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	<title>SC2 Blog &#187; MultiPlayer</title>
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	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>The State of StarCraft 2 Balance; Chris Sigaty Interview</title>
		<link>http://www.sc2blog.com/2010/09/27/the-state-of-starcraft-2-balance-chris-sigaty-interview/</link>
		<comments>http://www.sc2blog.com/2010/09/27/the-state-of-starcraft-2-balance-chris-sigaty-interview/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 00:11:41 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Balance]]></category>
		<category><![CDATA[BlizzCon]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Patch]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4822</guid>
		<description><![CDATA[Despite the release of the first major balance patch for StarCraft 2 last week &#8211; or perhaps because of it &#8211; many discussions about StarCraft 2&#8242;s state of balance have been taking place, possibly even more than during the beta, when things were constantly changing and before people have had the chance to experiment with [...]]]></description>
			<content:encoded><![CDATA[<p>Despite the <a href="http://www.sc2blog.com/2010/09/23/starcraft-2s-first-major-patch-highlights-and-analysis/" target="_blank">release of the first major balance patch for StarCraft</a> 2 last week &#8211; or perhaps because of it &#8211; many discussions about StarCraft 2&#8242;s state of balance have been taking place, possibly even more than during the beta, when things were constantly changing and before people have had the chance to experiment with the game thoroughly.</p>
<p><em>Is StarCraft 2 balanced</em>? While only little time has passed since the game&#8217;s release, many already argue that the game is not as balanced as StarCraft 1, especially when it comes to the Zerg race. The Zerg have indeed been on the receiving end of quite a few nerfs during the beta. Particularly of note is the <strong>Roach</strong>, originally geared to be a fast, cheap, regenerating tank unit &#8211; which, during the beta, has had its <a href="http://www.sc2blog.com/2010/04/07/starcraft-2-beta-patch-8-roach-and-marauder-nerfhammered/" target="_blank">armor rating reduced from 2 to 1</a>, its <a href="http://www.sc2blog.com/2010/05/14/starcraft-2-beta-patch-12-roaches-take-another-hit/" target="_blank">supply cost increased from 1 to 2,</a> its burrowed move speed reduced by 30%, and its regeneration changed and nerfed again and again to the point where it now regenerates more slowly and only while burrowed &#8211; a research that is only available at Tier 2, unlike in the original game, where Burrow is Tier 1.</p>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/06/RoachTrap.jpg"><img class="aligncenter" title="Roach Roach Roach" src="http://www.sc2blog.com/wp-content/uploads/2010/06/RoachTrap.jpg" alt="" width="614" height="265" /></a></p>
<p>Indeed, many players complain about the Zerg&#8217;s lack of viable options in the early-mid game: the limited ability to tech and macro at the same time (making a Queen prevents the Hatchery from being upgraded to a Lair); the extreme need to be reactive against Protoss and Terran early game attacks, which are themselves more diverse than what the Zerg can field during that period of the game; the much more demanding macro mechanic, requiring constant attention that one is severely punished for lacking; the lack of mobility before creep tumors can spread, and the competition between those and energy reserved for injecting Larva. All of these issues and more are even making some pro-gamers rant about the state of the game, a few going as far as as &#8220;threatening&#8221; to switch to a different race and to stop playing Zerg altogether.</p>
<p><strong>IdrA</strong>, one of the most famous American Zerg players, has published his thoughts on the recent patch <a href="http://www.myeg.net/article/article_detail.php?article_id=877" target="_blank">here</a>.</p>
<blockquote><p>The balance problems in early game ZvT come down to the fact that terran  is simply stronger and much more diverse early on, zerg has to rely on  hard counters to have any chance to survive, but cant scout in time to  implement them.</p></blockquote>
<p><img class="aligncenter" title="The Terran Bioball: scourge of the Zerg" src="http://www.sc2blog.com/wp-content/uploads/2010/04/MMMnThor.jpg" alt="" width="615" height="446" /></p>
<p>Interestingly, in a <a href="http://www.pcgamer.com/2010/09/26/blizzard-on-starcraft-ii-1-2-patch-zerg-balance-issues/" target="_blank">recent interview</a>, Chris Sigaty, StarCraft 2&#8242;s lead producer, said that he himself finds Zerg difficult to play and that he tends to avoid the experience:</p>
<blockquote><p><span style="color: #00ccff;">I avoid playing Zerg as much as possible because I find them to be just  more complex in general. Zerg, or rather larvae management is harder  for me to deal with, so I don’t enjoy playing them as much.</span></p></blockquote>
<p>On the topic of 1v1 balance problems, Chris does not seem convinced that any exist:</p>
<blockquote><p><span style="color: #00ccff;">You can go up and read on the forums at any one time and there are a  bunch of different theories about balance and imbalance. We’re being  very cautious about making large swinging changes right now because at  the highest level things are actually very strong. The things that we’ll  probably be addressing are the 2v2 and larger scale games. <strong>Ultimately,  the 1 to 1 is what we want to keep as sacred as possible</strong>, but as a  result right now there are some things that we need to address in the  2v2 at the higher level. We’ll be looking at ways to do that without  affecting the 1v1 balance.</span></p></blockquote>
<p>Discussing the next patch, Chris slates it to be released by the end of this year, calling it &#8220;the e-sports patch&#8221;. Finally, and after months of being in demand, <strong><span style="color: #ff6600;">chat channels will be introduced</span></strong>:</p>
<blockquote><p><span style="color: #00ccff;">largely our e-sport patch. A couple of big things that will be in there  are support for the season rolling, so players can look at the history  of how they did in past seasons. There will be bugfixes, balance changes  and tweaks, too. <strong>Chat is the other major thing we want to get in there  next patch.</strong> We’ll also add more significant features to the editor.”</span></p></blockquote>
<p>Lastly, Chris makes a comment regarding balance and the time it took to achieve it in StarCraft 1:</p>
<blockquote><p><span style="color: #00ccff;">[Balance] is an ongoing process that, honestly, will take a year of longer to do.  Even after Brood War was released we still patched and continued to  drive towards a really solid final balance.</span></p></blockquote>
<p>Will patches be enough to balance the game, or will an expansion, introducing new units, be necessary for that purpose? Is the game balanced right now? Is the Zerg race &#8220;broken&#8221;? If you have an opinion on the subject, now&#8217;s the time to voice it! We are putting up a new poll on the sidebar to the right to investigate what you think about this important issue.</p>
<p style="text-align: center;">***</p>
