IF YOU WANT TO BE ON THE OFFICIAL BEGGING-FOR-A-BETA-LIST, PLEASE PM MNC DOVER YOUR FORUM NAME AND WHETHER YOU ARE ON US OR EU SERVERS AND I WILL ADD YOU. DO NOT MAKE REQUESTS IN THE THREAD ANYMORE. ONLY SC2 TALK FROM NOW ON!List of people who want friend invites to Beta
US Servers:
Battle Jesus
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I needed a name to post.
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European Servers:
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Domhnall
Because some people still seem to not know, Starcraft 2 will have lan!
Visit
http://www.starcraft2.com/features/ to learn more about the game (although you should know everything already).
Beta Invite Information
I attended BlizzCon 2008 and received a code for the StarCraft II beta. Do I have to go through this process?
There is a separate process in place for players who received StarCraft II beta codes from BlizzCon 2008. To redeem your BlizzCon 2008 beta code, visit the beta sign-up page (don’t worry that the page says World of Warcraft), and enter the code from your BlizzCon 2008 card, along with a valid email address that you check often.
Once you’ve completed these steps, we will contact you via email at some point during the StarCraft II testing process with further instructions. Please note that in order to participate after your receive the invitation, you will need to sign up for a new Battle.net account (if you haven’t done so already).
Will opting in early improve my chances of being selected?
Beta invitees will be selected periodically from the entire pool of players who have chosen to opt in and who meet the requirements. Opting in early doesn’t mean you’ll be invited sooner than someone who signs up after you.
http://www.starcraft2.com/beta-faq.xmlMinimum System Requirements (from the Beta Client)
PC Minimum Requirements:
• Windows XP SP3/Vista SP1/Windows 7
• 2.2 Ghz Pentium IV or equivalent AMD Athlon processor
• 1 GB system RAM/1.5 GB for Vista and Windows 7
• 128 MB NVidia GeForce 6600 GT/ATI Radeon 9800 PRO video card
• 1024x768 minimum display resolution
• 4 GB free hard space (Beta)
• Broadband connection
*Note* the final requirements for Starcraft II have not yet been determined. Due to ongoing development the minimum requirements listed above are subject to change at any time. During this phase a Mac version will NOT be available, please check back.
To keep up on the current patch notes, click on the official battle.net forums thread found here.
Starcraft 2 Music: Get it While it's Hot - Click Here
Starcraft II: Wings of LibertyFour years after the Brood War devastated the Koprulu sector, most of the superficial damage has been repaired - but the true wounds still run deep, and far away from human eyes, the zerg's final metamorphosis has only begun.
Screenshots
Beta: Live Streams
I wanna put as many live streams here for people to watch, so let me know (via PM?) of any you know of.
1up Live StreamGiantBomb Live Stream (will be live soon, or so they say)
Team Liquid Live Streams (Blue stars are pro players)
Our very own Lunysgwen's Live Stream
Tech Tree unit stats have been changed with patch, so individual units have been taken away.
eeSanG's basics of Starcraft 2 for all you noobs. This is quite long.
I have written this to help anyone who is interested in playing but have little experience and no one to teach them.
There are many things in Starcraft that are so basic that no one mentions them. However, they’re also incredibly difficult to find out for yourself without a natural intuition for Real-Time Strategy. This makes it extremely difficult for people new to RTS’s to learn about them so they get trashed by everyone and everything; the entire process can be extremely demoralizing and leaves only a bitter taste in the neophyte as they quit in frustration. These basics are so fundamental that without them, every player is doomed to failure against someone with solid mechanics.
I am going to go over many of these basics. Here are some simple tips that apply to almost every RTS that involves resource management:
* Keep building workers/harvesters.
* Don’t let resources build up.
* Learn build orders.
* Don’t play blindly, scout often.
The slightly more advanced mechanics all branch off from these principles.
Why you want to keep building workers.
Workers in Starcraft are great investments; you spend time and resources building them and they’ll provide great returns on those investments. The most significant mechanic behind Starcraft is resource management: you need minerals and gas to do everything. The more you have, the more you can do; but, the reverse also applies: the less resources you have, the more limited you are in options. This is macromanagement.
