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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 12:19 pm 
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if you actually hotkey all of your barracks together. they will build marines 1 at a time in each of them regardless if it has a tech lab or not. during the beta, you press que up 2 marines and both would be building in the barrack and then you grab the muraduers. then near the end of the beta, they made it so that if you que up a ton of marines, they would be building 1 marine in every single barrack, rather than just the reactor.

gotta use those hotkeys creepy, they really help

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PostPosted: September 21st, 2010, 12:19 pm 
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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 1:19 pm 
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I do, just not..to those extremes. I cba with that rubbish. I have 1 building hot keyed and the rest are in the same general area so i can build off all.

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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 1:59 pm 
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I have my CC/nexus/hatch hotkeyed to 1, barracks/2nd hatch/gateways to 2, my whole army to 3, and split them up according to the units to 4, 5 etc. Also sometimes hotkey stargates and starports.

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 Post subject: Re: STARcraft 2
PostPosted: September 21st, 2010, 9:49 pm 
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oooo there is a bug with the new patch



notice the SCVs ;)

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 Post subject: Re: STARcraft 2
PostPosted: September 23rd, 2010, 3:18 am 
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trekkie wrote:
oooo there is a bug with the new patch

[youtube]Px0zB9_eP*mI[/youtube]

notice the SCVs ;)




Two bugs. Mines funnier. :D

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 Post subject: Re: STARcraft 2
PostPosted: September 25th, 2010, 8:30 pm 
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a few other minor ones as well, seen a guy take out a squad of about 3 thors with all of 15 - 20 probes in a coop vs med match earlier today.

like the bunker trick tho could probly do that prior to the new patch as well since u could rally the bunkers to each other since the release tho would take a ton of microing to loop them neatly back into the next line and off the command center to reset it all. like that vid said tho not really reasonable when u can just land a basic cc near the rich and swarm the rich mins dead fast with a few dozen mules.

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PostPosted: September 25th, 2010, 8:30 pm 
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 Post subject: Re: STARcraft 2
PostPosted: September 28th, 2010, 10:22 am 
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they have fixed the ultralisk bug

Quote:
StarCraft II: Wings of Liberty – Patch 1.1.1



Bug Fixes



* • Fixed an issue where Ultralisk cleave range was being unintentionally extended by larger targets.


* • Fixed an issue where the Phoenix's Graviton Beam was automatically canceled if you used it just after the Phoenix reached 50 energy.


* • Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering.


* • Fixed an issue where players watching older replays or saved games would experience stuttering.


* • Fixed an issue where some Mac users were unable to join games properly.

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 Post subject: Re: STARcraft 2
PostPosted: October 9th, 2010, 1:25 am 
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More patch info;
http://www.giantbomb.com/news/zergs-up- ... -balance-patch/2619/

Very harsh on terran frankly. Reapers are now..useless. They have no point and i can't see anyone bothering with them. The whole supply depo before barracks is going to make early terran even worse and IMO it's already the weakest of the 3 (zealot>ling>marine) and people are still crying over MMM. Sorry but TLO said it best in that all our late game units aren't up to scratch so we stick with MMM.

And it's true. Battlecruisers are too expensive and are far to easy to counter. The damage nerf didn't help etiher. Thors are in the same boat. Nerfed the tanks to **** and with this roach range increase I'm wondering if the tanks are going to be worse off for it even more. Reapers have now been made useless..you'd be insane to go for them unless you had some amazing plan up your sleeve.

We've really only got MMM with banshees/hellions for early harrass. And I'm still under the belief that the zerg really aren't that under powered theres just a lot of really ******* zerg players. You ever come up against a zerg player who's not just some *** and knows what there doing and they are a giant pain in the *** and very tricky to stop.

I wont go into protoss. There the ones that need the nerfing the most right now.

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 Post subject: Re: STARcraft 2
PostPosted: October 9th, 2010, 9:44 am 
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from official site

Since the release of Wings of Liberty, the StarCraft II balance team has been diligently studying how the game is being played, playing it ourselves, and seeing how evenly the three races match up on the battlefield. While we regularly examine Battle.net player data and statistics from all regions, the information we're examining in this blog was pulled exclusively from the North American region for simplicity's sake.

