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 Post subject: Re: Starcraft II
Post #301 Posted: Sat Sep 18, 2010 12:30 pm 
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From teamliquid:

http://www.flickr.com/photos/11855677@N ... 893384263/

http://www.gosugamers.net/starcraft2/th ... l-and-more

http://starfeeder.gameriot.com/blogs/Th ... -creations

-edit-

Sorry I should say it was linked in teamliquid originally.

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Last edited by ketchup on Sat Sep 18, 2010 3:07 pm, edited 1 time in total.
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 Post subject: Re: Starcraft II
Post #302 Posted: Sat Sep 18, 2010 1:45 pm 
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ketchup wrote:
If someone put all those together into a Rube Goldberg device, I could die now a happy man.

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 Post subject: Re: Starcraft II
Post #303 Posted: Sun Sep 19, 2010 10:16 am 
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The lego was sweet. And I finally got promoted to Platinum 1v1, yeey. ^^ Still getting nervous like crazy while playing, though. The shaking is uncontrollable! How do you micro like this? Even macro becomes hard when you keep trying to make scv's from your raxes because you hit 5 instead of 4. This game is soooo sweet. And all of my friends are getting in on the action, there's even a (semi-)permanent BNET-table set up in our appartment now, with sc2 players coming and going throughout the day. No wonder I don't get any tsumego done. Perhaps I should just go Araban-style and confess I'm going to be away from go for a while.

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 Post subject: Re: Starcraft II
Post #304 Posted: Sun Sep 19, 2010 3:02 pm 
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Hushfield wrote:
The lego was sweet. And I finally got promoted to Platinum 1v1, yeey. ^^
Congrats :).
Hushfield wrote:
Still getting nervous like crazy while playing, though. The shaking is uncontrollable! How do you micro like this? Even macro becomes hard when you keep trying to make scv's from your raxes because you hit 5 instead of 4.
Just getting a lot of games in will eventually get rid of the jitters. Sometimes what I do is, for my first game, I'll warm up by playing a random team game or even load up the campaign for a bit. After that, I find myself less nervous. And don't focus on winning; try to focus on a strategy and refining it by practice. Try out that BO you've always wanted to learn or polish up the one you like to play. Though maybe that's easy for me to say with 3 accounts... :roll: .
Hushfield wrote:
This game is soooo sweet. And all of my friends are getting in on the action, there's even a (semi-)permanent BNET-table set up in our appartment now, with sc2 players coming and going throughout the day. No wonder I don't get any tsumego done.
Haha, that's cool.
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Perhaps I should just go Araban-style and confess I'm going to be away from go for a while.
:lol:

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 Post subject: Re: Starcraft II
Post #305 Posted: Mon Sep 20, 2010 2:43 am 
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I just found a really cool replay:

http://www.youtube.com/watch?v=qEV9niTmeOU
http://www.youtube.com/watch?v=4aLBqeKd_lk
http://www.youtube.com/watch?v=ww_w7sh6NWY
http://www.youtube.com/watch?v=EOY2ve7zHb4

Probably the closest game ever :mrgreen:

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 Post subject: Re: Starcraft II
Post #306 Posted: Mon Sep 20, 2010 5:49 am 
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About TLO's GSL Ro32 match:
Ugh. I have no words. It's so frustrating to me how this "global" tournament has quickly turned into yet another Korean-only affair. TLO was clearly inferior to Hyperdub. Even in the first game, he only won after Hyperdub blew his lead with a premature attack and then randomly ran several Vikings into a nuke. What special sauce are these guys from Prime, OGS, Werra, etc. drinking? Shouldn't there be at least ONE Westerner who can compete with the best Koreans? It's just so frustrating.

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 Post subject: Re: Starcraft II
Post #307 Posted: Mon Sep 20, 2010 7:39 am 
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MountainGo wrote:
About TLO's GSL Ro32 match:


The first game seemed to be going pretty well for TLO until he randomly walked 3 thors into hyperdub's tank line losing them and the contain he had going for no reason. After that he had to fall back and was far behind. That was the only time he was ahead though and I agree with everything you said. The first game was pretty fun to watch - would have been much less so without all the mistakes (from an entertainment point of view). The second game was horrible from TLO. The last game left me feeling a little annoyed - I'd have liked to see how it would have turned out if TLO had been in one of the two other spawn locations. Hopefull TLO will be back much stronger for the next one. TLO is fun to watch, he has a lot of nice ideas. Clever little tactics and creative build ideas are more exciting to watch than insane micro/macro skills - at least to me. Sadly, you need the insance micro/macro skills to win tournaments and TLO didn't have them in those games.

Edit: A nice little interview of TLO after the game can be found here http://www.gomtv.net/2010gslopens1/gomcam/1119

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 Post subject: Re: Starcraft II
Post #308 Posted: Mon Sep 20, 2010 8:49 am 
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Game 1 was fun to watch at least. I don't know if I've seen nukes used quite that way in TvT before (forcing tanks to unsiege then canceling the nuke). Certainly is creative.

