Idra: On SC II so far

May 28th, 2010

Fragster has a SC II interview with Idra.
For the uninformed Greg Fields is a foreign pro-gamer who lives in Korea with the CJ Entus house.
Idra is currently practicing SC II and is one of the best Zergs in the world right now.

How many hours do you train each day? And is your Korean good enough to understand your coaches?

IdrA: Twelve to thirteen hours on a normal day. Unfortunately the Korean classes focused on everyday things that a foreigner would need living here, like how to go shopping or get around the subway system. That’s not particularly useful when talking about game theory. But I’ve actually always been able to communicate with my coaches quite well, despite the language barrier.

Let’s talk about Starcraft 2. You seem to play very much. How do you like the game?

IdrA: I like it a lot. I feel like there is, or will be, plenty of depth and diversity strategically. The units control about as well as you can expect given 3D graphics and a modern physics engine. The difficulty of macro is better than I expected, but is still my biggest concern in terms of SC2 as a long term eSport. Right now there’s plenty of room to be better than someone at macro, which is a good thing as it allows for diversity in gameplay styles. But I don’t think it’s going to last. It just isn’t hard enough to produce units efficiently, at some point in the future, as players get better at the game, everyone is going to have near perfect macro. Obviously that’s not going to destroy the game or anything, it’ll just make it less interesting. Gameplay aside, there are some major problems in terms of eSports. The separation between servers, and especially the terrible latency between servers, is absolutely horrible for competitive gaming. That, above all else, has to be fixed, or blizzard’s whole spiel about focusing on eSports is a complete joke.

StarCraft II Beta — Patch 13 (version 0.15.0.15449) + Situation Report

May 20th, 2010

StarCraft II Beta — Patch 13 (version 0.15.0.15449)

As a bonus to this patch we have the Starcraft Situation Report again where Blizzard replies to some of the balance changes they they make. It’s nice to see what is behind the changes and I’m sure you’ll enjoy it.

StarCraft II Beta — Patch 13 (version 0.15.0.15449)

General

* Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
* 3v3 and 4v4 formats are now enabled.
* Numerous updates have been made to the Leagues & Ladders system:

o Removed Copper League and added Diamond League above Platinum League.
o Player ratings start at 0, rather than 1000.
o No longer displays loading screen odds in placement or practice league matches.
o Matchmaking system logic updated.

* UDP is enabled to help improve game performance.
* Numerous performance and stability improvements.

Balance Changes

* PROTOSS

o Sentry

+ Force Fields can now be destroyed by Massive ground units walking over them.

o Void Ray

+ Range decreased from 7 to 6.

o Warp Gate

+ Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.

* TERRAN

o Marine

+ Stimpack research cost decreased from 150/150 to 100/100.
+ Combat Shield research cost decreased from 150/150 to 100/100.

* ZERG

o Infestor

+ Infested Terran spell removed.
+ Frenzy spell added:

# Costs 25 energy.
# Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.

o Overseer

+ Contaminate spell added:

# Costs 75 energy.
# Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.

+ Infested Terran spell added:

# Costs 125 energy.
# Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.

o Ultralisk

+ Life decreased from 600 to 450.
+ Damage changed from 25 to 15 (+25 Armored).
+ Damage versus structures increased from 60 to 75.

Hotkey Changes (English Only):

* Zerg Set Worker Rally Point changed from R to G.
* Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey.

Battle.net Interface

* Revamped summary pages for player Profiles and Leagues & Ladders.
* Added a Help system with tech trees and other tips and tricks.
* Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.
* Updated the Battle.net user interface to consistently use a nested menu system.

* Added in-game blocking and player muting.

I have to say that this patch seems misplaced. Blizzard talks about improving the Ultralisk but it instead gets an HP nerf and an ability from the Infestor to help it. The problem is not with the Ultralisk as a unit itself. The DPS and (previous HP) were very good. The problem was the pathing on such a large unit was terrible. It would get caught on a roach of hydralisk, spin around, and die before playing its role as a damage soaker and high DPS melee unit. Additionally very late resources are better spent on a large ground force backed by infestors and Brood Lords as Bood Lords arguable play a better role than Ultralisks because of the AI pathing issues that arise when you have 10 constant Broodlings attacking your front line. Since Blizzard noting this was an issue with the Thor and Collosi I can see it easily being fixed and HP restored. Additionally the cost of making Ultralisks viable late game doesn’t seem to arise as Zergs don’t have as much to contain with while they expand and tech up. Brood Lords are high on the tech tree and Ultralisks even higher because of their very necessary upgrades.

