• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:11
CET 13:11
KST 21:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly0Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win62025 RSL Offline Finals Dates + Ticket Sales!10BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION3Crank Gathers Season 2: SC II Pro Teams12
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
$3,500 WardiTV Korean Royale S4 SC4ALL $6,000 Open LAN in Philadelphia Crank Gathers Season 2: SC II Pro Teams Merivale 8 Open - LAN - Stellar Fest Kirktown Chat Brawl #9 $50 8:30PM EST
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
SnOw's ASL S20 Finals Review Ladder Map Matchup Stats Map pack for 3v3/4v4/FFA games BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Dating: How's your luck? US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The Big Reveal
Peanutsc
Challenge: Maths isn't all…
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1625 users

Patch 1.4.3 21-27 February - Page 48

Forum Index > SC2 General
1362 CommentsPost a Reply
Prev 1 46 47 48 49 50 69 Next
Cyro
Profile Blog Joined June 2011
United Kingdom20319 Posts
February 22 2012 01:39 GMT
#941
On February 22 2012 10:36 YyapSsap wrote:
Show nested quote +
On February 22 2012 10:09 Shantastic wrote:
Well, obviously, a Terran can still win at any point, but I'm imagining a similar case to how PvZs used to be before Infestors became really popular. Unless the Zerg makes a mistake, he should not drop a ZvT if he gets to the midgame. In order to win, Terran players will have to rely on teh Zerg making a mistake, and IMHO, any time you have to rely on your opponent screwing up more than on just yourself playing solidly is a problem.


Welcome to the world of TvP.


I dont think that is the case, check out the Hero vs Thorzain bo9 in IPL fight club recently
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 22 2012 01:39 GMT
#942
On February 22 2012 08:57 Chunhyang wrote:
Show nested quote +
On February 18 2012 12:49 Liquid`Jinro wrote:
--------- So they release the patch 1 day before Assembly AND MLG? Are they... I dont know, retarded?


Maybe someone whimsical in Blizzard wanted to see what havoc would be wreacked


Pro's should be able to deal with this. Despite having no PTR, the changes have been known for some time. Even if the patch is released days before an event, it's trivial to create custom maps with these changes implemented to practice on beforehand. At worst it penalises players who don't have the resources to create these maps or appropriate partners to practice with.
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
February 22 2012 01:41 GMT
#943
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Corrupter has a pretty niche role as well.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 01:49:57
February 22 2012 01:42 GMT
#944
On February 22 2012 10:35 Cyro wrote:
Show nested quote +
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.
s3rp
Profile Joined May 2011
Germany3192 Posts
February 22 2012 01:43 GMT
#945
On February 22 2012 10:41 BoxingKangaroo wrote:
Show nested quote +
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Corrupter has a pretty niche role as well.


At least he can still be morved into a Broodlord once you reach Hive/Greater Spire.
envisioN .
Profile Joined February 2011
United States552 Posts
February 22 2012 01:53 GMT
#946
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
twndomn
Profile Joined September 2010
401 Posts
February 22 2012 01:54 GMT
#947
On February 22 2012 10:42 s3rp wrote:
Show nested quote +
On February 22 2012 10:35 Cyro wrote:
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys ( at least on most Maps ) . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.


Have you seen successful Nydus in any major tournaments? No
Is a turtling Mech Terran afraid of being dropped? No

Of course it matters when you can't beat mech Terran's moving ball of death as it approaches your bases. You cannot out base-race mech Terran. The mech army destroys your base much faster than you can do it to this mech Terran, as he expand and rebuild at random places. You talk as if you are trading your army against mech army; reality is you don't even deal that much damage to it.
"If MC wins this, his name would not be SK MC, it would be ST MC, ST for Saint, performing miracles." - Artosis.
petrox
Profile Joined April 2011
Australia320 Posts
Last Edited: 2012-02-22 01:56:35
February 22 2012 01:56 GMT
#948

^
Have you seen successful Nydus in any major tournaments? No

IMMvp v Leenock
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 02:07:08
February 22 2012 02:00 GMT
#949
On February 22 2012 10:54 twndomn wrote:
Show nested quote +
On February 22 2012 10:42 s3rp wrote:
On February 22 2012 10:35 Cyro wrote:
On February 22 2012 10:23 shizna wrote:
i guess one good thing about the ghost nerf is that mass nuking will be less OP in ZvT, because ghost is now terrible in ZvT (except for nukes) there will be less ghosts, so ghosts will be a good indicator for zerg that nukes are coming.

still hate how ghost is unbelievably useless against zerg and terran though... you can counter queens, ravens, ghosts and infestors with your ghost... but it's dross against everything else... is there any other unit in the game with such a retarded role? (besides raven)

balance is cool.... but blizzard are still failing big time... thor, raven and ghost are now a complete and utter design failure. stupid bandaid units eagerly anticipating HOTS were they might be less dumb.



btw terran who want a buff from blizzard - refuse to use ghosts in TvZ altogether. play ignorant on purpose and blizzard will act... that's how their balancing system always works.


Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.


Well a Meching Terran on most Map has a very hard time establishing more then 3 Bases without massively exposing themselves to Nydus , Drops , Runbys ( at least on most Maps ) . Doesn't matter if you can't beat his army in 200/200 fights if he can't rebuild it and slowly gets whittled done.


Have you seen successful Nydus in any major tournaments? No
Is a turtling Mech Terran afraid of being dropped? No

Of course it matters when you can't beat mech Terran's moving ball of death as it approaches your bases. You cannot out base-race mech Terran. The mech army destroys your base much faster than you can do it to this mech Terran, as he expand and rebuild at random places. You talk as if you are trading your army against mech army; reality is you don't even deal that much damage to it.



When was the last time you actually saw someone of relevance play Mech TvZ in a tournament ? Honestly i don't remember a single Game that isn't at least 2 months old. And those allways had been played on smaller Maps where the Terran doesn't have to run like 10 minutes just to reache the Zergbase.And Yes on those smaller Maps Mech is good

On really big Maps Mech really struggles in general since you can't do anything against spread out bases and can't defend your bases against multipronged harass. Mech has 1 mobile unit and that unit sucks massively against non-light.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 22 2012 02:01 GMT
#950
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.
Shiori
Profile Blog Joined July 2011
3815 Posts
February 22 2012 02:13 GMT
#951
On February 22 2012 11:01 Bagi wrote:
Show nested quote +
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.
Lolly
Profile Joined October 2010
United States18 Posts
February 22 2012 02:23 GMT
#952
Not completely impressed, that's just because I'm terran though
Everybody dies, but not everybody lives.
thurst0n
Profile Blog Joined December 2010
United States611 Posts
February 22 2012 02:25 GMT
#953
Did you guys see this in the bug fixes section? THis might need it's own thread.. probably not though.

Fixed an issue that could cause ladder matches to sometimes start three seconds late.


I'm pretty sure this has happened to me before. The way the game starts has always seemed like it could be unfair if a computer is still loading at the first second. Maybe it should load the map with complete Fog of War, and then 321 real quick for the start..

Anyway this seems pretty big. Was it 3 seconds late for BOTH players? Anyone know more about this?
P.S. I'm nub. If you'd like you can follow me @xthurst but its not worth it ill be honest
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
February 22 2012 02:25 GMT
#954
Sorry if this has already been discussed but did Blizzard fuck up the EPM and APM? My EPM is higher than APM in replays. Also why isn't it called EAPM....
CyDe
Profile Blog Joined November 2011
United States1010 Posts
February 22 2012 02:26 GMT
#955
On February 22 2012 11:13 Shiori wrote:
Show nested quote +
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
February 22 2012 02:27 GMT
#956
Maybe in ground mode, the ground weapons upgrades affect its attack? instead of both air/ground mode being tied to the ship weapons upgrade.
Tula
Profile Joined December 2010
Austria1544 Posts
February 22 2012 02:31 GMT
#957
On February 22 2012 11:26 CyDe wrote:
Show nested quote +
On February 22 2012 11:13 Shiori wrote:
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.

or they could make marauders shoot air (and yes i am kidding).

Frankly the speed of Zerg techswitches is working as intended. The bigger problem is that you need to massively overproduce vikings to deal with broodlord/infestor/corrupter combinations and Vikings by definition suck on the ground.

I must admit i have never tried to play with upgraded vikings in mech mode, how badly do they suck against ultra/ling? I seem to remember them doing decently against lings.

Well i guess it's back to the drawing board (or back to the 2base all ins) for TvZ...
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-22 02:38:06
February 22 2012 02:33 GMT
#958
On February 22 2012 11:26 CyDe wrote:
Show nested quote +
On February 22 2012 11:13 Shiori wrote:
On February 22 2012 11:01 Bagi wrote:
On February 22 2012 10:53 envisioN . wrote:
I played a ZvT on Cloud Kingdom today, got to the late game and got 6 Broodlords up, then laughed as my terran opponent attempted to snipe them down, using all of his energy on 5 ghosts and only killing 2 Broodlords. I honestly feel bad for Terrans late-game now because Vikings will be their only answer to BLs and they die to fungal if they get clumped even once

I think the only way to beat it is to snipe/EMP the infestors before the zerg can force the engagement. If the brood lords manage to get into attack range with infestors hiding safely behind them, you are now fucked as terran.

