, the protoss can no longer instakill any remaining terran units and nullifying all drop play with a single unit. but if they have excess gas they can use ARCHONS!!! LawL.
(seriously though - might see more archons, one of the most underrated units in the game)
It's OK for left over marauders to concuss Protoss units so retreat is impossible... but not fair for Protoss to warp in high templar and be able to MAYBE do damage.
It's OK for leftover bio units to be healed to FULL, for a new stim, but it's not fair for protoss to be able to have high templar with energy to defend.
Do high templar kill armies that much better than stimmed bio? Really?
Does psi storm get better at the highest levels, or does kiting and splitting armies get better at the highest levels of play? I sure has hell don't know a way to make psi storm hit more area or do more damage unless I can, laugh, forcefield trap units. Good luck having sentries and high templar in a close match at end game.
All I can say is it is a huge failure to take out Protoss's dps unit from so many situations.
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On March 23 2011 06:32 obsid wrote: @Shiladie When in grandmasters you need to win like 95% of your games even against other GM or you dont get any points. If your throwing games your not going to be getting any points at all and will get kicked out fairly shortly. No, anyone in Master League has more point then will get promote and replace the bottom player from GM.
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With the GSTL2 on its way, I wonder if the Koreans' 1.3 Patch will be delayed a few days? I hope so. Well, not necessarily hope that, but I hope things just go well whatever that may be ^_^
Do high templar kill armies that much better than stimmed bio? Really?
You should understand there are many factors and you can't compare like that. Anyways, let's say you compare like you did right now. HT do not "kill that much better" because you're comparing a support unit to a ground army that is one-time use without Medivacs.
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.... I didn't think they would actually do it....
Godspeed Amulet, I'll never forget the good times we had together.
And even though now I will be building the dreaded collusus unit, you should know amulet, my friend, I'm only doing it because I have no more options.
You were the greatest thing I ever chrono boosted.
R.I.P. 2010 -2011
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Good to know Blizzard hid all my loses. I am so confident to take on the world now.
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amulet gone, emp still doesn't have to be researched. Boo on you blizzard, boo.
blizz buff bcs, yet Carriers still useless. WHy blizz why, the two best units from sc1, HT and Carrier, arent even a part of sc2 now. Sad day.
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On March 23 2011 06:59 jmack wrote: .... I didn't think they would actually do it....
Godspeed Amulet, I'll never forget the good times we had together.
And even though now I will be building the dreaded collusus unit, you should know amulet, my friend, I'm only doing it because I have no more options.
You were the greatest thing I ever chrono boosted.
R.I.P. 2010 -2011
Goodnight Sweet Prince....
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Does anyone know if they have changed the patch notes at all after testing or have they remained the same?
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This patch is just retarded, I dont even see what the point of NOT allowing us to see our losses is. How are we supposed to know what our winning percentage is? Like it makes 100% zero sense to me. This patch makes me not want to play
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On March 23 2011 05:58 CanucksJC wrote:Show nested quote +On March 23 2011 05:38 Dente wrote: To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes. I want you to take a deep breath, and say that again. Did you just compare a tier 1 unit to a tier 3 unit? Terran pretty mucho only has tier 1 units. The rest are support units.
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Anyone else unable to connect to ranked games? Was unable, then they came back one league at a time, and now gone again?
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On March 23 2011 07:06 FlashIsHigh wrote: This patch is just retarded, I dont even see what the point of NOT allowing us to see our losses is. How are we supposed to know what our winning percentage is? Like it makes 100% zero sense to me. This patch makes me not want to play You can't see your losses so you just don't want to play anymore huh? That "like makes 100% zero sense to me."
Anyways
Unit response sounds are now updated immediately when the selection changes. Is really annoying and should the community as a whole get over the probe spamming in the beginning of games, lol.
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Man I was kind of against the hiding of losses when I read about it, but now that I see it, MAN it looks SO BAD, no data/knowledge to be gained from examining my own profile now.
Will have to use sc2ranks.com to see if I am actually doing ok or shitty now.
Suggest either making this hiding rule ONLY apply to bronze or making it an optional thing you can deselect if your really so scared of other seeing when you loose.
Even the pros loose... A LOT, why do they think everyone is so scared of loosing? Maybe low bronze players when they have like 20-80 records??
I got placed in bronze when I started this game, and I LOVED seeing the info, and stand behind those who say the more info the better, make it easier to see if I was actually improving.
EDIT: since I cant play a game right now, I read the issue with the sounds (from spamming at the beginning of the game) still is there, is that really true??? If so what was the point of the test server if they don't fix even minor issues like that?
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On March 23 2011 07:05 Karn3 wrote: Does anyone know if they have changed the patch notes at all after testing or have they remained the same?
They changed after testing. Originally fungal was going to be a missile and some other stuff also that I can't remember. If you search I'm sure you can find it.
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Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Wow, didn't knew that this was a bug, still i noticed that it was strange that i won 3 games ina row and got +4,+6,+4 and after one loss -14, which brought me always to ZERO. And Stim is getting 170 seconds now, well, gotta start reasearching earlier :/
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On March 23 2011 07:09 Clicker wrote:Show nested quote +On March 23 2011 07:06 FlashIsHigh wrote: This patch is just retarded, I dont even see what the point of NOT allowing us to see our losses is. How are we supposed to know what our winning percentage is? Like it makes 100% zero sense to me. This patch makes me not want to play You can't see your losses so you just don't want to play anymore huh? That "like makes 100% zero sense to me." Anyways Show nested quote +Unit response sounds are now updated immediately when the selection changes. Is really annoying and should the community as a whole get over the probe spamming in the beginning of games, lol.
Hey Dick Im not talking about just that part that makes me want to play, this whole patch is awful. I was simply stating that that it doesnt make sense for me to not to be able to see my losses, but apparently Masters league still can.
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how do you hide the minimap/bottom interface ofa game while watching replays/observing a game? i cant find a way how to do it...