Protoss are played 38.5% of the time.

Terran are played 38.0% of the time.

Zerg are played 23.5% of the time.

These are overall percentages, but they're mirrored in nearly the same exact separation through each of the leagues. This clearly shows that zerg are played less often than the other races. When we look at things like the Top 200, we like to have this data in-hand so we can ensure that it's proportionate to the amount of each race actually being played. We don't want to have a huge chunk of zerg players sitting somewhere further down, unable to rise through the ranks.



Let's take a look at win percentages on a race-versus-race basis. This is something else we look at to see how matchups are faring over many games. These numbers take individual player skill into account, which helps to avoid the 50% win/loss percentage effect that the matchmaking system can impart on straight win/loss ratios.

Win % in Diamond (accounting for player skill)

49.6% win rate for Protoss when fighting Terran.

52.8% win rate for Protoss when fighting Zerg.

49.6% win rate for Terran when fighting Zerg.



Win % in Platinum (accounting for player skill)

56.3% win rate for Protoss when fighting Terran.

47.3% win rate for Protoss when fighting Zerg.

44.5% win for Terran when fighting Zerg.



Win % in Gold (accounting for player skill)

61.0% win rate for Protoss when fighting Terran.

61.1% win rate for Protoss when fighting Zerg.

49.5% win rate for Terran when fighting Zerg.



Win % in Silver (accounting for player skill)

63.6% win rate for Protoss when fighting Terran.

50.7% win rate for Protoss when fighting Zerg.

51.6% win rate for Terran when fighting Zerg.



Win % in Bronze (accounting for player skill)

59.0% win rate for Protoss when fighting Terran.

55.1% win rate for Protoss when fighting Zerg.

45.4% win rate for Terran when fighting Zerg.

As you can see there are some issues with protoss vs. terran in many of the leagues. From our own play experience, as well as feedback from the community, this matches pretty closely with what we're already aware of. We're working on solutions. What we're also aware of is that, while the numbers don't necessarily support the need for zerg changes across all leagues, the feedback from the community as well as our own play experience tells us that improvements are necessary to make zerg matchups feel and play better.



The balance changes in our next patch will primarily focus on improving the zerg.



Here are a few of the changes we currently have planned:

• We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.



• Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.



• The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.



• The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.



• We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don't expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.



We want our avid and talented StarCraft II players to know that we're here, we're listening, and that our intent is to continue making careful and measured approaches to balance based on community and fansite feedback, our numbers and data, watching pro players and tournaments, and our own time on Battle.net playing the game alongside you.


barracks that requires a supply depot is just going to kill... reapers are already dead

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 Post subject: Re: STARcraft 2
PostPosted: October 10th, 2010, 12:07 pm 
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See? Terran pretty much lose on average. Yet you've still got these idra fanboys kissing *** and screaming OP.

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 Post subject: Re: STARcraft 2
PostPosted: October 10th, 2010, 5:15 pm 
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CreepyPirate wrote:
I wont go into protoss. There the ones that need the nerfing the most right now.

Why do you think toss needs nerfs? Protoss is the most balanced out of the other races to be honest. Not to sound like a battlenet forum ******* complaining about terran but terran could be slightly nerfed and not be as underpowered as zerg is. For example, marauders. They're cheap, have the even cheaper concussive shells upgrades and stimpack, they can be healed in the middle of a fight with a medivac and they can can easily snipe buildings or even higher tier units like colossi.
Toss could be toned down a bit as well. Force fields should be 10 secs imo. Chrono boost should have a cool down but aside from that, I'm not sure what else is OP enough for a nerf.


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 Post subject: Re: STARcraft 2
PostPosted: October 11th, 2010, 7:01 am 
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Kevin wrote:
CreepyPirate wrote:
I wont go into protoss. There the ones that need the nerfing the most right now.

