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	<title>SC2 Blog &#187; Beta</title>
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	<link>http://www.sc2blog.com</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>StarCraft 2 Beta Coming To an End With Patch #18</title>
		<link>http://www.sc2blog.com/2010/07/19/starcraft-2-beta-coming-to-an-end-with-patch-18/</link>
		<comments>http://www.sc2blog.com/2010/07/19/starcraft-2-beta-coming-to-an-end-with-patch-18/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 12:01:40 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4252</guid>
		<description><![CDATA[Blizzard has released what will probably end up being the last StarCraft 2 Beta Patch ever  - patch 18. With no drastic adjustments, containing only minor bug fixes, it seems the development team is content with StarCraft 2&#8242;s current gameplay state and race balance. General -The Mac StarCraft II Editor is now available! Bug Fixes [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard has released what will probably end up being the last StarCraft 2 Beta Patch ever  - patch 18. With no drastic adjustments, containing only minor bug fixes, it seems the development team is content with StarCraft 2&#8242;s current gameplay state and race balance.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/07/LastPatch.jpg"><img class="aligncenter size-full wp-image-4253" title="Last StarCraft 2 Beta Patch Ever" src="http://www.sc2blog.com/wp-content/uploads/2010/07/LastPatch.jpg" alt="Last StarCraft 2 Beta Patch Ever" width="603" height="353" /></a></p>
<blockquote><p><strong>General</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> -The Mac StarCraft II Editor is now available!</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><strong>Bug Fixes</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> &#8211; Burrowed Ultralisks now have the correct 500 hit points while burrowed.<br />
- Fixed an issue where custom maps utilizing custom loading screens could cause players to lag or be dropped from Battle.net.<br />
- Fixed an issue during replays when rewinding could cause the replay to desync.<br />
- Fixed an issue with in-game menus causing performance issues.</span></p></blockquote>
<p>An official announcement regarding the <a href="http://beta-us.battle.net/sc2/en/blog/22209#blog">beta ending time has been released</a>: it&#8217;s due to shut down today, July 19.</p>
<blockquote><p><span style="color: #00ccff;">We would like to thank everyone who has participated in the StarCraft II: Wings of Liberty beta test. You&#8217;ve done an admirable job of testing, and we greatly appreciate all of the feedback you provided during this critical phase of development. It&#8217;s been a lot of fun; however, all good things must come to an end.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><span style="color: #00ccff;">In preparation for the launch of the game on Tuesday, July 27, the beta servers will be brought offline by Monday, July 19. At that time, all beta accounts and character information will be reset and the ability to create forum posts and comments on the StarCraft II: Wings of Liberty website will be unavailable until launch.  In the meantime, we still encourage everyone to stay tuned to the website for exciting news and updates regarding the upcoming release.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><span style="color: #00ccff;">Thank you again for your participation, and we&#8217;ll see you soon on Battle.net!</span></p></blockquote>
<p>Enjoy the last hours of beta play, and brace for the full release on July 27!
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		<item>
		<title>StarCraft 2 Beta Phase 2 Begins, Brings Patch #16</title>
		<link>http://www.sc2blog.com/2010/07/08/starcraft-2-beta-phase-2-begins-brings-patch-16/</link>
		<comments>http://www.sc2blog.com/2010/07/08/starcraft-2-beta-phase-2-begins-brings-patch-16/#comments</comments>
		<pubDate>Thu, 08 Jul 2010 13:51:00 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4203</guid>
		<description><![CDATA[After one long month of hiatus, the StarCraft 2 beta returns in full force. This phase will last for 11 days, until the 19th of July. Here&#8217;s the official word: The second phase of the StarCraft II: Wings of Liberty beta test is now underway. We&#8217;re delighted to invite you back to the battlefield and [...]]]></description>
			<content:encoded><![CDATA[<p>After one long month of hiatus, the StarCraft 2 beta returns in full force. This phase will last for 11 days, until the 19th of July. Here&#8217;s the <a href="http://forums.battle.net/thread.html?topicId=25626351010" target="_blank">official word</a>:</p>
<blockquote><p><span style="color: #00ccff;">T</span><span style="color: #00ccff;">he second phase of the StarCraft II: Wings of Liberty beta test is now underway. We&#8217;re delighted to invite you back to the battlefield and hope that you will join us through July 19 for more terran, protoss, and zerg action.</span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><span style="color: #000000;"> </span><br />
</span></p>
<p><span style="color: #00ccff;">As stated previously, all data from beta phase one has been reset. This includes characters, match history, ladder rankings, and achievements. Beta participants will therefore need to recreate their characters and, if joining matchmaking games, complete a new series of placement matches.</span></p>
<p style="text-align: center;"><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><span style="color: #00ccff;">We thank you for all the feedback you provided during phase one and are excited to hear about more of your experiences in phase two. Welcome back to beta, and we&#8217;ll see you on Battle.net!</span></p></blockquote>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/07/StarCraft-2-beta-Patch-16.png"><img class="aligncenter size-full wp-image-4204" title="StarCraft 2 Beta Patch 16" src="http://www.sc2blog.com/wp-content/uploads/2010/07/StarCraft-2-beta-Patch-16.png" alt="" width="615" height="358" /></a></p>
<p>Patch 16 was released along with the restarting of the beta, bringing with it a few relatively minor changes and some more undocumented ones.</p>
<blockquote><p><span style="text-decoration: underline;"><strong>GENERAL</strong></span></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><span style="color: #00ccff;">Rally points now behave as a move command, instead of an attack move command.<br />
Enabled the ability to manually add a StarCraft II character friend using the player&#8217;s character code. Character code is a server-assigned numerical code that is displayed within the Add Friend panel.<br />
Battle.net Achievements &amp; Rewards have been updated.<br />
All Quick Match modes are now available: 1v1, 2v2, 3v3, 4v4, and Free For All.<br />
All A.I. difficulties are now available for play.<br />
Cooperative matchmaking versus A.I. players is now available as a play mode.<br />
Enabled cross-game social features between World of Warcraft and StarCraft II.</span></p></blockquote>
<p>The rally point change is the big news of this section. Previously, units rallied out of production buildings would automatically attack all enemy units in their way, often nullifying themselves immediately because they would meet with larger forces. This would frequently make rallying useless, since each new unit had to be handled anyway. Instead, units will now move to where they&#8217;re told to go, ignoring enemy units.</p>
<blockquote><p><span style="text-decoration: underline;"><strong>ZERG</strong></span></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><strong>Infestor</strong></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><span style="color: #00ccff;">Frenzy spell removed.<br />
Infested Terran spell added.</span></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><strong>Overseer</strong></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><span style="color: #00ccff;">Infested Terran spell removed.</span></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><strong>Ultralisk</strong></p>
<p><span style="color: #00ccff;"><span style="color: #000000;"><br />
</span></span></p>
<p><span style="color: #00ccff;">Now immune to stuns and mind control.</span></p></blockquote>
<p>Continuing the trend from the <a href="http://www.sc2blog.com/2010/06/02/starcraft-2-beta-patch-14-zerg-tuned-up/" target="_blank">recent patches</a>, the Ultralisk has received another buff. Along with the speed upgrade and the ability to ignore the Protoss Sentry&#8217;s Force Fields, <strong>Blizzard is certainly gearing the Ultralisk to be an unstoppable juggernaut</strong> &#8211; just like its design implies. It will be interesting to see if this latest buff will be enough for this purpose.</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/07/ss76-hires.jpg"><img class="aligncenter size-large wp-image-4209" title="An Ultralisk leads the Zerg swarm" src="http://www.sc2blog.com/wp-content/uploads/2010/07/ss76-hires-1024x819.jpg" alt="" width="615" height="491" /></a></p>
<p>A few other undocumented changes have already been spotted in the new phase of the beta, both for the interface and the game itself. We&#8217;ve gathered a list of changes:</p>
<p><span style="text-decoration: underline;"><strong>GENERAL</strong></span></p>
<ul>
<li>All menu sound effects changed</li>
<li>Many changes to all races sound effects</li>
<li>Changed graphics settings, removed highest level of shaders</li>
<li>Engine performenace optimized (not confirmed)</li>
<li>&#8220;Beta&#8221; removed from title screen</li>
<li>New music added</li>
<li>StarCraft installation directory drops from 10gb to 3.5gb as the patch deletes all previous versions</li>
<li><span style="text-decoration: line-through;">Only 2 placement matches are required (down from 5 before and 10 at the start of the beta)</span> A display bug incorrectly shows that only 2 placement matches are required while 5 are needed in effect</li>
<li>Xel&#8217;naga towers now look like eyes on the minimap</li>
</ul>
<p><span style="text-decoration: underline;"><strong>GAMEPLAY</strong></span></p>
<ul>
<li>Tabbed browsing through production buildings has been removed. Instead, units are assigned to the most efficient building. Early reports inform about many issues with this.</li>
<li>Neural Parasite is no longer unlimited, lasts about 12 seconds</li>
<li>Infested Terrans last 30 seconds (from 20)</li>
<li>Infested Terran can be cast while the Infestor is burrowed</li>
<li>Roaches can no longer move under Force Fields while burrowed</li>
<li>Stalkers can no longer blink over &#8220;unpathable&#8221; terrain, meaning no more blinks across islands</li>
</ul>
<p>Time to hit the servers!</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 447px; width: 1px; height: 1px;">Rally points now behave as a move command, instead of an attack move command.<br />
Enabled the ability to manually add a StarCraft II character friend using the player&#8217;s character code. Character code is a server-assigned numerical code that is displayed within the Add Friend panel.<br />
Battle.net Achievements &amp; Rewards have been updated.<br />
All Quick Match modes are now available: 1v1, 2v2, 3v3, 4v4, and Free For All.<br />
All A.I. difficulties are now available for play.<br />
Cooperative matchmaking versus A.I. players is now available as a play mode.<br />