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On March 23 2011 06:52 hitman133 wrote:Show nested quote +On March 23 2011 06:32 obsid wrote: @Shiladie When in grandmasters you need to win like 95% of your games even against other GM or you dont get any points. If your throwing games your not going to be getting any points at all and will get kicked out fairly shortly. No, anyone in Master League has more point then will get promote and replace the bottom player from GM.
not according to all of the blizz info, even in the patch notes it says you don't get promoted/demoted to/from GM like normal.
Players are automatically drafted into the Grandmaster League shortly after a new season starts, and will remain in the Grandmaster League until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
The only way to get kicked out is to be inactive Also the 95% thing is retarded and i'm 95% sure that's not how it works.
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On March 23 2011 06:11 andrewlt wrote:Show nested quote +On March 23 2011 05:50 dave333 wrote:On March 23 2011 05:46 Dente wrote:On March 23 2011 05:41 sjschmidt93 wrote: On bunkers and bunker rushes:
I would either nerf the MULE or remove salvage.
The nerfing of the MULE would punish Terran forbringing SCV's (whether it's 3 or 4 or the crazy 10+ all-in) It would make it so that terran can't stay close in income to zergs while having far less drones.
And salvage means you don't have to spend anything to do this. No mules? This means that the terran his economy will be much weaker. Good luck fighting protoss with that. Do you actually understand that both protoss and zerg can make alot more workers then the terran can? You ever fought against a 2base agressive zerg with terran? Do you ever play tvp? Please think before you post such crazyness. Bunkers shouldn't be refunded 100%. That's where the problem is. He's not saying no mules, he's saying nerf them. Mules are incredibly strong right now; once you get a few OCs, or if you snag a PF at the gold expansion, marines basically become free thanks to mules. The strength of the mule is that it gives terran surplus minerals; in ZvT the terran can essentially trade minerals for gas by forcing lots of banelings with their rines/tanks. Mules let you pull scvs so easily to go in with the attack at virtually no cost. Salvage's silliness speaks for itself. ^the buff of the rine just mixes perfectly with everything else terran got. Marines got move-shot, faster firing rate (even with the stim "nerf", it's still unbelievably fast, its like marking up the price of furniture then putting a fat discount on it claiming there's a sale), more hp, medivacs so you can stuff 8 rines into a dropship and still let them heal, smart fire tanks, clumping, bunkers you can salvage, mules that make rines free, reactors, etc. It was a perfect storm of factors that turned rines into what they are. And now AOE damage is basically the only thing that stops them from demolishing everything; the game is essentially centered around area of effect damage right now. AoE is not more powerful than in BW. The biggest problem Blizzard has with Terran is they decided to move Terran away from mech and into bio. TvT and TvP in BW is all about mech. Even in TvZ, players would sometimes transition to mech lategame. Even with smart firing, tanks are less cost efficient than in BW. They're more expensive and are 3 supply instead of 2. The lack of spider mines, more expensive turrets and weaker "science vessel" in the raven just compounds the problem. To compensate, Blizzard buffed the bio units. However, that strength comes out too early in the game compared to mech, which is the primary cause of all these problems they have. I have to say I agree with this assessment!
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Stim nerf was actually a bigger deal than I thought it would be. Much harder to pressure protoss players who FE now. Bunker change was stupid. They keep increasing the build time instead of finding a more elegant solution. 40s to make one makes stopping early aggression strats like roach-all in and 4-gate much harder now. Feels like they want us to just make one early and hope they go for the all-in.
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RIP Tier 3 Toss,
well except for that inferior bloated cousin of the Arbiter. Screw him.
And say what you want about my QQing but it's absolutely clear that Blizz favors Terran (maybe because they built the game around the Terran singleplayer campaign)
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This patch is kind of buggy, lol. I was playing a 3v3 with a friend today and according to his screen, a bunch of Spanish-speaking people were randomly joining our party. I couldn't see them, so he sent me a screenshot:
![[image loading]](http://imgur.com/8dPHb.jpg)
![[image loading]](http://imgur.com/9o8JH.jpg)
I'm still laughing ahahaha
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FlashIsHigh, Richard made a good point, its not going to stop anybody from playing but it might make more people play. Just take one for the team for now and see how things go.
Its not like sc2ranks.com was raided and shut down. Their cool graphs were always fun to look at and informative anyway, so its no big deal.
If losing the ability to see your losses in your profile page is as bad as many people think it is, I am sure it will be adjusted to make as many people as possible happy.
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On March 23 2011 07:27 BanelingXD wrote: RIP Tier 3 Toss,
well except for that inferior bloated cousin of the Arbiter. Screw him.
And say what you want about my QQing but it's absolutely clear that Blizz favors Terran (maybe because they built the game around the Terran singleplayer campaign)
Terran has been nerfed into oblivion men. Terran was imba....3 months ago. We are actually 2011 now where terrans are not in top 4 GSL anymore, and you will see less terrans winning tournaments with these big maps. Don't point to EU tourneys, because EU got alot VERY good terrans.
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On March 23 2011 06:32 obsid wrote: @Shiladie When in grandmasters you need to win like 95% of your games even against other GM or you dont get any points. If your throwing games your not going to be getting any points at all and will get kicked out fairly shortly.
Do you realize how absurd you sound?
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On March 23 2011 07:28 .Aar wrote:This patch is kind of buggy, lol. I was playing a 3v3 with a friend today and according to his screen, a bunch of Spanish-speaking people were randomly joining our party. I couldn't see them, so he sent me a screenshot: ![[image loading]](http://imgur.com/8dPHb.jpg) ![[image loading]](http://imgur.com/9o8JH.jpg) I'm still laughing ahahaha
Hahahahahaha
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There's going to be a flood of people posting on all kinds of forums saying "I've won 300 games, why am I still in Bronze league?".
