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Zletix
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lol? I start off every game with glhf sir and politely told him I was off to do errands, just got home to a win ><

9/18/2010 12:06:31 PM

Lokken
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actually that reminds me

I normally start off with something like gg hf or gl hf or gg hf gl

i said hf gg one time and the other team thought i was gg'ing out of the game and got mad at me when i wasnt

9/18/2010 12:12:50 PM

JCE2011
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I find that typically the players that type "glhf" are the same ones that rage quit and don't say GG.

Atleast in low level games



[Edited on September 18, 2010 at 1:55 PM. Reason : _]

9/18/2010 1:54:18 PM

Zletix
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Yay just won my first match in craftcup#4!

9/18/2010 3:36:07 PM

Shaggy
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dl hf ds

9/18/2010 3:51:10 PM

titans78
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I rarely say "GLHF" because I really don't want them to have good luck or have fun.

Honestly, I feel like I should start the game saying "SUPL" - Screw up, Please lose. Lets be honest that is what both of us are thinking. I do say GG after I get beat generally.

Last night I lost a tough one against a dude ranked #1 in his Diamond division. Was a ZvZ matchup and I was ahead after the typical initial ling/bane v. ling/bane. I had a bane go off on his drones that just missed doing major damage but still did some, also took out a queen early. I expanded sooner and beat him to mutas quicker. I made the call to go hydra after a quick muta harass and he went infestor/ultra. I just couldn't hurt his eco enough and his tech advantage got me. After watching the replay I was ahead all game but shouldn't have gone hydra, should have gone roach/muta. Frustrating to have outplayed him for most of the game. Infestors are a strong unit when used right, going to really use them way more.

9/18/2010 4:19:22 PM

Zletix
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I want a good game so I say GLHF. lol and you dont want him to have fun? It's a game, you are supposed to have fun =P

9/18/2010 4:34:47 PM

BigEgo
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i start off most of my 1v1's by wishing them the worst of luck, but a good time.

9/18/2010 4:58:23 PM

Lokken
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I always say some combination of gg, gl, and hf

and id say 90% of the time I say gg before leaving if I lose.

9/18/2010 5:22:17 PM

BigEgo
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i only gg if someone does a legit strat. so 1v1 i will, 2v2 sometimes, 4v4 almost never. 4v4 i'm usually pretty BM after i know i've lost.

9/18/2010 5:42:22 PM

titans78
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Quote :
"lol and you dont want him to have fun? It's a game, you are supposed to have fun =P"


I should rephrase, I don't really want them to have good luck and don't care if they are having fun or not. I think it is implied if they are playing the game they are having fun or else they wouldn't be playing. I don't think I have to remind someone to have fun it is almost redundant if you are playing a video game...

I understand it is one of those things you just do, but if you really think about it it is pretty stupid. If anything it makes sense to say that to your partner in a team game or something.

9/18/2010 8:56:21 PM

sprocket
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^13 Mass marines was their opener, all 3 of them. Reapers was my opener, so i had a great harass force, and even killed a good number of scvs before I got wiped out. Yeah, void rays is a crappy counter but it was what he had, so it's what was available.

9/18/2010 10:21:25 PM

BigEgo
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mass marines was popular early beta, and it can be pretty strong, but you'd probably have to get some medivacs in there, get stim, and hope the other guys don't counter it since it's pretty easy to. There's a small timing window you can make it work against protoss with certain builds. If they don't scout and didn't luck into a counter it can work, but it's really really easy to counter mass marine. So many things work well against it, especially when you get some of the mid game units in (infestors, banglings templar, collusi, sieged tanks, etc. will just WRECK all those marines)

9/18/2010 11:14:51 PM

Zletix
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Wow just faced a guy with 736 1's games named DEATHLORD who replied to glhf sir with "THANKS." He proxy 10gated AND 10 forged. Checked his match history and he does this EVERY game, how do people play like that?

9/19/2010 1:13:31 PM

Fermata
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Meh. If he's having fun then who cares?

9/19/2010 11:40:34 PM

BigEgo
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bad teammates are seriously UP.

9/20/2010 12:08:28 AM

Zletix
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HOLY FUCK! That first TLO game was amazing.