Enabled cross-game social features between World of Warcraft and StarCraft II.</div>
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		<title>Pre-Launch Social, Regional and Pricing Concerns Addressed</title>
		<link>http://www.sc2blog.com/2010/07/06/pre-launch-social-regional-and-pricing-concerns-addressed/</link>
		<comments>http://www.sc2blog.com/2010/07/06/pre-launch-social-regional-and-pricing-concerns-addressed/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 20:54:43 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4162</guid>
		<description><![CDATA[With just 20 days left until the much anticipated StarCraft 2 gold launch and a massive promotion campaign underway, Blizzard faces a mounting barrage of concerns over Battle.net 2.0&#8242;s social and regional features. However, in a fashion not entirely typical of a software development company, Blizzard has responded firmly and directly to these concerns, making [...]]]></description>
			<content:encoded><![CDATA[<p>With just 20 days left until the much anticipated StarCraft 2 gold launch and a <a href="http://us.starcraft2.com/dominion/">massive promotion campaign underway</a>, Blizzard faces a mounting barrage of concerns over Battle.net 2.0&#8242;s social and regional features. However, in a fashion not entirely typical of a software development company, Blizzard has responded firmly and directly to these concerns, making official statements about the future features of the platform.</p>
<p>Arguably the biggest concern, seen on the Battle.net forums on a day-to-day basis, was the lack of chat channels during the beta and Blizzard&#8217;s stance on the issue throughout StarCraft 2&#8242;s development. <span style="color: #00ccff;">Kapeselus </span>of Blizzard&#8217;s Europe RTS community team <a href="http://forums.battle.net/thread.html?topicId=25399622869&amp;sid=3000">has recently addressed the issue</a>, and much to the community&#8217;s delight, we should be expecting chat channels patched soon after StarCraft 2&#8242;s release on July 27.</p>
<blockquote><p><span style="color: #00ccff;"> <span style="color: #00ccff;"><span style="color: #ff6600;">There will definitely be &#8220;chat channels&#8221; coming</span> in one of the patches after the release. The system will be based around groups, where you will be able to join public channels that are based around your interests, which can be virtually anything.</span> Also the system will include private chat channels (in plans for release in the first few months after the release), where you will be able to meet with your friends.</span></p></blockquote>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/07/classicchat.jpg"><img class="aligncenter size-full wp-image-4185" title="Classic Chat Interface" src="http://www.sc2blog.com/wp-content/uploads/2010/07/classicchat.jpg" alt="Classic Chat Interface" width="600" height="450" /></a></p>
<p><strong>Unique identifiers will be making a return</strong>. However, players will no longer be able to select their own .XXXXX suffix &#8211; those will be auto-generated by Battle.net upon account creation, making impersonation quite stupid and expensive.</p>
<blockquote><p><span style="color: #00ccff;">As for identifiers they are returning for the second phase of the beta. The previous system did not work as intended to some degree and based on </span><span style="color: #00ccff;">feedback</span><span style="color: #00ccff;"> received the developers decided to implement a variation of this, which is going to attach character codes. These will be three digit numbers added to your nickname and they will be seen in the UI screens. Thanks to this you will be able to add friends manually, just like previously with identifiers. On top of that you can still add friends using all other methods (using the score screen or RealID).</span></p></blockquote>
<blockquote><p><span style="color: #00ccff;"><span style="color: #ff6600;">The number will be automatically generated</span>. Please keep in mind that you won&#8217;t be able to see this code everywhere, but only on certain screens. (i.e. it won&#8217;t get in the way and it won&#8217;t ruin the &#8220;look&#8221; of your nickname, don&#8217;t worry! )</span></p></blockquote>
<p>The explanations posted were very encompassing and sincere, clarifying the reasons behind Battle.net 2.0&#8242;s feature selection. Even gamers who grew up using chat channels could see how modern social-networking setups differ from the long-existing chat-channel based Battle.net interaction and how they may appeal more to mainstream gamers, less accustomed to arranging games and tournaments using IRC and IM chats.</p>
<blockquote><p><span style="color: #00ccff;">I agree that Facebook integration was something that some players found controversial, but at the same time I disagree that this is something buyers are not looking for. </span></p>
<p><span style="color: #00ccff;">Even _if_ majority of people don&#8217;t have friends to add there are still some who will welcome an opportunity to use this (even here or on teamliquid of all the places <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> ). I don&#8217;t think that looking only on one side of the issue is the right approach, especially when you can make a case that for example majority of buyers don&#8217;t care about chat channels. </span></p>
<p><span style="color: #00ccff;"><strong>You just don&#8217;t have the data and there are definitely a lot of people out there who just want to log in and play (I know a few myself).</strong> Does this mean that implementing chat channels is a mistake, as there are more pressing features that need to be there? Certainly not and I am sure you will agree with me. I am also not comparing the magnitude of both these features, just a hypothetical situation, especially given <span style="color: #ff6600;">Facebook integration definitely didn&#8217;t take priority over chat channels</span> and wasn&#8217;t hard to implement, as it is a very simple option.</span></p></blockquote>
<p>The community&#8217;s second-biggest concern, a social, eSports and pricing issue all in one, is the localization of StarCraft 2 accounts and built-in measures for preventing cross-regional play, as <a href="http://www.sc2blog.com/2010/04/14/monthly-fee-for-starcraft-2-officially-confirmed-in-russia/">was disclosed in the Russian StarCraft 2 pricing</a> announcement.</p>
<blockquote><p>&#8230;.the game will be fully localized and playable only on Russian Battle.net servers, and <strong>players will be required to pay an additional fee to play on international European servers</strong>.</p></blockquote>
<p><span style="color: #00ccff;">Kapeselus </span>addressed the issue again, stating Blizzard&#8217;s intention to patch additional features and infrastructure improvements in after StarCraft 2&#8242;s official release.</p>
<blockquote><p><span style="color: #00ccff;">We are aware of players&#8217; concerns about the cross-region play and they are being addressed. As stated previously out long term plan with Battle.net is to allow players to play together. This unfortunately cannot be achieved at this point, due to various challenges and issues connected to it, making it more difficult to implement than in the past. </span></p>
<p><span style="color: #00ccff;">On the other hand we are looking into solutions which will allow interested players to get access to different regions without buying another full copy of the game. There will be support for this on the Account Management site in the first few months after the release.</span></p></blockquote>
<p>During the beta, it was not uncommon for tournament participants to use alternative accounts, burrowed from friends, in order to compete against opponents from across the sea. Blizzard, obviously acknowledging the fact that such a common situation must not force players into an awkward workaround, has set a goal for enabling cross-region play.</p>
<blockquote><p><span style="color: #00ccff;"><strong>We are looking into ways of letting you switch between servers, no matter whether you buy a European or American version of the game</strong>. As for the second question you won&#8217;t be able to play in the same game using different servers, as we have never had global servers for our games. It is our goal for the future, but won&#8217;t be there for release.</span></p></blockquote>
<p>Benzen of Blizzard&#8217;s forum community team <a href="http://forums.battle.net/thread.html?topicId=25626576261&amp;postId=256239312326#256239312326">posted a lengthy reply to pricing concerns</a>, which were mounting as Blizzard revealed its multiple region and subscription based pricing plans for Russia and Brazil.</p>
<blockquote><p><strong> How is the cost of the limited version reasoned? The money has to be used to support Brazilian datacenters?</strong><br />
<span style="color: #00ccff;"> One of the main goals was to make our game accessible to a wide array of players (novice to veterans), this also applies to pricing options that we have. </span></p>
<p><span style="color: #00ccff;">As a scenario, if you know you&#8217;re going to play StarCraft II and are expecting to play for a while, you have the option to purchase and download the unlimited version online, directly from us. However, if you&#8217;re a new player or, if you&#8217;re unsure about how long you&#8217;re going to play for, you also have the option to purchase the limited version of the game at a reduced price. Then if you decide you want to play more, you have subscription options readily available for you. </span></p>
<p><span style="color: #00ccff;">Nothing has really changed in terms of being able to purchase the full version of the game. We&#8217;ve simply added additional purchasing options so that the game is accessible to a wider audience.</span></p></blockquote>
<blockquote><p><span style="color: #00ccff;">I wish to elaborate on this as there seems to be quite a bit of confusion surrounding this. Currently,<span style="color: #ff6600;"> <strong>there are no plans to allow upgrading from limited to unlimited</strong>.</span> However, it is something we&#8217;re looking into.</span></p>
<p><span style="color: #00ccff;">As I&#8217;ve mentioned before, in the scenario where you know you&#8217;re definitely going to play the game (and for a while at that), you have the option to purchase the unlimited version. We want to make this game very accessible to everyone and we feel that having diversified payment options will help facilitate this.</span></p></blockquote>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/07/99Dollars.png"><img class="aligncenter size-full wp-image-4191" title="Collector's Edition - 99 Dollars, Limited Availability" src="http://www.sc2blog.com/wp-content/uploads/2010/07/99Dollars.png" alt="Collector's Edition - 99 Dollars, Limited Availability" width="612" height="459" /></a></p>
<p>While the reasoning behind the pricing structure is sound and clear, the flipside is a bit harsh on regular gamers in Brazil. The unlimited version<strong> costs twice as much, almost $60, while the 6-month limited version is priced at $27</strong>. With no way of upgrading between the two after making a purchase, gamers on a budget will have quite a pricey decision to face when StarCraft 2 hits the stores.</p>
<p>With the nearing StarCraft 2 release and the second phase of the beta hitting any day now,  updates will soon return in full gear. Get ready for the summer of StarCraft 2!
