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Primity Aurora
Vice Captain

PostPosted: Fri Feb 25, 2011 6:08 pm


sourced from TeamLiquid, of course.

Blizzard
General:

Leagues & Ladders

- A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
- Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
- The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab
- The bonus pool has been reduced for arranged teams.
- Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
- This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
- Players can still utilize any points they previously accumulated.
- Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.
- New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
- Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.

Join Custom Game

- Several improvements have been made to the Join Custom Game section:
- The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
- Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
- Games are now organized into several pages to make finding your desired game type easier:
- Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
- Most Popular: Shows all game types, with the most played games sorted to the top.
- By Category: This page allows you to browse through Custom Games based on Category.
- Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
- Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
- Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
- Bookmarks: Use this page to view your Bookmarked maps.
- A search option has been added to the Join Custom Game interface.

Observer and Replay UI

- New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
- Player Name Panel: Displays the players' name, team color, race, and supply count.
- Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.
- In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
- You can now toggle between player unit colors and team unit colors when watching a replay or observing.


Achievements

- All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
- "Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.


Game Options

- A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
- A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
- The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.


Balance

GENERAL
- Players can no longer hide units by setting them in a close proximity patrol (Viking flower).


PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Zealot
- Charging Zealots will now hit fleeing targets at least once.


TERRAN

Battlecruiser
- Movement speed increased from 1.406 to 1.875.

Bunker
- Build time increased from 35 to 40 seconds.

Tech Lab
- Stimpack upgrade research time increased from 140 to 170 seconds.


ZERG

Infestor
- Health increased from 90 to 110.

Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast.

StarCraft II Editor Improvements

- Improved loading times for some custom maps with complex tech restrictions.
- The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
- Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
- The game cursor now remains visible while loading maps.
- Additional options can now be configured using the command card editor.
- Additional cheats are now available in-game when using Test Document.
- Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
- Debug outputs are now displayed in the editor and in-game when using Test Document.
- Reworked Game Variants dialog to be more user-friendly:
- General tab has been removed. This text did not appear anywhere in game.
- Attributes tab has been split into Game Attributes and Player Attributes.
- Attribute UI now more closely reflects the game lobby.
- Default values are now enforced as necessary based on Player Properties.
New trigger actions have been added:
- Set Camera Data: Changes the active camera data settings, as defined in the Data module.
- Show/Hide Resource: Shows or hides the specified resource in the UI.
- Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
- Set Random Seed: Sets the random game seed to the requested value.
- Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
- New trigger functions have been added:
- Convert Game Hotkey: Looks up hotkey as text.
- Convert Game Asset: Looks up asset path as text.
- Add On Child: Returns the child unit attached to the specified parent.
- Add On Parent: Returns the parent unit attached to the specified child.
- Catalog Entry Is Default: Returns if the specified entry is a default.
- Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
- Test Document preferences can now configure an explicit random seed value.
- Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
- Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
- Instant larva-style training will now charge resources properly.
- Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
- The Chance field in effects is now upgradeable.
- Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
- Added a text preview pane to the text editing controls.
- Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
- Added armor to the Unit Property and Unit Type Property triggers.
- Added Weapon Damage and Weapon Speed Multiplier triggers.
- Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
- Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
- Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
- Added an Idle Command to unit data to configure what order the unit performs when idle.
- Added an actor message to allow models to change their hit-testable status.
- The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

Bug Fixes

Battle.net
- Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.

Gameplay
- StarCraft II will continue running if corrupt textures/models/sounds are encountered.
- Conversation skipping and trigger skipping now share the same hotkey.
- The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
- Cheat codes now only accept official names.
- Unit response sounds are now updated immediately when the selection changes.
- Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
- Units now follow a transport if the transport fills up and they have no other orders.
- Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.
- Units can now be revived multiple times.
- Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
- Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
- The revive ability now works with multiple dead units.
- Revived units now properly dispatch a trigger event when killed again.
- Added additional information to unit tooltips in the tech trees.
- An alert has been added when MULEs expire.
- An alert has been added when the Chrono Boost buff expires.
- An alert has been added when the Spawn Larva buff expires.
- Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
- Fixed an issue where you could push hold position units by move/hold position spamming.
- Fixed an issue to prevent force fields from pushing units during construction.
- Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.
- Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
- Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
- The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
- Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
- Flying cloaked units are no longer revealed as detected when shown through the fog of war.
- Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
- Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
- Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.
- Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.
- Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
- SCVs can no longer resume construction on buildings while inside bunkers.
- Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.
- Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
- The Harvester count in the income leader panel now updates correctly.
- Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
- The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.
- The Mute OS Microphone button has been removed from the voice options page.
- Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
- Using Edit Box Trigger Dialogs should no longer generate trigger errors.
- Media keys can no longer be bound to a custom hotkey.
- Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.
- Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
- Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
- The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.

