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The SC2Blog team has been having a blast playing the beta over the last two weeks, raking in hundreds of games as well as watching many high-level replays, video commentaries and live streams. After gaining some insight into the workings of the game as it is currently played, we have decided to present you with a few of the commonly used strategies in mid to high level of play for all three races. Since there’s a lot to say, we’ll separate the races into three posts, the first of which is dedicated to StarCraft 2’s psionic, photosynthesizing, warp (ab)using Protoss.


Protoss!

Chronozeal

This strategy dominated the early days of the beta and can still be seen quite often. It is simple to execute, fast to achieve and quite devastating – especially before the Chrono Boost nerf, the 10 point reduction in Zealot shields, and the 30% increase in Gateway build time made it a little less quick and easy. This strategy involves quickly getting 3 gates up while building one assimilator for gas. While constantly pumping out Zealots and Chrono Boosting the gates, a large group of them could be amassed rather quickly. The attack is best timed with the completion of Charge research, which greatly enhances the effectiveness of Zealots. Not only does it become impossible to dance around them, they also surround enemies very quickly since the added distance already attacking Zealots add is negated by the superspeed. The toughness and relatively high attack damage of Zealots make this one of the first winning strategies for the Protoss in the StarCraft 2 beta. Evolutions of this strategy involve adding a Sentry or two, helping the Zealots take less damage from ranged attacks or trapping enemies with the Force Field ability.

Counters:

  • Well-defended choke points
  • Mass Roach
  • Marine and Marauder balls with a couple of Hellions for flavor

Quick Colossus

Colossi lasering the field of battle

After players began exploring the game some more, many have found the awesome power of the Colossus to be too good to pass up in just about every match. Soon enough, Protoss players understood that the Colossus literally wipes the floor with just about any ground unit, and so, many now rush to get one out as soon as possible. The most common strategy involves getting a Zealot wall to be used as fodder along with a handful of Stalkers and Sentries, with the Colossus laying back and lasering everything in sight with its huge, sweeping beams of scorching death. The upgrade found in the Robotic Bay is a critical one, increasing the Colossus’ range of attack from 6 to 9. Most players seem to understand that despite its cost (200/200), this upgrade is more important than getting a second Colossus out. Indeed, upgraded Colossi are a mainstay unit for the Protoss: not only are they easy to use effectively, but with a little micro, positioning the Colossus so that the the beams inflict maximum damage or dancing with it up and down cliffs is extremely rewarding.

Counters:

  • Immortals, Void Rays
  • Banshees, Vikings, carefully handled Marauders with EMP support in the early game
  • All Zerg air units

Void rush

The Void Ray is a very unique unit with a distinct Protoss feel. Few tier 2 units in the game can inflict so much damage in such little time, and so it did not take long for Protoss players to abuse the potential of this unit. Requiring only the Cybernetic Core as a prerequisite and the Stargate to manufacture, the first 200/150 Void Ray can be brought to the field very quickly – especially with some help from Chrono Boost. Protoss players would quickly block off the entrance to their base, hopefully prohibiting the enemy from knowing what they’re up to, and then send 2-4 Void Rays to attack their unsuspecting enemy right inside their home.

Void Rays taking down Nexus even while being shot

The usual harassment at this point of the game focuses on the mineral line, but Void Ray rushers do not compromise for such petty means and go straight for the Town Hall. Players who lack any sort of anti-air will lose immediately, while others who can defend will spend the next few minutes losing various units and buildings to hit and run attacks while the Protoss player solidifies his economy and expands. Players who wish to use this strategy must make sure they possess the ability to micromanage these attention-requiring units, which are quite slow and not heavily armored, while also taking the time to take care of their economy and production.

