Starcraft StarCraft II - 4.11.4 Patch Notes |
- StarCraft II - 4.11.4 Patch Notes
- The age old battle
- Thor Has Arrived
- My Life For StarCraft | By Nicolas "Tasteless" Plott
- TL interviews Serral about Blizzcon, the meta, and being a $10 hat pleb
- Amazingly detailed siege tank model
- NonY's first Courage tournament in Korea [2008]
- The Story of StarCraft: Ghost - What can be pieced together from the recent Nihilistic build
- With the recent rise of the UK SC2 scene, iSeries are making a big comeback with a £1000 tournament!
- Please join or watch our $50 prize pool amateur 1v1 tournament. Open for all levels, fun handicap-challenge system to give a chance to all participants.
- Hypothesis: MULEs a bad idea early in the game
- I'm very scared of losing
- TY vs Scarlett / StarCraft 2 - IN-DEPTH #30a
- Scarlett and Brat_OK replaced by Dream and Zoun at IEM Katowice 2020
- Toronto SC2 Social Event: Micro Tournament, Charades, Beast of the Hill
- Anyone else getting this error after patching to 4.11.4.78284?
- Just got in to starcraft a few days ago, played a bit of warcraft back in the days. I liked it and wondered if u guys have any suggestions on content where u can learn about it? Dont really know anything about the game, played a few 1v1 unranked and liked it
- Larva and YSC next to each other
- Game just patched, no patch notes
- Brood War mapmaking tricks
- Alpha X v Brave Star Gaming, Pre China Team league event - Astrea v Dream, Zoun v Hurricane, BreakingGG v Cyan live now!
- Artosis loves to micro
- Does anyone have a high resolution picture of iNcontroL? (For a shirt)
- Is there a de-hotkey function other than de-selecting and re-hotkeying?
- I wanna start a headcanon where if you're supply blocked your protoss dudes can't use their emergency warp.
StarCraft II - 4.11.4 Patch Notes Posted: 18 Feb 2020 10:58 AM PST
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Posted: 18 Feb 2020 08:12 PM PST
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Posted: 18 Feb 2020 07:06 AM PST
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My Life For StarCraft | By Nicolas "Tasteless" Plott Posted: 18 Feb 2020 11:16 AM PST
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TL interviews Serral about Blizzcon, the meta, and being a $10 hat pleb Posted: 19 Feb 2020 01:07 AM PST
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Amazingly detailed siege tank model Posted: 18 Feb 2020 06:21 PM PST
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NonY's first Courage tournament in Korea [2008] Posted: 18 Feb 2020 03:28 PM PST
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The Story of StarCraft: Ghost - What can be pieced together from the recent Nihilistic build Posted: 18 Feb 2020 09:55 AM PST So you've all doubtless heard about the leaked StarCraft: Ghost build with a few playable levels that's circling around. What you may not have heard is that, in spite of only the first two "chapters" being playable, the game has a text document with conversations and dialogue from all chapters. From this, we can actually get an idea of what the story of Ghost was going to be for the Nihilistic version! A bit of a preface: there are several text files, and some plot points seem to have been changed or added in even between them. General Warfield for example, who plays a big role in the first playable mission and who later sources imply would be a big antagonist, is absent in a lot of the text files that give the clear idea of the story. There seems to be six "chapters" of the main story, and a seventh set of maps. But this is the basic story as I can piece it together: The story begins on Mar Sara, when a vespene refinery explodes. A strange gas is emitted from the refinery, which begins to attract swarms of zerg to the world. The Terran Dominion, under Colonel Jackson Hauler's Omega Squadron (which is a bit of a contradiction of the SC1 manual and later versions of the story: Hauler commanded Nova Squadron) is sent to push back the zerg and investigate what caused the explosion. Nova discovers that the refinery was infiltrated by two saboteurs from a revolutionary group known as the Koprulu Liberation Front. Nova helps the forces of General Horace Warfield push back the zerg from Mar Sara, then goes to pursue the rebels, who stole massive canisters of the gas from the refinery, identified as terrazine. She eventually is led to a facility on Vyctor 5, in an atmospheric anomaly named Fujita Pinnacle (incidentally, the same facility Kerrigan was experimented on with the zerg where Mengsk rescued her). Nova infiltrates the