Looks like the SEA people will be able to join us NA people this Wednesday.![]()
North American Access Coming in StarCraft II: Wings of Liberty Patch 1.1 - StarCraft II
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You can't go wrong with tons of M&Ms for terran. Easy to pump out tons of them, and then you get stim and throw in a couple medivacs or tanks for good measure.
But a fun way to do 2v2 is for one person to build a big bulky army and the other to have a more mobile force. Marines with stim, banshees, hellions, and maybe a few vikings, then find the back routes to the enemy's lines and harass their economy. Just be sure you don't suicide these harass groups, and be sure when a big battle comes you can throw in enough of your own guys to make a difference.
Or you could just build a big handful of tanks and provide sieged support for his stalkers. I could see some good use of force field from sentries to prevent someone from retreating from tanks (or prevent them from advancing on un-sieged tanks!).
2v2 opens up a lot of room for some cool strategies if you can work well with your partner. Particularly fun when you play with the same teammate consistently. I just think it's too bad that the 2v2 maps always have easily protected expansions, so territory control becomes a lot less important than in 1v1. -
Yay!
We'll probably see less terran by then
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Wow, can finally play with people from NBR soon.
Less Terran Reizo? -
Lots of terran nerf it seems. I do hope that not all the changes they have
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I actually enjoy an army of phoenixes. The fact that you can lift most units in the game make the quite deadly imo. Lift the one or two siege tanks he has, and the battle just got way easier!
Of course there are times I cried where I
really wanted to lift that thor or ultralisk
I also find them important for air superiority if you have a colossus or two.
But yeah, stalkers are probably better in general despite my love for phoenixes
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I'd say the majority of my games are 10 mins-ish... like 7-15mins. Usually ends with the first real big battle.
I find it nearly impossible to keep production going constantly in 1 robo bay.. things are just too expensive, esp. if you're keeping up with all your gateways. -
Thanks farful, I feel the same way so far about robo bays.
I've been trying my hand at Zerg and so far I like it!
1. I've heard people say it's very macro oriented... is that true? Am I just supposed to make lots of units?
2. If you guys are rushing with Zerg, how do you usually transition out of it if they survive?
3. Is there a hotkey for the Queen, or do I just need to assign it to a control group?
4. Does researching Zergling speed also increase baneling speed? On average, how many banelings do you use to bust a single terran player and what kind of forces do you bring behind them?
I'm not at home right now but I heard the new patch is coming out today... wonder if there's an official changelog yet.
Sorry for so many questions! -
ViciousXUSMC Master Viking NBR Reviewer
1.) I think zerg requires more micro not macro due to the queens and spawn larva and stuff. Though I guess you can say its macro oriented but then again all races are.
2.) Start to tech up, depending on what the enemy is doing and how much damage your rush did. If you need imediate forces to fend a push roaches are good, if you have time to macro up I would go for hydra or muta.
3.) Needs to be set to a control group
4.) No bainling speed is a separate upgrade in the bainlings nest. Its a very situational upgrade I think, while zergling speed is the core of many zerg builds. Experiment with bainling mines (burrowed bainlings) and bainling drops (drop from overlords) as well. Both can be very damaging. -
I think people say that just because it's so much harder to macro as zerg. You have to work twice as hard to get the same level of production as either P or T. You can't just let larvae spawn as they will, you have to build and micromanage queens and/or multiple hatcheries.
There's also an incredibly difficult production balance you have to shoot for - queens and hatcheries cost lots of minerals, and you can only produce so many drones without completely sacrificing your defense; on the other hand, making units means you can't make drones, and making either drones or units means you can't increase your supply. Imagine if you had to build an SCV every time you wanted a new supply depot!
EXPAND EXPAND friggin' EXPAND!
If you're keeping up the pressure, you need to take advantage of that by increasing your economy and production. An expansion does both, and for zerg, expansions are slightly cheaper, and easier to defend due to creep.
On the other hand, if you mean you do something crazy like 6-pool, then good luck! A roach warren will help you survive longer, but roaches are often more of a defensive unit before mid-game, because they're slow without the speed upgrade and off of creep. Also, speedlings are never a bad idea (will they get crushed by his army in an instant? Sneak them behind his army and harass his worker lines! Counterattack is the name of the game in many zerg games).