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		<title>Replay Roundup #1: StarCraft 2 Replay Videos</title>
		<link>http://www.sc2blog.com/2010/06/10/replay-roundup-1-starcraft-2-replay-videos/</link>
		<comments>http://www.sc2blog.com/2010/06/10/replay-roundup-1-starcraft-2-replay-videos/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 12:16:37 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Replay]]></category>
		<category><![CDATA[Starcraft 2]]></category>
		<category><![CDATA[eSports]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4042</guid>
		<description><![CDATA[In our new feature, the Replay Roundup, we&#8217;ll gather the best StarCraft 2 videos from all over the scene and present them here for your viewing pleasure. The replays chosen will feature extreme plays, creative use of units, excellent execution of builds and strategies, and, most importantly &#8211; be very entertaining! Our first roundup features [...]]]></description>
			<content:encoded><![CDATA[<p>In our new feature, the <strong>Replay Roundup</strong>, we&#8217;ll gather the best StarCraft 2 videos from all over the scene and present them here for your viewing pleasure. The replays chosen will feature extreme plays, creative use of units, excellent execution of builds and strategies, and, most importantly &#8211; be very entertaining!</p>
<p>Our first roundup features two games played by <strong>IdrA</strong>, the notorious Zerg player, and two by <strong>TheLittleOne </strong>(TLO) &#8211; the latest addition to the elite Team Liquid &#8211; who plays Random. IdrA is an American player currently living in Korea, playing with Korean pro-graming team CJ Entus, who is known for his extreme macro-oriented play &#8211; choosing to focus on maximizing his economy and taking over the map with the purpose of overwhelming his opponent with the Zerg swarm. TLO, a German whose creativity has already earned him a <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=117552" target="_blank">fan club</a>, is a master of unorthodox play.</p>
<p>In the first game, IdrA goes up against TLO, in a match played for the Altitude TL Invitational tournament on Lost Temple.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/93fn2VsUyDo" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/93fn2VsUyDo"></embed></object></p>
<p>IdrA attempts to play a huge macro game against TLO&#8217;s ever changing Terran play. Great harassment in this non stop game that does not end until all expansions are taken!</p>
<p>The second game shows WhiteRA, a Ukrainian Protoss player, versus IdrA on Metalopolis from the HDH finals. In the previous HDH round, IdrA beat another Protoss player, NonY, on the same map with the same starting positions. Here is the second part of the video, where the action begins:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/rEsxvHWbvbU" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/rEsxvHWbvbU"></embed></object></p>
<p>The game starts out as a replica of the previous one, where IdrA managed to completely overwhelm NonY by macroing up and negating all of NonY&#8217;s attempts to expand or move out with his force. Starting in the exact same positions as that game, WhiteRa decides to allow IdrA to macro-up at the beginning, leading to a similar game of huge army-size clashes. Will WhiteRa succeed where NonY had failed?</p>
<p>The next game features TheLittleOne versus NonY on Desert Oasis. This is game four of their 3rd and 4th place matches on the HDH Invitational tournament, after TLO lost to WhireRa and NonY lost to IdrA.</p>
<p><a href="http://www.youtube.com/watch?v=GV8qWkCgUYg"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/GV8qWkCgUYg" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/GV8qWkCgUYg"></embed></object></a></p>
<p>TLO goes up as Zerg against NonY&#8217;s Protoss in a fast-paced game showing extreme skill by both players. Excellent unit control, great timings, and a crazy use of one specific unit&#8230; !</p>
<p>The last game for today is from the Europe versus Asia tournament. HasuObs versus DayFly on Metalopolis, Terran and Protoss.</p>
<p><embed src="http://blip.tv/play/hdljgd%2B3SQI%2Em4v" type="application/x-shockwave-flash" width="480" height="279" allowscriptaccess="always" allowfullscreen="true"></embed><br/><br />
The Terran player opens with one Barracks, one Factory, and one Starport, showcasing what this versatile build can do. The game is accompanied by excellent commentary provided by Day[9], an amazing player on his own account and one of the best StarCraft commentators. Worth a watch!