<p>Chris Sigaty also took the time to <a href="http://www.pcgamer.com/2010/09/25/no-starcraft-ii-heart-of-the-swarm-at-blizzcon/">talk to PCGamer about the upcoming BlizzCon 2010 event</a> and, most importantly, Blizzard’s decision to not show any aspect of StarCraft 2: Heart of  The Swarm at the convention.</p>
<blockquote><p><span style="color: #00ccff;">We’re still working on the details [of the expansion],” explains Chris, “and <strong>the last thing I want to do is to talk about theoretical things</strong> instead of talking about what’s real.</span></p></blockquote>
<p>However, Blizzard will hold a story panel with a Q&amp;A with the fans, tying  some loose ends from Wings of Liberty. Some Heart of  The Swarm bits of information can be expected despite the promises to the contrary.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2009/08/Kerriganprerendered_-1024x435.jpg"><img class=" aligncenter" title="Heart of the Swarm" src="http://www.sc2blog.com/wp-content/uploads/2009/08/Kerriganprerendered_-1024x435.jpg" alt="" width="615" height="261" /></a></p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;">http://www.sc2blog.com/2010/07/08/starcraft-2-beta-phase-2-begins-brings-patch-16/</div>
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		<slash:comments>14</slash:comments>
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		<title>Team Matchmaking Adjusted, League Placement Explained</title>
		<link>http://www.sc2blog.com/2010/09/16/team-matchmaking-adjusted-league-placement-explained/</link>
		<comments>http://www.sc2blog.com/2010/09/16/team-matchmaking-adjusted-league-placement-explained/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 17:36:29 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Analysis]]></category>
		<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[MultiPlayer]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4739</guid>
		<description><![CDATA[Blizzard&#8217;s has announced some changes to its matchmaking algorithm, making some match finder adjustments while improving skill-level compatibility between the matched players. The issues addressed in the update are important mainly for arranged teams, whose individual player rankings are now taken into account. Improved Matchmaking for Teams While the matchmaking system as a whole is [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard&#8217;s has announced <a href="http://us.battle.net/sc2/en/blog/785422">some changes to its matchmaking algorithm</a>, making some match finder adjustments while improving skill-level compatibility between the matched players. The issues addressed in the update are important mainly for arranged teams, whose individual player rankings are now taken into account.</p>
<blockquote><p><strong>Improved Matchmaking for Teams</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> While the matchmaking system as a whole is looking very strong, one area we identified for improvement was matchmaking for arranged teams that were still in placement matches. We found these first few matches for arranged teams were giving them an unfair advantage against their opponents. Since so many new arranged teams were being created every day, this was resulting in a noticeable amount of imbalanced matches for team games. The corrections we&#8217;ve made should show an improvement for many team players, especially in the sub-Gold leagues.</span></p></blockquote>
<p>When two Diamond league players casually pair up for a few games, the placement matches can easily become a 5:0 freeroll for the arranged team and a hopeless encounter for the random Silver league players facing the duo. The new and improved mechanism will provide challenging matches for high-level teams from the get go.</p>
<blockquote><p><strong>Improved Placement for Teams</strong></p>
<p><strong> </strong><br />
<span style="color: #00ccff;"> Another related issue we&#8217;ve received feedback on and experienced firsthand is the difficulty of placing in a high league while in an arranged team. We made two changes that should improve the experience. 1) The improved matchmaking mentioned above will help teams find opponents of similar skill sooner and, as a result, help to more quickly place teams in the league in which they belong. 2) We also found we were being too conservative in how teams were being placed in leagues and have made some adjustmentsto allow teams to be more easily placed in higher leagues. 3v3 random and arranged teams will likely notice this change the most.</span></p></blockquote>
<p>A complimentary aspect to facing higher-level opponents is progressing faster through the ranks, placing the team in a fitting league after fewer matches.</p>
<blockquote><p><strong>Team Matchmaking Improvements</strong><br />
<span style="color: #00ccff;"> We found conditions where the matchmaking system was forcing certain teams and players to wait longer than needed for team matches. Those conditions have been addressed and the wait times should be reduced without affecting the quality of the matchmaking.</span></p></blockquote>
<p>A very <a href="http://us.battle.net/sc2/en/forum/topic/628075819">interesting and insightful FAQ has been posted by a user named ExcaliburZ</a> on the Battle.net forums. The post is one of the highest rated forum posts in the US and includes answers to the following, very commonly asked questions:</p>
<blockquote><p><strong>Q: If I&#8217;ve never played 1v1, but I&#8217;m 2v2 Diamond, who will I face in 1v1 Placements?</strong></p>
<p><strong> </strong><br />
A: <em>Your performance in other brackets is considered when initiallyseeding your placement matches. In this case, you&#8217;d likely be paired with a Diamond player to start.</em></p>
<p><strong>Q: Do I need to reach a particular point value to get promoted?</strong></p>
<p><strong> </strong><br />
A:<em> No. Promotions happen independently of your displayed rating.</em></p>
<p><em><br />
</em></p>
<p><strong>Q: I won 10 games in a row! Why am I not promoted yet?</strong></p>
<p><strong> </strong><br />
A: <em>Your MMR and sigma may not have reached stability, or the system is simply unconfident about you. Expected outcomes cause you to stabilize the fastest. Your MMR will continue to rise until you hit your skill ceiling, at which point your win ratio will decrease and your rating will start to stabilize.</em></p>
<p><em><br />
</em></p>
<p><strong>Q: I&#8217;m in Bronze. Is it possible to get promoted directly to Gold?</strong></p>
<p><strong> </strong><br />
A: <em>Yes. It&#8217;s possible to go from any league to any other league, wherever your MMR and sigma stabilize.</em></p>
<p><em><br />
</em></p>
<p><strong>Q: Is it possible I haven&#8217;t been promoted because my APM or end-game score isn&#8217;t high enough?</strong></p>
<p><strong> </strong><br />
A: <em>Both factors are irrelevant because they can be gamed. The only contributing factor to promotion is the end outcome (win or loss) and the skill level of your opponent (his MMR). This is confirmed by Blizzard&#8217;s Leagues and Ladders FAQ, found in a sticky at the top of the Multiplayer and eSports forum. </em></p></blockquote>
<p>While Blizzard has not officially confirmed most of this information, many have researched these details thoroughly and have produced rather-conclusive results.