9/20/2010 8:00:25 AM

JBaz
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been playing a lot of colonial wars lately and been completely surprised with people doing the mass marines rush and actually pulling through t3, t4 stuff. Donno how they do it as I seem to die with that strat. Almost over with playing custom maps atm, but I'm really bad at regular matches, need to practice again.

9/20/2010 10:12:26 AM

BigEgo
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Marines have a high DPS for their cost, and thus can be great cannon fodder in just about every custom game, and especially in ladder.

9/20/2010 10:43:07 AM

Wolfmarsh
What?
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Quote :
"HOLY FUCK! That first TLO game was amazing."


Come on man, link?

9/20/2010 10:45:14 AM

titans78
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http://www.gomtv.net/

you can watch the first game in all the matches without paying. Was going to pay to get all the matches but the page to pay for the season isn't working for me. Sorta annoying.

But you can watch the first TLO game which was very entertaining. Unfortunately he lost the next 2 and was eliminated, now that Idra and TLO are out it is less interesting. The Korean players are great, but fun rooting for the nonkorean players that we tend to be more familiar with.

In the TLO match he lands one of the best(albeit lucky) nukes you'll ever see, basically placing a nuke to just move back tanks and the guy flies his Vikings into the nuke. What he was doing was using Nukes to force siege tanks to unsiege and move, and then canceling the nuke and moving his tank into position.

9/20/2010 2:16:44 PM

Zletix
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I liked how the first big engagement was 7tanks vs 21 tanks in that game lol

9/20/2010 2:58:45 PM

Specter
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Quote :
"I should rephrase, I don't really want them to have good luck and don't care if they are having fun or not. I think it is implied if they are playing the game they are having fun or else they wouldn't be playing. I don't think I have to remind someone to have fun it is almost redundant if you are playing a video game...

I understand it is one of those things you just do, but if you really think about it it is pretty stupid. If anything it makes sense to say that to your partner in a team game or something."


disagree. some people take this game as serious business. i had one guy who instead of saying 'gg' told us to fuck off and that we were all nerds who didnt have any lives. needless to say, a 'lol u mad?' reply was plenty enough to get him to rage quit

9/20/2010 3:06:18 PM

seedless
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^^^ This dude right here broadcast them on JTV everyday, albeit at weird hours but you can watch his past broadcasts to see anything he has streamed. http://www.justin.tv/imoogle

9/20/2010 3:47:44 PM

BigEgo
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really impressed with my own stalker micro today.

it's really fun to pylon near a walled in terran (in this case since it was 4v4 a terran/toss) and just poke at their front door over and over, picking off supply depots and bunkers and whatnot and get away before they can attack back at me.

9/20/2010 7:31:48 PM

titans78
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^ I've seen his Stalker micro.. saved us a few times in games especially when I'm playing like poo.

I've decided to quit random, at least in 1v1 and play as zerg. Did a test and went 7-4 in my last 11 games just picking zerg and I don't think I can do much better than that with either of the other races. Was just getting to hard to compete as I've played tougher people who really know the ins and outs of one race.

I've been working on getting more comfortable with the early expand. I typically like to go one base speed lings to whatever I need then expand but it seems apparent from watching replays that with zerg you pretty much have to early expand, figure out a way to survive the early push and you are in good shape but that is easier said than done. 1 base is the more conservative approach but then I've found I must take 2 bases pretty quick to get the macro advantage back.

9/20/2010 10:06:23 PM

BigEgo
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It's gotten better too. When I'm not too tired, it's almost pro. There are still a few things with blink I've seen koreans do I can't really do that well

http://www.youtube.com/watch?v=dxsJaPT14uM

I've gotten my micro good enough to do the more standard first micro harass with the stalkers, but the second thing he does with the shift queue blinks i'm not so good at

9/21/2010 7:34:49 AM

dzags18
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Playing a 2v2 - partner starts off by saying "One more and I'll get placed in a league!!!" he proceeds to build nothing but lings and banelings against a terran who went bio/tanks and a toss who went stalkers/collosi. I was playing random and got toss - who I hate, so I just built massive amounts of stalkers to work on my blink micro. I managed to take out the terrans entire main (he had expanded however) and the toss hadnt expoed.