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		<title>StarCraft 2 Beta Phase #1 Ends</title>
		<link>http://www.sc2blog.com/2010/06/08/starcraft-2-beta-phase-1-ends/</link>
		<comments>http://www.sc2blog.com/2010/06/08/starcraft-2-beta-phase-1-ends/#comments</comments>
		<pubDate>Tue, 08 Jun 2010 14:30:29 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4093</guid>
		<description><![CDATA[The first of the two StarCraft 2 Beta phases has come to an end. Launched in mid February this year, the public beta lasted almost 4 months and introduced changes to SC2 through a total of 16 patches. Multiple Battle.net data resets were also applied to allow Blizzard to test and retest Battle.net 2.0 and the [...]]]></description>
			<content:encoded><![CDATA[<p>The first of the two StarCraft 2 Beta phases has come to an end. Launched <a href="http://www.sc2blog.com/2010/02/17/starcraft-2-beta-hell-its-about-time/">in mid February this year</a>, the public beta lasted almost 4 months and introduced changes to SC2 through a total of 16 patches. Multiple  Battle.net data resets were also applied to allow Blizzard to test and retest  Battle.net 2.0 and the match-making system.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/06/Phase1Done.jpg"><img class="aligncenter size-full wp-image-4094" title="StarCraft 2 Beta Phase 1 Comes to an End" src="http://www.sc2blog.com/wp-content/uploads/2010/06/Phase1Done.jpg" alt="StarCraft 2 Beta Phase 1 Comes to an End" width="610" height="389" /></a></p>
<p><em><span style="font-style: normal;">The second and final beta phase, planned to begin shortly before the game is  released</span><strong> on July 27, 2010</strong></em>, <a href="http://forums.battle.net/thread.html?topicId=25172121561&amp;sid=5000">will erase all previous StarCraft 2 versions players have accumulated over the course of the beta </a> and eliminate replay backward-compatibility.</p>
<blockquote><p><span style="color: #00ccff;">When the second phase of beta begins shortly before the release of the game it will include a new patch. This patch will be removing all previous version folders. Any <strong>replays created during the first phase of the beta will no longer be viewable</strong> once the next phase begins.</span></p></blockquote>
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		<title>StarCraft 2 Ladder Reset and Beta Patch 15</title>
		<link>http://www.sc2blog.com/2010/06/04/starcraft-2-ladder-reset-and-beta-patch-15/</link>
		<comments>http://www.sc2blog.com/2010/06/04/starcraft-2-ladder-reset-and-beta-patch-15/#comments</comments>
		<pubDate>Fri, 04 Jun 2010 13:23:12 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4066</guid>
		<description><![CDATA[Blizzard is not slowing down. Despite the impeding StarCraft 2 beta shut down, a new patch has been released and Battle.net&#8216;s databases have been wiped clean. The patch deals mostly with upgrades, but also takes the Terran Siege Tank down a notch. General Improved the system that handles initial placement and promotion/relegation between Leagues &#38; [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard is not slowing down. Despite the impeding StarCraft 2 beta shut down, a new patch has been released and <a href="http://www.battle.net">Battle.net</a>&#8216;s databases have been wiped clean. The patch deals mostly with upgrades, but also <strong>takes the Terran Siege Tank down a notch</strong>.</p>
<blockquote><p><strong>General</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;">Improved the system that handles initial placement and promotion/relegation between Leagues &amp; Ladders.</span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/06/Patfch15.jpg"><img class="aligncenter size-full wp-image-4072" title="Patch 15 - Here comes the final wipe" src="http://www.sc2blog.com/wp-content/uploads/2010/06/Patfch15.jpg" alt="Patch 15 - Here comes the final wipe" width="600" height="371" /></a></p>
<p style="text-align: left;">In an interesting change to the ladder system, <span style="color: #ff6600;"><strong>it&#8217;s no longer possible for players to be placed into the highest league &#8211; Diamond</strong></span> &#8211; right after the five initial placement matches. Instead, players who display good skill during the placement matches will be placed into Platinum, and <strong>only then be promoted to Diamond if they prove their worth</strong>.</p>
<blockquote><p><strong>Balance Changes</strong></p>
<p><strong><br />
</strong></p>
<p><strong> </strong><strong>TERRAN</strong></p>
<p><strong><br />
</strong></p>
<p><strong>Hellion</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;">Weapon upgrade bonus decreased from 1 (+1 Light) to 1.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><span style="color: #00ccff;"> </span></p>
<p><strong>Reaper</strong></p>
<p><strong><br />
</strong></p>
<p><strong> </strong><span style="color: #00ccff;">Nitro Packs research cost decreased from 100/100 to 50/50.</span></p>
<p><span style="color: #00ccff;"><br />
</span><strong>Siege Tank</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> Siege Mode damage decreased from 60 to 50.</span></p>
<p><strong><br />
</strong><br />
<strong>Thor</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> Anti-air weapon upgrade bonus decreased from 1 (+1 Light) to 1</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><strong>ZERG</strong></p>
<p><strong> </strong><br />
<strong>Brood Lord</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> Weapon upgrade bonus decreased from 3 to 2. </span></p></blockquote>
<p>Quite a significant change to the Siege Tank. The likely cause is the indirect buff it received <a href="http://www.sc2blog.com/2010/05/08/starcraft-2-beta-patch-11-and-a-situation-report/" target="_blank">a few patches ago</a>, in the form of a change to the way splash damage works.</p>
<blockquote><p><span style="color: #00ccff;">The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.</span></p></blockquote>
<p>As detailed in our <a href="http://www.sc2blog.com/2010/05/29/starcraft-2-terran-strategies-overview/" target="_blank">Terran strategy overview</a>, the Siege Tank will still rule the ground with its range-superiority. However, its weapon is now less effective against some key targets. Here&#8217;s a short breakdown of the changes:</p>
<ul>
<li>No longer one-shots Combat-Shield Marines</li>
<li>Needs 4 shots to kill Zealots</li>
<li>+1 weapons upgrade no longer kills Stalkers in 3 shots, Marauders in 2</li>
<li>Roaches will survive 3 hits as long as they&#8217;re not instantaneous: further use added for burrowing Roaches</li>
<li>4 shots needed to kill an enemy siege Tank</li>
<li>Same amount of shots required for Zerglings (1) and Hydralisks (2), but more shots are needed in the lower-damage area of effect radii for many units, including Hydralisks</li>
</ul>
<p>Overall, this is quite a meaningful adjustment to this unit, although further impacts will likely not surface until the second stage of the beta.</p>
<p><img class="aligncenter size-full wp-image-4076" title="Tanks guarding the perimeter" src="http://www.sc2blog.com/wp-content/uploads/2010/06/Bring-it.jpg" alt="" width="617" height="377" />
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		<title>StarCraft 2 Beta Patch 14: Zerg Tuned Up</title>
		<link>http://www.sc2blog.com/2010/06/02/starcraft-2-beta-patch-14-zerg-tuned-up/</link>
		<comments>http://www.sc2blog.com/2010/06/02/starcraft-2-beta-patch-14-zerg-tuned-up/#comments</comments>
		<pubDate>Wed, 02 Jun 2010 22:51:39 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Balance]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4039</guid>
		<description><![CDATA[Blizzard has released the much anticipated and perhaps last patch of the first StarCraft 2 Beta phase. Recently applied, it has fixed some of the limbo that player b.net records were in prior to the update. The patch focuses mainly on Zerg upgrades and abilities, converting some optional upgrades into default unit features. As with [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard has released the much anticipated and perhaps last patch of the first StarCraft 2 Beta phase. Recently applied, it has fixed some of the limbo that player b.net records were in prior to the update.</p>
<p>The patch focuses mainly on Zerg upgrades and abilities, converting some optional upgrades into default unit features. As with all recent updates, Blizzard has released a <a href="http://forums.battle.net/thread.html?topicId=25172039414" target="_blank">Situation Report</a> to clarify the reasoning behind these changes, and we will integrate the explanations into the patch notes along with further commentary to flesh them out.</p>
<blockquote><p><span style="text-decoration: underline;"><strong>PROTOSS</strong></span></p>
<p><span style="text-decoration: underline;"><strong><br />
</strong></span></p>
<p><strong>Archon</strong><br />
<span style="color: #00ccff;"> Build time decreased from 17 to 12.</span></p></blockquote>
<p>As Blizzard mentioned in a <a href="http://www.sc2blog.com/2010/05/08/starcraft-2-beta-patch-11-and-a-situation-report/">recent situation report</a>, the Archon&#8217;s main purpose is to serve as <strong>a way to recycle mana-depleted High Templars</strong>, a common situation that renders these expensive and fragile units helpless in the midst of battle. With this change, the Protoss have a significantly faster way to turn the fragile casters into massive AoE tanks.</p>
<blockquote><p><span style="color: #00ccff;">Archons can now merge a little faster so “mid battle merges” will be a little bit more practical. </span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/06/ArchonReady.jpg"><img class="aligncenter size-full wp-image-4044" title="Archons Ready For Battle" src="http://www.sc2blog.com/wp-content/uploads/2010/06/ArchonReady.jpg" alt="Archons Ready For Battle" width="615" height="476" /></a></p>
<blockquote><p><strong><span style="text-decoration: underline;">TERRAN</span></strong></p>