Then you just barely hold the Infestor/Bl aggression, making a tonne of Vikings...only to have a bunch of Ultralisks and Lings stream into your now tattered siege lines.

I guess the pilots of the Vikings will get some sick polaroids for their families though. Macabre ones, yeah, but dramatic.


Haha yeah. I think maybe what Blizz should do is have some sort of buff to Viking's landed mode. I mean, not enough to make them counter Ultras, because then we would have the same so-called problem that the ghosts had, but enough to make the useful. Because, honestly, when is the last time you saw landed Vikings used? Personally, I have never seen that as an actual strategy. Sometimes as a last ditch attempt to hold off a nydus worm, but never harassment or countering a tech switch.

With this new hypothetical buff, at least all those Vikings you overproduced when you saw BLs could be used to some extent.


The only use i found with overproduced Vikings is suiciding them to kill Overlords to maybe massively supply the Zerg if he's stupid enough to have all/most of his Ovis in 1 space.


LavaLava
Profile Joined January 2012
United States235 Posts
February 22 2012 02:39 GMT
#959
On February 22 2012 10:35 Cyro wrote:

Ghosts are amazing against hydras, infestors, mutalisks, queens, brood lords, ultralisks (and with correct control, or low numbers, also banelings) which means that the only zerg unit above tier 1 that is not countered by a ghost with a decent amount of energy is the roach.

In the end, vs a turtling terran with mech, the supply efficiency of ghosts and tanks (2 and 3 supply) vs roaches (2 supply) will destroy you when you are at supply cap for half the game but cannot engage, and then loose vital positioning during your remax and also loose that. With perfect control, 60 supply of ghosts can very near instantly kill 120-150 supply of roaches, and that is before tank shots etc.



Did.... did you read the patch notes? This is a serious question.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 22 2012 02:40 GMT
#960
On February 22 2012 11:25 thurst0n wrote:
Did you guys see this in the bug fixes section? THis might need it's own thread.. probably not though.

Show nested quote +
Fixed an issue that could cause ladder matches to sometimes start three seconds late.


I'm pretty sure this has happened to me before. The way the game starts has always seemed like it could be unfair if a computer is still loading at the first second. Maybe it should load the map with complete Fog of War, and then 321 real quick for the start..

Anyway this seems pretty big. Was it 3 seconds late for BOTH players? Anyone know more about this?


I know for a fact that my coworker's game often starts at least 2 seconds late when we play together, and I can't be mistaken because his screen is directly in my field of view. It's ridiculous.


Prev 1 46 47 48 49 50 69 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#58
OGKoka 118
WardiTV117
Rex84
IntoTheiNu 12
Liquipedia
Replay Cast
09:00
Crank Gathers S2: Playoffs D3
CranKy Ducklings174
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 118
Rex 84
MindelVK 26
StarCraft: Brood War
Calm 9703
Sea 5340
Jaedong 2366
actioN 735
firebathero 569
Mini 306
PianO 165
Rush 128
Mong 74
Liquid`Ret 71
[ Show more ]
ToSsGirL 60
Killer 52
Barracks 50
Sharp 43
Sea.KH 34
soO 22
Icarus 13
Sacsri 10
HiyA 8
Terrorterran 2
Dota 2
XcaliburYe114
Counter-Strike
zeus902
x6flipin366
edward38
Other Games
summit1g15527
singsing1406
B2W.Neo1110
crisheroes312
Sick219
Hui .144
Organizations
Other Games
gamesdonequick458
Counter-Strike
PGL168
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2835
Upcoming Events
Monday Night Weeklies
4h 49m
Replay Cast
10h 49m
Sparkling Tuna Cup
21h 49m
WardiTV Korean Royale
23h 49m
LAN Event
1d 2h
Replay Cast
1d 20h
WardiTV Korean Royale
1d 23h
LAN Event
2 days
OSC
2 days
The PondCast
2 days
[ Show More ]
LAN Event
3 days
Replay Cast
3 days
LAN Event
4 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Korean Royale
4 days
LAN Event
5 days
IPSL
5 days
dxtr13 vs OldBoy
Napoleon vs Doodle
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Korean Royale
5 days
LAN Event
6 days
IPSL
6 days
JDConan vs WIZARD
WolFix vs Cross
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.