StarCraft II Editor
- Fixed an issue where editor control files could not be loaded in all languages.
- Fixed an issue with pasting text values in the editor.
- Fixed an issue where certain data fields would not list all possible values.
- Fixed an issue where the editor would crash after pasting a placed unit.
- Fixed a crash using the Unit Weapon Firing validator.
- Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
- Animations in the previewer will now display using localized text.
- Game and player versions of the cooldown & charge triggers now interpret time values correctly.
- Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
- Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
- Setting a unit’s training progress to 100% will no longer cancel the training.
PostPosted: Fri Feb 25, 2011 6:10 pm


open to discuss. not as Zerg friendly as I had initially thought it would be, but I am glad to see Protoss getting the nerf-stick after so long.

i need to start laddering again once I'm on my spring break since they're planning to lock league/divisions or whatever. i'd like to at least try and hit Masters before the leagues reset. then I can finally stick Bronze 1's and farm achievements like I've always wanted to.

your thoughts?

Primity Aurora
Vice Captain


Evataph

PostPosted: Fri Feb 25, 2011 6:45 pm


Woohoo for the HT and bunker nerf. I never really use infestors though, so zerg changes don't affect me much.

I don't really get the whole league locking. Are they going to reset you every season, or is that just Masters+?
PostPosted: Fri Feb 25, 2011 6:47 pm


The fungal growth nerf I think is kind of stupid.

Why do they want to ******** with fungal growth so much? I haven't seen anything to indicate that it's broken, or that it's a game winning ability, so why do they insist on trying to ******** around with it?

I think this has the potential only to ******** up ZvZ again, and make hydralisks even more useless.

The only time Hydras were good was to fungal growth mutas in place and wipe them out with the hydras, but you need just about all 8 seconds to kill them all, and now you have even less time, I thought the FG + Hydra defense against mutalisks was a perfectly reasonable response to zerg mutalisks.

I think it's stupid.

The vortex nerf obviously makes sense. To stop things like baneling or archon toilets which were not intended to be used the way they were.

bunker delay seemed a bit pointless too, but whatever.

I'm not sure about the stim change, I guess it's to lessen the strength of some of the higher level stimpack timing pushes.

I thought the amulet removal is going to piss off a lot of protoss, though I do feel the insta storm thing was kind of crazy.

C4D
Captain

Newbie Noob


Onos

PostPosted: Sat Feb 26, 2011 2:32 am


I'm currently raging at the HT upgrade removal. Not being to pop out a ht and use him to storm makes me mad, as if storm wasn't nerfed enough from sc1. It does less damage, and can't stack. Now if we want storms, we have to spawn hts and just let them d**k around for a while. Feedback is a nice skill, but situational, storms were 90% of the reason I would get HT. Now I'm less inclined, and more likely to 4 gate or 3 gate robo, as if those weren't standard enough
PostPosted: Sat Feb 26, 2011 2:57 am


The amulet thing is absurd... I don't even play protoss and i think it's that bad.

Jubeiz


Immortal Nobody
Crew

PostPosted: Sat Feb 26, 2011 4:52 am


User Image
User Image
First off, what the ******** is "Viking Flower"? o.O

I am generally satisfied with the Infestor changes. Ironically I've been thinking of incorporating them into my standard play lately so the buffs are a welcome sight. And speaking of which: Sausage, I'd been meaning to ask if you would like to reprise your practice partnership with me to help me use Infestors properly? 3nodding

I have to agree with Sausage, my understanding was that this patch was going to go a long way towards putting Zerg on even ground with Terran and Protoss. At least for early game. I am happy with the Bunker and Sim nerfs, however. Looking at it on paper I'm not convinced that it's enough but I'll have to see what it's like in live play. No matter which way it goes, though, it's a step in the right direction. 3nodding
PostPosted: Sat Feb 26, 2011 5:01 am


Onos
I'm currently raging at the HT upgrade removal. Not being to pop out a ht and use him to storm makes me mad, as if storm wasn't nerfed enough from sc1. It does less damage, and can't stack. Now if we want storms, we have to spawn hts and just let them d**k around for a while. Feedback is a nice skill, but situational, storms were 90% of the reason I would get HT. Now I'm less inclined, and more likely to 4 gate or 3 gate robo, as if those weren't standard enough


Well the damage from storm never actually stacked in Brood War either. If you put two on top of each other you just wasted one.

kenjiro yume
Crew


Primity Aurora
Vice Captain

PostPosted: Sat Feb 26, 2011 1:41 pm


a lot of people hate it, but I do feel as though the Khaydarin Amulet removal was completely necessary. similar upgrades such as Infestor Glands or Ghost Reactors will allow their respective unit to be able to cast a FG or EMP as soon as the unit out. the major difference is that they are not able to warp in anywhere on the map in 5 seconds. had Warpgates not been invented, then HT insta-storms would not be a problem since it would still require their build time.