<p><strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p><strong>Viking</strong><br />
<span style="color: #00ccff;"> Ground damage decreased from 14 to 12.</span></p>
<p><strong>Situation Report:</strong></p>
<p><span style="color: #00ccff;"> The Viking’s damage has been reduced to make them a little less effective on the ground. Massed Vikings were a little too powerful in a few late game scenarios. Vikings have also become very dominant in terran vs. terran matches and we are testing to see if a small damage reduction will make some other units more viable.</span></p></blockquote>
<p>In Terran vs. Terran matches, Vikings are mainly used to control the skies &#8211; they&#8217;d likely remain almost as prevalent even if their ground mode was removed completely. In these matches, <strong>when the skies are clear, Tanks are free to dominate the ground.</strong></p>
<blockquote><p><strong><span style="text-decoration: underline;">ZERG</span></strong></p>
<p><strong> </strong><br />
<strong> Corruptor</strong><br />
<span style="color: #00ccff;"> Corruption energy cost decreased from 100 to 75.</span></p>
<p><strong>Infestor</strong><br />
<span style="color: #00ccff;"> Burrowed move speed increased from 1 to 2.<br />
Peristalsis upgrade removed.</span><br />
<strong> Roach</strong><br />
<span style="color: #00ccff;"> Organic Carapace upgrade removed.<br />
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.</span></p>
<p><strong>Situation Report:</strong></p></blockquote>
<blockquote><p><span style="color: #00ccff;">There are many different upgrades on the zerg, the Roach and the Infestor both had three upgrades. We are reducing and combining these upgrades so the units get a little bit more powerful or so that you have to buy fewer upgrades to complete your units. We have also reduced the cost of several energy abilities on the Zerg that didn’t see a lot of use. We will continue to monitor these abilities moving forward.</span></p></blockquote>
<p>Having been vigorously hit with the nerfhammer over the course of the recent patches, the Roach finally receives some mid-game love. Bringing the regeneration rate upgrade down from Hive level (tier 3) to Lair (tier 2) and bundling it with the Tunneling upgrade is bound to provide <strong>a solid edge for players willing to upgrade and micro their Roach swarms.</strong></p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/06/RoachTrap.jpg"><img class="aligncenter size-large wp-image-4045" title="It's a Trap!" src="http://www.sc2blog.com/wp-content/uploads/2010/06/RoachTrap-1024x442.jpg" alt="It's a Trap!" width="614" height="265" /></a></p>
<blockquote><p><strong>Ultralisk</strong><br />
<span style="color: #00ccff;"> Anabolic Synthesis upgrade removed.<br />
Health increased from 450 to 500.<br />
Speed increased from 2.25 to 2.9531.</span></p></blockquote>
<blockquote><p><strong>Situation Report</strong><br />
<span style="color: #33cccc;"><span style="color: #00ccff;"> Ultralisks have been buffed to include their speed upgrade as by default and to give them a little more endurance in big fights. T</span><strong><span style="color: #00ccff;">his may or may not be enough to get the Ultralisk ultimately where we want him to be.</span></strong><span style="color: #00ccff;"> We will continue testing going forward.</span></span></p></blockquote>
<p>Unlike the Roach, the Ultralisk has been getting buff after buff. The current one will make it move 31% faster out of the box, meaning <strong>it is now as fast as a non-upgraded Zergling.</strong> Will this be enough to make the Ultralisk a solid option in late game matches?</p>
<p>The patch also included a few fixes and UI adjustments:</p>
<blockquote><p><span style="color: #00ccff;"> Map Publishing: the default Battle.net host now points to the correct server.<br />
Time Expiration notices that were added for testing of the Guest Pass functionality have been removed.<br />
Fixed a crash when trying to open an old replay by double-clicking it in Explorer.</span></p></blockquote>
<p>That&#8217;s all for this patch. With 5 more days left for this phase of the beta, these changes will not be rigorously tested. This is the time to fulfill your duty as a beta tester and play till your eyes melt to provide some fine feedback to Blizzard while still possible! Get out there and fight, soldier!</p>
<p style="text-align: center;"><img class="aligncenter" title="It's an Order!" src="http://www.sc2blog.com/wp-content/uploads/2007/07/tychus.jpg" alt="It's an Order!" width="451" height="279" /></p>
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		<title>StarCraft 2: Terran Strategies Overview</title>
		<link>http://www.sc2blog.com/2010/05/29/starcraft-2-terran-strategies-overview/</link>
		<comments>http://www.sc2blog.com/2010/05/29/starcraft-2-terran-strategies-overview/#comments</comments>
		<pubDate>Sun, 30 May 2010 00:16:48 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Balance]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3443</guid>
		<description><![CDATA[Continuing our Strategy Overview series with the Terran race, we explore commonly used strategies in mid to high level of play in StarCraft 2. The Terran race is a totally different animal from the Protoss race previously explored here, and, therefore, the format will not be exactly the same as before &#8211; the rugged space [...]]]></description>
			<content:encoded><![CDATA[<p>Continuing our Strategy Overview series with the Terran race, we explore <em>commonly used strategies in mid to high level of play</em> in StarCraft 2. The Terran race is a totally different animal from the Protoss race <a href="http://www.sc2blog.com/2010/03/06/starcraft-2-beta-protoss-strategies-overview/" target="_blank">previously explored</a> here, and, therefore, the format will not be exactly the same as before &#8211; the rugged space hicks are actually not as straightforward as they seem!</p>
<p>To start off, we&#8217;ll focus on the common rush-type openings, before moving on to the more general gameplay strategies.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/Battlecruiser.jpg"><img class="aligncenter size-full wp-image-3979" title="Terran" src="http://www.sc2blog.com/wp-content/uploads/2010/04/Battlecruiser.jpg" alt="" width="615" height="347" /></a></p>
<h1><strong>Reaper Rush</strong></h1>
<p>The Reaper, The Terran&#8217;s jetpack-equipped infantry unit, has been hotly discussed from day one. This super fast, ranged, cliff-jumping, light-damage dealing, tier 1.1 unit <strong>takes down workers in three rapid shots</strong> and can infiltrate an enemy mineral line before he&#8217;s able to produce a single unit. The fastest variation calls for building a Barracks and Refinery before the first supply depot, attaching a tech-lab to it and getting a Reaper out as soon as possible.</p>
<p>Since this is an economy-crippling build, <strong>the goal in this rush is to inflict more economy damage to the opponent than the Terran player has sacrificed for it</strong>. In low-mid levels of play, groups of 2-3 Reapers will be gathered first before an attack. However, in higher level play, players can smell a Reaper rush a mile away, and so, the Terran player will send his first Reaper to attack as soon as it emerges from the Barracks.</p>
<div class="mceTemp mceIEcenter">
<dl id="attachment_3956" class="wp-caption aligncenter" style="width: 625px;">
<h5 style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/Wronghole.jpg"><img class="size-full wp-image-3956" title="Doing it wrong: Reapers approach the Terran choke head-on" src="http://www.sc2blog.com/wp-content/uploads/2010/04/Wronghole.jpg" alt="Doing it wrong: Reapers approach the Terran choke head-on" width="615" height="494" /></a><em>You&#8217;re doing it wrong<br />
</em></h5>
</dl>
</div>
<p>Reapers are basically <strong>invulnerable to tier 1 melee units</strong> and can kite those forever while taking shots at them if proper micromanagement is applied. The only exceptions are Zerglings on creep and Speedlings, which can catch up with the Reapers and quickly surround them. Still, with the Reapers&#8217; ability to jump up and down cliffs, their survivability and harassment potential are greatly increased.</p>
<p>Some are calling it the &#8220;<strong>Terran 6pool</strong>&#8221; because of the somewhat obnoxious feeling one gets from being attacked before any defensive capabilities are available. However, just like early Zergling rushes, Reaper rushes can be defended against as well if one scouts ahead and prepares accordingly.</p>
<p>Counters:</p>
<ul>
<li>A single Stalker or Marauder in the mineral line, Roaches</li>
<li>~2 Marines per Reaper</li>
<li>A Spine Colony or Photon Cannon + whatever units are at hand to chase the Reapers</li>
</ul>
<h1><strong>Fast Banshees<br />
</strong></h1>
<p>Banshees, the Terran&#8217;s rotor-spaceships, are somewhat slow and can&#8217;t take a lot of hits, but dish out damage at an incredible rate. Despite being relatively high on the tech tree, <em>the Terran&#8217;s walling-off abilities make this strategy both relatively safe and hard to scout</em>. Getting these out to the field quickly gives the Terran player a good chance to find his opponent lacking any meaningful anti-air capabilities. With more than a couple at hand, the Banshees are very capable at hit and run attacks against anti-air defenses and units, wearing down the opponent until the mineral line is exposed and the workers are good for the picking. However, even single Banshees can take out their immediate counters in one on one battles &#8211; Both <strong>Queens and Stalkers lose to a Banshee in a head-on fight</strong>, and groups of Marines are not guaranteed to repel it as well. When the defenses go down, <strong>two Banshee volleys are enough to kill one worker!</strong> If that wasn&#8217;t enough, delaying the Banshee attack a little longer can allow the Terran player to research Cloak for it, making its harassment (and game ending-potential) even more effective.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="580" height="478" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/tAkK7wqBpRQ" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/tAkK7wqBpRQ"></embed></object></p>