Counters:

  • Stalkers with Sentry (Sentries are light and, with Guardian Shield, take little damage from Void Rays)
  • Mid-sized Marine groups
  • Hydralisks

Dark Templar harassment

Still alive for the most part, and as effective as ever, or more so – now that Overlords are not detectors anymore. StarCraft 2’s Warp-in mechanic allows Dark Templars to be summoned directly to expansions, proxy pylons and to the occasional Warp Prism, hitting where detection is lacking and where the dark ones are least expected. Players lacking detection or an observant eye on the battlefield will take heavy damage before stopping the sneaky, hard-hitting Templar.

Mothership

Before Yo Mommaship got so fat, it was quite the unit to aspire to and get out to the field as soon as possible. Not only did its devastating Vortex ability cost 75 energy units, allowing it to be cast in every battle easily – it was also a fighting beast itself. With 400/400 hp/shields, a powerful, rapid attack that could take down workers (sans SCVs) and Marines in a single shot, a base armor of two, and an insta Town Portal button, the Mothership was often seen patrolling the skies all by itself, looking for prey. What was the risk?

Later in the game, the Mothership carried the entire Protoss army (or just cruised around with an air force) under its cloaking veil, vortexing everything in its path and destroying the remnants. Fortunately for the enemies of the Protoss, the wide range of nerfs to the Mothership have reduced it to something resembling more of a powerful Arbiter than anything else.

Counters:

  • Sucked into a Vortex

Mothership so fat

What is the standard?

If one could point out a “solid” strategy, which does not either over-commit the player to a certain route nor expose him to a hard counter, it would be the standard Gateway/Robotics build.

A Healthy Protoss Mix

Zealots, Stalkers and Sentries are all availiable practically from the very beginning, and Immortals coupled with Observers provide the early-mid game Protoss player with enough tools to deal with most normal threats. Healthy scouting and pressure that can be applied via the early attainable army would often counter most cheese tactics and allow the Protoss player to force an end to the game right away or comfortably segue into late-game play.

The StarCraft 2 Beta is going at full speed. Thousands of players can be found online at any time of the day, testing their skill against each other, constantly improving and getting a better handle on the game. Many great games have already been played and released through replay files and YouTube videos, and this is just the beginning!

The first patch – of many to come, according to Chris Sigaty – has been released yesterday. Blizzard have been quick to assess the data and feedback gathered from the beta; the patch already introduces some balance changes among various bug fixes. Not only that, but some abilities have been completely removed from the game!

Here are the changes, followed by some clarification on their reasons.

TERRAN


Viking

The armor value for this unit in Fighter Mode has decreased from 1 to 0.
The damage done by this unit in Fighter Mode has changed from 6 (+8 armored) to 10 (+4 armored).

Reaper

The damage done from D-8 Charges has decreased from 40 to 30.
The delay between attacks for D-8 Charges has decreased from 2.5 to 1.8.

Orbital Command

The build time for this upgrade has decreased from 50 to 35.

PROTOSS


Observer

Gravitic Boosters: The cost of this research has decreased from 150 minerals and 150 vespene gas to 100 minerals and 100 vespene gas.

High Templar

Phase Shift: This ability has been removed from the game.
New ability: Feedback – Drains all energy from the target unit and causes damage equal to the amount of energy drained.

Colossus

The building pathing radius for this unit has decreased from .75 to .5625.

Mothership

Vortex: The energy cost of this ability has increased from 75 to 100.
Vortex: The target radius of this ability has decreased from 3.0 to 2.5.
Temporal Rift: This ability has been removed from the game.
Wormhole Transit: This ability has been removed from the game.
New ability: Mass Recall – Teleports all of the player’s units in the target area to the Mothership.

Nexus

Chrono Boost can no longer target allies.

Gateway

The build time of this building has increased from 50 to 65.

ZERG


Infestor

Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.
Neural Parasite: Functionality changed – The Infestor now channels this spell, which lasts 10 seconds or until the Infestor is destroyed. You can now target all units with this ability.

Terran Infestation: The ability’s energy cost has reduced from 50 to 25 and Infested Terrans now spawn 1 at a time.