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On March 23 2011 07:21 WizardofGGG wrote: Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Wow, didn't knew that this was a bug, still i noticed that it was strange that i won 3 games ina row and got +4,+6,+4 and after one loss -14, which brought me always to ZERO. And Stim is getting 170 seconds now, well, gotta start reasearching earlier :/
This almost made me drop the game when I first got it. composure and dedication!
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Maybe zerg will be almost balanced now :/ given only 20 in top 100 are Z... lol
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I just played some ZvP, and good god I do not know what Protoss is going to do now. My Fungal Growths seriously just MELT stalkers. I guess Protoss are going to have to get good at spreading Stalkers. Maybe it's time to let Stalkers again blink while under the effects of Fungal Growth though?
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On March 23 2011 07:26 Talack wrote: Stim nerf was actually a bigger deal than I thought it would be. Much harder to pressure protoss players who FE now. Bunker change was stupid. They keep increasing the build time instead of finding a more elegant solution. 40s to make one makes stopping early aggression strats like roach-all in and 4-gate much harder now. Feels like they want us to just make one early and hope they go for the all-in.
Yeah, that's ridiculous who could wait a full 40 seconds for static defense? Here I am with my zerg, I get a measly 50seconds for my non-refundable investment. Good thing when I see people move out for all-ins I don't have a hard time stopping them. I just whip up my quick spines and it's cake!
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On March 23 2011 07:08 Durp wrote: Anyone else unable to connect to ranked games? Was unable, then they came back one league at a time, and now gone again?
Same thing is happening to me, played three games but now it won't let me pick a game type (1v1, 2v2, etc)
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On March 23 2011 07:07 LG)Sabbath wrote:Show nested quote +On March 23 2011 05:58 CanucksJC wrote:On March 23 2011 05:38 Dente wrote: To all those protoss players who complain about the fact that "they have to make collossae": we terrans HAVE to make marauders in tvp. Go anything else then MMM and you die so hard. Ofcourse I will get quoted and the answers will be like this:
"lol you are so wrong, you can go mech, look jinro" --> No, mech doesn't work vs protoss, except on small maps like steppes. "lol no, you can do marine - tank" --> No, dies to collo / HT "lol no, you can do the marine tank banshee raven allin" --> ALLIN, yes. I want you to take a deep breath, and say that again. Did you just compare a tier 1 unit to a tier 3 unit? Terran pretty mucho only has tier 1 units. The rest are support units.
That's because the instant shot mechanic make Marines a little bit too good for what they were mean to be imo. :| Not an intended design.
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Hella bug lol, now in my multiplayer mode only has 3v3, change the mode and come back for a 2v2
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On March 23 2011 04:56 Sworn wrote:Show nested quote +On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins.
Oh boo fucking who. Seriously because instant storms weren't imbalanced and didn't make the game require less micro or thinking? Blanketing an army in storms then just warping in more instantly into a free win wasnt bad? SanZenith didn't show how powerful instantly storming was? If you can't think ahead for your casters like everyone else maybe you shouldn't play. Please just adjust your strategies to the game and develop new ones like everyone else does when a patch rolls around or quit but don't go whining in forums.
SanZenith showed how powerful amulet was? SanZenith showed some of the closest and most exciting games the GSL has ever seen. SanZenith won three games by mere inches against someone who spammed nothing but marauders, which HT are supposed to counter. Are you honestly saying that a Protoss player barely winning a match makes the strategy he used imbalanced? That 'balance' means 'my race never loses'?
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Okay can someone explicitly state whether our accumulated bonus pool will be reset after the end of the season? Because if so I have 1900 points to use this week lol. I've heard either way and the official notes don't explicitly state it.
Also lol at the whinin about bunker nerf... I'm sorry you have to build them in advance like the rest of us but can still get a full refund at the end lmao.
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HTs aren't supposed to hard counter marauders, immortals are. Not sure where your arguments are coming from
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On March 23 2011 07:21 WizardofGGG wrote: Battle.net Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
Wow, didn't knew that this was a bug, still i noticed that it was strange that i won 3 games ina row and got +4,+6,+4 and after one loss -14, which brought me always to ZERO. And Stim is getting 170 seconds now, well, gotta start reasearching earlier :/
Yea, they found that if your MMR was in the negatives, the system would try and make your points go closer to that (hence just sticking at 0)
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I wouldn't wipe my butt after the patch with the new HT. The term "paperweight" doesn't even come close to describing them. Gonna have fun losing to mass vikings now..
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On March 23 2011 07:34 branflakes14 wrote: There's going to be a flood of people posting on all kinds of forums saying "I've won 300 games, why am I still in Bronze league?".
why would this change from previously? simply because they don't know how bad their W/L record is? We already get people saying "I'm 300 wins 250 losses, why am I still in bronze!" I honestly don't see there being much difference.
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On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT.
P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around.
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anybody notice they added destructible rocks/a full base to the 3rd in taldarim altar?
wee
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...Because its as easy to make 4 immortals as it is to make 8 marauders... seriously with the number of barracks terrans can pump out, have fun trying to get a winning number of immortals out in an equal amount of time.
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On March 23 2011 08:01 Shiladie wrote:Show nested quote +On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around. Except Warp Prisms aren't resilient as Shuttles, and every race actually has anti-air units in their builds now.
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Anyone notice that Shakuras does not have a backdoor entrance to the main? I kind of like that.
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United States22883 Posts
Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively.
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Lol. Just checked... My friend in silver who hasn't laddered in ages just started laddering again.. O_O I wonder if it's Coz of the patch..
sucks about khaydarin though =( what can you do. Play on! XD
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Ah yes om nom nom stim time increase--this will make fe'ing even easier. Maybe doable off 2gates vs a stim push......still waiting for multiplayer to actually allow me to queue for match. It always messes up with fagpatches :/
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Does anyone else reallly hate the fact that we can't check w-l anymore?