Another confusing addition is the buffs to Stimpack and Shield for the Terran infantry. I know TvP is slightly favored in Protoss favor by about 5% currently but that is a broad range buff. With new builds seemingly being introduced every week a large change like this (a 50/50 decrease in cost is important early game because it can create a timing push about a minute earlier) I think is uncalled for. Speaking as a Terran player I find that TvP in a high level is very micro intensive and both players much react very quickly to each others builds. As Marine/Tank/Raven becomes more popular I think we will see a revert of Terran buffs.

The changing around of skill for the Zerg casters seems confused at best. While the Overseer abilities are good (More options is always better) the new Frenzy ability (aka Bloodlust) seems geared towards late game support. Since it only costs 25 energy we could see more Infestor play but at 150 gas making additional roaches and hydras seems like a better idea than buffing a few low-tier units that won’t benefit much. Perhaps we will see more use of it in 2v2 substituting some critical upgrades (That is it can be cast on friendly units).

BlizzChat Twitter Questions 4/30

May 1st, 2010

Forum thread here.

Some choice questions:

Q: Do you think you will add any new units (or take any out) before release or is the current unit roster definite?
A: I doubt we will cut units but I expect that we will make some changes to current units. The Phoenix and Corruptor are currently being evaluated and may see some changes in the next few weeks.

Q. Do you plan to implement 3v3 and 4v4 match-ups at some point during the beta? If so, when?
A. We do intend to release 3v3 and 4v4 matchmaking in the beta around the middle of May. We will likely limit the number of maps because we still want players to primarily focus on 1v1 games to continue to help test balance.

Q: With the large discussion on Zerg changes, is there any planned? Or do you believe that they’re not being used fully?

A: We are looking at changes to the Corruptor. We are looking at the balance on Ultralisk and Infestor. We are not planning to introduce new units at this time, though we shall see as Beta progresses. =)


Q: Do you feel that micro needs to play more of a role in SC2? Will moving shot be re-introduced?

A: I don’t that we need MORE micro in SC2. We have a ton of it. But we are always looking to make the game more fun. A large number of units do drift in SC2 as they shoot (I assume that is what you are asking about). However our engine is a lot more precise than the original StarCraft so when you tell a unit to do something, it does it. We did find a few units this week that we felt were less responsive than we wanted (Hellion for example) and we will be making some changes to make them more responsive in a future patch.

Q: Do you plan on rework/rebalance of the Forcefield or are you already statisfied with it.

A: We are never “happy” about anything in the game.=) We are always looking at everything and trying to see if it works or it is broken. We think Force Field is a fun ability that has a lot of great uses that introduces a ton of new strategy into the game. We worry that it might be a little powerful. We are looking at some nerfs to the Sentry to create a higher cost for Protoss players who choose to bring too many Sentrys to a fight.

Q. Will multiple building selection for Terran stay like it is now and why is it so? (e.g. 2 barracks with different add-ons in one control group requiring the Tab key to switch between them seems odd)

A. We are changing the way Terrans build from their buildings with different add-ons. I get confused about what is live and what is in the version I played at the office today. =)


Q: How far in the ‘long term’ are those plans which allow for swapping to U.S. servers on an E.U. account – or a global account?

A: Jumping to the region you want is definitely in the long term plan for Battle.net, although we do have some concerns about communicating properly to the player what’s happening if they choose this because it WILL affect the latency of the game. As far as a date on when, I don’t have one yet. There are a number of features that we want to make sure get out their first and jumping to different servers is lower on the priority list at the moment.

Q: Are there any plans to change the current high ground advantage to the Wacraft III/StarCraft mechanic or other alternatives?

A: No. We like the high ground rules and we think they are cool for StarCraft II. The random high ground from StarCraft just didn’t seem right for a such a skill based game. The clarity of “if you can see, you can shoot” makes a lot more sense to us.


Q: For several Australian players at a LAN, who have logged into a custom Battle.net game, will the game be local once initiated?

A: You’ll be connected through Battle.net. However, we’re locating game servers more strategically to allow the best possible game experience from where you play. For Australia we are by default routing games through the Oceanic region which should provide a much lower latency experience.

Q: Please clarify response: Has the 125ms latency update been in effect since the last update or will it be available with the next?
A: We put this in a while ago in the US to see what the community response was. We did not announce it (even internally) to see who noticed. There was suprisingly little response to such a huge change. But some of us noticed and we thought it felt better.