I lost most of my stalkers, the other guy had a bunch of colossi still, my partner had 4 mutas.. then it says we won? The servers went down and it appeared to give us the win. If so, LOL.

9/21/2010 8:18:49 AM

BigEgo
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just for future reference, blink stalkers vs. bio isn't the best idea. They aren't great against too many tanks, but if you have a good number and they just have a few tanks, blink on top and take them out.

9/21/2010 8:41:47 AM

dzags18
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Yeah I hadn't scouted all that properly when I started making them. I had a few couple collosi that I had just started building when the servers went down. It just made me laugh because it was essentially a stalemate and they gave the win to us.

9/21/2010 8:44:03 AM

BigEgo
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marauders just really piss me off in the PvT. Concussive shell one of those things that comes close to completely breaking it. Makes non-chargelots worthless, and marauders already pwn stalkers

9/21/2010 9:01:44 AM

dzags18
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Yeah I'm really hoping concussive shells or marauders get hit with the nerf stick. At the very least increase the price for concussive shells, I don't understand why its so freaking cheap compared to other races upgrades.

9/21/2010 9:42:03 AM

titans78
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Concussion shell is a bitch.

One thing I don't understand is why Terran has such easy access to their tier 1/1.5 upgrades but zerg and toss don't.

If you don't look past your tier one units Terran can get a barracks for 150, upgrade the barracks for a measly 50/25, and get shell for 50/50 and stim for 100/100 which also helps marines. It takes no tech, no 2nd gas really, and you can go 4 barracks and really handle anything you'll see from either of the other races through about tier 2. Total cost - 350/175 with very minimal time. The time part is probably more important than anything.

For Toss to get their tier 1 upgrades(blink/speed) you need 150 for gateway, 150 core, 150/100 council, 200/200 for speed, 150/150 for blink. Granted you generally don't get both, but you are looking at either 650/300 or 600/250.

Zerg same, at least they get access to ling speed, but roach speed/baneling speed which now that I'm playing a lot of zerg I'm finding out how important that is, especially vs. MMM... pool(200), Roach Warren(150), Lair (200/200), speed upgrade (100/100) total of 650/300. Plus the time it takes to get to that. Also, you have to get ling speed even if you want to get quicker roaches because 3 or 4 barrack MM could also be mass reapers and it is damn hard to figure that out.

I understand cost comparing is tough, because each race is unique, but it really is just the time. You end up spending time teching to try to beat it while they are just sitting there at tier one doing a massive timing push where they hit right when those three upgrades come through.

Either delay terran access to SOME of those upgrades and add cost, perhaps require a ghost academy for shell?

We'll see what today's patch brings, if they just stick with the changes they posted or if there are some things added in as well.

[Edited on September 21, 2010 at 9:47 AM. Reason : .]

9/21/2010 9:44:58 AM

BigEgo
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I would be so happy if they nerfed concussive shells and/or marauders.

also wouldn't mind if they gave stalkers a slight AA buff

[Edited on September 21, 2010 at 9:56 AM. Reason : asdf]

9/21/2010 9:55:26 AM

Lumex
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I would like the option of cancelling alliance with an ally. Had a 3v3 yesterday where my tm8s got into an argument and one decided to start attacking us. I had to send an attack order for each individual unit of his, or my army would just stand there while he destroyed my buildings.

9/21/2010 10:03:56 AM

titans78
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^ no thanks. for the one time your teammate does something dumb like that I'd rather not deal with people constantly unallying and just being douches.

I've only had like 2 times my opponent tried to kill my stuff, it would be a ton more if you could unally.

9/21/2010 10:27:18 AM

dzags18
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Not to mention it would be stupid, in league matches at least. Who gets the win/loss? If I unally from my team and manage to beat the 3 and 2 player teams do I get a win and both of them get a loss? Or does my original team of 3 get the win? What if I unally and ally with the other team of 3, do we all get the win?

Would just screw shit up.

9/21/2010 10:47:56 AM

Lumex
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You could undo the "Allied" checkbox in the players menu, so your units consider his units hostile. The conditions for winning could be set at the beginning and wouldn't have to change.

Yea, now that I think about it, this could be abused. I would still like to see some kind of recourse for when allies betray.