base, hunting their leader, Cole Hickson. After a few stealth levels and a boss battle with a Goliath, Nova corners Hickson, but he tells her that Hauler was up to something with the terrazine he was trying to stop, and her reading his mind revealed he wasn't lying. Somehow Hauler gets Nova in stasis, but to prove he was telling the truth, he lets her live. Hickson escapes with a canister of terrazine. Nova confronts Hauler, who is surprised a mind wipe he ordered on her didn't take, and a scientists assumes it's due to a "terrazine treatment" she had. They are forced to rewipe her memory (seems to take that time? Dialogue is unclear). Nova is then ordered to the ruined protoss homeworld of Aiur, where a terran "intelligence operation" is overrun by the Khalai protoss. Nova infiltrates their base, and takes out key targets, including observers and arbiters, while being supported by the science vessel Magellan and a battlecruiser. All the while, she is watched from the shadows by a group of dark templar. As Nova pushes back the protoss, Nova is forced to fight a mysterious terran covert operative, and beats her. Hauler redirects a nuke to Nova's position. Nova survives but is severely wounded. Nova is picked up by a the dark templar who were observing her, who were of the Sari'jal Tribe, who are sworn to maintain balance in the universe and venerate terrazine. Their leader, Zangakkar, reveals terrazine is a dangerous element, and that Hauler had been mining it across the sector for his own schemes of domination, creating an army of psionic supersoldiers: spectres. In addition, Nova learns she had been secretly injected with terrazine over the years, and that due to cellular degradation she had only 20 hours to live unless she could find a way to undo the treatment. He leads her to a terrazine mining operation Hauler was doing deep underground on the zerg planet of Char. Nova infiltrates the massive nydus canal network that wormed through the planet, and with the protoss infiltrated Hauler's underground base. Within, she finds Cole Hickson (who was either attacking the base with the KLF or imprisoned; the text is a bit unclear), and the two ally together to take down Hauler. However, on the way out she encounters Hauler's first spectre, a psionic enhanced with cybernetics named Vulcan. The battle begins to turn against them, until two of the protoss aiding Nova merge into a dark archon. Together, Nova and the dark archon kill Vulcan and escape Char. Soon they discover Hauler's mobile base that had been taking terrazine from Char; the armored asteroid of Gehenna Station, from which Hauler planned to coordinate his spectre operations. Nova and Zangakkar enter the base, and find pods lining the walls with spectres. Nova destroys many of these pods and fights the spectres Aries and Artemis. They set Gehenna Station to overload, and escape in spectre pods. There's a bit of a gap between here and the end, but eventually Nova and Zangakkar confront Hauler himself, and Hauler is able to mortally wound Zangakkar. Nova however is able to kill Hauler, though Hauler launches the remaining spectre pods, telling her his legacy would be assured. Nova swears she will hunt any down who escape. In his last moments, Zangakkar gives Nova his psi blade (though it should be a warp blade), and tells her to never brandish it without reason, and that he hopes she finds balance. Hickson and Nova escape (where ever they were, maybe still Gehenna), and presumably she finds some way to undo the terrazine treatment that was killing her, and Nova goes decides to go on her own from the Dominion (similar to the ending of NCO). Hickson and Nova fly off into space, and the game ends. Interestingly, there's a few more levels in the game as a "chapter 7," but they appear to all be from original StarCraft, with similar objectives from the base game. They are:
There's also an objective as part of The Jacobs Installation tag that says "Rescue Zeratul," which implies that the mission "Into the Darkness" from the protoss campaign may have also been playable. It's unclear whether these were test maps, or perhaps some unlockable maps that let you play through classic StarCraft moments. So to stress: this was a very early version of the game, and the story seems to have drastically changed through development. It's also very, very not canon. The game as presented here was basically scrapped and redone by the studio Swinging Ape as Blizzard didn't like this version. The cinematic that was put out for the game for example has a completely different series of events, Warfield seems