Q: Please please please let us, excited mac users, know when we can expect the client to be available on the EU realm.
A: We’re targeting next Monday to release the European English, French, and German versions of the StarCraft II Mac beta. :)

Q. After the beta has commenced, how many CPU cores will StarCraft II be optimized for upon final release?

A. For launch, StarCraft II will be optimized for dual-core only. In the future we will definitely be looking into other optimizations to support additional cores, but do not have specific dates yet.

StarCraft II Beta – Patch 9 (version 0.11.0.15097)

April 22nd, 2010
General

* The StarCraft II Editor is now available!
o Players will now be able to begin creating trigger maps in preparation for map publishing which will be made available in an upcoming beta patch.
* Achievements & Decals are now live!
o Players will now be able to earn achievements, browse the list of available achievements, and view achievements earned by friends.
o Players will be able to highlight favorite achievements in their Showcase.
o Earning certain achievements will unlock portrait and decal rewards.
* The updated Homepage now includes a Recent Broadcasts panel and a News & Community panel.
* A new Match History page is now available which will allow players to browse and filter their last 1,000 games played.
* A new Community page is now available which features an in-game version of RSS news feeds.
* A new Friends-of-Friends feature has been added, which allows players to easily find and connect with more real life friends on Battle.net through existing friends.
* Additional friends’ presence details are now available from the Friends’ list.
* Improvements have been made on the Voice Chat system in game.
o Please use the new voice chat and provide feedback via the StarCraft II beta forums.
* The score screen now features a new graph tab.
* The art for many parts of the user interface has been updated.
* Hotkey templates have been added.
o In the gameplay options menu select from standard name based hotkeys for right and left-handed players, grid based hotkeys for right, and left-handed players, and classic StarCraft keys.
* Several hotkeys have been changed to avoid conflicts with the “Select All Warpgates” UI button:
o The Set Worker Rally Point has been changed from W to R.
o Build Sensor Tower has been changed from W to N.
o Terran Infantry Weapons have been changed from W to E.
o Terran Vehicle Weapons have been changed from W to E.
o Weapon Refit has been changed from W to R.
o Burrow has been changed from W to R.
o Spawn Larva has been changed from R to V.
o Neural Parasite has been changed from R to E.

Balance Changes

* TERRAN
o Marauder
+ Concussive Shells research cost decreased from 100/100 80 seconds to 50/50 60 seconds.

* PROTOSS
o Immortal
+ Build time increased from 40 to 55.

* ZERG
o Infested Terran
+ Damage increased from 5 to 8.
+ Speed decreased from 1.5 to 0.9375.
o Queen
+ Speed off creep decreased from 1.5 to 0.938. (Speed on creep unchanged.)
o Spine Crawler
+ Attack period decreased from 1.6 to 1.85.
o Infestor
+ Neural Parasite range increased from 7 to 9.
+ Fungal Growth projectile removed; Units in the target area are now instantly hit.

Maps

* We’ve made a change to the (2)ScrapStation map to make the natural expansion easier to defend.
* New maps have been added to the ladder rotation while others have been removed as follows:
o 1v1
+ Added (2)IncinerationZone
o 2v2
+ Removed (4)LostTemple
+ Removed (4)Metalopolis
+ Added (4)AridWastes
+ Added (4)Coalition
+ Added (4)Decena
+ Added (4)ScorchedHaven
o 1v1(Novice)
+ Removed (4)NoviceKulasRavine
o 2v2(Novice)
+ Removed (4)NoviceKulasRavine
+ Removed (4)NoviceShakurasPlateau
+ Added (4)NoviceDecena
+ Added (4)NoviceScorchedHaven
+ Added (4)NoviceTwilightFortress

Some expected nerfs this patch but more importantly new content and a map editor! Looks like those rumors were actually true after all. Lets get down to balance changes first, then talk about the new content.

“Immortal build time (40 to 55 seconds)” – Feel pretty good about this since it gives both T and Z more time to either attack or defend while 1 less Immortal is out. Damage and survivability is still ridiculously high, but at least there won’t be as many of them.

“Slow upgrade 100/100/80 reduced to 50/50/60″ – With Concussive Shells time and cost being reduced considerably the ability to put that early pressure on with 2 tech lab rax vs a protoss seems to have returned. It is delayed of course, but those 30 seconds (Gas mining time) saved sure helps a lot early game if they only a few stalkers.