<p>Counters:</p>
<ul>
<li>Missile Turrets with Marines, quick Vikings with Ravens</li>
<li>Spore Colonies, quick Hydralisks with Overseers</li>
<li>Photon Cannons, Stalkers with Observers added later on</li>
</ul>
<h1><strong>Marine Rush</strong></h1>
<p>As simple as it gets. Get a bunch of trusty Marines and send them to the enemy base, mowing down everything on the way. This build was very uncommon in the early days of the beta &#8211; the simplest things are sometimes hardest to see &#8211; but it&#8217;s been gaining traction as of late, despite the <a href="http://www.sc2blog.com/2010/03/27/starcraft-2-beta-reset-hits-along-with-patch-6/" target="_blank">nerf to the Marine build time in patch #6</a>. After getting a first Barracks and an Orbital Command, three more Barracks are quickly added (before the second Supply Depot, for brave players) and Marines start being produced in masses. The gang heads out to the enemy base, trying to take advantage of their long weapon range and concentrated DPS to quickly and painlessly take down any target of opportunity. With some micro inserted into the mix, the Marines will run back a bit after each firing cycle: this makes them take less hits from melee units and prevent them from getting surrounded as well as makes it harder for shorter ranged units to engage with their full attack potential. When the Terran player finally pushes his Marine force into the enemy base &#8211; usually supplemented by more and more waves of rallied reinforcements &#8211; the opportunity to deal a knock-out blow to the enemy economy is great, and the game is often decided right at that point.</p>
<p>Counters:</p>
<ul>
<li>Bunkers, especially with Reapers OR very quick Siege Tanks</li>
<li>Banelings, Roaches and/or Spine Crawlers in sufficient numbers</li>
<li>Quick Colossus, dancing Stalkers, Cannons + Force Field in chokes, Charging Zealots</li>
</ul>
<h1><strong>Hellion Opening</strong></h1>
<p>Hellions, the StarCraft 2 Firebat/Vulture hybrid, have been seeing more and more use throughout all stages of the game. Still, one of their most effective uses is early in the game, where few offensive units are available. Their linear splash damage effect makes them particularly suitable for killing workers &#8211; <em>especially if these try to run away</em> &#8211; and <strong>makes the Hellion one of the units most benefiting from good micromanagement</strong>. The Terran player will get a fast Factory right after the first Barracks, on which a Reactor addon is pre-built, and then move the Factory over it to quickly start pumping out Hellions for a devastating drive-by on the enemy economy. With their bonus damage against light targets, the Hellions remain very handy later on, if Zerglings, Banelings, Hydralisks, Zealots, and Dark Templars come into play. While the Hellions can&#8217;t survive many hits, their relatively long range allows them to stay safely behind the rest of the Terran army, scorching enemy units without inflicting friendly fire damage in the process.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/TerribleHellionDamage.jpg"><img class="aligncenter size-full wp-image-3957" title="Upgraded Hellions devastate the Protoss worker line" src="http://www.sc2blog.com/wp-content/uploads/2010/04/TerribleHellionDamage.jpg" alt="Upgraded Hellions devastate the Protoss worker line" width="616" height="395" /></a></p>
<p>Counters</p>
<ul>
<li>Blocked ramps and choke points (units on Hold Position work well!)</li>
<li>Static defense in the mineral line</li>
</ul>
<h1><strong>Standard M3 Ball</strong></h1>
<p>Ahh, the dreaded M&amp;M&amp;M army. Much has been said about this unit composition &#8211; comprising <strong>Marines, Marauders and Medivacs</strong> &#8211; and not surprisingly so, as it can be seen in the vast majority of Terran games, in all match-ups. The reason, of course, is the incredible robustness and all-roundedness of this build &#8211; and some would say: <em>ease of use</em>. The M3 ball, composed of easy to mass units, capable in both defense and offense, mobile to the extreme yet beefy enough for a stand-up fight, <strong>is clearly the &#8220;correct&#8221; go-to strategy in many situations</strong>. With Marauders dishing out heavy anti-armor damage, Marines &#8211; the highest DPS/cost ranged unit in the game, who have a great anti-air weapon &#8211; and Medivacs, the mobility and healing granting fliers, the M3 ball can be where it needs quickly, counter almost any unit composition, and stay alive long enough to get the job done. With the three upgrades added &#8211; <strong>Combat Shields</strong>, <strong>Concussive Shells</strong> and <strong>Stim Packs</strong> &#8211; the ball can serve many Terran players for the entire match.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/MMMnThor.jpg"><img class="aligncenter size-full wp-image-3950" title="Perfect Combo - A big MMM Blog with a Thor on the side" src="http://www.sc2blog.com/wp-content/uploads/2010/04/MMMnThor.jpg" alt="Perfect Combo - A big MMM Blog with a Thor on the side" width="615" height="446" /></a></p>
<p>When building up for an M3 ball, one would best be served by quickly setting up two extra Barracks after upgrading to an <strong>Orbital Command</strong>. One Barracks should have the <strong>Reactor</strong> addon while the other two get a <strong>Tech-Lab</strong>. From then on, pumping out units is an easy affair, and the ball is quickly formed by continually building two Marauders and two Marines at a time. This build allows the production of a relatively heavy army while still teching up and/or getting unit upgrades &#8211; a must for a dedicated M3 ball. When a small complement of M&amp;Ms is gathered, a Starport is built to supplement them with Medivacs.</p>
<p>The M3 ball is made! This well-rounded army can then push out, look for weaknesses in enemy positions, drop on unsuspecting mineral lines, or serve as cannon fodder for Siege Tanks.</p>
<p>Counters</p>
<ul>
<li>Siege Tanks, Cloaked Banshees</li>
<li>Fungal Growth, Banelings + Swarm, Brood Lords in the late game</li>
<li>Colossi or Psi-Storm with Charging Zealots</li>
</ul>
<p><strong>Mid-game transitions: Siege Tanks, Thors<br />
</strong></p>
<p>Once the Terran player has opened with one of the above and successfully transitioned into the mid-game, the time comes to choose a unit composition that will best serve the next transition &#8211; into a victory, or at least into the late-game. The Terran race has a variety of options and answers for all situations, but some counters are very hard and serve almost no purpose against anything but their intended targets.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/Terran.png"><img class="aligncenter" title="A typical Terran army composition" src="http://www.sc2blog.com/wp-content/uploads/2010/04/Terran.png" alt="" width="617" height="372" /></a></p>
<h1><strong>Siege Tanks</strong></h1>
<p>The Siege Tank, one of the Terran&#8217;s most symbolic units, returns to serve the same role in StarCraft 2 &#8211; <strong>ground-control and crowd-control</strong>. With the huge damage and splash effect, Siege Tanks are effective in all numbers, whether by softening up enemy units for an M&amp;M blob or by completely denying an area of the battlefield from ground units when large enough numbers are used. Often, the Terran player will quickly get a couple of Siege Tanks after settling into the game and march straight towards the enemy base, slowly wearing him down with the help of the <strong>incredible long range of the sieged-up tank artillery cannon</strong>. From then, the Terran player is a Siege-Tank push away from victory &#8211; slowly leap-frogging the Siege Tanks closer and closer to where it hurts while keeping the enemy contained inside his base.</p>
<p>Counters</p>
<ul>
<li>Siege Tanks, Banshees</li>
<li>Swarming the tanks when they unsiege, Brood Lords</li>
<li>Immortals, Phoenix Gravity Beam, Dark Templars, carefully managed Charging Zealots</li>
</ul>
<h1><strong>Thors</strong></h1>
<p>The Terran Thor, still a menacing unit despite the <a href="http://www.sc2blog.com/2010/05/14/starcraft-2-beta-patch-12-roaches-take-another-hit/" target="_blank">recent size cut</a>, has slowly managed to find a niche on the battlefield, thanks to some patched-in changes to its attributes and a greater understanding of its role in the game a couple of months into the beta. Despite its cost, the Thor has many advantages and is very useful in many army compositions &#8211; and sometimes, even just by itself.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/ThorDoomDrop.jpg"><img class="aligncenter size-full wp-image-4002" title="Thor Doom Drop an Unsuspecting Protoss" src="http://www.sc2blog.com/wp-content/uploads/2010/04/ThorDoomDrop.jpg" alt="Thor Doom Drop an Unsuspecting Protoss" width="615" height="363" /></a></p>
<p>Since the Thor is able to take down many units &#8211; including workers &#8211; in one volley of its cannons, Thor drops can actually be very effective if done right. A Terran producing a Thor quickly and dropping it on an enemy mineral line will rack up a few worker kills easily and will also be able to deal with many offensive units unless they swarm him all together &#8211; in which case, it&#8217;s back to the Medivac.</p>
<p style="text-align: center;"><img class="aligncenter" title="ThorShip" src="http://www.sc2blog.com/wp-content/uploads/2010/04/ThorShip.jpg" alt="" width="254" height="171" /></p>
<p style="text-align: center;">