BUG FIXES

Addressed an issue causing people to receive an “Internal Battle.net Error” message with their game client.

Muting your microphone will no longer cause your microphone to be turned off in the operating system once the program has exited.

Please note that the voice chat functionality has only partially been implemented. There are many known issues with voice chat that we expect to address in a future patch.

The “Medium” graphical settings were reconfigured to work better on appropriate machines. The video settings “auto-detect” functionality has been reset as a result.

Added a frame rate limiter to the game menus to prevent some graphics cards from running at higher frame rates than necessary.


The main change to the Terran has been the tweaking of the Reaper’s attack, making it less effective in hit and run attacks against buildings. A common tactic with the Reapers is to quickly move around an enemy base, switching between harassing (and sometimes completely decimating) worker lines and taking down the occasional Pylon or Supply Depot. With the decrease in damage per attack, and despite the overall increase in damage per time, the Reapers will now have to stop and dedicate their attack to a building in order to efficiently destroy it.

The Viking’s damage has been changed to allow the Terran to have a flying answer to the constant threat of the Zerg Mutalisk . Since they are light units, Mutalisks will now take 66% more damage from Vikings.

Vikings in Fighter mode

The only change to the Zerg was to the Infestor, the Zerg’s most advanced spell caster, and, unfortunately, quite an underwhelming unit according to feedback from all over the community. The new Fungal Growth ability might prove useful in Zerg mirror matches with its effect on burrowing, but the improved Neural Parasite spell will definitely come into use. Previously, this ability was limited to biological units, leaving out many of the potential threats to the Zerg unaffected. Now, and as seen in the third battle report, Neural Parasite will once more be able to take control of the super-dangerous, anti-swarm Colossus.

The most disappointing and “safest” item on the patch notes list is the Protoss Mothership. This end-game unit, which turned out to be both fun and highly effective to use in competitive gameplay, has been hit with the nerf-hammer, and might as well be renamed “Motherbiter“. Having its “Town Portal” ability removed means the Mothership is quite vulnerable considering its extremely slow speed (think Overlord), and its most deadly spell, the black-hole generating “Vortex”, has had its effect dialed down and its cost increased. Granted, the old Mothership was quite the powerhouse, perhaps indeed an overpowered one – but it’s a shame to see it stripped down of its distinctive abilities and tuned to the exact same characteristics of the Arbiter: Cloaking field, Recall, and Vortex, which is essentially Stasis Field with a cooler effect.

We, among many others, have been testing the voice system integrated into Battle.net 2.0 and the game, but without great success. Communications have been choppy and unclear compared to modern stand-alone solutions, and it was clear that this is an unfinished feature. While it’s obvious that Blizzard will eventually get it right, this is perhaps the most immature aspect of the recently launched gaming platform.

Calculation Still Wrong

One of the most important patch-related questions has finally been answered conclusively. Will replays from previous game versions remain viewable? Answer:

Old version replays? Yes please.

As has been mentioned before, different display aspect ratios provide slightly different gaming experiences, giving (and denying) a certain edge depending on one’s system setup. Check out this animated gif to get a clear idea about how StarCraft’s field of view adjusts to the gamers’ monitors.

StarCraft Screen Ratio animations

While Blizzard has claimed that the difference will be minor, the above illustration makes it clear that it is not. If you have a 4:3 or 5:4 aspect ratio monitor and you intend to play StarCraft competitively, it’s probably time to move on.

Moving on, the thirteenth Blizzcast has been released, and it’s beta all the way. Very interesting comments from the senior people in charge of StarCraft 2, Dustin Browder and Chris Sigaty, which we will highlight here.

  • Blizzard hopes to release a patch at least once a week, promising to react as much as on a daily basis.
  • How radical can changes get? Dustin Browder: “As much as necessary”.
  • Is it possible that units will be introduced or removed from the game? Dustin Browder: “Absolutely”.
  • The planned period for the beta was 3-5 months, but Blizzard is currently targeting 3 months.
  • The Galaxy editor will be release late in the beta with a “major content patch”. No information on what else this may include.
  • The developers believe that the beta and feedback they get from the community is critical to the game’s success.