Okay, so more workers mean more resource gathering, but where do you stop? You don’t. In Starcraft 2, every base has 8 mineral patches and 2 gas geysers. Maximum saturation is 3 workers per mineral patch and 3 per gas; however, the optimal amount of workers on minerals is actually 2. There are heavy diminishing returns after 2 workers per mineral patch and returns stop altogether after 3. So why don’t you only make 22 workers, 16 for minerals and 6 for gas? Because you will want to expand.
Expanding is a critical aspect of micromanagement. Two fully saturated bases have double the production of one: this means twice the upgrades and twice the units. That is an unfair advantage over your opponent if you’re playing 2 bases to 1. Expanding does require an investment though, you cannot recklessly place bases all over the map or you risk losing everything to an aware opponent.
So back to workers: Why don’t we stop at 22? Because you will want to expand and you will want your investment to make immediate returns once you do. How do you do this? By transferring several workers from your first saturated base to your second (For future reference, transferring of workers will be called maynarding, as that is the term used by competitive Starcraft players). So say you kept building workers and you have about 34 (6 on gas, 28 mining), 4 of your workers mining are actually doing absolutely nothing. You still want to produce this many workers because once you expand (which you should when you safely can) you can maynard 17 workers to your expansions and put 6 on gas with 11 on mining.
Doing this, you’re now fully saturated on gas in two bases and have 11 workers on minerals each base. This is clearly insufficient and suboptimal but now you have 2 worker producing buildings and by splitting evenly, you can hit optimization in both bases with 5 worker production cycles. Well, 11 isn’t an optimal amount, so why not only move 16 and have 16/6 on minerals? You could, but because you have 2 worker production buildings you would have to go through 0 and 10 worker production cycles to hit optimization and that is inefficient because you have only one building doing all the work instead of dividing it equally. This doubles the amount of time for your bases to hit optimized mining and every worker built at an optimized mineral line is worth less and less.
So to keep the first facet of macromanagement strong, worker production is required beyond optimization. You’ll want to keep producing workers at both bases after your first expansion because the late game phase is usually played on 3 or more bases and you will want to continue maynarding workers to new expansions.
Why you don’t want resources to build up.
Worker production is the first stage of macromanagement: actually getting the resources. The second facet of macromanagement is actually using those resources. As you gather resources, you use them to make units for fighting. Every resource hoarded is a potential investment you did not make. If you engage in a battle with 1000 minerals hoarded, that is 1000 minerals worth of units you could’ve had at the fight had you macromanaged better. 10 Zealots, 20 Marines, or 40 Zerglings can significantly change the outcome of a battle. Unused resources mean smaller armies and smaller armies usually mean battles lost. Having 10 Marines is not going to win against 10 Zealots; you need more Marines for it to be a fair fight.
To prevent yourself from running into unfair fights, you want to be continuously spending your resources on something. It can be workers, buildings, upgrades, or units. Just spend it. But! Don’t waste it on things you will never use. Don’t get speed upgrades on a unit that you never plan on using. Efficient spending is implicit. It is not obvious; it is not shouted at you when you lose. Players will have excuses on why they lost, but underlying all that is usually because they did not spend their resources efficiently.
Another bad habit that many players have is immense amounts of unit queuing. Yes, you are spending resources, but it is not being spent efficiently. You make absolutely no returns on unit production until those units are actually made. Filling a unit queue right as or before a fight starts means those are units you could’ve already had. How? By making more unit producing buildings. Learning how many unit producing buildings you can have per base is difficult to learn, precise amounts can only come from experience.
Using Protoss as an example: A single mineral line can support roughly 3 Gateways running full time with minimal ‘teching’ (unlocking upgrades or new units). It can support 2 with heavy tech investments and it can barely support 4 Gateways with absolutely no tech investment. Running 4 Gateways usually ends in disastrous results for the Protoss player unless the opponent is quickly killed or there are no tech investments left to make. This is because if the opponent can get severely ahead in tech, the Protoss is at a significant disadvantage due to a lack of viable options.
If you have resources piling up, you have two options: make more unit producing buildings or expand and then making more unit producing buildings. Being choked on unit production is an easy way to lose after trading armies with your opponent. Having too many buildings is better than not having enough.
There are two ways of losing via smaller army: not having enough or not spending enough resources. Both of these are easily avoidable.