<p>Thors are also a great addition to an M&amp;M ball when deciding to push out with one. Its great anti-air attack, which deals area-of-effect damage in a small radius, is a <strong>perfect complement to Marines against flying threats such as the Mutalisk and Banshee</strong>. The Thor&#8217;s special <strong>Strike Cannon</strong> ability is great when dealing with other Massive targets, since, despite not dealing much more DPS than its normal attack, the bombardment stuns the unit in place until it dies. Also, since abilities ignore the Immortal&#8217;s hardened shield, the <strong>Strike Cannons destroy a fully-shielded Immortal in one use</strong>.</p>
<h1><strong>What is the Standard</strong></h1>
<p>When Terran players wish to play it safe and solid, they&#8217;ll often wall-up inside their base while gathering the standard M&amp;M force. Constantly scouting the enemy, additional units will supplement this basic army to counter upcoming threats to the Terran infantry: <strong>Hellions for masses of light units</strong>, mainly Zerglings, Banelings and Zealots; <strong>Vikings for heavy air unit</strong>s, such as Brood Lords, Void Rays, Carriers and Battlecruisers, as well for<strong> decapitating Colossi</strong>; <strong>Siege Tanks to deal with masses of tier 1-2 units</strong>; <strong>Thors to deal with light-air swarms</strong>; and eventually, <strong>Battlecrusiers to put the hurt on everything or break down turtles</strong>. Some pressure can be applied using Reapers, Banshees or Hellions, as described above, until the Terran player is ready to seal the deal with a well-timed push.</p>
<p><strong>Addendum: Terran as the Real Infestation</strong></p>
<p>While fighting the Zerg often feels like dealing with bugs that keep harassing you all over and are impossible to get rid of, the Terran race can actually play the infestation game just as well, &#8220;infesting&#8221; the battlefield and never releasing their hold on it. The Terrans have always been the turtle-friendly choice, but in StarCraft 2, thanks to some new tools and additional mobility, the turtle can now more easily spread around and hold more and more of the battlefield. <strong>Almost every Terran unit can be treated like a mobile turret</strong> with various properties designed to keep enemies away from the Terran mining operations. Their units have the longest range, their buildings are bulky and durable, and their static defenses &#8211; Bunkers, Missile Turrets and Planetary Fortresses, provide the most robust defense.</p>
<p>The Thor often makes more sense when seen as a walking turret, patrolling the base and guarding it from Mutalisk invasions; Vikings, one of the slower flying units, have an incredible range of 9, and are more than suitable for taking down Void Rays trying to penetrate the Terran base before they even think of charging up. With Siege Tanks, the building armor upgrade, the Raven&#8217;s Point Defense Drone and Auto-Turret, and the amazing staying power of infantry backed by healing Medivacs, a well-built Terran fortress is indeed the hardest to break.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/04/Fortressing.jpg"><img class="aligncenter size-large wp-image-3952" title="Fortressing - Terran Player claims the high yield" src="http://www.sc2blog.com/wp-content/uploads/2010/04/Fortressing-1024x377.jpg" alt="Fortressing - Terran Player claims the high yield" width="614" height="226" /></a></p>
<p>A Terran player playing the infestation game will periodically take over an expansion, sending many SCVs to quickly put down defenses and buildings as well as Siege Tanks and the other necessary walking/flying turrets to secure the area. The purpose, of course, is to create a stronghold that the enemy will have to spend many more resources to remove than it took to secure. Slowly taking over the map while occasionally harassing the enemy, this strategy is often hard to deal with even if it&#8217;s seen coming.
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		<title>StarCraft 2 Beta Patch 13: Zerg Get More Interesting</title>
		<link>http://www.sc2blog.com/2010/05/21/starcraft-2-beta-patch-13-zerg-get-more-interesting/</link>
		<comments>http://www.sc2blog.com/2010/05/21/starcraft-2-beta-patch-13-zerg-get-more-interesting/#comments</comments>
		<pubDate>Fri, 21 May 2010 19:29:23 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Balance]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3889</guid>
		<description><![CDATA[Patch 13, the long-awaited Zerg-enhancing patch, is here. Well, almost &#8211; the patch notes have been released, but the patch itself hasn&#8217;t been applied yet. As with the last few patches, this one comes hand-in-hand with a detailed Situation Report, written by the Blizzard developers to let players in on the decision-making process leading to [...]]]></description>
			<content:encoded><![CDATA[<p>Patch 13, the long-awaited Zerg-enhancing patch, is here. Well, almost &#8211; the <a href="http://forums.battle.net/thread.html?topicId=23094049316&amp;postId=250240003971&amp;sid=5000#16" target="_blank">patch notes have been released</a>, but the patch itself hasn&#8217;t been applied yet. As with the last few patches, this one comes hand-in-hand with a detailed <a href="http://forums.battle.net/thread.html?topicId=25026392603" target="_blank">Situation Report</a>, written by the Blizzard developers to let players in on the decision-making process leading to all the latest balance changes.</p>
<blockquote><p><strong><span style="text-decoration: underline;">General</span></strong><br />
<strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<ul>
<li><span style="color: #00ccff;">Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.</span></li>
<li><span style="color: #00ccff;">Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.</span></li>
<li><span style="color: #00ccff;">3v3 and 4v4 formats are now enabled.</span></li>
</ul>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><span style="color: #00ccff;">Numerous updates have been made to the Leagues &amp; Ladders system:</span></p>
<ul>
<li><span style="color: #00ccff;">Removed Copper League and<span style="color: #ff6600;"> added Diamond League above Platinum League</span>.</span></li>
<li><span style="color: #00ccff;">Player ratings start at 0, rather than 1000.</span></li>
<li><span style="color: #00ccff;">No longer displays loading screen odds in placement or practice league matches.</span></li>
<li><span style="color: #00ccff;">Matchmaking system logic updated.</span></li>
<li><span style="color: #00ccff;">UDP is enabled to help improve game performance.</span></li>
<li><span style="color: #00ccff;">Numerous performance and stability improvements.</span></li>
</ul>
</blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/05/PlatinumLeagues.jpg"><img class="aligncenter size-large wp-image-3905" title="Making it to the Platinum League Was Reasonably Easy... How about Diamond?" src="http://www.sc2blog.com/wp-content/uploads/2010/05/PlatinumLeagues-1024x819.jpg" alt="Making it to the Platinum League Was Easy... How about Diamond?" width="614" height="491" /></a></p>
<p>A week before the end of this phase of the beta, Blizzard is delivering the long-awaited 3v3 and 4v4 game modes &#8211; with new maps for these to be played on, quite likely. It will remain to be seen how the other improvements affect matchmaking and the game.</p>
<p>When asked about the league naming change, the <a href="http://forums.battle.net/thread.html?topicId=25026432545&amp;pageNo=2&amp;sid=5000#27" target="_blank">official response by <span style="color: #00ccff;">Zarhym </span>was</a>:</p>
<blockquote><p><span style="color: #00ccff;">Honestly, we feel copper and bronze are a bit too similar and this should clear up some of the confusion.</span></p></blockquote>
<p>Moving on, this patch brings about some interesting balance changes:</p>
<blockquote><p><strong><span style="text-decoration: underline;">PROTOSS</span></strong><br />
<strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p><strong>Sentry</strong></p>
<p><strong><br />
</strong></p>
<p><span style="color: #00ccff;">Force Fields can now be destroyed by Massive ground units walking over them.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;">We are seeing a lot of great games that rely on Force Field as a key part of protoss strategy. The ability is fun, but we do want to create some more options for enemy players to deal with Force Fields to create some additional gameplay choices in a fight against the protoss. Now Massive units (Thor, Colossus, Ultralisk) will smash a Force Field if they are told to move through them. Ultralisks can use this ability to lead a Zerg charge onto a protoss position while protoss players can use their Colossus in an emergency to allow their army to attack or retreat.</span></p></blockquote>
<p>Blizzard has <a href="http://www.sc2blog.com/2010/05/05/developer-chat-2-dissecting-a-41-long-qa-session/" target="_blank">said before that the Force Field ability will be looked at</a> and reevaluated. With the <a href="http://www.sc2blog.com/2010/05/08/starcraft-2-beta-patch-11-and-a-situation-report/" target="_blank">previous patch lowering the Sentry&#8217;s damage by 25%</a> to discourage bringing too many of them to a fight, this next change wasn&#8217;t anticipated. With this move, Force Field becomes counterable in the mid-late game rather than functioning as completely immovable forces that the Protoss can spawn at will.</p>
<blockquote><p><strong>Void Ray</strong></p>
<p><span style="color: #00ccff;">Range decreased from 7 to 6.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;">Void Rays are being used aggressively against terrans now, using their range and speed to trap a terran player in their base. This is pretty fun for the protoss player but at a variety of skill levels it is too difficult for the terran player to stop, even if the player sees it coming with good scouting. We think a slight range reduction will help with this match-up without doing too much damage to other matchups.</span></p></blockquote>