Some select quotes:

So community, you guys, will be doing a lot of interfacing directly and sort of bubbling up the big points to us.

… if we discover something that is a fundamental mistake, absolutely we will add or cut as necessary to make this game as good as we possibly can by the time it ships.

There’s definitely areas where we’ll be watching, areas where we’re nervous, we’re pretty convinced that we may have made a terrible mistake but we’re going to keep watching and see what happens. So far, things that I am convinced must be broken have not yet proven to be so. This is largely I think because other units are overshadowing them and preventing them from being that powerful, right. As the community plays, we’ll see what they find to be truly powerful and then we’ll see what really shakes out of it.

What we’re really trying to do is get players to have some additional strategy and choices when it comes to their base building and their economy, right. We really want to push that part of the game. We want players to be able to choose which type of player do they want to be. Do I want to be a player who can maximize my economy but maybe is not quite as good at commanding my forces on the battlefield or am I a player who is really good at commanding my troops out on the front line but maybe I don’t focus as much on my economy or do I want to try to balance both together.

… for sure the main central focus of the beta is balance for us.

As we continue to cover the beta, up to date news items, interesting tidbits, replays and videos will be posted on our Official Facebook page. Do come visit us there or check out the feed at the upper right corner of this page.

Surprise Nydus attack!


The 46th Q&A session, featuring answers to questions submitted by fans, has been published on Battle.net by Karune, Blizzard’s RTS community manager. This batch starts with a Chat with Devs section, discussing the increased susceptibility to raid attacks in StarCraft 2:

Chat with Devs: StarCraft II is definitely evolving to be even more intense than the original StarCraft, with the increased mobility of units with cliff traversing abilities, as well as new transport abilities. In response, the development team has buffed up the Terran Planetary Fortress to have splash damage as well, which has proven to hold off decently against raids now, especially with your SCVs fixing the command center at a very high rate.

The Planetary Fortress, an upgrade to the standard Terran Command Center, will now be able to dispatch small raiding parties with relative ease – assuming, of course, these ever get into its weapons range. While the SCV resource line will likely be mostly protected, a significant portion of the base’s structures will probably still be exposed to enemy fire. As of now, the Command Center, when upgraded to a Fortress, cannot be lifted off and relocated.

Planetary Foretressation

Speaking of SCVs fixing at a high rate, and before we move on to the Q&A, a comment from Karune’s MiniMe, Cydra, is worth discussing:

In the current development stage, SCV’s Repair, Medivac’s Heal and Carrier’s Interceptor training can be autocasted.

Yes, you heard it right – The SCV’s repair ability can now be set to autocast. As we suggested a few ages ago, Terran players can now bring several SCVs along to every offensive bout, set their repair ability to be automatic, and enjoy their services hands-free. Here’s what we had to say back then:

SCVs should acquire an “auto-fix” toggle – allowing them to automatically fix units in a specified range, thus strengthening the presence of the Terran forces on the battlefield. This advantage is offset by the fact that repairs cost resources, and are not free, like for the Protoss and Zerg.

This move will greatly reduce the amount of micromanagement required – veterans of StarCraft 1 all know how frustrating it can get to fix all your bunched up fliers after a rough fight – and free up more time to engage in playing the game. The only problem here is that SCVs will essentially auto-”heal” mechanical units mid-fight, which might be somewhat overpowered. To compensate for that, a similar mechanism to the Protoss shield regeneration can be implemented, not allowing SCVs to fix units (but not buildings!) while they are taking damage.