9/21/2010 11:42:59 AM

BigEgo
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It's still sometimes necessary to attack your teammates' buildings. Like when they're stupid and completely wall you in.

9/21/2010 12:32:29 PM

dzags18
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Sigh, patch notes out, nothing really different then what Blizz said was gonna be done before. I had gotten really excited about the rumored patch notes that had Overlord speed upgrades. Sad day.

9/21/2010 12:38:38 PM

BigEgo
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at the zealot nerf gonna make it heard to counter terran bio without collusi/templar

9/21/2010 12:45:27 PM

Azaka
///Meh
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^I'm pretty sure that's how they intended it. Zealots are still too powerful I think.

^^got a link to those rumored ones? I'd be interested to see what you are talking about.

9/21/2010 12:49:41 PM

dzags18
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I really don't understand how Blizz announced this a month ago and in between couldn't see that more balance changes were needed. I'm not saying all out nerf Terran, but its obvious its the best race right now. Really if anything Terran came out of this patch ahead. Sure they lost some tank damage and like 2 seconds of time of getting a reaper out, but neither of those are really going to hurt them. Meanwhile Ultras get dumbed down, zealots get nerfed... its just stupid.

Terran is entirely too easy to play. I understand this current edition of SC is supposed to be more Terran based but its ridiculous. Maybe by the time HoTS comes out then zerg will be the #1 race.

^
Quote :
"Maps:

- Destructible Rocks have been added to the natural expansions of Desert Oasis, and the center has been narrowed.
- Various ladder maps have been added.


General:

- Ground Units of type Psionic now have vision in the air plane.


Protoss:

- Zealot build time increased from 33 to 38 seconds.
- Zealot warp-in cooldown increased from 23 to 28 seconds.
- Warp Prisms now unload their cargo instantly while in Phasing Mode.
- Chronoboost cooldown increased from 0 to 20 seconds.
- Dark Shrine build time decreased from 100 to 80.
- Dark Shrine cost decreased from 100 minerals 250 gas to 100 minerals 200 gas.
- Carrier cost increased from 350 minerals 250 gas to 400 minerals 250 gas.
- Carriers now spawn with four Interceptors prebuilt.


Terran:

- Reaper build time increased from 40 to 45 seconds.
- Bunker build time increased from 30 to 35 seconds.
- Siege Mode damage decreased from 50 to 35, +15 armored.
- Siege Mode damage upgrades per level changed from +5 to +3, +2 vs. armored.
- Battlecruiser damage vs. ground decreased from 10 to 8.
- Calldown MULE cooldown increased from 0 to 40 seconds.
- Planetary Fortress build time decreased from 50 to 40 seconds.
- 250 mm Cannons research time decreased from 110 to 80 seconds.
- 250 mm Cannons cost decreased from 150 minerals 150 gas to 100 minerals 100 gas.
- 250 mm Cannons may now be used on friendly and neutral structures and units.


Zerg:

- Ultralisk damage decreased from 15, +25 vs. armored to 15, +20 vs. armored.
- Ultralisk Ram attack removed.
- Nydus Worms can now be cancelled and refunded while building.
- Overlord base speed increased to from 0.469 to 0.938.
- Overlord upgraded speed increase from 1.875 to 2.344.
- Overlords can now use Excrete Creep while moving.
- Overlord base speed now decreases from 0.938 to 0.469 while Excrete Creep is active.
- Overlord upgraded speed now decreased from 2.344 to 1.875 while Excrete Creep is active.
- Spawn Larvae energy cost reduced to 20 from 25.


Bugfixes:

- Fixed a bug that caused cloaked units to cast shadows.
- Fixed a bug where Larva would sometimes accidently die by walking off cliffs.
- Fixed a bug where a Nuclear Strike target could be hid behind a Lair.
- Fixed a bug that allowed SCVs to construct halted buildings from within Bunkers.
- Fixed a netcode bug that enabled players to warp in Immortals from Warp Gates.
- Fixed a bug that caused Random players to not see their cursor during the loading screen.
- Fixed a bug where Changelings morphed slower while coming into range of enemy units than when dropped from an Overseer over enemy units.


General:

- Improved the functionality of voice chat.
- Manually queued waypoints can now be set to all 5 basic commands.
- Numerous performance and stability improvements."


