Heh. Some things still haven't changed.
Just be Flash, I mean TY or Maru and use Bio.``terrans dont use mech against zerg often``
i can only use mech against zerg cause fuck zerg
``terrans dont use mech against zerg often``
i can only use mech against zerg cause fuck zerg
Im interested to know. I'm not 100% sure it's real (*edit: Perhaps only Arcade-related?). These changes, to my knowledge, are undocumented but would benefit competitive play.
Previously SC2 used to have a default command execution delay of 4/5 turns, which was closer to ~200 ms. For Starcraft II to run smoothly -- for a turn/tick to be executed at all -- players in a game need to have information about the opponent's commands in that turn. Setting the default delay too low when playing with an unreliable connection can cause stuttering and spikes, as the game is forced to delay and dynamically adjust the execution of a turn until information for that specific turn is received.
But SC2 has always been fairly effective in automatically detecting poor network conditions. The game will adjust the execution delay automatically if "Player A is slowing down the game" message is shown. It's doing what would be the equivalent setting "(extra) high latency" in BW. An increased default delay in return for a smoother gameplay experience.
The lowered default execution delay was noticed on a Ping Test map that the modder modder Ahli published on bnet in September 2013. Everybody who tested it prior to 2014 would experience a minimum of 4 skipped game frames. At some point in 2014 the minimum delay was (presumably) lowered to only 2 game frames (SC2 at faster speed setting runs at a turn/tickrate of 22.4 = how frequently the game state is updated with new commands).
Source map: http://www.teamliquid.net/forum/starcraft-2/430449-ping-test-a-map-to-measure-your-ingame-ping
As we all know, the Viking transformation isn't exactly the most relevant ability in the game. Whether you're harassing, or trying to supplement your ground force, the Terran player will rarely choose to land his Vikings, and when he does, it is almost never worth it. The transformation ability is far too clumsy and slow to work effectively.
Currently, Vikings must come to a complete halt before landing. This might not sound that bad, but Viking deceleration is relatively slow, their acceleration is equally poor, and their top speed isn't impressive. When you try to make a ball of Vikings land, some will comply, but others will be unable to do so, because their fellow Vikings have just created an obstruction beneath them. With their slow acceleration, they take some time to get moving, and then even once they're positioned, their slow deceleration takes even more time, before they are finally allowed to start the actual transformation.
So what happens is, a ball of Vikings flies in, either to harass a base or reinforce their allies. They must wait about a second, maybe a second and a half, to decelerate and start the animation, and the animation itself takes some time. Some of the Vikings then have to start that process over entirely, and accelerate to move to the edge of the grounded Viking ball, decelerate again, and land. Even then, you might have some more Vikings that were unable to land on the second attempt. By the time every Viking has landed, the other player's harassment defense will be well on its way to the Vikings' location, and in the case of a battle, the other units have already either died or re positioned themselves.
By removing their need to decelerate, Vikings land much faster, meaning they can get away with more damage during harassment, and they can reinforce the ground army in a more timely fashion, after enemy air has been dealt with. More importantly though, the ability is more responsive; the player has near perfect control over when and where the Viking ball will land, which cannot be said in its current state.
To summarize, Vikings transformation is clumsy and the unit responds poorly to an order to land. By allowing them to instantly stop and land while flying at max speed, they become nearly perfect, and don't feel reminiscent of Brood War pathing. All it would take to execute this change is to turn off a simple check box in the editor.
Shameful self-promotion: remember to +1 if you like the idea!
Test map data:
One Viking At Full Speed
Average Time to Land After given the Order:
Without change: 3.0 seconds
With Change: 2.3 seconds
Five Vikings At Full Speed, Loosely Stacked
Average Time to Land After given the Order:*
Without Change: 3.1
With Change: 2.4
10 Vikings At Full Speed, Loosely Stacked
Average Time to Land After given the Order:*
Without Change: 3.6
With Change: 2.4
20 Vikings At Full Speed, Loosely Stacked
Average Time to Land After given the Order:*
Without Change: 4.4
With Change: 2.5
*The Vikings are considered to have landed after all Vikings in the group are able to move in their ground form.
r u okBattle.net still sucks ass I see.