Now that we’ve covered resource management, we continue onto build orders.
Learn build orders.
Build orders are a prearranged order in which you construct your buildings. Good build orders are those that everyone uses; they are cookie cutter. Now, some might rant about how cookie cutter builds destroy innovation and creative play. No! Build orders allow innovation and creative play to be efficient. They are cookie cutter for a reason, because they are the most effective openings in regards to resources and time. Starcraft and Starcraft 2 are battles of resources, but they’re also battles for time. A few seconds difference can change the entire game through a delayed unit, a building, or an entire expansion. Many openings trade time for resources or resources for time. Time creates advantages in tech, resources, or army size.
Learning build orders is more difficult in Starcraft 2 because it’s so new, not everything has been discovered or tested. It’s your job now to create, adopt, or steal build orders that are the most efficient. Constructing a building 5 seconds earlier than normal can lead to enormous advantages but not learning or refining build orders can lead to constructing buildings later than necessary!
For Starcraft 2, there are two ways to create the opening Pylon as Protoss. You can either make it at 9 supply and have it finish at 10 so you can Chrono Boost or you can cut an early Probe to create a Pylon at 8 and Chrono Boost the 9th Probe immediately. The difference between these builds provides a difference of about a second in the first Gateway, so this is an extreme example. I myself enjoy placing the Pylon at 8.
The difference between a solid and shaky build order can mean living or dying during the early game.
Don’t play blindly, scout often.
Map hacking, the most prominent hack in Starcraft, provides perfect information on the map and the opponent. This third-party program is looked down upon by the competitive community because it provides such an unfair advantage and because it is cheating.
You can simulate these same advantages through proper scouting. A player’s first scout is usually their worker. Many beginners believe that they are sent out for the sole reason of finding where the opponent is. Naïve! Keeping your scouting worker alive reveals so much valuable information, but only through proper analysis that comes with experience.
The subtle things will tell you much: the progress on the spawning pool will tell you whether to expect early Zerglings or not. A 10pool (a spawning pool created after the 10th Drone but before the 11th) will most certainly make Zerglings while a 13pool may only make 2 or skip them altogether. A surviving worker can reveal a Protoss player’s entire tech tree if kept alive: 1 Gate into Cybernetic Core? 2 Gate? THREE Gate (3 means you are going to get rushed)? 0 Gates? You just got proxy’d, get ready for a fast rush. A scouting worker can easily dodge Zealots through proper micro, many will need to get a Stalker or Sentry to kill it if they don’t want you to see their tech tree and that means gas spent, unit created, tech delayed.
When the first scout dies, many no longer scout for the rest of the game. Foolish! Continue to send out scouts; they can be either workers, a fast and inexpensive unit (Zergling), or a unit that is concealed and difficult to kill (Observer). Knowing where your opponent’s army is, knowing what it’s made of, and knowing when they expand are all critical intel. Location allows you to set up flanks or ambushes. Composition allows you to create the correct counters to their units, and knowing when and where an expansion is built opens up an opportunity to attack before they make returns on such a heavy investment. However, don't needlessly sacrifice units into the maw that is your opponent's army. Scout often, but be conservative with them.
Scouting is much harder and is much more demanding on your multitasking than macromanagement. You shouldn’t let your macromanagement suffer for the sake of scouting, but neither should you forsake scouting altogether. Balance is key to consistent success, though knowing when to take risks is also important.
Combining these fundamentals together means that your armies will be as large as possible, your economy as efficient as can be, and the knowledge of your opponent’s play are as clear as crystal.
These basics are just that, fundamentals. A lack of fundamentals means that defeating an opponent with strong mechanics and safe play will be an impossibility. Real-Time Strategies incorporate strategic play but that is meaningless when lacking in basics. Smaller armies, weaker economy, and blind play are disadvantages the player only gives himself; they are completely unnecessary and preventable.
So here they are again so you can drill them into your head. The basics of resource based RTS’s are:
* Keep building workers/harvesters.
* Don’t let resources build up.
* Learn build orders.
* Don’t play blindly, scout often.
It can be difficult to do everything simultaneously at first, but it becomes more natural through practice!
Good luck and have fun. Until next time.