[Edited on September 21, 2010 at 12:52 PM. Reason : a]

9/21/2010 12:50:01 PM

titans78
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A few things -

1 - Expect "delay" in patches. They won't be patching things aside from bugs instantly. So this patch is probably addressing balance issues from before the game actually was released, and now a patch is in the works addressing current issues.

2 - Now that I'm reading through the patch notes, there are 3 changes that I think people are undervaluing that will help zerg. They are :

Quote :
"- Chronoboost cooldown increased from 0 to 20 seconds."

Quote :
"- Calldown MULE cooldown increased from 0 to 40 seconds."

Quote :
"- Spawn Larvae energy cost reduced to 20 from 25."


Those 3 changes, 2 nerfs and 1 boost will help the early economy of zerg(will be less of a sacrafice to do an early tumor which a lot of zerg are doing now instead of early larva) and really change the economics of toss and terran. One reason terran had a huge advantage with their economic tools was that if you had 2 or 3 bases, or even just one, where you forgot to mule you could build a new expansion, drop like 8 mules and reap major $$$ without be penalized for missing your mule drops. In general, you weren't penalized at all with Terran for having lazy micro and neglecting your mules. Toss wasn't as extreme but you could use your chronoboost up a lot easier if you saved it. Plus early game stringing chrono really helped stay on pace with Zerg in worker units. Zerg on the other hand was penalized for missing your larva spawns. It isn't like if you have 100 energy saved up you could spawn larva 4 times to catch back up, you were just SOL. Since zerg really must stay ahead to win in the macro game I think these are nice changes.

Other things of note, I still don't get the Zealot changes. I honestly never had an issue with Zealots for any of the races. I guess it mostly hurts a proxy rush or something. Also expect to see a lot more DT's now.

For terran the 5 second reaper time will help. 5 seconds doesn't sound like much but generally if people reaper it isn't with a single reaper but 3-4 and that actually means it will be 10 seconds later. Those extra few seconds should help.

The OL changes for zerg are actually helpful.

9/21/2010 2:21:16 PM

Stimwalt
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Damnit, hurry up Blizzard. I need my starcrack.

9/21/2010 2:25:39 PM

dzags18
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^^ If those were the real patch notes I would be very very happy. Those are the rumored ones from a week or so ago - sorry I should've said that in my post, I was responding to Azaka who had asked for the rumored ones.

9/21/2010 2:28:55 PM

Azaka
///Meh
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Quote :
"
StarCraft II: Wings of Liberty - Patch 1.1.0
To get the latest news and interact with the community, visit our StarCraft II website. Be sure to check out our Game Guide for an in-depth look at StarCraft II gameplay. We wish you all the best on your journeys through the embattled Koprulu Sector!

General
• The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
• A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
• A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
• A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
• Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
• (Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
• Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit http://www.nvidia.com/Starcraft3D

Balance Changes
• PROTOSS
o Zealot
? Build time increased from 33 to 38.
? Warp Gate cooldown increased from 23 to 28.
• TERRAN
o Battlecruiser
? Ground damage decreased from 10 to 8.
o Bunker
? Build time increased from 30 to 35.
o Reaper
? Build time increased from 40 to 45.
o Siege Tank
? Siege mode damage changed from 50 to 35 (+15 armored).
? Upgrade damage changed from +5 to +3 (+2 armored).
• ZERG
o Ultralisk
? Ram ability removed. Ultralisk will now use normal attack against buildings.
? Damage decreased from 15 (+25 armored) to 15 (+20 armored).
• Maps
o Desert Oasis
? Destructible Rocks have been added to make natural expansions easier to protect.
? Center Xel'Naga Tower area has been narrowed.

StarCraft II Editor Improvements
• Added new requirement types: Odd, Divide, Mod, Multiply.
• Added a chance field to effect data.
• Added support for the Slider dialog control type.
• Added a trigger to deal damage from a unit.
• Added a trigger event response to provide the amount a player or unit property changes.
• Added a trigger event when an effect executes.
• New Trigger Editor functions:
o Save Data Conversation State Value (Action).
o Load Data Conversation State Value (Action).
o Players On Team (returns Player Group associated with teams in game lobby).
o Unit Owner Changes (Event).
o Old Unit Owner (returns player ID in response to Unit Owner Changes).
o New Unit Owner (returns player ID in response to Unit Owner Changes).
• XP, Level, and Bounty unit properties can now be modified by triggers.
• Banks now save/restore XP, learned abilities, and items.
• Message Window now includes a time stamp for each message.
• An actor event is now dispatched when a missile cannot hit its target.
• When loading documents with Battle.net-only dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
• Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
• The Custom game variant is no longer automatically included when other non-default variants are defined.
• Increased the maximum recharge vital rate for heal effects.