<p style="text-align: center;"><em><a href="http://www.sc2blog.com/wp-content/uploads/2010/05/VoidRays.jpg"><img class="aligncenter size-full wp-image-3908" title="Void Rays Supporting a Large Protoss Assault" src="http://www.sc2blog.com/wp-content/uploads/2010/05/VoidRays.jpg" alt="Void Rays Supporting a Large Protoss Assault" width="560" height="420" /></a><br />
</em></p>
<blockquote><p><strong>Warp Gate</strong></p>
<p><span style="color: #00ccff;">Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.</span></p></blockquote>
<blockquote><p><strong><span style="text-decoration: underline;">TERRAN</span></strong><br />
<strong> </strong></p>
<p><strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p><strong>Marine</strong></p>
<p><span style="color: #00ccff;">Stimpack research cost decreased from 150/150 to 100/100.</span></p>
<p><span style="color: #00ccff;">Combat Shield research cost decreased from 150/150 to 100/100.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;">We still believe that the terrans are spending too much on infrastructure and are struggling to compete at certain times in the game against the protoss. Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force.</span></p></blockquote>
<blockquote><p><span style="text-decoration: underline;">ZERG</span><br />
<strong> </strong></p>
<p><strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p><strong>Infestor</strong></p>
<p><span style="color: #00ccff;">Infested Terran spell removed.</span></p>
<p><span style="color: #00ccff;">Frenzy spell added:</span></p>
<p><span style="color: #00ccff;">Costs 25 energy.</span></p>
<p><span style="color: #00ccff;">Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;">We are cutting Infested Terrans since the ability rarely saw use. We have buffed this ability in internal testing and were unable to find a place in which we were happy with it on the Infestor. We are introducing a new ability called “Frenzy” that is especially useful for the short range zerg to get close up to the enemy to do some real damage. <strong>Frenzy should be especially helpful on Ultralisks who are trying to get past Thor Strike Cannons, Fungal Growth, or Neural Parasite.</strong></span></p></blockquote>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/05/InfestedTerran.jpg"><img class="aligncenter size-large wp-image-3914" title="Infested Terran, No Longer in Multiplayer" src="http://www.sc2blog.com/wp-content/uploads/2010/05/InfestedTerran-979x1024.jpg" alt="Infested Terran, No Longer in Multiplayer" width="587" height="614" /></a></p>
<p>As promised, the Infested Terran ability has been removed in favor of a more interesting choice for the Infestor. With the Frenzy ability, the Ultralisk will be able to take down a Marauder, one of its hardest counters, in three hits rather than four. Of course, this is already an improvement over the previous patch, thanks to the accompanying Ultralisk damage buff against armored units:</p>
<blockquote><p><strong>Ultralisk</strong></p>
<p><span style="color: #00ccff;">Life decreased from 600 to 450.</span></p>
<p><span style="color: #00ccff;">Damage changed from 25 to 15 (+25 Armored).</span></p>
<p><span style="color: #00ccff;">Damage versus structures increased from 60 to 75.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;"><span style="font-style: normal;">We have put in a large number of buffs to the Ultralisk to allow him to close the gap on his enemies. The Ultralisk can now ignore Force Fields and with the Infestor’s Frenzy ability he can ignore all of the ways that the enemy could disable him. With all of these buffs the Ultralisk needed to be rebalanced. <strong>We are focusing him more as an anti-armored unit since zerg players already have a few ways to deal with mass light units (Banelings and Fungal Growth).</strong> This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios. </span></span></p>
<p><span style="color: #00ccff;"><em><span style="font-style: normal;"><em><br />
</em></span></em></span></p>
<p><strong>Overseer</strong></p>
<p><span style="color: #00ccff;">Contaminate spell added:</span></p>
<p><span style="color: #00ccff;">Costs 75 energy.</span></p>
<p><span style="color: #00ccff;">Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.</span></p>
<p><span style="color: #00ccff;">Infested Terran spell added:</span></p>
<p><span style="color: #00ccff;">Costs 125 energy.</span></p>
<p><span style="color: #00ccff;">Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><em>Situation Report</em></p>
<p><span style="color: #00ccff;">The Overseer is designed as a harassment caster. We don’t want to see hundreds of Overseers flying around, but we do like the ability for the zerg to annoy and harass the enemy with spells like Changeling. We added two abilities on the Overseer that were recently removed from other more “combat oriented” units. We expect that player’s will still build 1-2 Overseers to watch the enemy base and provide detection support for your force, but now you can also use the Overseer’s energy to disrupt enemy production and research, or to make small drops that force the enemy to spread their forces.</span></p></blockquote>
<p>Up until today, the Overseer has mostly been used as a mobile detector for the Zerg. With these new abilities, more options open up; as promised, the Zerg race just got more interesting. Will the Overseer be crowned &#8220;most annoying unit in the game&#8221;?</p>
<blockquote><p><strong><span style="text-decoration: underline;">Battle.net Interface</span></strong></p>
<p><strong><span style="text-decoration: underline;"><br />
</span></strong></p>
<p><span style="color: #00ccff;">Revamped summary pages for player Profiles and Leagues &amp; Ladders.</span></p>
<p><span style="color: #00ccff;">Added a Help system with tech trees and other tips and tricks.</span></p>
<p><span style="color: #00ccff;">Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.</span></p>
<p><span style="color: #00ccff;">Updated the Battle.net user interface to consistently use a nested menu system.</span></p>
<p><span style="color: #00ccff;">Added in-game blocking and player muting.</span></p></blockquote>
<p>A few more updates that we will soon get to experience. A noteworthy change is to the identifier system, which has apparently been removed from Battle.net. With the system gone, unique names will once again be sought after, since no two characters will be able to share a similar alias.
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		<title>Final Beta Key Contest; Beta Ends 31st of May</title>
		<link>http://www.sc2blog.com/2010/05/18/final-beta-key-contest-beta-ends-31st-of-may/</link>
		<comments>http://www.sc2blog.com/2010/05/18/final-beta-key-contest-beta-ends-31st-of-may/#comments</comments>
		<pubDate>Tue, 18 May 2010 16:52:48 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Beta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Exclusive]]></category>
		<category><![CDATA[Giveaway]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3864</guid>
		<description><![CDATA[Phase one of the StarCraft 2 beta test is coming to an end for all regions at the end of this month, Monday the 31st. Here&#8217;s the official word from Xordiah, Blizzard&#8217;s RTS community manager: We’d like to let all of our StarCraft II: Wings of Liberty beta test participants know that the first phase [...]]]></description>
			<content:encoded><![CDATA[<p>Phase one of the StarCraft 2 beta test is coming to an end for all regions at the end of this month, Monday the 31st. Here&#8217;s the <a href="http://forums.battle.net/thread.html?topicId=24914963054" target="_blank">official word</a> from Xordiah, Blizzard&#8217;s RTS community manager:</p>
<blockquote><p><span style="color: #00ccff;">We’d like to let all of our StarCraft II: Wings of Liberty beta test participants know that the first phase of <strong><span style="color: #00ccff;">the beta test will be coming to an end in all regions on Monday, May 31.</span></strong> The beta test will be unavailable for several weeks while we make some hardware and software configuration changes in preparation for the final phase of the beta test and the release of the game. We plan to bring the beta test back online for a couple of weeks prior to the game’s launch to complete our testing. We’ll have more details to share about when this final beta-testing phase will begin at a later date.</span></p></blockquote>
<p>With the <a href="http://www.sc2blog.com/2010/05/04/blizzard-announces-the-official-starcraft-2-release-date/" target="_blank">game launching on the 27th of July</a> and phase two of the beta only commencing a couple of weeks prior to that, StarCraft 2 addicts are going to face a harsh withdrawal for more than a month. Fortunately, replays will still be available and the map editor will be fully functional, though no game of any sort will be playable since Battle.net servers will be down.</p>
<h1>Final StarCraft 2 Beta Key Contest</h1>
<p>If you&#8217;re aching to play some StarCraft 2 for the little time left in the beta, we invite you to participate in our third and last beta key contest! This time, we ask you to <strong>create StarCraft-related demotivational posters</strong>.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-3865" title="Demotivated." src="http://www.sc2blog.com/wp-content/uploads/2010/05/carebear.jpg" alt="" width="600" height="459" /></p>
<p>Over the next three days, <strong><span style="color: #ff6600;">we’ll be giving out 15 StarCraft 2 Beta keys </span></strong>to readers who create the best, most creative and most entertaining demotivational posters.</p>
<p>Instructions:</p>
<p>1) Create a demotivational poster. <a href="http://diy.despair.com/" target="_blank">Poster generators</a> are allowed.<br />
2) Post the picture or link to it in the comments or post on <a href="http://www.facebook.com/SC2Blog">our Facebook page</a>, along with your email address.</p>
<p>By Saturday, May 22nd, we’ll select the top submissions and send out the keys!
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