BlizzCon 2010 Promo Video

by Zilla on 09/02/2010

The promo video/commercial for BlizzCon 2010 is out for a few days now. The video sounds like a commercial for one of those pay per view boxing matches.

Since BlizzCon 2010 tickets sold out (in one second) that the next best thing is the virtual ticket, not that I could have afforded an actual ticket anyway.

This is another great video by ForceSC2Strategy on how to work around a walled in opponent using the Nydus Worm. The video shows Protoss, but this can be adapted to walled in Terrans as well.

Another video by Force showing a base wall-in versus Protoss again.

I tend to play defensively as Protoss so this strategy has happened to me often enough to be annoying.

StarCraft, The Movie

by Zilla on 09/01/2010

MTV recently interviewed Rob Pardo, the EVP of Game Design at Blizzard about a possible StarCraft film. Here’s what he has to say:

“We’ve always had an interest in seeing our stuff on film or TV. It’s just tricky to find the right partners. We probably could have made a ['StarCraft'] movie or something on TV years and years ago, but it’s really important to us that we find creative people that are really talented but also really excited about our properties. That’s always been the challenge for us. I think if Jim Cameron came to us tomorrow and said, ‘You want to make a ‘StarCraft’ movie?’ we’d probably sign that.”

Its no big surprise that he named someone like James Cameron since he’s freaking brilliant in the sci-fi genre. If Cameron made a StarCraft movie, it’d definitely bring it into the main stream and get even more people into the SC games.

The Four Gate strategy (one of my favorite) is a simple strategy that capitalizes on poor scouting by your opponent, but its pretty damn effective against just about anything. So if you’re a serious Protoss player, this is a strategy that you definitely need to learn.

Another great video by HDStarCraft.

Blizzard just posted a press release to tell the world that they sold a butt load of StarCraft 2: Wings of Liberty retail boxes/accounts. So 3,000,000 X $60 = $180,000,000 = a butt load of monies.

Here’s Morhaime’s message:

“We appreciate all the enthusiasm that players around the world have shown for StarCraft II,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “It was important to us to deliver an overall gameplay experience that was accessible, balanced, and fun, and it’s been gratifying to see how strongly the global community has already embraced the game.”

You’re welcomed, Mike.

I know I’m a bit late, but I finally got a chance to catch up on the MLG Raleigh tournament. Here’s the recap from SC Center:

Also check out the final game between HuK and KiwiKaki:

Congrats to HuK!

See the official MLG article for more details.

Fan Art Friday: High Protoss Templar by Levente Ruckert

This week’s Fan Art Friday is another sketch but on colored textured paper which gives the entire piece a pretty cool look. Check out more of Levente’s art on his profile.

While patch 1.1 is not out yet, as it is expected to launch sometime in September, a situation report was posted for it. In short, its going to be harder with Zealot rushing, Reaper or Bunker rushes would be harder, slight nerf to the Siege Tanks, Battle Cruisers, and Ultralisks. Read below for the details.

Balance Changes

We have several balance changes in store. One general change we’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’s break down the additional balance changes we’re implementing.

Maps

We’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.

Protoss

We have two key changes in mind for 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. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby “proxy” 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.

Terran

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 increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. 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 increasing the bunker build time from 30 to 35 seconds.

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’re changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; 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.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We’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. We will be lowering their damage against ground units from 10 to 8.

Zerg

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. 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. The ultralisk building attack (Ram) is being removed 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.

You can read the official post in full on battle.net.

This is an excellent step by step video by ForceSC2Strategy on how to execute a Reaper rush. He also includes the build order too.

In my opinion, this is the Protoss equivalent of the Zerg rush. There are really two flavors to the Zealot rush, rushing from your main base or from a proxy.

Here’s a video where the player explains it and how to do it from a proxy.

And here’s a commentary by HuskyStarcraft on Team Liquid invitational a while back on game 1 of WhiteRa vs HayprO where you see WhiteRa pull a proxy Zealot rush for the win.

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