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Delayed bunkers and stim combined with a lategame Protoss nerf? Hellooooo 4gate!
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Does anyone know whether your MMR increases during this league lock? If getting promoted/demoted depends on MMR, which is the general consensus, will you suddenly get promoted/demoted after the lock is removed? i.e. After playing that one placement game?
I realize that no one here may actually know, but I hope someone can at least provide some insight.
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MMR does still change until next seasons first placement match. Theres a blue post on it in the Bnet forums.
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On March 23 2011 08:01 Shiladie wrote:Show nested quote +On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around.
lol@warp prisms being a form of protection
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Anyone else finding the 1v1 quick match menu incredibly buggy?
Half the time there's absolutely nothing there. Then eventually the options (game type/race/map pref) come back ... then they disappear again afterwards.
If no-one else is having this problem I'll screenshot it.
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On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively.
huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time.
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Anyone in masters notice that there is a grandmasters banner next to the top 8 in their division? It seems like it implies that only the top 8 in each division get in to grandmasters and people in stacked divisions get screwed, while people in garbage divisions get in.
EDIT: or is that golden grandmaster looking banner just meant to be for achievements at the end of the season?
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Why does Bnet have to be in maintenance?!?!?!?!?! Well I can't wait to have my top 8 rank in division medal!!! :D
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On March 23 2011 08:01 Shiladie wrote:Show nested quote +On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around. I don't care if KA is remove if the storm was as big and does as much dmg. Right now storm is not even the shadow of himself during BW days
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On March 23 2011 08:31 Crawler wrote:Show nested quote +On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively. huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time.
You seem very upset, please take a moment to reflect and relax.
He didn't say "Don't give stim a boost to speed." Just to lower it. Do you think it's fine that a Stimmed Marine can run as fast as a baneling with speed on creep? It seems silly to me. On creep a Baneling should have the edge, not make it just even. And yes, god forbid a T3 unit be hard for a marine to kill.
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On March 23 2011 08:34 KhAlleB wrote:Show nested quote +On March 23 2011 08:01 Shiladie wrote:On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around. Right now storm is not even the shadow of himself during BW days
If it was, this game wouldn't even be playable...
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On March 23 2011 08:17 AcroNymZ wrote: Does anyone know whether your MMR increases during this league lock? If getting promoted/demoted depends on MMR, which is the general consensus, will you suddenly get promoted/demoted after the lock is removed? i.e. After playing that one placement game?
I realize that no one here may actually know, but I hope someone can at least provide some insight.
Yes your MMR will still change during the league lock. So if you win/loss a lot of games in the next week you might rise/drop a league with your placement match. The point of the one placement match is just to get all of the inactive players out of the ladder.
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Anyone else getting the "you are not ranked 1v1 ladder" ??
i cant see myself in my ladder / rank / divisoin / bonuspool / etc
BUT my other account has no problems
I thought it was a ladder reset but i was wrong.
![[image loading]](http://imgur.com/axjqT.jpg)
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I can't seem to be able to play anything...... not even custom games
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"no servers are currently available"
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On March 23 2011 07:10 Bizarro252 wrote: Man I was kind of against the hiding of losses when I read about it, but now that I see it, MAN it looks SO BAD, no data/knowledge to be gained from examining my own profile now.
Will have to use sc2ranks.com to see if I am actually doing ok or shitty now.
Quotes like this make me glad Blizzard did it. As if your Wins-to-Losses ratio has any sort of "knowledge" for you to learn from. Wow...
If you think your W/L ratio says anything about your play, whether your improving, then good luck to you. Go to sc2ranks.com, look at your stats, and nevermind the fact that you're winning and losing to silver leaguers. If you're in Masters, then you still have the win-to-loss ratio. If you're not in Masters, then the game is, in fact, sheltering you from the harder opponents out there, so who cares about your wins and losses as it's meaningless anyways? Just play the game. Blizzard is forcibly teaching you something - that percentage of wins doesn't mean anything in a ladder-ranking system. Take a moment to learn.
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How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier
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I just tried watching a replay and noticed that it doesn't seem to record the event of a player leaving the game before the replay itself ends.
That would seem to affect sites like sc2rep.com, which use this information to determine the winner of a game.
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On March 23 2011 08:59 JoeAWESOME wrote: How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier It comes up as a message on the left side just like when your buildings finish, upgrades finish, etc.
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On March 23 2011 08:36 Hobokinz wrote:Show nested quote +On March 23 2011 08:31 Crawler wrote:On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively. huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time. You seem very upset, please take a moment to reflect and relax. He didn't say "Don't give stim a boost to speed." Just to lower it. Do you think it's fine that a Stimmed Marine can run as fast as a baneling with speed on creep? It seems silly to me. On creep a Baneling should have the edge, not make it just even. And yes, god forbid a T3 unit be hard for a marine to kill.
Not really necessary imho. Won't change anything. Most engagements don't happen on creep anyhow and terran will just kill your tumors. Plus go on liquidpedia Speed Banes plus creep has a speed of 3.83903(Speed + 30% creep bonus) and a stim marine has a speed of 3.375. Speed banes are faster on creep.
Also watch this.
+ Show Spoiler +
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On March 23 2011 08:59 JoeAWESOME wrote: How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier The same as a 'building complete' announcement, a little message at the left side of the screen.