Why do you think toss needs nerfs? Protoss is the most balanced out of the other races to be honest. Not to sound like a battlenet forum ******* complaining about terran but terran could be slightly nerfed and not be as underpowered as zerg is. For example, marauders. They're cheap, have the even cheaper concussive shells upgrades and stimpack, they can be healed in the middle of a fight with a medivac and they can can easily snipe buildings or even higher tier units like colossi.
Toss could be toned down a bit as well. Force fields should be 10 secs imo. Chrono boost should have a cool down but aside from that, I'm not sure what else is OP enough for a nerf.


It's early game protoss that i have issue with. As in early game rushes. Don't think zealots are nerfed enough. There still an utter ***** to stop on the other hand i suspect lings are now as well what with all the terran nerfing and if there not they will be when this next patch hits. Your cannons, if anything need a bit more time to pump out or more resource heavy tho a cannon rush isn't a game over it's just an annoyance. Bunker rush got the nerf and a cannon rush is worse in my book.

And then theres the ***** about Marauders. We have little to no choice. I get a thor or a battlecruiser and if i was a protoss I'd pump out void rays like no tomorrow with a bunch of stalkers thrown up front. Cut through my expensive, high tech units with ease. So go MMM. Theres very little other units that can be used IMO

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 Post subject: Re: STARcraft 2
PostPosted: October 11th, 2010, 6:45 pm 
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CreepyPirate wrote:
It's early game protoss that i have issue with. As in early game rushes. Don't think zealots are nerfed enough. There still an utter ***** to stop on the other hand i suspect lings are now as well what with all the terran nerfing and if there not they will be when this next patch hits. Your cannons, if anything need a bit more time to pump out or more resource heavy tho a cannon rush isn't a game over it's just an annoyance. Bunker rush got the nerf and a cannon rush is worse in my book.

Maybe scout a bit earlier then. If your opponent has no gateway, start chrono boosting a zealot/forge+cannons/lings/block access to your base with terran buildings + marine on hold position. Not sure about countering early lings since i've never been 6pool'd before.


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 Post subject: Re: STARcraft 2
PostPosted: October 12th, 2010, 1:02 am 
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Kevin wrote:
CreepyPirate wrote:
It's early game protoss that i have issue with. As in early game rushes. Don't think zealots are nerfed enough. There still an utter ***** to stop on the other hand i suspect lings are now as well what with all the terran nerfing and if there not they will be when this next patch hits. Your cannons, if anything need a bit more time to pump out or more resource heavy tho a cannon rush isn't a game over it's just an annoyance. Bunker rush got the nerf and a cannon rush is worse in my book.

Maybe scout a bit earlier then. If your opponent has no gateway, start chrono boosting a zealot/forge+cannons/lings/block access to your base with terran buildings + marine on hold position. Not sure about countering early lings since i've never been 6pool'd before.


This is factoring in the scout. It depends on the map completely as a terran. Some are big enough to get a wall up. Some aren't in which case you get zealots in your base and those **** 2 hit marines. It's worse if they stick up a proxy pylon.

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 Post subject: Re: STARcraft 2
PostPosted: October 12th, 2010, 7:24 am 
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CreepyPirate wrote:
Kevin wrote:
CreepyPirate wrote:
It's early game protoss that i have issue with. As in early game rushes. Don't think zealots are nerfed enough. There still an utter ***** to stop on the other hand i suspect lings are now as well what with all the terran nerfing and if there not they will be when this next patch hits. Your cannons, if anything need a bit more time to pump out or more resource heavy tho a cannon rush isn't a game over it's just an annoyance. Bunker rush got the nerf and a cannon rush is worse in my book.

Maybe scout a bit earlier then. If your opponent has no gateway, start chrono boosting a zealot/forge+cannons/lings/block access to your base with terran buildings + marine on hold position. Not sure about countering early lings since i've never been 6pool'd before.


This is factoring in the scout. It depends on the map completely as a terran. Some are big enough to get a wall up. Some aren't in which case you get zealots in your base and those **** 2 hit marines. It's worse if they stick up a proxy pylon.

You should be able to fit a supply depot + barracks on most maps and have a little area of space for units to go in and out of your base. I'd stick an scv or two into that choke until a marine is out to kill the zealot then block off the rest with another supply depot then the zealot thread is gone. This is usually how it goes in matches against my friend


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