Terran Tech Tree courtesy of NoGreatCountryThatLostOlympicHockey
Zerg Tech Tree courtesy of NoGreatNCountryThatLostOlympicHockey
Protoss Tech Tree courtesy of NoGreatCountryThatLostOlympicHockey
Beta Players
PM me with your account if you want on this list.
PA SC2 BETA: STEAM GROUPhttp://steamcommunity.com/groups/PASC2Beta
US Servers
MNCDover.mncdover MNC Dover
NoGreatName.ballin NoGreatName
Gnometaro.gnometown Push Button / Receive Cat
Peff.havoc Peff
eesang.arbiter eeSanG
Fathom.sinjun Urian
TheStig.stig TheStig
MartianMark.martianmark TheSuperWoot
Lunysgwen.giraldus Lunysgwen
Manic.manic Yran
TheLorax.modain Modain
aadric.aadric mrsinister
GIChoe.gichoe Brodo Faggins
Keelhaul.zilo Zilo
pogo.pogo Pogo1250
Flea.pious Inquisitor
melkster.melkster Melkster
Xicotencatl.tejas MrOletta
Grain.grimwyrm Grain
BoxMuncher.cbl Katholic
Xenozergie.tirmcdohl XenoZergie
Kwisatz.haderach schmads
infinity.infinity Infinity56
Kancho.terrible KrunkMcGrunk
Tossrock.ironarc Tossrock
Akematsu.yojimbo Wicked Uncle Ernie
Arkan.metempsyche Arkan
Naivedo.naivedo Buraisu
Bahamut.zero BahamutZERO
RedTide.hooknladder RedTide
Perturabo.salvation Salvation122
ymmt.net akiboshi
Seanron.qotpa Seanron
Burst.emi Sabo
LocustReign.onyourparade Uselesswarrior
Revenant.Revenant Lurk
Arikado.arikadopa Arikado
SLyM.slym SLyM
Zore.dragon Z0re
Foefaller.magus Foefaller
Strickland.spt a penguin
Srice.srice Slicer
kime.delpell Kime
StarKraft.dinner ThugsBunny
GogoKodo.boy GogoKodo
Spartacus.IMSpartacus Nylonathetep
Lemming.west Lemming
Megrim.crux Haki
Aphrodezach.zach Thor1590
Dudeman.rules DudemanX
SomeTallGuy.stu some_tall_guy
Winky.ajalkaline Winky
und.einpirat undeinpirat
BloodySloth.pumantis BloodySloth
Fireflash.patparadize Fireflash
Vivus.machina As7
Aphostile.west Aphostile
iowaa.iowaa Iowa
platinumplus.musanman musanman
mEEks.sisu mEEKsa
Debaser.debaser DebaserZbs
Zerokku.zerokku Zerokku
sevorak.sevorak sevorak
rewsky.rewsky SkyGheNe
SlayerVin.pants SlayerVin
Tortalius.tortalius Tcheldor
FuriousJodo.tribalwar FuriousJodo
crimsoncyote.crimsoncyote crimsoncyote
Over.backbones INeedNoSalt
schctrg.schctrg Drag
Negativeskil.Shi NegativeSkill
LovePhD.moot MutePrez
Sceptre.romus Sceptre
Finnbarr.dreydus Finnbarr
Rock.steady Fatty-McPhat
Euro Servers
Fenris.fenris fencat
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Wolf.bjarki Zealot
Gumpy.vonbear Gumpy
evilthecat.void evilthecat
Klyka.klyka klyka
Seanron.seanron Seanron
OP mega-stolen from Topia.
Should I put something else in this OP? PM me and let me know.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam IDTwitch Page
Posts
In other news, do we have any confirmation that new invites are going out while the maintenance is going on?
Please say yes.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=116177
Not sure if we'll get this in English...
This would be fun. Gom is a Korean company that used to broadcast SC1 tourneys, both in Korean and in English with commentary from Tasteless. They had the biggest prize pool in Korea (which makes it the biggest prize pool in the world I guess), and their last season was sponsored by Blizzard. They've run into a lot of conflicts with the KeSPA though, the organization that runs the other leagues and is basically in control of all the pro teams. KeSPA has beef with Blizzard too. No one likes them >.>
You can find GomTV SC1 VODs here:
http://www.gomtv.net/channel/
Yes.
bwuahahahahahahaha!