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This stuff happens after every single patch. Blizzard should learn from this...I don't get why this happens after every patch T___T
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On March 23 2011 04:58 Psychopomp wrote:Show nested quote +On March 23 2011 04:37 Jimmeh wrote:On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins. patch isn't even up for an hour yet and you've already quit? your ability to crank out hundreds of games in an hour and then accurately report on new balance changes astounds me, please tell me more. Maybe he played on the PTR? Doesn't really matter, though. Protoss already feet like they have to make Colossi to survive. If you think a nerf to the only other anti-blob tech tree Protoss has isn't going to make the entire Protoss game COLOSSI/SENTRY ERRY DAY, you're insane. Just blind counter colossi. That's all you have to do now. Any templar tech opening, from double forge, to DT expands, are indirectly nerfed from this. The only way to reliably make it into the late-game is Colossi, now. Protoss already gets punished for not going Robo first. Meanwhile, Terran and Zerg get actual choices, and reward creative play. This isn't a matter of Protoss being OP, balanced or UP. This is a matter of Protoss punishing creative play. When it comes down to it, Protoss isn't fun for me anymore, and I'm willing to bet good money that it's no longer fun for a lot of people. The rush-to-t3-or-die playstyle is stagnant, and boring; and it's going to stay that way until Blizzard pulls their head out of their ass, and realizes that the current state of Protoss T1 has had a negative impact on the game as a whole. If they'd just rework it, they could nerf forcefields, warpgates, and Colossi. Protoss would reward creativity, and stop being on a razors edge until 3 Colossi come out. Terran and Zerg would no longer have to deal with the ridiculous deathball, which is currently the only way Protoss can finish a game. TL;DR, Protoss design as a whole is an unfun pile of shit Show nested quote + Oh boo fucking who. Seriously because instant storms weren't imbalanced and didn't make the game require less micro or thinking?
There are other ways to nerf things than removing it from the fucking game.
Totally agree here, what makes this patch really awful is that the only valuable strat goes now around colossi. No one will like it, but it's playing colossi or rushing (let me laugh on "just use your HT properly" when the colossi make the same job with 1/10 of the micro needed).
PvZ => colossi or rush PvT => colossi or rush PvP => rush into colossi
...
And beside game balance, it is really sad to see the coolest unit losing their interest ...
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As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
Edit: For HTs benefits/downsides are: + Keep KA - No more Warp In Storms - Increase Toss macro by forcing use of Gateways and Warp Gates - Slightly increase difficulty in deploying HTs to the field
For Immortals: + Give Toss more flexibility in dealing with mass Maruaders and Roaches + With Twilight Council, that much closer to Templar Tech + Also not Warped In means little change in how Immortals are deployed currently + Immortals at Gateway already tested in Beta (reason it was shifted specious, because Dustin Browder felt too many units produced at Gateway, not for balance) - Discourages Colossi by shifting Immortals to Gateway Tech - Increase Toss macro by forcing use of Gateways and Warp Gates
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Seeing every milestone icon on my account page is pretty boss . The top 100 one is pretty pointless imo though lol.
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On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
That's actually a very good suggestion. I agree with this.
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On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively.
So youd rather face the 6 gate with a weaker stim?
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On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
same problem?
"hey guys im a terran i just wiped out this protoss with emp e-Z and now he has to warp in templar to defend his base... LETS GO ATTAC HIS BASE"
"hey guys im terran i just wiped out this protoss with emp e-Z and now he has to build templar out of his gateways in his base... LETS GO ATTAC HIS BASE"
moving robo to gateway is a terrible idea immortal stalker templar would be way too easy to get
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My thoughts, "Why are delta quadrant and scrap station still in the map pool?"
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Can anyone else not see ladder standings while on Bnet?
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On March 23 2011 10:36 Teivospy wrote:Show nested quote +On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates). same problem? "hey guys im a terran i just wiped out this protoss with emp e-Z and now he has to warp in templar to defend his base... LETS GO ATTAC HIS BASE" "hey guys im terran i just wiped out this protoss with emp e-Z and now he has to build templar out of his gateways in his base... LETS GO ATTAC HIS BASE" moving robo to gateway is a terrible idea immortal stalker templar would be way too easy to get
So you feel removing KA is better? At least this way you can queue up you HTs and when built they've got storm.
Also, how is it 'too easy to get' if Immortals are built at Gateways? You still need another structure after Core - Twilight Council. Immortals will still be bloody expensive and still fill a very niche role - Anti Armor. You wouldn't want to build a lot of them unless your opponent goes mass Marauder or Roaches. Which quite frankly is quite often and should be discouraged.
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On March 23 2011 10:41 IcedteaSC2 wrote: Can anyone else not see ladder standings while on Bnet?
What Icedtea said, I'm unable to see my current standing in my division and can't check other people's points. Anyone else having this problem?
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On March 23 2011 11:00 FinestHour wrote:Show nested quote +On March 23 2011 10:41 IcedteaSC2 wrote: Can anyone else not see ladder standings while on Bnet? What Icedtea said, I'm unable to see my current standing in my division and can't check other people's points. Anyone else having this problem?
Give it some time... the patch isn't available to everyone just yet. Until the patch is synchronized those stats will be mismatched.
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I just realized that the infestors does the same amount of damage in shorter time. So this is basicly a huge buff! Awesome!
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It looks like Battlenet is down again, and there is no way I'm clicking on this "Surrender" button while I have this big of a lead.
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OMG this patch buffs fungal growth so much and nerfs protoss 2 much ;;
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Love the changes, hopefully we will see infestors used more often now.
I also like removing the w/l ratio, it's easier to celebrate for people who are not into competition as top tier players.
Can't wait to ladder.
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+30 seconds to stim?
WOW
Unbelievable.
Biggest nerf yet to Terran. That's huge.
Who cares about EMP or the amulet. This nerf is so core to any bio timing build, or even just being able to survive early.
I'm glad I'm not a pro who has to rework every build and timing play they have. Although most of the Terrans got knocked out in the TSL3 in the first round, I'm dying to see how the last two can adapt. Go Boxer :-).
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The stim nerf is incredibly bizarre. I can't say I've ever watched a game where a Protoss lost to an early stim push when he himself wasn't at fault. If it's a volatile early game they're trying to address, they're going about it in the wrong way.
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On March 23 2011 11:37 murkk wrote: +30 seconds to stim?
WOW
Unbelievable.
Biggest nerf yet to Terran. That's huge.
