I was just reading about the WoW Real ID thread (http://hardforum.com/showthread.php?t=1530895). Is Real ID enabled by default in Starcraft 2 beta? I assume it follows the same guidelines that users have to ask for permission and such right?
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hmm i cant create or join any games
anyone else?
IT LIVES
lol so i guess there's 600k players foaming at the mouth while sitting at the main screen. 0 games worldwide.
Probably 500k WOW players and 100k SC2 players wondering why the heck blizzard can't even support the beta players.
I was just chatting with some WOW friends through the real ID thing waiting to see if I could join any games... at least that part is working flawlessly.
If blizzard expects *only* 600k players at launch then they're really really really really really stupid.
It just stopped working, LOL.
623,000 people online.. JESUS christ.
If anyone gets into a game or two please alt-tab and post in here so I can have an excuse to stop working and start playing.
All I got to say is that I noticed the upgrading for terran has been reverted. 100/100 for stim and shields.
Marines are 25 seconds down from (45 IIRC), Maud's at 30. Reapers at 45.
All I got to say is that I noticed the upgrading for terran has been reverted. 100/100 for stim and shields.
Marines are 25 seconds down from (45 IIRC), Maud's at 30. Reapers at 45.
Stim and shields used to be 150/150... marines were always 25 I thought. The way I remembered it was Marines were 2x, rauders were 3x, and reapers were 4x with x being hazy. I just know that reapers took forever relatively.
The game shows 2 placement matches, but it still takes 5 games to get placed. It will go 2,1,0,-1,-2 placement matches remaining. Not sure why this is but yeah, it took me a full 5 games to get placed in 3v3 random (yay bronze because I got retarded teammates... won the first game by a landslide and then lost 7 in a row because my teammates were literally freaking horrendous.) Like... after the first game, 1 of my 7 losses was due to an ally quitting as soon as the game started, 5 of the other 6 losses were due to having either 1 or both teammates building less than 5 units by the time the enemy rush shows up. It's an automatic loss when you have 4 zealots 3 stalkers, your teammates have a combined 5 marines and you get smashed by 10 zealots 12 zerglings and a few banelings just to rape 30 workers easy peasy.
Honestly, i'm disappointed with SC2. Zealots are OP when combined with chrono boost, you can pump them out as fast as a terran can make marines. Banelings reapers and helions make it EASY to rape someone's worker line. If you send in 12 to 16 zerglings to tie up someone's units then you can just run 6 banelings straight into their worker line and laugh as you take out 5 minutes worth of production and their entire source of income. 4 reapers can easily destroy 15 workers and get away safely as long as you do something that forces someone to not camp their workers with every unit they have. 2 helions with the damage upgrade can take out an entire worker line in 2 shots, and they are also super easy to just zoom past defending units and rape workers.
lol Wizardhawk, you make it sound like zlots are impossible to beat. keep in mind that protoss does not have infiite chronoboost, and zlots dont cost 5 mineral, they cost 100, so it's not very cheap.Yes, I agree they aren't too strong in 1v1 games. In a 3v3 or 4v4 however, there is literally nothing you can do to stop it unless your entire team is superior to theirs. If you go up against 3 protoss, tell me... how would you possibly counter a 3 man zealot rush if you have 2 terran and a zerg for example. If the other team knows what they are doing, one side of your base on the 3v3 map is going to get hit by 18 zealots at about the 6 minute mark. At best, your team is going to have 15 marines and a few zerglings, possibly a couple roaches, but that army is absolutely no match for a horde of zealots.
The only way to stop a combined attack involving banelings would be to 100% individually micro your units to take out the banelings and desperately hope that:
1. You kill them before 1 or 2 get a chance to explode on your worker line, as each one will take out 8 workers.
2. You don't lose your entire army as you desperately try to chase down the banelings while their marines/zerglings/zealots go to town on your army.