to my understanding, the Infestor changes are a major buff. the "stun reduction from 8 to 4 seconds" also means that the Fungal Growth damage will be dealt in full in only 4 seconds, from 8. weaker units such as workers or Lings/Marines will die in only 5-6 seconds (though still requiring two FGs) compared to pre-patch ~10 seconds of FG. also, the bonus damage to Armored will help whittle down those large scary deathballs of any race. a 20 health boost is even more of an incentive. so I suppose this patch Blizzard really wants Zerg players to use Infestors. and with these new changes, who wouldn't?

to clarify on the questions: league locking will be done this patch in preparation of ladder reset. they'll lock everyone's league/division/whatever until the time of the ladder reset. Viking flowers are the term used to refer to a large amount of air units patrolling in a close proximity, allowing them to clump up into a stack to conceal their numbers. it's more performed with Vikings with any other unit because they're used to spot for sieged Tanks.

and Immy, sure I'll play with you. just catch me whenever I'm online before I get a chance to log off again.
PostPosted: Sat Feb 26, 2011 3:03 pm


kenjiro yume
Onos
I'm currently raging at the HT upgrade removal. Not being to pop out a ht and use him to storm makes me mad, as if storm wasn't nerfed enough from sc1. It does less damage, and can't stack. Now if we want storms, we have to spawn hts and just let them d**k around for a while. Feedback is a nice skill, but situational, storms were 90% of the reason I would get HT. Now I'm less inclined, and more likely to 4 gate or 3 gate robo, as if those weren't standard enough


Well the damage from storm never actually stacked in Brood War either. If you put two on top of each other you just wasted one.
I could have swore it did, at least at some point and time anyways.

Onos


kenjiro yume
Crew

PostPosted: Sat Feb 26, 2011 6:06 pm


Onos
kenjiro yume
Onos
I'm currently raging at the HT upgrade removal. Not being to pop out a ht and use him to storm makes me mad, as if storm wasn't nerfed enough from sc1. It does less damage, and can't stack. Now if we want storms, we have to spawn hts and just let them d**k around for a while. Feedback is a nice skill, but situational, storms were 90% of the reason I would get HT. Now I'm less inclined, and more likely to 4 gate or 3 gate robo, as if those weren't standard enough


Well the damage from storm never actually stacked in Brood War either. If you put two on top of each other you just wasted one.
I could have swore it did, at least at some point and time anyways.


Maybe at one point it did, but for the vast majority of it, including the final build, the damage doesn't stack. I played BW pretty seriously for a couple years before SC2 came out, and Toss was my off-race.
PostPosted: Sun Feb 27, 2011 8:38 am


User Image
User Image
I sense an end coming to bioball. twisted
Just watched a video of the new Infestor changes and the FG caused so much damage the Medivacs were completely drained in a short time. And there were like 5 or 6 of them over a smallish group.

Immortal Nobody
Crew


Jubeiz

PostPosted: Sun Feb 27, 2011 2:33 pm


Immortal Nobody
User Image
User Image
I sense an end coming to bioball. twisted
Just watched a video of the new Infestor changes and the FG caused so much damage the Medivacs were completely drained in a short time. And there were like 5 or 6 of them over a smallish group.
Meh, Just takes splitting micro like vs banelings I think.
PostPosted: Sun Feb 27, 2011 11:39 pm


Jubeiz
Immortal Nobody
User Image
User Image
I sense an end coming to bioball. twisted
Just watched a video of the new Infestor changes and the FG caused so much damage the Medivacs were completely drained in a short time. And there were like 5 or 6 of them over a smallish group.
Meh, Just takes splitting micro like vs banelings I think.
Which is a good thing.

Onos


ecstasy frost
Crew

Victory

PostPosted: Mon Feb 28, 2011 1:33 pm


T nerfs = all make sense, I frankly wish they'd add a salvage nerf -_- as well as put MULEs on a CD so you can't stack them when you suck d**k at macro and end up at 200/200 energy. When my queen hits 100 energy I can't just inject 16 larva into my hatch, yet Terran can drop 4 mules onto a Gold if they forget to be good at the game.

P nerfs = makes sense, that s**t has been wrecking in the GSL/GSTL.
P buffs = makes sense, charge is/was underpowered

Z fungal nerf = why are they calling it a stun when it's an immobilize..? making it a projectile is obviously a nerf, but it being 4 instead of 8 seconds SHOULD mean that it damages 2x as fast, which would be a huge buff against everything, notably marines.

Infestor HP buff = yay they died way too fast because they are ******** huge and dumb

viking flower nerf = i don't really care because it has never affected me but Terran players may have stronger opinions on this.
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