“Neural Parasite range increased from 7 to 9″ – Infestors now have range parity on Collosi. That is a major change for ZvP. Apparently the data being sent to Blizzards servers indicated that when a P had 5 Collosi he never lost! (With Sentries along side anyway). The lack of ability to semi dodge Fungal growth is disappointing since it is now instant. A nice buff especially if banelings are around.
*Queen speed nerf off creep was to deal with Queen rushing on Asian servers, possibly to reduce their effectiveness vs Mutalisk harass as well.

New stuff:

Map Editor, New Maps, Achievements, Better Voice Chat, 1000 Match History + Sorting, Graph tab for score, all fantastic wonderful things.
I am so excited for this new patch and what the community is going to create with the editor.

StarCraft II Beta – Patch 8 (version 0.10.0.14803)

April 9th, 2010

StarCraft II Beta – Patch 8 (version 0.10.0.14803)

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

General

Korea
Added support to display the game rating information on the login screen.

Balance Changes

TERRAN
Thor
Build time decreased from 75 seconds to 60 seconds.
Siege Tank
Build time decreased from 50 seconds to 45 seconds.
Marauder
Concussive Shells now require an upgrade.
Barracks Tech Lab
Concussive Shells upgrade added.
Concussive Shells upgrade costs 100/100 and takes 80 seconds to complete.

PROTOSS
Void Ray
Changed to only have 2 damage levels instead of 3. Still takes the same amount of time to fully charge.
Base damage changed from 2 (+4 armored) to 5.
Powered-up damage changed from 8 (+16 armored) to 10 (+15 armored).
Armor value decreased from 1 to 0.
Cost increased from 200/150 to 250/150.

ZERG
Roach
Burrowed move speed decreased from 2 to 1.4.
Armor value decreased from 2 to 1.
Hydralisk
Life decreased from 90 to 80.

Some very game changing changes in this patch!

Most important hands down is the Marauder change. No slow early game takes away a lot of pressure Terrans were putting up against Protoss. Early Marauder pushes are history since Zealots and Stalkers can catch up now. Same goes for Roaches vs Marauders early game (before slow). They are less effective than they were. Luckily they still outrange Roaches so you can micro in a few extra hits to get the advantage.

Thor build time decrease I really like. The time is a noticeable change (30 seconds for a 2 Thor push) and most importantly Hydralisks now die in 1 attack from the Thor without needing the upgrade. In addition to dealing insane amounts of splash damage with 10 range the Thor looks like even more of a key unit to be using in any TvZ push.

The Void Ray changes are not that big, but it does increase its starting base damage by quite a bit. This makes them fend for themselves a bit better and are not so dependent on the opponents armor level. Queens should be easier to kill now at the very least.

Roach armor decrease is a very big change. Marines now do 5 instead of 4 (25% increase), Zealots do 14 instead of 12 (16% increase), but most importantly Zerglings do 4 instead of 3 damage (33% increase). Overall the roach is much weakened as a damage absorbing unit (It still has an ungodly amount of HP for costing 100 resources and 1 food though) and this might change early ZvZ to include more Zergling play in the beginning and for Roaches to serve as ramp blockers or damage sponges for Zerglings rather than the must get, must mass unit they used to be.

Hydra HP loss is a straight nerf. Thors 1 hit them, two Collosi can 1 hit them, Tank splash damage that much stronger, so are hellions. They still are incredibly strong DPS units, but are slightly weaker. They are fitting into their role just as they did in SC1 and I have no problem with this change.

StarCraft II Beta – Patch 7 (version 0.9.0.14621B)

March 30th, 2010
Balance Changes

* TERRAN

o Banshee

+ The health has been increased from 130 to 140.

o Missile Turret

+ The damage has been changed from 7+7 armored to 12.

o Thor

+ Anti-Air damage has been decreased from 10+6 light to 8+4 light.
+ Anti-Air attack now deals splash damage in a 0.5 radius.

* PROTOSS

o High Templar

+ The Psi Storm radius has been decreased from 2 to 1.5.

o Photon Cannon

+ Life and Shield values have been increased from 125/125 to 150/150.

* ZERG

o Broodlord

+ Damage has been decreased from 25 to 20.

o Roach

+ Organic Carapace no longer grants bonus regeneration to unburrowed roaches.

o Spine Crawler

+ Damage has been increased from 20+10 armored to 25+5 armored.
+ Attack period decreased from 2.2 to 1.6.

o Spore Crawler

+ The cost has been decreased from 100 to 75.