Who cares about EMP or the amulet. This nerf is so core to any bio timing build, or even just being able to survive early.
I'm glad I'm not a pro who has to rework every build and timing play they have. Although most of the Terrans got knocked out in the TSL3 in the first round, I'm dying to see how the last two can adapt. Go Boxer :-). Boxer's games were incredibly boring. 200/200 EMP ball vs. 200/200 colossus death ball. I imagine with the patch everyone's going to start doing that.
And yeah, I haven't lost to that stim timing push in a long time now. It's not very meaningful.
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And yeah, I haven't lost to that stim timing push in a long time now. It's not very meaningful.
How can you say it's not meanful. You can expand earlier. You can attack earlier with much greater chance of winning. Stimmed bio is absolutely crucial to defense against phoenix, voidray, muta, banshee, blink stalker and bling harass.
I mean, it's like adding 30 seconds to warpgate tech. Sure, it doesn't mean much in the later stages of the game, but it's hardly trivial.
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On March 23 2011 12:07 murkk wrote:Show nested quote +And yeah, I haven't lost to that stim timing push in a long time now. It's not very meaningful. How can you say it's not meanful. You can expand earlier. You can attack earlier with much greater chance of winning. Stimmed bio is absolutely crucial to defense against phoenix, voidray, muta, banshee, blink stalker and bling harass. I mean, it's like adding 30 seconds to warpgate tech. Sure, it doesn't mean much in the later stages of the game, but it's hardly trivial.
Why does it matter that stim takes 30 seconds longer when you're defending against phoenix, voidray, muta, banshee, blink stalker or banelings? You have any idea how long those things take to make?
Warp gate is necessary to defend against certain builds. It also allowed for proxy gates to be ridiculously effective to the point that it was all that protoss ever did. That's why it was nerfed. That made sense, because it changed the game. Stim nerf doesn't.
You also don't use stim when you're setting up a contain, which is what you want to do if the point of your pressure is to expand. Otherwise you're just throwing away units in a futile push.
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So, about 1.3, what's with the leagues being locked? How do I get promoted now?
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On March 23 2011 10:50 Fwiffo wrote:Show nested quote +On March 23 2011 10:36 Teivospy wrote:On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates). same problem? "hey guys im a terran i just wiped out this protoss with emp e-Z and now he has to warp in templar to defend his base... LETS GO ATTAC HIS BASE" "hey guys im terran i just wiped out this protoss with emp e-Z and now he has to build templar out of his gateways in his base... LETS GO ATTAC HIS BASE" moving robo to gateway is a terrible idea immortal stalker templar would be way too easy to get So you feel removing KA is better? At least this way you can queue up you HTs and when built they've got storm.
The point he's making is that there's virtually no effective difference. Either you have to wait to gain energy, or you have to wait to produce the unit. Either way, you have to wait.
On March 23 2011 10:50 Fwiffo wrote: Also, how is it 'too easy to get' if Immortals are built at Gateways? You still need another structure after Core - Twilight Council. Immortals will still be bloody expensive and still fill a very niche role - Anti Armor. You wouldn't want to build a lot of them unless your opponent goes mass Marauder or Roaches. Which quite frankly is quite often and should be discouraged.
The point is that one of the restrictions that Immortals have is that they have a completely different production building. If you want to mass them, you either have to throw down a lot of Robos, or you have to wait for them to walk out one or two at a time. If you can build as many Immortals as there are Gateways/Warpgates, then they would need to be weaker to compensate.
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Can't connect to my NA account but I see many streams from it...so I guess it's just me having my main account on EU server that is now down and for some stupid reason the battlenet probably tries to autenticate me on EU server (???) before letting me login in my NA account.
sux to have 2 accounts and not being able to play either of them!
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On March 23 2011 08:50 CuHz wrote:Anyone else getting the "you are not ranked 1v1 ladder" ?? i cant see myself in my ladder / rank / divisoin / bonuspool / etc BUT my other account has no problems I thought it was a ladder reset but i was wrong. ![[image loading]](http://imgur.com/axjqT.jpg) ![[image loading]](http://imgur.com/d8q5D.jpg)
^ anyone having this same problem?
i cant view ANYONES league / division / rank
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On March 23 2011 13:23 CuHz wrote:Show nested quote +On March 23 2011 08:50 CuHz wrote:Anyone else getting the "you are not ranked 1v1 ladder" ?? i cant see myself in my ladder / rank / divisoin / bonuspool / etc BUT my other account has no problems I thought it was a ladder reset but i was wrong. ![[image loading]](http://imgur.com/axjqT.jpg) ![[image loading]](http://imgur.com/d8q5D.jpg) ^ anyone having this same problem? i cant view ANYONES league / division / rank Bnet's down for me too
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On March 23 2011 13:33 101toss wrote:Show nested quote +On March 23 2011 13:23 CuHz wrote:On March 23 2011 08:50 CuHz wrote:Anyone else getting the "you are not ranked 1v1 ladder" ?? i cant see myself in my ladder / rank / divisoin / bonuspool / etc BUT my other account has no problems I thought it was a ladder reset but i was wrong. ![[image loading]](http://imgur.com/axjqT.jpg) ![[image loading]](http://imgur.com/d8q5D.jpg) ^ anyone having this same problem? i cant view ANYONES league / division / rank Bnet's down for me too
well its not down. i can still play, i still can ladder nd etc, its just i cant view anything.
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Is the patch out in Korea yet or when will it be out?
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Since you americans have had a chance to play, is the DPS actually increased for fungal on non-armored targets? The patchnotes says the STUN duration has been decreased, but it doesnt say if the damage will be spread over the same amount of time as before :s confused bear
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I just tested the viking flower and you can still do it, just don't make them patrol too close together (so they obviously on' be spinning int he same spot) and they'll have the same effect.
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On March 23 2011 11:37 murkk wrote: +30 seconds to stim?
WOW
Unbelievable.