Sorry, but I hate questions like this. There is no one cookie-cutter Terran army - he will have different unit compositions throughout an entire game, and you need to adjust accordingly. You also need to adjust according to how aggressive or defensive he is, how many expansions he has, how much map control he has, what his army position and mobility is, how much harassing you're doing, and what strategies the map favors. Most of the time, you will not want to face his big scary terran ball head-on!
However, if you're using banelings to bust an M&M ball, tell your banelings to "move" to a point on the other side of the marines. When they're shot to death, they explode and kill nearby marines. This will make your banelings more efficient, and they'll catch a few extra bullets for the rest of your troops. -
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 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. -
When they say "damage" do they mean damage TO YOU or damage YOU INFLICT?
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o.o Doesn't SC2 have that problem where it eats up RAM the longer you leave it running? Was that ninja-fixed or is it not fixed yet? >:[ I don't see any mention about memory leak fix
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It's the damage the unit does per hit to another unit. So the siege tank instead of doing 50 damage straight up to another unit will do 35 damage, and it will do a total of 50 if the target unit type is designated as "armored" (Ultralisk, Colossus, quite a few others). They'd have talked about armor bonuses or whatnot if they were talking about making a unit tougher against damage.
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LOL, thanks I asked the same question twice but you knew what I meant, I fixored my post before I saw your response.
They are really nerfing the Terrans then, that sucks. +5 more time for bunker? How to defend against zergling rush then? Hardly enough time as it is. -
ViciousXUSMC Master Viking NBR Reviewer
A normal wall in destroys a zergling rush. 2 supply depot and a barracks. just one or two marines is all you need for 8+ zerglings, the important thing is to get SCV to repair the wall right away. -
So I finally managed to get into diamond for 4v4s.
Now I'm in diamond for every single league. Yay~!
Also this patch was a pretty good one. Need more Zerg buffs, and maybe a marauder or medivac nerf and I'll be happy with the game. -
ViciousXUSMC Master Viking NBR Reviewer
I want to see a new zerg unit, the evolution/upgrade of a ultralisk, the ultra bainling
Massive suicide unit
(bye bye bio ball
)
I dont think ultras can go inside overlords but if they could that would be scary with the ultra bainling it would be like dropping atomic bombs. -
Boo zerg
J/k -
I still don't see the SEA to NA option >:[ Oh well >w>
Edit: Oh, found it!
Seems like Ultralisk is buggy right now
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Ultras can go into overlords. Only 1 at a time though.
Heh. Zerg is my least favorite race to play with, but I love playing against Zerg since it is usually a fun matchup. (And I almost always win
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It's not buggy, just a small issue whenever it attacks Planetary Fortresses being repaired by SCVs. -
ViciousXUSMC Master Viking NBR Reviewer
They nerfed ultras against buildings.... that was kinda lame and not necessary I think.
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However, Ultras now do splash damage to buildings
So many SCVs repairing a CC will die
And SCVs can no longer block Ultra->Building attack.
Of course, blizzard said it was a bug...
Check out PsyStarcraft (youtube) Patch 1.1 notes, he does very nice demostrations with a custom made map to help explain. -
Not a nerf. The old attack and the new one have almost the same DPS.
However the new attack has splash. -
ViciousXUSMC Master Viking NBR Reviewer
Oh lower damage but faster speed?
I didnt take that into account I thought they only reduced the damage.
I like ultras in a long game, usually what I need to clear out tank walls, broodlords are great in larger numbers but being so slow I usually go with ultra instead. -
I just got rank 1 in my diamond league!!
http://dl.dropbox.com/u/702170/pics/rank1.jpg -
2v2 eh
Congratulations!
I saw you playing in a match when i logged on about an hour ago
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Wow that's a feat and a half! Good job!!!
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I got bronze 3v3, lol. Thanks to Farful and UserEGO.
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I'm rank 1 in 4v4 Diamond.
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lol team league diamond
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Oh boo. It was supposed to be a joke! I mean, I'm only rank 1 because I was the only one in the league when I got placed
Now I'm rank 20 out of 20....
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rofl nobody clicked on the image
gg farful -
My friend and I were playing 2v2 (T P vs T P) and one of our opponents (P) sent all his workers to harass mine. I tried my best to keep building while attacking his workers with a portion of mine but I'm a noob and didn't do too well. Took forever to get a barracks and some depots up, but by that time the other guy sent some reapers to my base to finish me off. Any idea how to counter this? Me and my friend weren't really sure what to do.