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		<title>Replay Roundup #3: High-Level StarCraft 2 Replay Videos</title>
		<link>http://www.sc2blog.com/2010/09/01/replay-roundup-3-high-level-starcraft-2-replay-videos/</link>
		<comments>http://www.sc2blog.com/2010/09/01/replay-roundup-3-high-level-starcraft-2-replay-videos/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 17:37:40 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Community]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Replay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4656</guid>
		<description><![CDATA[It&#8217;s time for another Replay Roundup! Since StarCraft 2&#8242;s launch, many great, high level games have already been played in various tournaments and competitions, bringing the most out of some of our favorite players. Today, we have a few epic games in store along with shorter ones that show a specific successful strategy being utilized. [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time for another Replay Roundup! Since <a href="http://www.sc2blog.com/2010/07/28/starcraft-2-wings-of-liberty-review-1-collectors-edition/" target="_blank">StarCraft 2&#8242;s launch</a>, many great, high level games have already been played in various tournaments and competitions, bringing the most out of some of our favorite players. Today, we have a few epic games in store along with shorter ones that show a specific successful strategy being utilized.</p>
<p>To start, here&#8217;s a game that&#8217;s already been published on our <a href="http://www.facebook.com/SC2Blog" target="_blank">Facebook page</a> last week between <strong>Huk </strong>and <strong>drewbie </strong>from the finals of the Gosucoaching tournament. A Protoss versus Terran game on Steppes of War, starting with a &#8220;normal&#8221; build and progressing into the bizarre when JP, the game&#8217;s caster,<em> jokingly whispers Huk to Mothership rush&#8230;</em></p>
<p><object style="width: 610px; height: 503px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="610" height="503" 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/qbSodiGyABg" /><embed style="width: 610px; height: 503px;" type="application/x-shockwave-flash" width="610" height="503" src="http://www.youtube.com/v/qbSodiGyABg"></embed></object></p>
<p>Next up, an epic game between <strong>Liquid&#8217;TheLittleOne </strong>and <strong>Hasu </strong>on Metalopolis, a Terran versus Protoss.</p>
<p><object style="width: 610px; height: 503px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="610" height="503" 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/azoCvWoS7RU" /><embed style="width: 610px; height: 503px;" type="application/x-shockwave-flash" width="610" height="503" src="http://www.youtube.com/v/azoCvWoS7RU"></embed></object></p>
<p>Great skill displayed by both players as they battle constantly throughout this long game that will keep you on your toes!</p>
<p>Our next game for today was chosen for its perfect illustration of <strong>the reason <a href="http://www.sc2blog.com/2010/08/29/blizzards-patching-policy-revealed-new-situation-report/" target="_blank">Reapers are being nerfed in the upcoming patch</a></strong>. In this match, <strong>Morrow</strong>, a Swedish Terran player, fights against the infamous Zerg player, <strong>IdrA</strong>, on Xel&#8217;Naga Caverns. Marrow quickly sets up many Barracks with Tech Lab add-ons and proceeds to abuse Reapers to the max!</p>
<p><object style="width: 610px; height: 503px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="610" height="503" 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/C4SGW7LzLJg" /><embed style="width: 610px; height: 503px;" type="application/x-shockwave-flash" width="610" height="503" src="http://www.youtube.com/v/C4SGW7LzLJg"></embed></object></p>
<p>Our final video of the day presents an amazing display of multitasking leading to a very decisive victory. This Terran versus Zerg match on Metalopolis started with the Zerg&#8217;s fast expansion taken out by the aggressive Terran, leading to a mid-game where the Terran&#8217;s in the lead but with the Zerg still in the game. Here&#8217;s part two, where the amazing conclusion takes place:</p>
<p><object style="width: 610px; height: 503px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="610" height="503" 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/InG1qXJORBs" /><embed style="width: 610px; height: 503px;" type="application/x-shockwave-flash" width="610" height="503" src="http://www.youtube.com/v/InG1qXJORBs"></embed></object></p>
<p>Does one really need 260 APM to pull this off? Well, it can&#8217;t hurt!
