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Post by trog @ 12:53pm 25/09/10 | 47 Comments
The anticipated v1.1 patch for StarCraft 2 has landed; the in-game updater will obviously get you upgraded but you can also download the manual patch now locally from AusGamers (~130MB).

There's an extensive changelog (all available on our download page), but the major change is that Australians can now join the US region to play against our American brethren (though note all your achievements and Battle.net stuff will be reset for the new region). There's a lot of balance changes; what's the verdict on them?



starcraft 2





Latest Comments
Tollaz0r!
Posted 01:06pm 25/9/10

Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.


Sweet, that was pretty annoying. Hope the same applies to vikings also.
TicMan
Posted 01:07pm 25/9/10
I've played played a half dozen games since the patch and haven't really noticed the balance changes too much. I've only just finished my 5 placement games for NA 1v1 and so far they seem a bit easier than SEA games .. in 2 of the games I just dominated while the other guy stuck to the one build (muta/ling for one and MM for the other game).

Strangest game was one guy doing a standard MM ball rush to get through my defenses after his 3rd attempt but didn't notice my expansion going up with a metric ass load of marines being pumped out (I had no gas but heaps of minerals). He notices it, loses a bunch of units then says the game is boring and quits .. !@?
kirkoswald
Posted 06:45pm 25/9/10
ive noticed the tank nerf... and increased build time on a number of units

All in all id say, good patch
Tollaz0r!
Posted 07:13pm 25/9/10
I also noticed the tank nerf. :(
CHUB
Posted 07:25pm 25/9/10
Ro16 Day 1 of the GSL was yesterday.

1 Zerg (Cool/A Fruit Dealer) through to the Top 8, 1 more (CheckPrime) to play.

It's still very evident that zerg are still vastly underpowered, especially against terran. Both of Cool's games were won via mass Ultralisk lategame with pure macro and skill, oGSTop played like complete s*** and still nearly took the series.

Something needs to be done with Mauraders/MMM and 4gate specifically or Zerg needs a massive early/mid game buff because it's nearly comical how stupid the pro scene is atm.

It took them 10 years to get balance in Brood War, but with the GSL offering up intial prizes like $87,000 for 1st place, it's pretty sad to see all the top Zerg programers get raped.

A 13 year old Korean Terran beat one of the Zerg favourites, a brood war progamer, in the very first round :S

Patch is a positive but it's still quite unbalanced.

last edited by CHUB at 19:25:07 25/Sep/10
d^
Posted 12:57am 26/9/10
Thanks needed this and it takes 90000000000000 years to download from bnet.
rawb
Posted 03:48am 26/9/10
This just solidifies the terran triple m attack to more than just initial rush but to mid game too....
kirkoswald
Posted 09:03am 26/9/10
Wooooooooooooooooo SC2 yeah alot more mico needed for MM but u CAN counter it :)
dais
Posted 10:19am 26/9/10
The mid game counter for MMM is psi-storm b******! Absolutely smashes 'em.

I reckon more Zerg need to learn how to use Infestors, a group of them own the meatball with fungal growth. Essential in ZvT.
Deegee
Posted 04:03pm 26/9/10
anyone else having troubles with continuing their single player after the patch?
Twisted
Posted 04:04pm 26/9/10
To beat MMM. Speedlings + banelings + mutas. Tears it down. Even with siege tanks and/or thors.
kirkoswald
Posted 05:15pm 26/9/10
thats quite the mix mr twiseted , but as i said , micro.
trog
Posted 05:58pm 26/9/10
To beat MMM. Speedlings + banelings + mutas. Tears it down. Even with siege tanks and/or thors.
that always smokes me. What's a good way to defend against banelings if you're terran?
CHUB
Posted 06:00pm 26/9/10
Tanks/thor/hellions.
TicMan
Posted 06:03pm 26/9/10
Mech units seem to be the best approach for Zerg .. well I always end up going into that rather than anything else and then mid-late game bring in some air units.
StrangeRash
Posted 07:00pm 26/9/10
man i love coop

there's something about a mad zergling counter against the computer that has me hooked
kirkoswald
Posted 09:51pm 26/9/10
coop... lame
travdawg
Posted 09:32am 27/9/10
trog: banelings = maurader with concussive shot upgrade, micro your army, profit
trog
Posted 09:35am 27/9/10
trog: banelings = maurader with concussive shot upgrade, micro your army, profit
I don't have the micro skillz yet to be able to do that :( One strat that works really well against me in early game (as terran) is when they get a small group of zergs and a bunch of banelings - smash down my wall and the zergs run in and smoke what little few units I have then game over
CHUB
Posted 09:44am 27/9/10
I don't have the micro skillz yet to be able to do that :( One strat that works really well against me in early game (as terran) is when they get a small group of zergs and a bunch of banelings - smash down my wall and the zergs run in and smoke what little few units I have then game over
You just need to scout and have intel to counter this strat.