Bug Fixes

* Fixed an issue in which players would desync when matched against others with certain CPUs.

Large buffs to static defense in this patch. I partly felt they were needed simply because every building seems to die so quickly. More importantly a buff in early game will help make matches longer and more macro oriented. If you can throw down a bunker / cannons / crawler and be protected from an early push to get an expansion why wouldn’t you?

That much said I think that the Spine Crawler buff is too large. That is a massive DPS boost to light units (See: hellions harassment) and reading the patch notes feels like a free expo to the Zerg. Of course you can’t know anything until people start playing.

If Missile Turrets still do 2 attacks the new 24 damage to Mutalisks and Banshees is a really big bonus over the previous 14. Same goes for Thor splash damage vs air.

Photon Cannon buff I felt was fair since to toss is very vulnerable to early marauder pressure. Psi Storm AoE was absolutely massive and I felt it needed a nerf.

Roach regeneration above ground added a ton of hp if you didn’t focus fire (which is hard if you have 50 units) so this shifts towards a more late game use of attacking or harassing, then burrowing to a new position. The Roach is still a very strong early game unit. Its high armor, high damage, and cheap cost make it a fantastic unit in so many ways that I see no trouble with the regeneration change since it was Hive tech.

*Smaller notes: The problem with Broodlords is not their initial damage but the Broodlings that mess up unit AI, pathing, and deal tons of damage to buildings.
Spore Crawlers cheaper to guard against Banshee tech (Note you will need 2 or 3 to fully protect each base)
Banshees buffed by 10 health? Seems like an odd change but all static defense was buffed so this goes along side it.

StarCraft II Beta – Patch 6 (version 0.8.0.14593)

March 27th, 2010

General

* You can now report misconduct or block communication with a player after completion of a game by right-clicking on the offending player’s name in the score screen and choosing Report Abuse or Block Communication.
* You can now view any player’s profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile.
* Updated unit and ability tooltips to be accurate in all regions.
* Improved the visibility of units on zerg creep.
* Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players.
* Improved the system that handles promotion and relegation between Leagues.
* Improved the Favored functionality to more accurately portray Even matches and display properly in the score screen.
* Improved 2v2 arranged team matchmaking so games are found more quickly.
* Improved replay functionality so missing maps will be downloaded from Battle.net when you view a replay.
* Korea: Improved the logic for the age gate functionality.

Balance Changes

* GENERAL

o Pathing has been improved so units can now properly block ramps and choke points.
o Made a change to how zerg creep affects doodads, such as trees, to prevent players from seeing the starting location of zerg players through the fog of war.

* TERRAN

o Viking

+ Cost changed from 125 Minerals and 100 Vespene Gas to 150 Minerals and 75 Vespene Gas.

o Ghost

+ Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas.
+ EMP Round radius decreased from 3 to 2.

o Factory

+ Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.

o Tech Lab

+ Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.

o Reactor

+ Build time increased from 25 seconds to 50 seconds.

o SCV

+ Life decreased from 60 to 45.

o Bunker

+ Build time decreased from 40 seconds to 30 seconds.

o Marine

+ Build time increased from 20 seconds to 25 seconds.

* PROTOSS

o Colossus

+ Thermal Lances damage decreased from 23 to 20.

o Observer

+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.

o Stalker

+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).

o Dark Templar

+ Armor type changed from Biological-Psionic to Biological-Psionic-Light.

o High Templar

+ Armor type changed from Biological-Psionic to Biological-Psionic-Light.

o Dark Shrine

+ Build time increased from 80 seconds to 100 seconds.
+ Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.

* ZERG

o Baneling

+ Volatile Burst damage increased from 15 (+20 Light) to 20 (+15 Light).

o Roach

+ Burrowed regeneration rate decreased from 10 to 5.
+ Upgraded burrowed regeneration bonus decreased from +20 to +10.

Bug Fixes

* Fixed an issue affecting the incorrect assignment of arranged teams to certain Leagues.
* Fixed an issue affecting random teams that caused no points being awarded on wins and too many points being removed on losses in certain situations.
* Fixed an issue involving the Bonus Pool display on the Quick Match and Leagues & Ladders pages.
* Korean client: Fixed an issue affecting the ability for Korean players to properly view profiles. They can now see their League ranking on their profile page.
* Fixed an intermittent UI crash on game shutdown.
* Polish client: Fixed a crash which would happen any time a “Player is no longer being revealed!” message was displayed…

Wow! What a patch.
Lets try to tackle the bolded in order.