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		<title>Blizzard&#8217;s Patching Policy Revealed; New Situation Report</title>
		<link>http://www.sc2blog.com/2010/08/29/blizzards-patching-policy-revealed-new-situation-report/</link>
		<comments>http://www.sc2blog.com/2010/08/29/blizzards-patching-policy-revealed-new-situation-report/#comments</comments>
		<pubDate>Sun, 29 Aug 2010 08:56:20 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Balance]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4658</guid>
		<description><![CDATA[Bashiok, Blizzard&#8217;s community manager, has posted on the battle.net forums, discussing a subject that&#8217;s on the mind of every StarCraft 2 player: gameplay balance and patches that change it. The thread began with worries that Blizzard is keeping the game in an unbalanced form that will only be addressed by the next expansion, Heart of [...]]]></description>
			<content:encoded><![CDATA[<p>Bashiok, Blizzard&#8217;s community manager, has <a href="http://us.battle.net/sc2/en/forum/topic/374942110?page=2#25" target="_blank">posted on the battle.net forums</a>, discussing a subject that&#8217;s on the mind of every StarCraft 2 player: gameplay balance and patches that change it. The thread began with worries that Blizzard is keeping the game in an unbalanced form that will only be addressed by the next expansion, <em>Heart of the Swarm</em>, when it introduces new units and balance changes.</p>
<p style="text-align: center;"><img class="size-full wp-image-4684  aligncenter" title="Balance." src="http://www.sc2blog.com/wp-content/uploads/2010/08/lgpp31157+balance-is-the-key-to-life-balancing-elephant-poster.jpg" alt="" width="452" height="302" /></p>
<p>First of all, Bashiok quickly dispels this myth:</p>
<blockquote><p><span style="color: #00ccff;">Our intent is not to have a game with broken balance in an attempt to sell an expansion. That should go without saying. It makes me sad it isn&#8217;t.</span></p></blockquote>
<p>Next, he clarifies Blizzard&#8217;s approach to patching:</p>
<blockquote><p><span style="color: #00ccff;">Our intent is also to not apply knee jerk fixes based on the first few weeks as understanding of the game and strategies are still in flux. The game is young, and we don&#8217;t feel that it would have been helpful to progressing peoples understanding by throwing in tons of fixes based on flavor-of-the-week (or day, or hour) strats.</span></p>
<p><span style="color: #00ccff;"><br />
</span></p>
<p><span style="color: #00ccff;">We see a lot of variation between the regions. Making a change for how NA players play may be completely ridiculous for how KR players play, and actually mess up a balance there. For instance 10 of their top 20 players are zerg. So that&#8217;s one place where we have to be mindful and careful and attack balance issues with great prejudice.</span></p></blockquote>
<p>Unlike <a href="http://www.sc2blog.com/2010/05/21/starcraft-2-beta-patch-13-zerg-get-more-interesting/" target="_blank">during the beta</a>, Blizzard can&#8217;t afford to <a href="http://www.sc2blog.com/2010/06/04/starcraft-2-ladder-reset-and-beta-patch-15/" target="_blank">patch the game every few days</a> or <a href="http://www.sc2blog.com/2010/05/08/starcraft-2-beta-patch-11-and-a-situation-report/" target="_blank">radically alter components of the game</a> for a test run. &#8220;Real&#8221; patches are indeed coming, but they will be heavily scrutinized first to make sure the introduced balance changes are worthy:</p>
<blockquote><p><span style="color: #00ccff;">That said. There are balance changes coming. What everyone was seeing in beta with tons of quick balance changes are because it was in beta and we feel we can get away with throwing out a lot of &#8216;we think this may help&#8217; type fixes. With a live environment we&#8217;re not going to throw stuff out there unless we&#8217;re pretty sure. We&#8217;ve played. We&#8217;ve looked at data. We&#8217;ve looked at each region. And then we act. Which isn&#8217;t to say we may not be wrong from time to time, but it&#8217;s a more measured approach than beta players may be used to or expecting.</span></p></blockquote>
<p>There you have it! Balance changes are coming, and they&#8217;ll be thought out and tested before we&#8217;re exposed to them. Indeed,<strong><span style="color: #ff6600;"> in mid-September, Blizzard is planning on releasing the first real patch, </span></strong>and they&#8217;ve already released a <a href="http://www.battle.net/sc2/en/blog/554901" target="_blank">situation report</a> detailing some of the planned changes:</p>
<blockquote><p><span style="color: #00ccff;">Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We&#8217;d also like to share some specific plans for this patch with you.</span></p></blockquote>
<blockquote><p><strong>Balance Changes</strong></p>
<p><span style="color: #00ccff;">W</span><span style="color: #00ccff;">e have several balance changes in store. One general change we&#8217;re making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let&#8217;s break down the additional balance changes we&#8217;re implementing.</span></p></blockquote>
<p>This changes the way vision works so that<strong> units that are killed immediately lose the vision they provided on the field</strong>. Previously, killed units would still supply intelligence for a few short seconds, allowing players to jump to the location of the &#8220;under attack!&#8221; ping and see exactly what had happened.</p>
<blockquote><p><strong>Maps</strong></p>
<p><span style="color: #00ccff;">We&#8217;re going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.</span></p></blockquote>
<blockquote><p><strong>Protoss</strong></p>
<p><span style="color: #00ccff;">We have two key changes in mind for <strong>the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds.</strong> Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby &#8220;proxy&#8221; gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.</span></p></blockquote>