to have taken a different role, Jim Raynor and remnants of the UED forces were supposed to show up, there may have been some added allusions to the Amon story, and the planets you go to are VERY different in some of the later builds that got put out. The one here is a rather… Basic story, which may have been why it was redone. Incidentally, the story of Ghost was "canonized" into a book (albeit HEAVILY modified aside from very basic plot beats) in StarCraft: Ghost: Spectres. Still, I think someone might find this interesting, will probably do a bit of a lore expose on the bits of lore that were retained or remade for SCII, since a lot of tiny things (Void Seeker, Cole Hickson, Bucephalus) were added to the story. I uploaded some of the conversation bits here for the interested, but there are a few more files I need to do so it's not fully complete. Hope you all enjoyed this! [link] [comments] | ||
With the recent rise of the UK SC2 scene, iSeries are making a big comeback with a £1000 tournament! Posted: 18 Feb 2020 09:36 AM PST
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Posted: 18 Feb 2020 10:01 PM PST Hello my friends! Thanks to the kind support by my viewers on twitch.tv/noob_improove, I will organize an amateur tournament intended to be fun for everybody, regardless of your level of play. The tournament has a special handicap system, equalizing the chances of players with different skill levels. It's also quite fun to watch, stronger players need to complete a number of challenges, apart from playing the game. We have a $50 prize pool. There will be 8 participants in total, 3 spots are reserved for biggest contributors and a special invite, and 5 spots are going to be given to randomly selected viewers on the day of the tournament (10 pm PST, this Friday). My stream is quite small, so there is a big chance to get a spot! In order to participate, you need an active non-smurfing account on any of the servers, there are no more requirements. So if you want to participate or watch the show, please join the stream (twitch.tv/noob_improove) on 10 pm PST, this Friday (February 21). Hope to see you soon :) [link] [comments] | ||
Hypothesis: MULEs a bad idea early in the game Posted: 19 Feb 2020 12:37 AM PST TL;DR: In the first 6 minutes of a match it may be better to do supply drops rather than Mules both in terms of total return and liquidity. If you drop a MULE you get 220 minerals over 60 seconds (3.6 minerals per second). On the other hand, you could down extra supplies for an instant additional +8 to supply without having to invest 100 minerals in a depot. Which is best? Depots (which you will have to build at this stage of the game) costs 100 minerals and take 21 time units to build. The SCV will spend (let's say) a total of 10 time units moving to the build site then moving back to the mineral line, for a total of 31 time units not mining. SCV's mine (approximately) .65 minerals/second so you are missing out on ~20 minerals over that 31 time units. What if the player used the 100 mineral savings to start 2 more SCVs as soon as the supply drop hit (time unit 0) then used the savings and additional income to buy another SCV? Where would he be relative to a player who dropped a MULE and used that income to buy SCVs after time point 60? Here assumptions become important. Assume that Terran is on two bases and is not fully saturated on ether. Given that SCVs take 12 time units to build that means two additional SCVs mining for 48 seconds. After 25 time units they have accumulated another 30, which combined with the 20 extra mined earlier, to buy a third SCV. While it's building for 12 time units the first two mine another 14.4 (.6*12*2). Then all three of them mine for the remaining 11 time units collecting another 19.8 (.6*11*3) for a total minerals of 34.2 at the 60th time unit. This player also has 5 extra supply left over which priced at 12.5 minerals per (100 for a supply depot / 8 supply) is worth 62.5 minerals. At 60 time units the player who called down a supply drop has 3 more SCVs (150 value) 34.2 free minerals and 62.5 minerals of open supply cap. Or a total of 245.2 in mineral denominated value. Lets assume that the MULE player also invests all income in SCVs. After 14 time units the MULE has collected enough buy the first SCV which hit's the field 12 time units later (time unit 26). The second SCV is queued after two more time units (time unit 28). The Mule and the first SCV working together collect 50 minerals just as the second SCV pops. The player queued up a third SCV at the same time (time unit 40). The