With repair being autocast, SCV-only armies have started to surface and ravage the battlefields of StarCraft

Next, the Q&A:

1. In StarCraft II, will there be friendly fire?


Yes, friendly fire is still available in StarCraft II. You can take out cloaked units attacking your base by using friendly fire on your own unit and giving splash damage to cloaked enemy units, which has been executed by many players in the original StarCraft. For example, if you play Zerg, you can kill Dark Templar attacking your Hatchery, by targeting your Banelings to attack your Hatchery near the invading Dark Templar.

We believe the question was about receiving friendly fire while attacking the enemy. In that case, currently, only the Siege Tank can damage friendly units when in Siege mode. Banelings, on the other hand, will not harm friendly units unless targetted directly.

2. Trilogy is Beginning, mid and end, or is it the same story told from three points of view?

The stories will be sequential. The Zerg story will begin from the end of the Terran story, and Protoss story will begin from the end of the Zerg story.

3. Are there any special animations for units which are standing around doing nothing for a long time?

There will be multiple animations for units which are idle.

4. What is the optimum procedure for the new gas mechanic? Should a player mine both gases at the same time and cycle the inactive workers (when the geyser goes down) to the minerals? Or should a player mine only one geyser and alternate the workers between the two?



It totally depends on what your strategy is in the game. For example, you can mine two at the same time and double up your gas supply to build up certain armies or tech up very quickly. Or if you need more continuous and stable gas supply for your strategy, you can switch off your workers between the two gases with your micro-controls.

The gas mechanism, as it is currently implemented, is a cause for both anger and confusion for most players who’ve had a chance to experience it. While it’s clear that Blizzard intended to expand on the available options for gas management, as laid out above, we suspect the current execution won’t last long.

5. What Protoss unit is now the best option to counter mass enemy air units? The Phoenix lost its overload ability which was really the only Protoss splash damage option other than Psi Storm.


Against Zerg’s mass air units like Mutalisks, Archons and Psi Storm are still the best counters. Against Terran’s mass air units like Vikings and Banshees, Protoss can still use Phoenixes and focus fire. Vikings currently do additional damage to large ships, rather than light armor.

6. What kind of damage do spells deal? Is there a type “Spell” or don’t they have any specific attack type?


There isn’t a specific “spell” type of damage, but some do additional damage to current types already in the game. For example, Ghost’s Psi Round deals an additional 40 damage to Psionic units. There are ‘special’ cases though as well, seen when Psi Storms instantly kill Hallucinations and when a Yamato Cannon will not activate an Immortal’s hardened shields. “Spells” also ignore armor, as well as the Immortal shields.

Blizzard, as many of its developers are quick to state, does not like “special” cases in its games – it usually takes an extreme case to create an exception for any rule. The Battlecrusier’s Yamato Cannon is one – this is an ability meant to take out most units and even some buildings with a single hit, and it would not make sense for Immortals to shrug it off. However, it’s not entirely clear why Psi Storms instantly kill Hallucinations.

As in StarCraft 1, damaging abilities will completely ignore all types of armor, but unlike the Nuke, the Yamato Cannon will now also not be affected by the Immortal’s hardened shields.

Karune, Blizzard’s RTS community manager, has been sprinkling various bits of information about StarCraft 2 on a select few threads on Battle.net. Karune provides his take on several new gameplay mechanics and changes to existing units and reveals some new data on them.

First up, some more information about the new Nydus Worm transportation mechanic, which we have also brought up for discussion.

The worm is no longer underground and moveable. It is a spawned unit that acts as a exit/entrance to the network.

Since the Worm no longer travels to its destination, it can not be intercepted on the way. However, it is not invulnerable – the enemies of the Zerg will still have a chance to kill it before it starts hurling Zerglings at their base.

Yes, you can see and attack the Nydus Worm before it becomes fully built. The visual graphics of this are not totally complete yet.

Next up, Karune talks about two of the Terran’s new units – The Reaper and the Marauder – and their roles on the battlefield.

Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Reapers, which have bonus damage against light-type units, are currently the best economy raiders in the game – being able to jump into the enemy base, dispense with its workers, and plant some explosives for extra measure. Aside from that, they are also quite capable against all other light units, including the basic units for the others races – Zerglings and Zealots. However, they are very lightly armored – meaning that efficient usage might require quite a lot of dancing.

Reapers on their way to another raid

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen.

Marauders are now found in almost every Terran build. The slowing effect of their attack is beneficial when coupled with the ranged Marines against the other two races’ melee units. In the later parts of the game, the Marauders’ bonus attack against armored units keep them viable. They are especially important against the Zerg Roach, which quickly regenerates and shrugs off damage, as they can focus their anti-armor attack and squash it before the Roach has a chance to recover.

Marauders

Karune answers a question about Stargates and the option of upgrading them to Warp Gates, like Gateways.

Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP!

Next, a discussion about abilities which may or may not make it into the game:

The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

The Nullifier’s chain-lightning like ability, the Molecular Disruptor, joins his other two abilities – Hallucination and Force Field. This one looks a little out of place for the relatively “peaceful” caster, which has so far only passively affected battle situations with its abilities. The mechanic of only jumping between alike units feels a bit tacked on, not having any real use in any fight.

Nullifier

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it’s radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself.

The Seismic Thumper, an ability designed for the Nighthawk, will only appear in the single player portion of the game. An interesting idea for an ability that fits the Nighthawk’s role, it is currently out of the game, replaced by another new ability, Targeting Drone:

The Targeting Drone is similar to the Auto Turret in the fact that it does not have a timed life. It currently costs 50 energy to deploy and has 120 hitpoints (all subject to balance of course). The Targeting Drone can target one unit at a time, and increases the damage that unit takes by 50%. You cannot have two drones targeting the same target. These drones are also flying, stealthed, and immobile. They may excellent perimeter defenses and can be coupled with Auto Turret raids to maximize the damage.

With the addition of this ability, the Nighthawk has truly become the master of defense for the Terran, able to deploy Auto-Turrets, Spider Mines and now Targeting Drones. Coupled with its detection capabilities, this is a unit that will accompany Terran armies into many confrontations, scouting ahead of the main force and preparing preliminary defenses until the heavy gear is deployed.  Aside from that, it will certainly be useful for quickly setting up a defense perimeter around any new expansion. This is a great defensive addition to the Terran, which, in StarCraft 1, had no standalone defensive structure they could rely on for protection against ground forces.

However, since all of the Nighthawk’s deployables are energy based and permanent, a limit will likely be imposed on the number of concurrently deployed abilities to prevent abuse. Perhaps, like the old Protoss Reaver, it will have to pay to manufacture some of them first.

Nighthawk gang

Finally, Karune discusses the Colossus‘ role in detail. The Colossus, which used to be extremely powerful as an individual unit in the previous builds, has been toned down somewhat and now has a more defined place on the battlefield.

In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus.

The Colossus has changed from the powerful assault unit it once was into more of an attack support unit. It will function best when it utilizes its extreme range upgrade (9) to target distant enemies from the safety of cliffs, or behind other, cheaper and more expandable units so it can inflict its AoE damage and soften up targets.

Some concerns were raised about the mechanism of the attack, which sweeps across in a line in front of the Colossus. The area of effect is very dependent on the position of the Colossus, and the timing of the animation also raised some questions. Here’s what Karune had to say:

Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

THREE Colossi is the only way to roll

Lastly, Karune reveals an interesting piece of information about Blizzard’s plans for competitive play:

The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree.

StarCraft 2 has intergrated many mechanics which depend on cliffs and height differences. This is something that differentiates it from StarCraft 1 in a great way and adds more complexity to the game. Aside from units, like the Colossus, which can traverse these heights naturally, the line-of-sight changes add to the importance of utilizing cliffs intelligently. It’s no surprise that Blizzard will want to see these new additions in maps designed for balanced, competitive gameplay.

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