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Friday, May 13, 2011

Intergalactic Special Offer – Save 10€/£10 on StarCraft II 5/13

     
    StarCraft II    
   
Intergalactic Special Offer – Save 10€/£10 on StarCraft II
May 13, 2011 at 12:30 PM
 

Don't miss your chance to purchase StarCraft II: Wings of Liberty for yourself or a friend and save 10€/£10! This sale is available to all European Battle.net account holders directly from Blizzard until 23 May. Click here to buy online and discover the fastest-selling real-time strategy game of all time.

   
   
Situation Report: Patch 1.3.3
May 13, 2011 at 11:37 AM
 

Straight from the bridge of the Hyperion we bring you the latest situation report for StarCraft II: Wings of Liberty. In this edition, we'll be discussing some of the most notable changes in the recently released patch 1.3.3 and shedding some more light on our design philosophy and the thinking behind this update.


Balance Changes


Protoss

  • Archons
    • Now a massive unit.
    • Range increased from 2 to 3.

After receiving and reviewing a lot of solid feedback about the archon from the StarCraft II community, we came to the agreement that having archons break Force Fields would increase strategic variety in protoss-vs.-protoss matchups. We were slightly worried that strategies such as mass Charge zealots plus archons would be too difficult to stop with only ground units, but in testing this on the PTR, we found that the relationship between the zealot- and archon-based strategies vs. the more standard robo-tech builds were proving to be fun.

Archons have generally been a slightly weak unit for their cost. This was a conscious design decision that we made since we wanted Morph to Archon to be a "recycle" ability. However, due to the size of the archon, we felt an increase in attack range was necessary so that the unit can get attacks in more easily, especially on the defensive.

  • Cybernetics Core
    • Research Warp Gate time increased from 140 to 160.
  • Gateway
    • Sentry train time decreased from 42 to 37.
    • Warp Gate unit train times remain unchanged.
  • Pylon
    • Pylon power radius has been decreased from 7.5 to 6.5.

These three changes were made specifically to address the 4-gateway issue. The slight increase in Warp Gate research time should only really affect early-game strategies such as the 4-gate all-in. It was a challenge to find a research time high enough to achieve this goal without affecting other, non-early game strategies, but we eventually settled on 160. Regarding the sentry, it's the only tier-1 unit that's rarely used on the offensive in PvP 4-gate all-ins. However, they're almost always used on the defensive, so buffing this unit was the way to go in order to make defending easier.

The pylon power radius reduction will help the defending player take them out easier from above ramps, as well as make it so there are limited spots below cliffs where the opponent can build them in order to offensively warp in above. On the flip side, because protoss bases generally have plenty of pylon power, we're not too worried about this affecting the defensive side too much -- though players might need to pay more attention to their base layouts.

On top of these changes, we're also looking into slightly changing how vision works on ramps so that if you use Force Field on your ramp just right, the opposing protoss player will not be able to spawn above your ramp or Blink stalkers up past a perfectly positioned Force Field. We will continue to monitor how the changes we made in 1.3.3 are working out before making the final call.

We hope these changes will resolve the 4-gate issue in PvP.


Terran

  • Bunker
    • Salvage resource return reduced from 100% to 75%.

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.

  • Ghost
    • Cost changed from 150/150 to 200/100

This cost change was a strategic, high-level change. We wanted ghosts to have a place in as many of the existing unit compositions out there as possible. For example: we wanted at least a few ghosts to come into play with the standard armies we currently see in each matchup. We feel ghost EMP is a vital tool at the highest skill levels, and we didn't like how players had to choose between ghosts or something else. Therefore, we decided to keep the total costs the same while decreasing the gas cost so that they can more easily be added to whichever army terran players are currently using.

We realize having to manage so many units (including the ghost) can be difficult for many players, but at the same time we felt ghosts are only really vital at the highest skill levels because their counter-units are also micro-intensive.

  • Thor
    • Thor now has 200 max energy, and starts with 50 energy.
    • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).

We generally haven't reverted changes in the past, but at the same time, we're not afraid to revert changes when we feel that we've made a mistake. Some rare strategies involve mass numbers of Thors using 250mm Strike Cannons to lock down protoss, leaving them with few options for response. While these situations are rare, and the strategies aren't necessarily overpowered, there were still a few things we didn't like.

First, we definitely don't like seeing Thors en masse. Due to the visual size of the unit, as well as a small pathing radius, Thors can obscure the other units in your army too easily. This can be problematic because it's important to know roughly how many units an opponent has when scouting. We want the Thor to be the type of unit that you add to your main army, and we definitely don't want them to be the core of your army to the point where you strive to build as many as possible.

Second, we felt counter relationships were turning too heavily. The nature of lockdown abilities in general is that they have the potential to heavily turn the tide of battle against armies that would otherwise counter your units. Most of these abilities, especially for an ability as strong as this one, have to be fairly difficult to bring out and easier to counter. We feel that having the additional counters of EMP/Feedback to the Strike Cannons ability is better so that we don't get into degenerating situations where the opponent is stuck without recourse.


Zerg

  • Infestor
    • Speed decreased from 2.5 to 2.25.

We like how infestors have been functioning across the board since the last patch. We feel the previous infestor buffs heavily contributed to making matchups solid, especially at the higher skill levels.

However, it was slightly problematic in some scenarios where infestors were getting away too easily. Even when it was off of creep, the infestor was slightly faster than normal units -- and on creep, it was considerably faster. We decided to give infestors normal movement speed off of creep to make it easier to catch up to them and kill them.

  • Spore Crawler
    • Root time decreased from 12 to 6.