Biggest nerf yet to Terran. That's huge.
Who cares about EMP or the amulet. This nerf is so core to any bio timing build, or even just being able to survive early.
I'm glad I'm not a pro who has to rework every build and timing play they have. Although most of the Terrans got knocked out in the TSL3 in the first round, I'm dying to see how the last two can adapt. Go Boxer :-).
its not that huge since there already were very few stimtimings used.
tvp P can hold off almost any bio aggression anyways. thats a fact. even something like a one gate fe is super safe on most maps against any normal 2-3rax play.
tvz maybe sometimes a rine/rauder or rauder/hellion attack? bleh.
what me just annoys about this is that it will make defending much harder in some situations for pretty much no reason at all. stimpushes maybe were a problem 5 months ago. not now. and at the same time Ps keep rushing evryone even on taldarim cross cause they can ignore rushdistance and have 20 supply of army in your base at 6 minutes. removing early aggression so onesided is just not good for the game.
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*The game cursor now remains visible while loading maps.
And the cursor does not have the in-game appearence -> random player cannot know their race during the loading screen. Anybody can confirm this?
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why can't i play any ladder match besides FFA? i thought you can still spend your bonus pool and climb up within your division?
or is this just because the bnet isn't quite working yet?
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Russian Federation304 Posts
On March 23 2011 20:02 grigorin wrote: *The game cursor now remains visible while loading maps.
And the cursor does not have the in-game appearence -> random player cannot know their race during the loading screen. Anybody can confirm this? y
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Did they change anything from 1.3 PTR Patch to the real Patch? The Bunker build time change is stupid I know next Patch it will be the reverse.... we only had that change like 5 times.
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...\Starcraft 2\Support\Repair.exe
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"The main game UI can now be hidden/shown via hotkey. "
Anyone found that key yet? It's not listed in the hotkey menu at all.
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On March 23 2011 20:24 lololol wrote:...\Starcraft 2\Support\Repair.exe
doesn't work. I reinstalled it already too but the same shit all time
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Since MMR still updates in the ladder lock, would it be possible to tear up your league in the lock and move up 2 when the ladders unlock?
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On March 22 2011 23:54 zarepath wrote: As a Zerg player, I'm so looking forward to seeing some Blink Stalkers. *evil grin* You won't find any blink stalkers, because every Protoss is gonna 4gate you from now on.
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On March 23 2011 20:25 Flaiker wrote: "The main game UI can now be hidden/shown via hotkey. "
Anyone found that key yet? It's not listed in the hotkey menu at all.
ctrl-w I believe whilst replay observing.
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On March 23 2011 20:45 scpez wrote:Show nested quote +On March 23 2011 20:25 Flaiker wrote: "The main game UI can now be hidden/shown via hotkey. "
Anyone found that key yet? It's not listed in the hotkey menu at all. ctrl-w I believe whilst replay observing.
So where is the diffrence to prepatch? :p
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Still no replays viewable to 2+ players... I really don't understand why. The only obvious option is because most sc2 replays sites would have less players dling from them. Thus decreasing their "sales publicities"...
I really want to have the replays to be observable by 2 or more players so that we could analyze them more carefully and understand where our mistakes could be, being spotted by another player. Or having another point of view.
Sure we have streams, and all, but i don't want to do it everytime... And we have to force our comrades to come to our stream.
Argh.
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On March 23 2011 21:26 RaiZ wrote: Still no replays viewable to 2+ players... I really don't understand why. The only obvious option is because most sc2 replays sites would have less players dling from them. Thus decreasing their "sales publicities"...
I really want to have the replays to be observable by 2 or more players so that we could analyze them more carefully and understand where our mistakes could be, being spotted by another player. Or having another point of view.
Sure we have streams, and all, but i don't want to do it everytime... And we have to force our comrades to come to our stream.
Argh.
I think it must be issues with how the replays are coded or else they would have by this point. It's as silly as the fact that you can't fast-forward replays for some reason. Maybe they can overhaul the entire replay system at a major update, but I wouldn't hold your breath until HotS comes out.
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not too thrilled about the time increase for stim. anyone kno as to why it was increased? ghost emp not depleting full mana should make games more interesting indeed. does it still deplete full shield?
sry if my questions are a repeat. thx for answers in advance.
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On March 23 2011 08:36 Hobokinz wrote:Show nested quote +On March 23 2011 08:31 Crawler wrote:On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively. huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time. You seem very upset, please take a moment to reflect and relax. He didn't say "Don't give stim a boost to speed." Just to lower it. Do you think it's fine that a Stimmed Marine can run as fast as a baneling with speed on creep? It seems silly to me. On creep a Baneling should have the edge, not make it just even. And yes, god forbid a T3 unit be hard for a marine to kill.
Speed blings are faster than stimmed marines on creep. Thank god that people who have no idea what's going on try to theorycraft. At least blizzard listens forum whine more than pro level player suggestions. <3
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On March 23 2011 21:39 TheTenthDoc wrote:Show nested quote +On March 23 2011 21:26 RaiZ wrote: Still no replays viewable to 2+ players... I really don't understand why. The only obvious option is because most sc2 replays sites would have less players dling from them. Thus decreasing their "sales publicities"...
I really want to have the replays to be observable by 2 or more players so that we could analyze them more carefully and understand where our mistakes could be, being spotted by another player. Or having another point of view.
Sure we have streams, and all, but i don't want to do it everytime... And we have to force our comrades to come to our stream.
Argh. I think it must be issues with how the replays are coded or else they would have by this point. It's as silly as the fact that you can't fast-forward replays for some reason. Maybe they can overhaul the entire replay system at a major update, but I wouldn't hold your breath until HotS comes out.
Gimme a break dude, I can't buy it at all. When you can see all the stuff they're changing on every patch, you have the right have some doubts behind what blizzard is thinking. Just look at chat channel : "who needs that ? It's soooo 2004 lol".