two SCVs and Mule can collect 50 minerals in 5 time units and que up a forth SCV on the second command center on time unit 45. The third SCV pops on time unit 52 and a 5th SCV is started on the first command center at the same time. The 4th is started on time unit 57. At time point 60 the MULE craps out, there is an SCV 4 time units from completion and 28.6 minerals in the bank. This player also has 5 points of supply deficit worth -62.5. This means it is very likely that somewhere in the middle of producing these SCV's he had to stop , pull one of them, and send it off to build a supply depot ( for 100 +20 minerals over 31 time units as detailed above). But even if we assume he was not interrupted with the need to build a supply depot, this player has 4.6 SCV's worth 230 + 28.6 in the bank - 62.5 of outstanding supply debt he will eventually needs to remedy. This gives a total value of only 196.1 minerals compared to the player who used the energy for a supply drop for a loss of 49.1 mineral denominated value at the end of the 60 time units. Further, it's worth noting that the supply drop gives the player most of the value (in the form of savings and open supply) at the start of the 60 where the MULE ramps up slowly over it's life. The liquidity (in both minerals and supply) to suddenly crank out two extra marines in the first ~8 minutes of the game should not be discounted. [link] [comments] | ||
Posted: 18 Feb 2020 11:59 PM PST The wording of the title might not serve to establish a good image but I figure I'd like to call it what it is. It's rather complicated. I have a passion for this game. There's something persistently pulling me towards the game while distancing me from it at the same time. I want to play, but something's stopping me. I think a part of me is constantly passing harsh judgments on myself and for every mistake I make in a game I get more and more frustrated. I don't know if it's the same with everybody I know it's irrational to dread losses since losing is just part of trying to improve, but I just can't get over it... can I have some positivity Also I understand that to maintain a certain level of proficiency or to improve, you need to invest a substantial amount of time, and that's daunting because I would think, do I get to play tomorrow? Do I get to play next weekend? Should I give up altogether so that I don't get stuck and hate myself for not improving? It's become a major hindrance. Sometimes I would just sit and think when time has been set aside for SC. [link] [comments] | ||
TY vs Scarlett / StarCraft 2 - IN-DEPTH #30a Posted: 18 Feb 2020 08:05 PM PST
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Scarlett and Brat_OK replaced by Dream and Zoun at IEM Katowice 2020 Posted: 18 Feb 2020 05:20 AM PST
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Toronto SC2 Social Event: Micro Tournament, Charades, Beast of the Hill Posted: 18 Feb 2020 10:33 AM PST
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Anyone else getting this error after patching to 4.11.4.78284? Posted: 18 Feb 2020 10:33 AM PST
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Posted: 18 Feb 2020 01:59 PM PST | ||
Larva and YSC next to each other Posted: 18 Feb 2020 04:49 AM PST
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Game just patched, no patch notes Posted: 18 Feb 2020 10:25 AM PST Does anyone know what the patch was for that just released? I'm on EU, but now If I try to load in it tells me client version missmatch. Patch version 4.11.4.78285 Did they just push the US patch to Eu ? [link] [comments] | ||
Posted: 18 Feb 2020 09:02 AM PST Starcraft: Brood War mapmakers gave up on Blizzard's StarEdit map editor a long time ago. They started adapting the assets to create a lot of map features that weren't originally available. Currently ScmDraft 2 is the most popular map editor for Brood War and Remastered. Here are some neat concepts that you may have seen in modern ladder and esports maps: Wide and north-facing ramps: Originally ramps were a set size and could only go down from north to south. This made it impossible for maps to be close to symmetrical. Tiles were patched together to create ramps that went down from south to north. These patched together ramps also allowed for ramps to be as wide as the mapmaker wanted. One of the big features patched into Starcraft Remastered after release was to add ramp assets that made for much better looking wide and north-facing ramps. Neutral buildings: Mapmakers started adding neutral buildings to serve as barriers much like rocks and debris in Starcraft II. They