If you know they're doing a baneling bust, build your wall with 2 rax or 1 rax/1 fact instead of having a weak point with supply depots/addons/bunkers.

Hellions are the hard counter to zergling/banelings.


last edited by CHUB at 09:44:13 27/Sep/10
TicMan
Posted 10:42am 27/9/10
I saw a guy use this the other day as an opening build and thought it was pretty neat - it was to combat against zergling rush then baneling rush.

Build the usual 2 supply depot + barracks and some marines to hold off the initial zergling rush, build another barracks behind and a factory as another wall. Once they are finished lift up the first barracks, place down next to the new one & factory and lower your supply depots. This will create a new wall of barracks & factories that you should withstand some banelings. Try to pump out a siege tank as well and put that into position.

I don't know how often it would work but seemed pretty good in the replay.
Hogfather
Posted 10:58am 27/9/10
Yeh need to evolve your wall if you see / suspect banelings while teching to tanks. Depots are too weak, use production buildings / exgo bay.

Banelings are still quite puny and a couple of tanks will stop any bust short.

Note: I know I suck so no need to point out all my s***** mistakes, its just a tourney replay I had handy of a bust that held in a team game. It was pre-1.1 but tanks should still annihilate banelings as they one-shot them.
TicMan
Posted 11:10am 27/9/10
I've even been tempted to replace my wall with a planetary fortress and have SCVs ready to repair :D

On most maps it would block it completely so you'll need some depots or a barracks but it's a huge mineral investment and you'll be left with a small army .. although if they attack with a bunch of banelings and zerglings and you hold it off you probably only need a few hellions to go bust up their mineral line.
Houtman
Posted 11:36am 27/9/10
FYI - At Diamond level

Proxy reapers, zealots.. the patch made 0 change to this strat

A few extra seconds.. meh.. makes no difference at all lol

maybe to newer players who don't know the build as well ..

5 rax reaper is still lol .. i don't really see the nerf
trog
Posted 12:14pm 27/9/10
what is 'rax'? :/
CHUB
Posted 12:19pm 27/9/10
Barracks trog ;)

I've even been tempted to replace my wall with a planetary fortress and have SCVs ready to repair :D


Never PF on 1 base, pretty much a nail in the coffin.

Very rarely, if ever, should people PF on their natural (2nd) expo. It's pretty much accepted knowledge to only PF on your 3rd expo (be it normal or gold).

If you do happen to PF your natural expo, it's recommended to build a third CC in your main base to get a second orbital so you have double MULES.

last edited by CHUB at 12:19:32 27/Sep/10
Hogfather
Posted 12:27pm 27/9/10
That's true in 1v1 pretty much CHUB, but in team games (especially 3v3 and 4v4) depending on the map a PF on your natural is almost a must have. Had some great games recently where 2-3 armies have ground themselves into dust trying to take my PF :D

Also I like to set SCVs to auto-repair so that I can ctrl click them and just slap 'stop' whenever your base is threatened. Letting the AI decide what needs repairing works better than managing the little buggers yourself, and its great for annihilating mutas on your mineral line with only a few towers - the SCVs do a pretty good job of repairing each other and keeping the towers up.

Also PF when you take the gold. Always :)
CHUB
Posted 12:33pm 27/9/10
Oh yeah, I'm 1 vs 1 only and an avid e-sport follower so anything I say doesn't relate to team games.

PF on your natural in team games sounds like a smart move.
trog
Posted 12:35pm 27/9/10
Also I like to set SCVs to auto-repair so that I can ctrl click them and just slap 'stop' w
WHAT THE F*** there's autorepair!@#!@# man I am a newb
Hogfather
Posted 12:41pm 27/9/10
Yeh when you push out with mech be sure to bring some SCVs on auto repair :)
TicMan
Posted 01:17pm 27/9/10
Never PF on 1 base, pretty much a nail in the coffin.


I meant build a second CC & convert to PF at the choke point, my first CC always goes orbital for scanning & MULEs but I always end up putting my expansions as a PF and never seem to struggle with minerals. Setting the SCVs to repair the CC while it's under attack has swung the game my way more often than not.