C'mon, Blizz, give me some of that juice... you know I'm good for it!
*shakes*
EDIT: Battle.net is back up!
...I am still betaless. /wrist
I wasn't sure if I was going to win or not - it was a great, close match. Sigh.
Edit: ahahaha, of course it's not up if I keep refreshing battle.net/maintenance
Edit x2: GODDAMN NO BETA
well if you play and then lose you'll wind up in a lower bracket
I feel the opposite- I feel like I got placed too high from my trial matches and now that I'm playing people who know what they're doing I am getting crushed.
In 2v2, I am playing with a silver league friend of mine, and we managed to make it to platinum, and even beat someone who was #1 in their division, so that's weird.
Presumably, if you keep on playing the match system will get better at appropriately matching you no?
I don't really see a solution to this. If the system works then you should eventually hit a place where you are losing as much as you are winning. Ranking up should not be easy. If it is, then you're in the wrong bracket. Of course, ideally the system finds a place so that even when you lose, you feel like the game was in your reach and if you just did X or Y right, then you would have won.
Hey EFF YOU GUY.
I wish I could hate you to death.
Sounds like it's working great actually. The point of the ladder placement and auto matches are to match you with people of similar skill. So theoretically once you reach where your actual skill level and your ladder placement meet you wouldn't move at all. What will happen though is if you continue to play and get better then you should be able to move up, but not before then.
Maybe you need to look at it as a ladder as a whole rather than just your own placement. If everyone had the same feeling as you, that they should somehow be moving up the ladder rather than reaching their corresponding skill/ladder match the ladder wouldn't mean anything.
Also I love the broken English posts that gom would make whenever they were having technical issues.
Now if I can only steal my Street Fighter thread back from ChaosHat....
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
http://www.youtube.com/watch?v=ZltCnantkcE&feature=player_embedded#
Notice how he engages the colossi with his vikings before the main armies even meet. This forces you to try and run away your colossi which is then an invitation for the m&m army to walk up.
edit: Lol, even CowGoMoo thinks stalkers are useless.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also this game can suck my penis.
But... there wasn't a patch?
I'm lazy, you silly goose.
blammo.
bookmark that.
How about your rank deteriorates overtime if you don't fucking play.
I kinda feel what SLyM's saying here. I think it is a...let's call it, a psychological weakness of a good 1-on-1 ranking system, that after you've been playing for a bit, it inevitably places you such that every single game you play is theoretically winnable for you but balls-to-the-wall hard, and you only pull out the win half the time. That can be lots of fun, but when it's all you get all the time, it can get tiresome and frustrating.
I'm not going to try to argue that this is a thing that necessarily needs a solution. Yet I do think that the formidable amount of ranking data that Battle.net creates could be adapted for more uses than the single purpose of getting everyone to a 50% win ratio.
Steam: badger2d
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Damn you Blizzard what have you done to meeee
Steam: badger2d
Wait? Why is this bad? If the ELO system is legit and you have over a 60% win ratio that should be a big deal. I mean, if you're playing on the ladder it's assuming you're looking for competition, not something where you can just log in and just stomp some noobs once in a while. If you're looking for easy wins or non-tense games it seems counter intuitive to be wanting to play on the ladder in the first place.
Terran seem pretty crazy right now, and the ability to field a dominant ground-to-ground unit (siege tank), air-to-air unit (viking), and flexible, powerful infantry (M&M) makes them pretty fierce on the field.
The Colossus isn't a bad unit, its really good at what it does but it feels somewhat like the Thor: too much of an investment in a unit that is ultimately too fragile.
Stalkers seem pretty terrible, I suspect if they were a more capable unit a protoss player could more feasibly use them to fend off vikings (who have great range but are shit slow) and then count on the same stalkers as a better support unit for fighting M&M on the ground.
The amount of scary that M&M can put on the field seems to let a good T player dictate a significant portion of any match. You can't rush a T early thanks to walls, so the weakness of the marine in open combat is irrelevant. By the time marines need to do any fighting, marauders are on the field and stuff just dies.
I'm not a #1 top player, but it does seem like Protoss ground is kind of lacking atm.