could block a path or the ideal position for an expansion forcing players to wait to make use of those spots until they had enough firepower to destroy the structures. Most mapmakers preferred to use campaign-only structures like Cerebrates, Psi-Disruptors, or Stasis Cells so the neutral structures were easily distinguished from player structures. But sometimes a standard structure would be used, most infamously a Command Center that could be infested by a Queen. Structures like neutral Creep Colonies and Hatcheries could also be used to start the map out with Creep meaning that Zerg structures could be buld on those spots but other races would have to destroy the structure and then wait for the Creep to vanish before building there. Stacked assets: Multiple of the same asset could be stacked into the same spot. You could have several of the same type of neutral structure blocking a path so you'd have to destroy all of the before moving a land unit through(splash attacks from units like Siege Tanks and Lurkers could help damage all the structures at once). Mineral patches could also be stacked for "Fastest Map Ever" maps so multiple workers could mine from the same spot. Invincible neutral structures and critters: Units and structures can have their health removed so they cannot be targeted or damaged. So you can have a structure that will always block a spot as well as critters that cannot be damaged or targeted by spells like Parasite. Mineral Walking spots: This is possible in the original editor but it's important that you can make some areas blocked to most ground units but not workers by putting a mineral patch on both sides of certain types of barriers. By harvesting the patch the worker will mineral-walk over. Neutral Lurker Eggs: Lurker Eggs can be used to block spots on the map until they are destroyed. Unlike structures, a worker can choose a Mineral patch and mineral-walk over the egg while other ground units can't. Lurker Eggs are small and also have very high armor which can make it take much longer for units with fast but weak attacks to eliminate them. Permanent Dark Swarms and Disruption Webs: Mapmakers can place permanent Dark Swarms to create an area where all ground units under it can't be damaged by ranged attacks(although they still suffer splash damage). Areas with permanent Disruption Webs prevent all ground units under them from being able to attack. Tricks with Vespene Geysers: This stuff probably was doable in the original editor but it's worth noting that mapmakers have learned to take advantage of the fact that Vespene Geysers, Assimilators, Refineries, and Extractors aren't all the same size. Assimilators count as being smaller than geysers so for instance two neutral Assimilators can create a small path between them that counts as being smaller if one is destroyed so only small units can go between them and the path is completely blocked if both are destroyed. Extractors count as being bigger than a geyser so you can have a geyser that is mostly covered by an indestructable neutral structure like Khaydarin Crystals and since an Extractor counts as poking out a tiny bit Zerg are the only race that can mine from the geyser. Sight Blockers: Mapmakers can add a type of tile that blocks ground units from seeing past it. Floor Trap: This is one I haven't seen before the current season of ASL. One of the floor turret traps from the installation missions can be used to make a tiny spot unbuildable. The trap is burrowed and doesn't pop up to attack so to destroy it you need detection. [link] [comments] | ||
Posted: 18 Feb 2020 08:52 PM PST
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Posted: 18 Feb 2020 12:05 PM PST
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Does anyone have a high resolution picture of iNcontroL? (For a shirt) Posted: 18 Feb 2020 12:22 PM PST So i'm going to make myself a shirt for remembering iNcontroL, and i was wondering if anyone have a good high resolution picture of him that i could use? Or a good source to find a picture? Current design But i would like to see what it'd look like with a picture of him instead. Appreciate any help i can get. [link] [comments] | ||
Is there a de-hotkey function other than de-selecting and re-hotkeying? Posted: 18 Feb 2020 11:54 PM PST It's annoying when this happens. It would be cool to just hold a key and click the think you wanna un hotkey. Also I'd kinda like to be able to unhotkey certain units from the all army button. [link] [comments] | ||
Posted: 18 Feb 2020 11:36 PM PST |
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