Good job blizz
What a truly shitty company. "Hey look, the game is dead. What do we do to fix it? Let's make people disconnect and unable to log in on the game that nobody besides Avilo, Destiny and Yoshichan plays!! YEAAAAH, GREAT JOB, TEAM!"
God, I wish this game was never made. What a disgrace to the RTS-genre.
nor u ok
r u ok
What's your bnet info, Stephen? Maybe we can play some games sometime.
VWdrewzBie#6802
Expect worse then bronze tier games.
You guys should've read my rage yesterday. I'm glad nobody on GAF plays this or I might've gotten caught on a screenshot that's posted here.
It's an essentially meaningless change that won't impact the matchup. Blizzard is happy that only a few terran advance to the round of sixteen in all three regions. Because if they weren't happy, they'd obviously do something about the muta problem, right?
I don't know the overall stats but terran is still performing badly in the WCS with just two in the GSL Ro16 and only 1/7 advancing through the EU Ro32 so far - even worse if you consider that the only terran that has advanced in EU was part of a 3-terran group, so one of them had to advance by default. We'll probably see Taeja, Bomber and Polt advance through the AM Ro32 as usual but I won't be surprised if that's all. Out of the 34 players qualified for the WCS Ro16s so far, just 4 are terran (+1 coming up due to another 3-terran group in EU). That's less than 12% representation; a steep fall from the already low 24% terran representation in the WCS Ro32s. Hopefully Taeja, Neeb and the rest of the AM terrans can pull through so we might get some more balanced playoff rounds in this region, at least.I am pretty sure that Blizzard has given Terran more buffs (and the other races more Nerfs as relate to v t) than any other race in Hots, and what even are the stats recently for Ts being beaten by each race.
WoL was crazy good mid through it. Then it became shit. Then HotS came out and that was fucking amazing. For six months. Now it sucks even more than late-WoL.
This is just so wrong. The game right now is in a great spot, probably better than it has ever been. The biggest issue is the under representation of terran but i think that will slowly turn around.
I want changes to the game and some pretty big ones but it's in a pretty good place right now. I feel like a lot fans don't actually know what they want.
Thinking of delving into the world of Star Craft pretty soon. Is the game hard to get into, and how competitive is it online?
http://us.battle.net/sc2/en/forum/topic/12945164723From the creator of Haunted Forest and Photon Discs comes the next step in action packed arcade games, Tessera.
Tessera is a first person shooter in which players compete among each other for ultimate accuracy and victory. Turn your opponents into dust with your Quantum Rifle, shield yourself against an incoming attack with a Blast Shield or gain a Speed Boost by splitting into numerous molecules.
The choices are yours. Are you skilled enough to be victorious?
MAP LINK
COMING MAY 28th
Contact me @Bounty.820 or Join the group "Bounty's Arcade Games" if interested in pre-release testing
Players - 2-8
FEATURES
3D ENVIRONMENT - Tessera features a fully 3D environment. You are free to shoot, jump or walk under or over anything you see in the world.
Hit Detection - Whether it be a 56k modem or a modern internet connect. In Tessera, all hits register regardless of latency.
Customization - In Tessera you are free to customize your avatars appearance and you can even combine 3 beams into your own unique death stream.
Modes - There are 4 currently planned modes for Tessera which include "FFA", "Team Deathmatch", "Capture the Flag" and "Freeze Tag".
VIDEOS
Tessera - Reveal and Gameplay Video
https://www.youtube.com/watch?v=UKAHvSkCEHE
We recently issued a new round of account suspensions and bans to StarCraft II players who were in violation of the Battle.net Terms of Use for cheating and/or using hack programs while playing.
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That's not Starbow
Classic going back to B team roots
Fecking Awesome.To celebrate Jin Air Green Wings' Proleague Round 2 victory and (P)JinAir sOs's triumph at the IEM World Championship, sponsoring company Jin Air have decided to feature the progaming team on one of their airliners. Jin Air marketing director and avid progaming fan Cho Min Hyeon had previously hinted at this promotion on Twitter after sOs won the IEM World Championship.
sOs's image has been painted onto the tail fin of the plane, while the rest of the players have been painted onto the body. It is the first plane in Jin Air's history that has been custom painted in such a manner.