When i try to ask them on their forum, i'm 99% sure i'll be gettin the same usual post : "We are aware of this issues, so please be patient we're thinking about it. It'll probably come in the near future !" Notice the 3 words that are bothering me like hell ? Exactly : Near future and probably. Which in blizzard's terms means NEVER.
Yeah i'm frustrated. Whatever. Hope they'll really impliment it " soon™ ".
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On March 23 2011 22:06 monkomasta wrote: not too thrilled about the time increase for stim. anyone kno as to why it was increased? ghost emp not depleting full mana should make games more interesting indeed. does it still deplete full shield?
sry if my questions are a repeat. thx for answers in advance. It never took full shields, so it's 100 shield 100 energy remove from an EMP.
Stim will probably make more Terrans go combat shield first to hold a defensive position, 30 seconds is probably enough to screw around with some BOs and timings.
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Why didn't they just make show/hide losses an option?
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On March 24 2011 00:54 Pecul wrote: Why didn't they just make show/hide losses an option?
Why would someone hide their losses? Because they have low win%.
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On March 23 2011 23:10 RaiZ wrote:Show nested quote +On March 23 2011 21:39 TheTenthDoc wrote:On March 23 2011 21:26 RaiZ wrote: Still no replays viewable to 2+ players... I really don't understand why. The only obvious option is because most sc2 replays sites would have less players dling from them. Thus decreasing their "sales publicities"...
I really want to have the replays to be observable by 2 or more players so that we could analyze them more carefully and understand where our mistakes could be, being spotted by another player. Or having another point of view.
Sure we have streams, and all, but i don't want to do it everytime... And we have to force our comrades to come to our stream.
Argh. I think it must be issues with how the replays are coded or else they would have by this point. It's as silly as the fact that you can't fast-forward replays for some reason. Maybe they can overhaul the entire replay system at a major update, but I wouldn't hold your breath until HotS comes out. Gimme a break dude, I can't buy it at all. When you can see all the stuff they're changing on every patch, you have the right have some doubts behind what blizzard is thinking. Just look at chat channel : "who needs that ? It's soooo 2004 lol". When i try to ask them on their forum, i'm 99% sure i'll be gettin the same usual post : "We are aware of this issues, so please be patient we're thinking about it. It'll probably come in the near future !" Notice the 3 words that are bothering me like hell ? Exactly : Near future and probably. Which in blizzard's terms means NEVER. Yeah i'm frustrated. Whatever. Hope they'll really impliment it " soon™ ".
I understand the frustration, I guess I just have more faith in Blizzard than you do. I trust that if they could have done it by now they would have given the community demand for it. I mean, they did get to chat channels eventually, overhauled the custom game interface to make it easier to find newer games, and have updated the ladder map pool in response to player demands. The balance changes this patch seem pretty good as well. Sometimes soon is a lot sooner than never, but that just may not be possible for the replays. :/
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The main game UI can now be hidden/shown via hotkey.
What is this hotkey?
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On March 23 2011 11:37 murkk wrote: Although most of the Terrans got knocked out in the TSL3 in the first round, I'm dying to see how the last two can adapt. Go Boxer :-).
Boxer, Nada, TLO, qxc, MVP, Goody, Kas. Unless you're in the future and you've seen the rest of round 1, you're short five Terrans.
EDIT: I suppose TLO, as random, is only really 1/3 Terran, so we'll say you're 4.33 Terrans short instead.
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Dumb question, but next season, points are resetting?
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On March 24 2011 01:21 Crawler wrote:Show nested quote +On March 24 2011 00:54 Pecul wrote: Why didn't they just make show/hide losses an option? Why would someone hide their losses? Because they have low win%. There is lots of people who are scared of playing unless they're at peak condition (fully rested, positive mindframe, ect) because they care too much about their win loss ratio. If it was toggable than everyone who turned it off would look like they had a bad win record. By removing this it will encourage those people to play more often increasing SC2 traffic. With more people playing there is a higher chance more people will learn about the game and buy it. So in short they think removing losses from all but the highest of players will make Blizzard a little more money and starcraft a little more popular.
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I was watching ROOT.CatZ stream last night and he was playing KiWiKaKi, Kiwi was still using the mother ship quite effectively, infact the 2 of the games i witness the conclusion too were CatZ getting toiletted.. There is still effective tactics to be used with the vortex, although theyre Invul for 1.5 seconds u can still archon toilet pretty much
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its funny that on metalopolis terran can STILL WALL OFF with 2 buildings and spawn close postion
I know blizzard has done quite a bit this patch but seriously... what is the problem with this minor changes, terrans and protoss saying they should always win close postions...for a long time and blizzard still leave this shit in the game. *cryface* i know us zergs have it "ok" atm but i still fail to understand why this is possible.
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On March 24 2011 04:12 ReejOner wrote: I was watching ROOT.CatZ stream last night and he was playing KiWiKaKi, Kiwi was still using the mother ship quite effectively, infact the 2 of the games i witness the conclusion too were CatZ getting toiletted.. There is still effective tactics to be used with the vortex, although theyre Invul for 1.5 seconds u can still archon toilet pretty much
You have a replay of this? I'm curious to see how that works.
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On March 24 2011 03:19 Mr.Pyro wrote:What is this hotkey? strg+w
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On March 24 2011 06:26 dump wrote:Show nested quote +On March 24 2011 04:12 ReejOner wrote: I was watching ROOT.CatZ stream last night and he was playing KiWiKaKi, Kiwi was still using the mother ship quite effectively, infact the 2 of the games i witness the conclusion too were CatZ getting toiletted.. There is still effective tactics to be used with the vortex, although theyre Invul for 1.5 seconds u can still archon toilet pretty much You have a replay of this? I'm curious to see how that works.
Sorry no, it was a live stream and thus i didnt record it.
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Ive been playing protoss since 2000, think it might be time to make the switch to terran after this patch
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