<p>While this gives victims of proxy gateway rushes a little more breathing room, it also puts Protoss players in danger of getting Zerglings going past their choke point just slightly before the first bouncer Zealot comes out.</p>
<p style="text-align: center;"><img class="size-full wp-image-4692  aligncenter" title="Proxy Gateway" src="http://www.sc2blog.com/wp-content/uploads/2010/08/ProxyGateway.jpg" alt="Proxy Gateway" width="568" height="568" /></p>
<p>The late-game effect that slightly hinders the Protoss&#8217; ability to mass up Zealots quickly is also no doubt a reaction to the following Siege Tank change:</p>
<blockquote><p><strong>Terran</strong></p>
<p><span style="color: #00ccff;">There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to <strong>increase the build time of reapers as well from 40 to 45 seconds</strong>. <strong>Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg</strong>. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also <strong>increasing the bunker build time from 30 to 35 seconds.</strong></span></p>
<p><span style="color: #00ccff;"><strong><br />
</strong></span></p>
<p><span style="color: #00ccff;">Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we&#8217;re changing the <strong>Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored</strong>; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.</span></p></blockquote>
<p>Siege Tanks will now perform more like their StarCraft 1 Predecessors, <strong>dealing less damage to light-armored units like the Zealot, Marine, Zergling, and Hydralisk</strong>. A huge change for this unit that the Terran race has come to rely on, Tanks in siege mode will now be significantly less deadly to these units. Hydralisks will need 3 shots instead of 2 to be killed; carapace-upgraded Zerlings will survive the first shot, non-stimmed Marines will as well. Zealots, already capable of taking some tank fire while charging in to the battle, will be able to take one extra hit as well and survive 5 direct shots. This is not the first nerf to the Siege Tank, which has already had its <a href="http://www.sc2blog.com/2010/06/04/starcraft-2-ladder-reset-and-beta-patch-15/" target="_blank">damage lowered from 60 to 50 during the beta</a>.</p>
<p style="text-align: center;"><img class="size-full wp-image-4691  aligncenter" title="SiegeTanks" src="http://www.sc2blog.com/wp-content/uploads/2010/08/SiegeTanks.jpg" alt="" width="596" height="353" /></p>
<p>Siege Tanks will now benefit greatly from the +1 damage upgrade, allowing them to one shot Zerglings regardless of upgrades. A +2 attack Siege Tank will two-shot Hydralisks again, even if the Hydralisk is +2 carapace upgraded itself.</p>
<blockquote><p><span style="color: #00ccff;">Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We&#8217;re aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. <strong>We will be lowering their damage against ground units from 10 to 8</strong>.</span></p></blockquote>
<blockquote><p><strong>Zerg</strong></p>
<p><span style="color: #00ccff;"><strong>Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank.</strong> Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground.<strong> The ultralisk building attack (Ram) is being removed</strong> because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.</span></p></blockquote>
<p>The Ultralisk, which was highly underused during the beta, has finally been seeing use since the release of the game thanks to the final patches of the beta that have<strong> improved the unit&#8217;s damage, speed, and have given it a permanent &#8220;frenzy&#8221; effect along with the ability to break down Sentry Force-Fields</strong>. This is has made it quite devastating in some situation, so the current damage reduction definitely makes sense. On the other hand, Ultralisks will now be better than ever for breaking down tight chokes, as their AoE melee attack will be used against buildings as well.</p>
<p>Interesting changes all around, and these are only some of the promised ones to come in the next patch!</p>
<p>In a hilarious and predictable turn of events, that will perhaps prevent Blizzard from releasing these situation reports prematurely in the future, players who had read the report and have noted that Zealot proxy rushes and Siege Tanks are overpowered are abusing those to the max while they still can. Be warned!
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		<title>Replay Roundup #2: High-Level StarCraft 2 Replay Videos</title>
		<link>http://www.sc2blog.com/2010/07/10/replay-roundup-2-high-level-starcraft-2-replay-videos/</link>
		<comments>http://www.sc2blog.com/2010/07/10/replay-roundup-2-high-level-starcraft-2-replay-videos/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 20:07:22 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Replay]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=4160</guid>
		<description><![CDATA[Hello and welcome to another edition of the Replay Roundup, where we bring you only the best and most entertaining video replays of high level StarCraft 2 games. Today&#8217;s replays are going to be from games played over the last month of phase one of the beta. Of course, that doesn&#8217;t mean they&#8217;re not great! [...]]]></description>
			<content:encoded><![CDATA[<p>Hello and welcome to another edition of the Replay Roundup, where we bring you only the best and most entertaining video replays of high level StarCraft 2 games. Today&#8217;s replays are going to be from games played over the last month of <strong>phase one of the beta</strong>. Of course, that doesn&#8217;t mean they&#8217;re not great! First up, we have two matches featuring <strong>Sen</strong>, a Taiwanese player, playing against two well known pro-gamers: <strong>Artosis </strong>and fan-favorite<strong> Liquid&#8217;TheLittleOne</strong>.</p>
<p>First up, a short game between Sen and Artosis, a Zerg versus Zerg 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/K1nSSp8Rg0I" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/K1nSSp8Rg0I"></embed></object></p>
<p>An unorthodox play by one of the Zerg players decisively wins this game, where no clear advantage was had by either player up until that point. Will this strategy be more commonly used when the beta returns?</p>