One of my last games I ended up with about 8500 minerals banked and could not spend them any faster :( I was supply capped, had about 4 expansions up with 3 still mining and short of dropping mass barracks everywhere I couldn't dump that money.
Houtman
Posted 03:06pm 27/9/10
LOL Trog

But it did take me a month to know u can make mules land on your minerals ... i always waited for them.. spammed F1 so they would mine .. haha :(

I still think bunker rushing in 1v1 is the easiest way to win .... sooo easy.. run a few SCV.. 1 behind there mineral.. the other next to rax... went 15-0 on NA server in just a few hours... but they are horrible
trog
Posted 03:23pm 27/9/10
I also just learned (watching some replays at lunch) that tech bays and reactors are interchangable between factors, barracks and space ports. FML
paveway
Posted 03:24pm 27/9/10
haha trog even I knew there was auto repair :p
ctd
Posted 03:57pm 27/9/10
What other stuff can you auto-cast? repair, interceptors?
CHUB
Posted 05:07pm 27/9/10
Baneling unburrow has autocast but isn't always the best option.
Hogfather
Posted 11:17pm 27/9/10
This thread is now about sc2 tricks!

- you can prevent SCVs from repairing a PF with a few well placed force-fields.
Tollaz0r!
Posted 06:42am 28/9/10
I too didn't know about auto-repair. Damn it.
TicMan
Posted 10:01am 28/9/10
I'm struggling to beat a Terran ball of MM and only manage to hold it off maybe 50/50. Even with a bunker and some siege tanks down the guy just rolled on through my defenses - I managed to fend that off but he pumped out another mass that he came back a minute later even though I was harassing his mineral line with Banshees.

Any tips?
Hogfather
Posted 10:33am 28/9/10
Yeh its kind of bizarre but the Siege Tank nerf will probably hurt other Terran players more than vs the other races - Marauders were always reasonable-ish versus Tanks anyway. A few tanks are not going to save the day vs the MMM ball anymore, you'll need 30-40% more I reckon to lay down le smack on a good sized bioball. Maybe go hard mech and get some vultures instead of rines.

The answer is probably just to have built more s*** now in TvT rather than a unit composition / counter thing. Happy to look at a replay though.
Houtman
Posted 10:58am 28/9/10
It's pretty easy , most terran players dont bother to upgrade there MMM.. so upgrade.. and pew pew
Hogfather
Posted 11:17am 28/9/10
It's pretty easy , most terran players dont bother to upgrade there MMM.. so upgrade.. and pew pew

Or they get to 1-1 and stop because adding an armory is HARD
TicMan
Posted 12:17pm 28/9/10
It seems that there's been a ninja patch over night to 1.1.1.1 but I can't find any patch notes.
trog
Posted 05:29pm 28/9/10
yeh same, its giving me the 1.1 patch notes. Lame!
Houtman
Posted 11:30am 29/9/10
was mainly just fixing a few bugs, and a big replay bug fix which was causing lagzor

does anyone know if they are going to open up the Tai servers etc for us eventually? Or just SEA / NA ?

I was told by a few mates in Tai they can only play there as well...

Whats with all the stupid limits!
kos
Posted 01:51pm 29/9/10
I also just learned (watching some replays at lunch) that tech bays and reactors are interchangable between factors, barracks and space ports. FML

lol trog we're all always learning, I've been playing at Platinum level and only learned about auto-repair from this thread, and better still only just learned that you can salvage bunkers for a refund! (though I probably never knew this because I never use bunkers, but may more now!)

Haven't even started on the other 2 races yet...

Edit: also, v1.1.1 changes below:
* Fixed an issue where Ultralisk cleave range was being unintentionally extended by larger targets.
* Fixed an issue where the Phoenix's Graviton Beam was automatically canceled if you used it just after the Phoenix reached 50 energy.
* Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering.
* Fixed an issue where players watching older replays or saved games would experience stuttering.
* Fixed an issue where some Mac users were unable to join games properly.
Draxy
Posted 11:28am 01/10/10
Hey Trog, if you want some help I've been collecting guides and replays and posting them on my website. There are a few Terran guides there that should help you out with the different match ups. Some of the guides are more bronze-gold league friendly too and have videos showing how to do stuff. Check it out and let me know if you need help with anything specific and I will try to post some help on it.

www.sc2live.com
PS. You dont have to have an account to read the guides.
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