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 Post subject: Re: Starcraft II
Post #309 Posted: Mon Sep 20, 2010 11:39 am 
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"I opted for nukes because I was f**king desperate." - TLO :lol:

Also, TvT is his weakest matchup so, despite the hype, I was expecting Hyperdub to win. It sucks all the foreigners are out, but my man Tester's still in and I think he's going to take it all. His play so far has been nothing short of brilliant. I'll be rooting for TLO in GSL S2 :P.

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 Post subject: Re: Starcraft II
Post #310 Posted: Mon Sep 20, 2010 2:56 pm 
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Thanks for the tip about Tester, Araban. After watching his Ro32 match (for those that like sensational games, check out the last one in that series) against NEXFreeSaga, I'm definitely a Tester fan.

On another note, there are almost no Zergs left in the tourney! Augh! My favorite race! It will be veeery interesting to see what the patch tomorrow does. So many people seem to be believing those rumored notes translated from a Russian site, which include giving cooldown to MULEs and Chrono Boosts and doubling Overlord speed. When I saw those, I immediately dismissed them as fake mainly because (a) there were too many drastic changes all at once, and (b) the thing about Psionic ground units gaining vision of the high ground seemed dumb and unrealistic. But then everyone, including The Great Day[9], seems to be believing them... Well, we'll find out very soon.

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 Post subject: Re: Starcraft II
Post #311 Posted: Mon Sep 20, 2010 3:37 pm 
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Those fake patch notes are obviously fake. One of them says that "carriers now spawn with four interceptors" (and have a corresponding increased cost.) Hello, they ALREADY spawn with four interceptors. Why would they increase the cost of a unit that's already almost useless? And why would they decrease the build time of dark shrines and planetary fortresses? And the cursor on loading screen thing... The way it's phrased makes it sound like it only happens to "Random" players, but it happens to me. If they meant it happened to "some players" they would say that, or say something more specific like "players with so-and-so video drivers".

Some of the changes would be fairly radical (overlords pooping creep while moving would be broken), and I'm not sure how others would even be implemented (manually queued waypoints can now be set to all 5 basic commands - how would that work?)

It's just way too many and too radical changes for them to throw in, considering how cautious blizzard has been. And seriously, if there are any balance changes that weren't listed in the original situation report, it would have to be to marauders, not freaking thors. If they think proxy gateways are a problem, they have to consider proxy rax as well.

re: Zergs - Check out CheckPrime vs justfakeWeRRa. Best ZvT I think I've ever seen.

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 Post subject: Re: Starcraft II
Post #312 Posted: Tue Sep 21, 2010 6:48 am 
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So, I've been thinking about custom hotkeys recently. There seems to be no way to customize them that is sure to be allowed in any tournament. But what about a customizable keyboard? Does anyone know if there exist any keyboards that let you reassign the keys in such a way that it changes the actual signal the keyboard sends to the computer? Since people bring their own keyboards to tournaments, this should work.

I would ask this on the TeamLiquid forum, but I'm afraid of getting flamed. :oops:

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Post #313 Posted: Tue Sep 21, 2010 7:34 am 
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The place to ask about keyboards is geekhack.org. Allegedly you can get banned from tournaments and even battle.net for using a programmable keyboard, but I think that's only for doing stuff like macros, which could be considered cheating. Like, I don't think they're gonna call you a cheater for using a colemak layout or something.

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Post #314 Posted: Tue Sep 21, 2010 9:43 am 
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fwiffo wrote:
The place to ask about keyboards is geekhack.org. Allegedly you can get banned from tournaments and even battle.net for using a programmable keyboard, but I think that's only for doing stuff like macros, which could be considered cheating. Like, I don't think they're gonna call you a cheater for using a colemak layout or something.
Thanks for the tip. Yeah, I would probably only make a few key (pun intended) changes such as moving P closer to the left to make patrolling easier and switching around the F keys so I could use F2-F4 like in SC1.

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 Post subject: Re: Starcraft II
Post #315 Posted: Tue Sep 21, 2010 12:07 pm 
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What are your guy's thoughts on patch 1.1? Despite the tears flowing on TL, I think it's good (sensible) that Blizzard kept the number of balance changes low and pretty much didn't go past what they wrote on the situation report. Imo, if the changes were drastic like the rumored notes were, then it would have just caused more problems in the long run due to complications.

However, I'm rather surprised that Marauders remain unscathed. Bioballs will probably just give me even larger headaches. Feeling pretty good with the reaper nerf, but honestly I haven't had too much problem with them...I think it's a TvZ thing. I'm slightly concerned about PvZ on maps like Steppes of War; with the increased Zealot build time, I have a feeling 6/7 pools will be harder to deal with. But I think the Zealot nerf is a step in the right direction; I'm expecting less 2-gate Zealot micro battles in PvP now. I was expecting more changes for Zerg...although I can't say more than that, since I don't play Z.