<p>Next up, another game featuring Sen as Zerg playing against TLO&#8217;s Terran on Kulas Ravine.</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/hSTSL2NY_9A" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://www.youtube.com/v/hSTSL2NY_9A"></embed></object></p>
<p>In this long game, both players display great skill as they struggle to harass each other while taking over their side of the map. Non-stop battles take place all over and unique strategies are employed to produce a great victory!</p>
<p>Lastly, we have a game from the EU versus Asia tournament, cast by the awesome Day[9], and featuring TheLittleOne once more in a Random versus Terran game on Blistering Sands.<br />
<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://blip.tv/play/hdljgeDSPAI%2Em4v" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="580" height="478" src="http://blip.tv/play/hdljgeDSPAI%2Em4v" allowfullscreen="true"></embed></object></p>
<p>Getting Zerg as his race, he proceeds to play the entire match using two units only &#8211; producing another epic game, TLO style.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">http://www.youtube.com/watch?v=K1nSSp8Rg0I&amp;feature=youtube_gdatahttp://www.youtube.com/watch?v=K1nSSp8Rg0I&amp;feature=youtube_gdata</div>
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		<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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		<item>
		<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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		<item>
		<title>Monthly Fee for StarCraft 2 Officially Confirmed in Russia</title>
		<link>http://www.sc2blog.com/2010/04/14/monthly-fee-for-starcraft-2-officially-confirmed-in-russia/</link>
		<comments>http://www.sc2blog.com/2010/04/14/monthly-fee-for-starcraft-2-officially-confirmed-in-russia/#comments</comments>
		<pubDate>Wed, 14 Apr 2010 20:35:07 +0000</pubDate>
		<dc:creator>Anderson Mccutcheon</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Official]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3425</guid>
		<description><![CDATA[New threads rumoring about a monthly fee for StarCraft 2, posted on the official Battle.net forums, would normally be ignored by regulars and Blizzard posters. This one, announcing a new payment scheme to be deployed in Russia, was not: To play on Russian servers after some time, included in the cost of the set, Blizzard [...]]]></description>
			<content:encoded><![CDATA[<p>New threads rumoring about a monthly fee for StarCraft 2, posted on the official Battle.net forums, would normally be ignored by regulars and Blizzard posters. This one, announcing a new payment scheme to be deployed in Russia, was not:</p>
<blockquote><p>To play on Russian servers after some time, included in the cost of the set, Blizzard Entertainment <strong>introduces a system of subscription</strong> for 1 and 4 months with full access <em>to single</em> and multiplayer StarCraft II on Battle.net.</p></blockquote>
<p>For once, this piece of information turned out to be correct! Xordiah, Blizzard&#8217;s RTS community manager, <a href="http://forums.battle.net/thread.html?topicId=24262386737&amp;sid=5010&amp;pageNo=2">posted the following clarification</a> in response:</p>
<blockquote><p><span style="color: #00ccff;">To clarify, this is the Russian pricing model you are talking about. This is a very special case for Russia only. All other European versions will be without a monthly fee. </span></p>
<p><span style="color: #00ccff;">For the Russian version the monthly fee also only applies after the free months that come with the box are over and are only for the online version of the game. They can then purchase online game time or upgrade to a full EU access, that will grant them the same access as all other European players have without further monthly fees.</span></p></blockquote>
<p><img class="alignnone" title="What our readers think of a monthly fee" src="http://www.sc2blog.com/wp-content/uploads/2007/12/poll-results3.jpg" alt="What our readers think of a monthly fee" width="577" height="473" /></p>
<h5>Almost two years ago, the SC2Blog ran a poll to see how our readers would react to Blizzard charging a monthly fee for StarCraft 2. <a href="http://www.sc2blog.com/2007/12/25/the-poll-that-mattered/">The reaction was not positive, to say the least</a>.</h5>
<p>This is the first and only official confirmation of the existence of a monthly fee-based StarCraft 2 pricing. Further posts explain the reasoning behind the need for a subscription-based service in Russia:</p>
<blockquote><p><span style="color: #00ccff;">Of course that is also an option that Russian players have. The subscription model is mainly for those players that would not be able to afford the European version. This will also give them the option of buying the less expensive game and then afterwards deciding that the game is worth upgrading to the European version and as such they will have access to European as well as the Russian servers.</span></p></blockquote>
<p>It should be noted that Russian Internet users are more accustomed to making micro-payments for services received online. Despite the rampant software piracy practiced in Russia, online social and gaming networks often receive payments for what most Internet services provide for free.</p>
<p>Blizzard&#8217;s decision <strong>actually provides Russian gamers with more options</strong> &#8211; <a href="http://www.softclub.ru/news/article.asp?id=2469">the game will be priced at 499 (jewel) and 999 (DVD) Rubles</a> ($17 and $34, respectively), and include 120 days or a year of gameplay, depending on the version purchased. According to the article, 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>. However, the option to purchase the European version immediately, for the same price available in Europe, will be given to Russians as well. Still, it&#8217;s not clear whether or not they&#8217;ll be &#8220;locked&#8221; to European servers only, not being able to play on servers in Mother Russia.