Pre-patch Zergs could force hold position units aside that walled off a ramp and run by. Zergling run ‘throughs’ were literally unstoppable on the small maps and Toss had to pull all probes to stop it. Good fix.

25/25 Mineral and gas trade on the Viking with a 50 gas price drop on the ghost. Since gas is more valuable than minerals these are good changes. It is also forcing Terran to lean away from massing those Marines they seem so fond of. EMP radius was reduced to punish proper units instead of an end all shield nuke (Which it still can be if you have 3 ghosts).

Marine production nerf. That extra 5 seconds doesn’t seem like much but that is a 25% increase in production time. Toss in doubled reactor time (+10 seconds pre 2nd patch) and the higher mineral cost of ghosts and vikings and it looks like less focus on marines being the meat DPS ball of your army unless you cut elsewhere. Early game 2 Barracks reactor marine rushes are no longer viable partly thanks to…

SCV HP nerf to 45hp. This drop allows: Dark Templar to 1 hit them, Banshees to 2 hit them, Zealots to 3 hit them, and Banelings to 2 hit them (more effectively). Also less effective in absorbing damage in fights and all-in rushes. I can’t say I feel that the HP nerf, marine production nerf, and reactor nerf were all needed to combat the Terran rush early game, espcially with Blizzard saying they would buff Terran mech. All that happened was a 50 mineral drop in the cost of a factory.

Collosus damage nerf is glorious and everyone rejoiced. Hooray! No more 1 hit marines, 2 hit hydras, and a 15% damage nerf to everyone else. They are still imbalanced in large numbers (so some players say) but it is a welcome change.

With detection being more costly and harder to get it makes sense that the observer increase in cost (Especially since it does not require another building like SC 1). Maybe it will be worth it to scan or get an early Raven / Overseer to kill them.

The Stalker buff is interesting. Overall it gets a nice damage boost, but it loses the +2 damage per upgrade to armored units. Instead it only gets +1 now. Overall good.

Roaches regen is halved. ZvZ still only Roaches regardless. Probably see a shift of less Roach openings vs T and more banelings. In a full out battle this doesn’t change much because the roach is used for its high armor, damage, hp, and low cost.

Some other things to note: Stalkers vs Mutalisks are slightly better, Toss doesn’t have to worry about early marines pressure as much, PvT harass looking to be more focused on DT/Zealot. Zealots with Charge are fearsome indeed.

Early SC II Beta Tips, Tricks, Trivia

March 24th, 2010

With good micro Reapers can kill slow zealots / slow lings without getting hit.

It takes around 30 seconds to travel base to base on small maps.

Since there are no more Dark Archons, an Archon can be made by combining any two templar. 2 Dark Templars = 250(Minerals)/250(Gas), DT/HT 175/275 , 2 High Templars 100/300.

To accurately storm air units aim for the dark blobs underneath units.

Zerg can hide tech by using overlord creep drop and morphing your building on it away from your main.

Raven Seeker Missiles are still detonated if the target dies. Target your own units to drag one wherever you want.
The missile shoots fast when it is within 3-4 range of the target. To prevent enemy units from running away shoot at close range.
Bonus: Cloak a banshee and fly into a swarm of mutalisks outside of your sight range with 2 HSR following it (100 damage each).

In a Terran vs Terran call down a MULE onto your opponents tank line for a MULE bomb.

Two burrowed banelings can kill 20 marines going up a ramp.

Ground units cannot attack higher ground without sight. If you have sight, damage is 100% and hit chance is 100% unlike SC (Could see units shooting from high ground, shoot back with 50% miss chance).

Mules mine 240-270 minerals and can mine over SCV’s.

Carrier interceptors all get a free shot if their target is directly in front of them when they fly out. Particularly dangerous with the upgrade.

As Terran if you take a high yield mineral expansion call down your MULES there from all your command centers. 42 vs. 30 minerals per trip.

Placing a Pylon next to the guy’s cliff to Warp Gate zealots or such into his base is just as effective as a Warp Prism, and cheaper.

The broodlings that Brood Lords shoot cause enemy units to target them and are very effective for stopping advancing troop movement or having tanks shoot their own units.