Air-based strategies vs. zerg are common due to zerg anti-air units coming out later than other races. Because of this, it actually makes sense for spore crawlers to be more flexible than other races' anti-air structures. If a zerg player is totally unprepared, we don't mind them just outright losing the game. However, what we didn't like was when zerg players still suffered considerable damage from void rays, phoenixes, and banshees, despite being prepared with spore crawlers that were slightly out of position. We decided to make this change so that it's somewhat easier to fend off these attacks, especially when you already have some spore crawlers in play.

As a side note, we don't feel the same way about spine crawlers, as there are being plenty of other anti-ground units zerg players can use along with the spine crawlers from the beginning of the game.

As always, we will continue to listen to players' discussions, and we welcome your constructive feedback. As with any balance-related change, we've made these with a lot of care and consideration to ensure a great game experience for players of all skill levels.

* David Kim is a game balance designer for StarCraft II and enjoys long sun-scorched walks on Char.

   
   
GSL May Grand Finals -- 14/05/11
May 13, 2011 at 9:30 AM
 

GSL May began with 32 players ready to face the toughest opponents the Koprulu Sector has to offer. Tomorrow morning, the final two find out who deserves to be called the champion. Tune into GOMtv (www.gomtv.net) at 08:10 a.m. CEST to witness their fight for survival.

oGsInCa (protoss) vs. IMNesTea (zerg): InCa has had trouble nearing the finals since his breakout performance in the GSL Open Season 1. This season, he finally buckled down and decided it was time to shine. InCa has had an impressive run over the last few weeks, besting the likes of Killer and NaDa to make it to this match. While InCa's achievements and victories are dwarfed when compared side-by-side to those of his opponent, he still has a fighting chance in this duel for tournament gold.

InCa's opponent in this match needs no introduction. One of the handsomest zerg players in the world, NesTea has been blazing a trail for zergs to follow suit and l2p. Any time the outlook seems grim, NesTea manages to pull out a well-deserved W, and last week's semifinal match was no exception. (Watch set 5 of that series. You must watch set 5 of that series.) From spine crawler pushes to macro madness, NesTea has all his bases covered, but he'd better come prepared for InCa or he might just get swept off his feet.

As always, you can watch the first map of any VOD on GOMtv.net even if you don't have a premium account. You can also watch these matches live at 15:10 KST (GMT+9) on www.gomtv.net.

If you'd like to watch the GSL live in high-quality video or be able to watch all of the VODs available on their site, you can sign up for their premium service here: http://www.gomtv.net/2011gslsponsors3/premiumzone/

   
   
Upcoming Tournaments
May 13, 2011 at 8:14 AM
 

Various competition organizers hold regular online tournaments in which you can compete against other players and maybe even win some prizes! Most of these contests are open to everyone. In addition, there are professional tournaments taking place like the Teamliquid StarLeague 3, which you can follow via video stream. Interested? Take a look at some of the open tournaments coming up in the next days - you can sign up to take part, or simply watch the live streams to get inspired by the players. It's your turn now!

Date Name Format Prize Money Stream Sign Up
Feb - Jun ESL Pro Series Germany Summer 2011 1v1 € 12000 Yes Invite only
Mar - Jun ESL Pro Series France 10 1v1 € 5000 Yes Invite only
Apr - Jun ESL Pro Series Poland 2 1v1 3200 PLN Yes Invite only
May - Jun ESL Pro Series Spain 7 1v1 € 900 + Qualifier No Yes
May ESL Dailymotion Cup 1v1 € 5000 Yes Closed
Apr - Jun Torneo ESL StarCraft 2 1v1 € 9000 Yes Yes
May ESL Greece Red Bull Cup Series 1v1 € 300 Yes Yes
May 13 Black Dragon League 1v1 $ 6000 Yes Invite only
May 13 EU.CraftCup LITE #60 1v1 $ 20 Yes Yes
May 14 GSL May Code S Finals 1v1 ₩ 144 900 000 Yes Closed
May 14 TSL 3 - 3rd Place match 1v1 $ 34500 Yes Invite only
May 14 ESL Sennheiser Cup 1v1 € 100 Yes Yes
May 14 ZOTAC StarCraft II NA Cup #1 1v1 $ 100 + Hardware Yes Yes
May 15 TSL 3 - Grand Finals 1v1 $ 34500 Yes Invite only
May 15 ZOTAC StarCraft II EU Cup #56 1v1 $ 100 Yes Yes
May 15 ESL Go4SC2 #105 1v1 € 200 Yes Invite only
May 16 Black Dragon League 1v1 $ 6000 Yes Invite only
May 16 Competo StarCraft II Cup 1v1 € 50 + Hardware Yes Yes
May 16 4Players Team Action #42 2v2 € 50 Yes Yes
May 17 EU.CraftCup LITE #61 1v1 $ 20 Yes Yes
May 18 ESL Go4SC2 #106 1v1 Qualifier Yes Yes
May 18 Black Dragon League 1v1 $ 6000 Yes Invite only
May 19 ESL Go4SC2 Premium Qualifier 1v1 Qualifier No Yes
May 19 4Players Close Combat #43 1v1 € 200 Yes Yes

 

 

 

   
   
Leagues & Ladders Page Hotfix
May 13, 2011 at 4:30 AM
 

We recently deployed a hotfix to resolve an issue that caused some players to disconnect from Battle.net when viewing certain Leagues & Ladder pages within player profiles. As a temporary result of this change, players who would previously have been disconnected will now see "Not Yet Ranked" on the affected Leagues & Ladder pages, even if a player is already ranked. This is simply a side-effect of the hotfix and will be addressed in our next client patch.

If you continue to experience issues when viewing a player's Leagues & Ladders page, let us know by posting in our Technical Support forum.

   
     
 
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