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		</item>
		<item>
		<title>StarCraft 2 Beta: Protoss Strategies Overview</title>
		<link>http://www.sc2blog.com/2010/03/06/starcraft-2-beta-protoss-strategies-overview/</link>
		<comments>http://www.sc2blog.com/2010/03/06/starcraft-2-beta-protoss-strategies-overview/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 23:57:15 +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=3176</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>The SC2Blog team has been having a blast playing the <a href="http://www.sc2blog.com/2010/02/27/one-week-into-the-starcraft-2-beta-new-patch-blizzcast/">beta over the last two weeks</a>, 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<strong> </strong><em>commonly used strategies in mid to high level of play for all three races</em>. Since there&#8217;s a lot to say, we&#8217;ll separate the races into three posts, the first of which is dedicated to StarCraft 2&#8242;s psionic, photosynthesizing, warp (ab)using <strong>Protoss</strong>.</p>
<p><strong><br />
</strong></p>
<p><img class="aligncenter size-full wp-image-3182" title="Protoss!" src="http://www.sc2blog.com/wp-content/uploads/2010/03/Mothership.jpg" alt="Protoss!" width="612" height="330" /></p>
<h1><strong>Chronozeal</strong></h1>
<p>This strategy dominated <em>the early days of the beta</em> and can still be seen quite often. It is simple to execute, fast to achieve and quite devastating &#8211; especially before the <a href="http://forums.battle.net/thread.html?topicId=23094049316&amp;postId=234234570068&amp;sid=5000#2" target="_blank">Chrono Boost nerf</a>, the <a href="http://forums.battle.net/thread.html?topicId=23094049316&amp;postId=234233721692&amp;sid=5000#3" target="_blank">10 point reduction in Zealot shields</a>, and <a href="http://www.sc2blog.com/2010/02/27/one-week-into-the-starcraft-2-beta-new-patch-blizzcast/">the 30% increase in Gateway build time</a> 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.</p>
<p>Counters:</p>
<ul>
<li> Well-defended choke points</li>
<li> Mass Roach</li>
<li> Marine and Marauder balls with a couple of Hellions for flavor</li>
</ul>
<h1><strong>Quick Colossus</strong></h1>
<p><strong><a href="http://www.sc2blog.com/wp-content/uploads/2010/03/Colossi3.jpg"><img class="aligncenter size-full wp-image-3184" title="Colossi lasering the field of battle" src="http://www.sc2blog.com/wp-content/uploads/2010/03/Colossi3.jpg" alt="Colossi lasering the field of battle" width="609" height="400" /></a><br />
</strong></p>
<p>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, <strong>increasing the Colossus&#8217; range of attack from 6 to 9</strong>. 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.</p>
<p>Counters:</p>
<ul>
<li>Immortals, Void Rays</li>
<li> Banshees, Vikings, carefully handled Marauders with EMP support in the early game</li>
<li> All Zerg air units</li>
</ul>
<h1><strong>Void rush</strong></h1>
<p>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 &#8211; 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&#8217;re up to, and then send 2-4 Void Rays to attack their unsuspecting enemy right inside their home.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-3206" title="Void Rays taking down the Nexus while being shot at" src="http://www.sc2blog.com/wp-content/uploads/2010/03/VoidRape.jpg" alt="Void Rays taking down Nexus even while being shot" width="535" height="529" /></p>
<p>The usual harassment at this point of the game focuses on the mineral line, but <strong>Void Ray rushers do not compromise for such petty means and go straight for the Town Hall</strong>. 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.</p>
<p>Counters:</p>
<ul>
<li> Stalkers with Sentry (Sentries are light and, with Guardian Shield, take little damage from Void Rays)</li>
<li> Mid-sized Marine groups</li>
<li> Hydralisks</li>
</ul>
<h1><strong>Dark Templar harassment<br />
</strong></h1>
<p>Still alive for the most part, and as effective as ever, or more so &#8211; now that Overlords are not detectors anymore. StarCraft 2&#8242;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.</p>
<h1><strong>Mothership</strong></h1>
<p>Before <a href="http://www.sc2blog.com/2010/03/03/starcraft-2-beta-yo-mommaship-got-nerfed/">Yo Mommaship got so fat</a>, 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 &#8211; 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?</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="453" 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/XUxF4XWtj4g" /><embed type="application/x-shockwave-flash" width="550" height="453" src="http://www.youtube.com/v/XUxF4XWtj4g"></embed></object></p>
<p>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.</p>
<p>Counters:</p>
<ul>
<li> Sucked into a Vortex</li>
</ul>
<p><img class="aligncenter size-full wp-image-3185" title="Mothership so fat" src="http://www.sc2blog.com/wp-content/uploads/2010/03/concept.jpg" alt="Mothership so fat" width="612" height="404" /></p>
<h1><strong>What is the standard?</strong></h1>
<p>If one could point out a &#8220;solid&#8221; 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.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-3191" title="A Healthy Protoss Mix" src="http://www.sc2blog.com/wp-content/uploads/2010/03/HealthyProtossMix.jpg" alt="A Healthy Protoss Mix" width="587" height="374" /></p>
<p>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.
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		<title>StarCraft 2 Beta: First Gameplay and Battle.net Impressions</title>
		<link>http://www.sc2blog.com/2010/02/18/starcraft-2-beta-first-gameplay-and-battle-net-impressions/</link>
		<comments>http://www.sc2blog.com/2010/02/18/starcraft-2-beta-first-gameplay-and-battle-net-impressions/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 01:08:53 +0000</pubDate>
		<dc:creator>Zetaras Xal'Kurat</dc:creator>
				<category><![CDATA[Battle.net]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[MultiPlayer]]></category>
		<category><![CDATA[Starcraft 2]]></category>

		<guid isPermaLink="false">http://www.sc2blog.com/?p=3086</guid>
		<description><![CDATA[Blizzard has delivered. Thousands of people have already downloaded and installed the StarCraft 2 Beta, the Battle.net 2.0 platform is online and fully operational (where it counts), maps are downloaded swiftly, and finding a match takes seconds. In general, the beta seems to be going very smoothly. Many players already populate the various leagues, the [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard has delivered. Thousands of people have already downloaded and installed the StarCraft 2 Beta, the Battle.net 2.0 platform is online and fully operational (where it counts), maps are downloaded swiftly, and finding a match takes seconds.</p>