The commands “/dance” and “/cheer” for marines and marauders make them dance. (You must have them selected)

Ctrl+Alt+F gives you framerate.

StarCraft II Beta – Patch 5 (version 0.7.0.14356)

March 12th, 2010

StarCraft II Beta – Patch 5 (version 0.7.0.14356)

(In case you were wondering Patch 4 was a Korean Language update of some sort)

Balance Changes

* PROTOSS

o Cybernetics Core
+ Warp Gate research time increased from 60 seconds to 140 seconds.

* ZERG

o Hatchery/Lair/Hive
+ Burrow research time increased from 50 seconds to 100 seconds.
+ Burrow research cost increased from 50 Minerals and 50 Vespene Gas to 100 Minerals and 100 Vespene Gas.

o Nydus Network
+ Nydus Worm build time increased from 10 seconds to 20 seconds.

o Hydralisk
+ The delay between attacks has been increased from 0.75 seconds to 0.83 seconds.

o Infestor
+ Neural Parasite has been redesigned:
-The limited duration of 10 seconds has been removed.
-Can no longer target air units.
-Cast range decreased from 9 to 7.
+ Burrowed Infestor move speed decreased from 1.5 to 1.
+ Infestor life decreased from 120 to 90.
+ Infestors that are burrowed now have the same threat level as above-ground units for the purposes of automatically acquiring targets.

Bug Fixes

* Fixed an issue with High graphics settings that could cause particles not to render.

Looks like Blizzard finally decided the best thing to do was to delay warpgate research. I’m glad they did because the prevalence of 2 or 3 gate warp rushes were forcing players to do the same.

The burrow nerf is in part due to Roaches. I find it interesting that did didn’t go ahead and nerf roaches, but rather the timing where they become effective. The extra 50 gas and 50 seconds makes it so the Zerg might have to get two geysers, or one extremely early geyser. If nothing else it gives the opponent another 50 in-game seconds to prepare (37 on faster). It seems clear that roaches are intended to be used all game long as an effect backbone unit for zerg since with all 3 upgrades they are very formidable (Speed, move while burrowed, insane hp regen)

The Nydus worm is much less effective now, but fits into it’s role properly. It fits flanking, sneak attacks, and harass rather than an all-in recall (which you can still do, just worse).

But the infestor! Oh, the infestor. .. Blizzard is having such a hard time with you. I love the unit itself and these changes are rather interesting.

Overall it is a nerf, make no mistake about it. The 30 hp loss down to 90 is huge. Collosi 2 hit them. Immortals 2 hit them. Sieged tanks 2 hit them. Previously it took 3 hits. That is a critical downgrade. Not to mention they are overall more prone to dying. Cast range is now less then upgraded Collosi range and much much less than siege tank range.

It’s a good patch and I’m looking forward to another wave of beta keys. Hopefully.

StarCraft II Beta – Patch 3 (version 0.5.0.14219B)

March 4th, 2010
Balance Changes

  • TERRAN
    • Engineering Bay
      • Infantry Armor: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
      • Infantry Weapons: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
    • Armory
      • Vehicle Plating: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
      • Vehicle Weapons: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
      • Ship Plating: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
      • Ship Weapons: The time required for each upgrade has been reduced by 30 seconds, decreasing each upgrade time from 190/220/250 seconds to 160/190/220 seconds.
  • PROTOSS
    • Zealot
      • The maximum shield capacity of this unit has been decreased from 60 to 50.

Bug Fixes

  • Fixed a bug where the Infestor’s Neural Parasite ability could cause Reapers to lose the ability to move.
  • Fixed an issue that could use an incorrect HDR format on some ATI cards.
  • Fixed a crash that could happen on some ATI cards.
  • Without hard timing attacks and lack of knowledge for critical upgrades (Say having 2 attack in Terran vs Terran makes your tanks kill theirs in 2 hits vs 3) I wonder what this patch is really for. I don’t think it will have any large impact right now as the game stands. Zealot nerf might also be for the early 2 gate pressure but if they keep nerfing gateways and zealots who knwos where Protoss will end up. Zealots are a key factor for the Toss army the entire game so to see them nerfed because of early game pressure the put (So I am guessing) is disheartening.

    Of course I can only speculate what they are thinking over at Blizzard and they have top players, David Kim and CowGoMoo, who are both in at least the top 20 playing right now. That fact alone along with the resourcefulness of the community and the replay tools available gives me confidence that SC II will be balanced in no time.