Also, I'm extremely disappointed that chat rooms and clan support haven't been implemented yet. Overall, I think 1.1 got hyped too much. Blizzard's being rather cautious, and I think that's a good thing, but I was really hoping more features would be added given how long it took 1.1 to roll out and how they pretty much knew the changes they were going to make a while ago anyways.

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 Post subject: Re: Starcraft II
Post #316 Posted: Tue Sep 21, 2010 12:58 pm 
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I posted my opinion on the TL thread - "If tears were a clean burning fuel, this thread could have single-handedly solve the world's energy crisis." I think Blizzard is doing the right thing in terms of being cautious about balance changes. If you're driving around in the winter time, and you start to lose traction, the last thing you want to do is slam on the breaks and jerk the wheel. The balance problems are actually pretty subtle, and need subtle adjustments.

I don't play Zerg, but from every ZvT replay I've seen, the reaper nerf was absolutely needed. Blizzard's comments basically echo Idra's, and I think he's as well qualified as anyone to say. Reapers restrict Zerg too much in the opening. Even though it's "only" 5 seconds, it'll add up with multiple reapers, cascading into the timing of the rest of the build. The end result is that the Zerg player will have more quite a few more options because of slightly bigger window.

The zealot nerf is probably a net positive. Zealots are almost as bad for Zerg as reapers, and early zealot rushes have gotten kind of silly in PvP too. I'd be worried about 6-pool, but I never see Zerg players on the ladder so it doesn't affect me. :-) I've heard everything from "6-pool will be auto-win on Steppes!" to "6-pool already beats your first zealot on short rush maps anyway, but you'll be fine because it's easy to kill the first wave of zerglings with probe micro." I'm not good enough to know which is true.

I can't believe how many players think all warpgate units have the same cooldown time and think the patch increases warpgate cooldown by 5 seconds for all units. Seriously, even some platinum and diamond players think this. I don't know how you could have played more than 10 games as Protoss and still not notice that different units have different cooldown times.

Proxy rax is eventually going to become standard in PvT with a slower first zealot. It already works almost every time I've seen it in a stream or replay. I think the only reason it hasn't become the standard already is because nobody's noticed how broken it is.

The tank nerf is good, I suppose, but I would have gladly traded it for a marauder nerf. Yes, breaking a seiged up Terran is hard. Stopping early marauders is much harder.

As far as features... I agree that it's strange it's taken this long for basic stuff like chat support.

There's a lot of whining about the game clock too - that it makes it too easy for the n00bs. So? I guess they complained about stuff like auto-mine and control groups too. I mean, it's not like strong players didn't make use of the APM and mental overhead freed up from not having to send their workers to mine. Guess what, if they don't have to waste their time on busy-work, they can do other stuff and the best players will still come out on top!

I think it'll be the same with the clock. Low level players won't get any benefit, since their mechanics are so bad that timings don't matter. Improving players will have a new learning tool, so the quality of play will improve. The very top level players don't need the clock because their timing is already pretty good. At "regular" diamond level play, it will be harder to get away with well known timings that you get off some build on the Internet. People who have unusual or creative play, or who can find novel timings will be rewarded. And I think that will improve the overall quality of play.

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 Post subject: Re: Starcraft II
Post #317 Posted: Tue Sep 21, 2010 1:13 pm 
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I think it's hilarious that after all the speculation, there are literally no balance changes other than the ones already announced.

Other than that, I'm really excited about the new clock. I think it will dramatically help me (and everyone else) see the progression of the game and get more comfortable with how long certain things take (e.g. rush distance, killing a spore crawler with five mutas, etc. etc.). It should make everyone a better player, which is great for the game.

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 Post subject: Re: Starcraft II
Post #318 Posted: Tue Sep 21, 2010 1:19 pm 
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MountainGo wrote:
I think it's hilarious that after all the speculation, there are literally no balance changes other than the ones already announced.

And here I was hoping for team-colored FFs and a Dark Shrine that doesn't take a year to complete, according to an earlier rumored patch note :sad:.

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 Post subject: Re: Starcraft II
Post #319 Posted: Tue Sep 21, 2010 7:26 pm 
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If you read this thread, don't listen to anything I have to say. I'm on a losing streak and getting paired up with a lot of bronze players, so I think I'm gonna get demoted. :oops:

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 Post subject: Re: Starcraft II
Post #320 Posted: Wed Sep 22, 2010 10:16 am 
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fwiffo wrote:
If you read this thread, don't listen to anything I have to say. I'm on a losing streak and getting paired up with a lot of bronze players, so I think I'm gonna get demoted. :oops:
I'm on the cusp of demotion, too. Just don't lose to too many of those Bronzies and you should be fine. And remember that league doesn't matter. :)

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