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Fly to an island expansion?
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Ack, forgot to mention what map it was on. Monlyth Ridge. Doesn't have an island expansion.
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Run to your ally or attempt to survive long enough and allow your ally to build up a small army to kill the harrassing workers. The key is to prevent too much damage done towards you. Just take note that he's also not mining properly at his base. After that it's a game of catching up and defending.
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That makes sense. At the summary screen, our economies were pretty similar. My ally tried to bring the fight to the enemy base and only sent a couple units to defend mine, which didn't work out too well. It would've made sense to defend my base instead. Thanks for the tip!
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Yeah, I used to have that problem, now I've got it down pretty good to have a barracks up and two marines out before enemy can send anything worthwhile my way. Then I can just start pumping out marines if need be, or work on my economyuntil they show signs of attacking.
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I'm new to starcraft 2 and I'm wondering if there is a way to permanently show health bar. I am only aware of showing showing health bar when pressing alt during a matchup.
Also, how are zerg players keybinding their queens to hatcheries. Any suggestions, I keep on forgetting to use spawn larva. -
Press ESC > Options > Gameplay > Healthbar and set it to always show
Queens require you to remember to keep on spawning larva
You'll get used to doing it with more practice. There's no "Auto-inject larva" method. You can however, keybind all your queens to one group and just inject larva from the minimap. That requires a lot of practice though. The nearest queen will inject the larva to that hatchery so there's no worry of a queen running across the map to inject larva when there's another queen with enough energy next to it.
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ViciousXUSMC Master Viking NBR Reviewer
Ugh... when I am trying to squeeze in a few games when I dont have the time/ability to play ladder I go co-op vs AI.
Why cant I get just 2 games in a row without a total noob trying to do something like a cannon rush, and worse yet fail at it.
I play vs Hard AI so you would think the totally new guys with no clue would be vs normal or easy AI.
I'll never get those streak achievements due to this. -
I usually put different queens in different hotkeys. Wherein the last group would be of 2 queens for tumors.
Larva management, spawn larva and spreading creep are necessities when playing zerg. I actually find playing zerg exhausting sometimes because of this haha -
select hatch, shift select queen.
ctrl+number.
It's how I keep my macro up in zerg play (admittedly, my least favorite)
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ViciousXUSMC Master Viking NBR Reviewer
I used to keep a hotkey for each queen and each hatch on its own. Worked well for 2 bases (4 keys) but in larger games when I get 3+ bases it gets harder as I run out of keys I normally use.
So recently started to put all hatch on one key and all queen on one key since it seems to be common and work well for others.
Its ok but it does have issues. The reason I like to have each hatch with its own key is so I can make sure I spawn drones at the location I want and not an already saturated base, or if I need units I can get them at the closest base or the one that needs them the most.
The queens being on the same key is mostly ok, however if you try to spawn larva on a hatch and the queen next to it does not have the energy, a queen from a far away base starts to make her way there and if you dont catch it that can really suck. In most cases that wont happen since you spawn larva energy is refilled soon as it wears off, but if you recently used energy for a creep tumor then it could happen to you.
I like zerg, it may not be my best race but its just fun to use them for some reason to me. -
Hello all, thank you for the suggestions regarding the queen and larva management.
Also, I don't know how I missed the always show health option in settings. I thought I looked in there.
Thanks again! -
Is there a way to slow down co-op vs AI? A friend of mine just bought the game and he literally just got done installing it and he agreed to play some skirmishes vs. AI. Problem is that the game speed is so darn fast for someone just learning the ropes. Key command shows numpad + and numpad - as controlling game speed but it doesn't work in co-op vs ai. I can understand if it's vs. humans but vs. AI you should be able to control it.
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ViciousXUSMC Master Viking NBR Reviewer
The game creator picks the game speed in the lobby before you start. It defaults to faster but it can go a lot slower.
Campaign mode is set to Normal I think by default and that is 2 speeds slower (drives me nuts, its too slow lol) -
Instead of coop, create a custom melee game, and you should be able to adjust the speed. Also, you could do a 2v2 AT in practice league, where the speed is normal as well.
Not really sure what the point of coop is other than for achievements.... -
I tried both of those but there was no option to change game speed anywhere.
Starcraft II Tips
Discussion in 'Gaming (Software and Graphics Cards)' started by Duster73, Jul 29, 2010.