<p>In general, the beta seems to be going very smoothly. Many players already populate the various leagues, the interface is smooth and quite intuitive, and is, amazingly, integrated into every part of the game in a very unobtrusive and efficient way. Some complaints about unused space have been made, but where it matters &#8211; inside the game &#8211; it functions beautifully.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/02/DownloadCount.jpg"><img class="size-full wp-image-3090  aligncenter" title="16677% of the map downloaded in under a minute. Now that's efficient!" src="http://www.sc2blog.com/wp-content/uploads/2010/02/DownloadCount.jpg" alt="Download Count Error - Over 16777% !" width="612" height="510" /></a></p>
<p style="text-align: left;">
<p style="text-align: left;">Ten Blizzard maps have been made available, all in either 1v1 or 2v2 sizes, on a variety of tilesets:</p>
<ul>
<li>Blistering Sands</li>
<li>Desert Oasis</li>
<li>Scrap Station</li>
<li>Steppes of War</li>
<li>Kulas Ravine</li>
<li>Lost Temple</li>
<li>Metropolis</li>
<li>Twilight Fortress</li>
<li>Shakruras Plateau</li>
</ul>
<p>Some maps come in two flavors &#8211; novice and normal. Novice type maps have a slightly modified topography and provide players with conditions conducive to less eventful early games.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/02/NoviceAndRegualr.jpg"><img class="size-full wp-image-3092    aligncenter" title="Map list" src="http://www.sc2blog.com/wp-content/uploads/2010/02/NoviceAndRegualr.jpg" alt="Novice And Regular StarCraft 2 Maps" width="610" height="347" /></a></p>
<p>Battle.net&#8217;s post-match screen includes a very informative tab that provides a clear summary of each players&#8217; build orders, directly compared to each other. This second-by-second view provides a great insight into the first crucial minutes of the game and will help players understand where exactly they might have gone wrong without taking the time to go over the replay.</p>
<p style="text-align: center;"><a href="http://www.sc2blog.com/wp-content/uploads/2010/02/StarCraft-2-Build-Order-Screen.png"><img class="aligncenter size-full wp-image-3100" title="Build order for the win!" src="http://www.sc2blog.com/wp-content/uploads/2010/02/StarCraft-2-Build-Order-Screen.png" alt="Build Order for the win!" width="613" height="337" /></a></p>
<p>Next on today&#8217;s agenda, we&#8217;ve compiled a short list of changes to the game we haven&#8217;t heard about before the beta began:</p>
<ul>
<li>When a Protoss player has one or more <strong>Warpgates</strong>, hitting &#8220;W&#8221; will select all of them, making warping units to the field a button-click away at all times.</li>
<li><strong>Lurkers </strong>are no longer a part of the game. The unit is completely gone.</li>
<li>The Protoss <a href="http://www.sc2blog.com/2009/02/25/inside-starcraft-2-qa-49-analysis-and-summary/" target="_blank">macro mechanic</a> has been replaced. Instead of the periodic Probe mining bonus, the <strong>Nexus </strong>now has &#8220;<strong>Chrono Boost</strong>&#8220;, a 25-energy ability that the Nexus can use on ANY building, including those of allies, to increase the speed of unit production and research. Extremely useful in all situations, from the beginning of the game (build Probes faster) to the end (Build Mothership faster).</li>
<li>Speaking of the <strong>Mothership</strong>, its &#8220;<strong>Black Hole</strong>&#8221; ability now functions as a souped-up Stasis Field, sucking up all units around the area of effect and keeping them trapped in another dimension for a short period before spitting them all out when it dissipates. Use with a well-timed Nuke for bonus points.</li>
<li>Mentioned just a couple of days before the beta, <strong>Banelings can now again be used as underground mines</strong>, detonating while burrowed. However, the favorite strategy with Banelings is currently &#8220;get a lot of them and roll into the enemy base&#8221;.</li>
<li>There is NO chat on <a href="http://battle.net/" target="_blank">battle.net</a> besides that with your friends and the &#8220;parties&#8221; you form with them. No regional or global channels like in StarCraft 1, and no chat gem either.</li>
<li>The <strong>Battlecruiser </strong>no longer has different abilities to choose from. Instead, only the <strong>Yamato Cannon</strong> is available after being researched at the <strong>Fusion Core</strong>.</li>
</ul>
<p><a href="http://www.sc2blog.com/wp-content/uploads/2010/02/Battlecrusiers-Yamatoing.png"></p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-3107" title="Battlecrusiers Yamatoing" src="http://www.sc2blog.com/wp-content/uploads/2010/02/Battlecrusiers-Yamatoing-1024x342.png" alt="Battlecrusiers Yamatoing" width="614" height="205" /></p>
<p></a></p>
<ul>
<li>When a player losses all his main structures (Command Center, Hatchery, Nexus), all his units and structures are revealed to the enemy. This measure was implemented to prevent players from abusing the players who just beat them by playing Pylon hide-and-seek. However, it is already raising some concern about end-case situations (stalemates, players still having enough money, etc). The SC2Blog recommends turning this feature off in tournaments and other high-level competitions.</li>
</ul>
<p>If you&#8217;re having a hard time letting go of your recently acquired StarCraft 2 Beta, you can now enjoy its theme music even when doing what you should have been  doing instead of playing:<br />
Terran theme: <a href="http://www.youtube.com/watch?v=NcghLSIpZlM">http://www.youtube.com/watch?v=NcghLSIpZlM</a><br />
Zerg theme: <a href="http://www.youtube.com/watch?v=1ivYHY8V-XA">http://www.youtube.com/watch?v=1ivYHY8V-XA</a><br />
Protoss theme: <a href="http://www.youtube.com/watch?v=zuh96ogWoAc">http://www.youtube.com/watch?v=zuh96ogWoAc</a><br />
Menu theme: <a href="http://www.youtube.com/watch?v=tVNyU-BF9wg">http://www.youtube.com/watch?v=tVNyU-BF9wg</a></p>
<p>For players who are not in the beta and are eager for some action, here are some new <a href="http://www.gametrailers.com/game/starcraft-ii/4868" target="_blank">high-definition gameplay videos</a>. If you&#8217;re looking for more, stay tuned and keep an eye over our <a href="http://www.facebook.com/sc2blog" target="_blank">Facebook page</a> &#8211; it will periodically be updated with noteworthy live streams, as they occur.
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