Bug Fixes
• Battle.net
o Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
o Fixed an issue where players would still receive toasts when their status was set to busy.
• Custom Games
o Default race in a game lobby is now properly set to Random.
o Players can now configure the lobby for 1v5 matches.
o The search functionality for map searches has been improved.
o Lobby hosts will now receive a toast when an invited player declines an invitation.
o Custom game lobbies will now remember the game mode chosen under a category.
o Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
o Fixed an issue where custom maps could not be reported from the map preview screen.
• Gameplay
o General
? If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
? Structures damaged during construction will no longer count towards structures lost.
? Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
? Fixed an issue with inventory drop range checks.
? Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card
o Interface
? Queue tooltips now display information about what is in progress.
? Fixed an issue where the back button would not always return players to the score screen properly.
o Terran
? Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
? SCVs will now load into the closest Command Center if multiple are within range.
o Zerg
? Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.
• StarCraft II Editor
o The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
o Loading screen progress bar option now works when using Melee loading screen type.
o Test Document now works properly on maps with Battle.net-only dependencies.
o Publishing a new file using Major revision will now properly set the document version to 1.0.
o Publish dialog now properly remembers the Show Real Name setting from previous publish.
o File preview panel now displays author's real name if that option was set during publishing.
o The Import module will now allow importing an override Assets.txt file.
o Undoing a terrain object modification will now also undo associated terrain changes.
o Editor will display document text from another locale if no text for the active locale exists.
o Copying points with custom models will display the model properly on the pasted point.
o It is no longer possible to have multiple default variants in the Game Variants dialog.
o Removed icon support for attribute and variant definitions, as Battle.net does not display these.
o Fixed issues with invalid map bounds when creating 32x32 maps.
o Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
o Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
o Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
o Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
o Fixed an issue with the Unit Manipulates Item trigger.
o Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
o Fixed preview panel display in Terrain Editor palettes.
o Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
o Fixed initial display of variables in the Trigger Debugging Window.
o Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
o Fixed action list when modifying a Custom Script action without sub-views enabled.
o Fixed loading map dependency data.
o Fixed an issue where loading complex bank files would cause the client to disconnect from Battle.net.
• Technical Issues
o Fixed an issue where unplugging headphones could cause the game to freeze.
o Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game. "


The official patch notes.

9/21/2010 2:38:47 PM

BigEgo
Not suspended
24374 Posts
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Nerfing chronoboost would be stupid IMO. It's important for getting that first zealot/stalker out. it's even more important for warpgate tech (let's you 4 gate push inside of 6 minutes), and it's huge if you play like huk (and how i have adopted) and constantly chronoboost probes early game so you have a decent econ.

I think the zealot nerf was to nerf 2 gating in PvZ? But 2 gating is countered well by doing two things:
1 - not quick expanding
2 - getting quick roaches.

2 gating doesn't really work well against terran because most terran wall, and zealots don't have the range you want to abuse the wall (stalkers, collusi, and voids are all effective at abusing the wall)

[Edited on September 21, 2010 at 2:43 PM. Reason : asdfg]

9/21/2010 2:39:37 PM

dzags18
All American
5694 Posts
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I do agree that there should be a cooldown on mules though. Its stupid that a terran can just sit and stockpile them then use 8 mules at once just because he forgot about them. Either that or just give zergs autocasting queens, or let us stack injects.

9/21/2010 2:42:43 PM

Azaka
///Meh
4833 Posts
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Quote :
"• A new game clock has been added. Players can now instantly see how long they've been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
• A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q. "


I really wish I'd had these before I finished the campaign.


Quote :
"Either that or just give zergs autocasting queens, or let us stack injects."


Or just give a damned notification for a completed spawn.

9/21/2010 2:43:09 PM

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