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    StarCraft II: Wings of Liberty

    Game » consists of 10 releases. Released Jul 27, 2010

    The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.

    Blizzard Details StarCraft II's 1.1 Patch, First Balance Changes

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    AndrewG009

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    #101  Edited By AndrewG009
    @HellBrendy said:
    " "[...]and if that don't work, use more gun"   -The Engineer.  "
    I think this strategy can be applied to any RTS. :)
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    deactivated-594edfbbc45ca

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    I marine/ marauder rush, so these nerfs don't really affect me.

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    blaze503

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    #103  Edited By blaze503

    at least they didn't nerf my favourite unit the maruader, phew.

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    KillaMaStA

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    #104  Edited By KillaMaStA

    those were not the units I expected to get downgraded for terran.

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    babblinmule

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    #105  Edited By babblinmule

    Thank god they didnt nerf the greatest unit in the game - ill still be unstoppable whenever i decide to unleash the full fury of the DREADED MOTHERSHIP RUUUUUUUSH!!!!! 
     

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    aacx97

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    #106  Edited By aacx97
    @Ineedaname said:
    " Haven't played this yet, but did that map where Zerg's creep doesn't reach the ramp ever get fixed? "
    That's every map, and that's by design. Make creep tumors if you want more creep (you do)
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    lewigi2012

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    #107  Edited By lewigi2012

    Noice! Whenever I get the chance to play online I play Zerg and I don't use Ultralisks so nothing has affected me (yet)..

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    iconsam

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    #108  Edited By iconsam

    Balance changes and constant updates are just a few more reasons why Blizzard is awesome. 

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    Turambar

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    #109  Edited By Turambar
    @EggPuppet:  The Ultralisks do aoe damage with their normal attack.  The ram attack, used specifically against buildings, do slightly more damage than the normal attack against one unit.  When attacking a tight knit bunch of buildings, the ram attack would actually be deal far less damage than a normal one.
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    MadeinFinland

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    #110  Edited By MadeinFinland

    damn, zealot rushing was all I was good at. At least an additional 5 seconds won't murder me, but still..

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    Turambar

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    #111  Edited By Turambar
    @XII_Sniper:  Zerg getting a slight late game nerf is perfectly fine considering it's the early game where they seem to be suffering most losses.
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    Turambar

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    #112  Edited By Turambar
    @onimonkii said:
    " i'm waiting for a patch that gives me a reason to make archons "
    You already do.  Its called "My templars all used their storms and now have no energy."  Considering how gas light a warpgate army is, archons are extremely powerful and mineral light units to complement it.
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    Alexzont

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    #113  Edited By Alexzont

    Keep them coming I say

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    HellBrendy

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    #114  Edited By HellBrendy
    @Xeiphyer said:
     This patch needs more voidray nerfing >=( "
    I've been in several discussions with a friend of mine the last days over this, and I have come to the conclusion that Void Rays are quite the same as the Demoman in Team Fortress 2. The unit is in it self not OP, it's just a bit too versatile and there is no real way of nerfing it as far as I can tell (but I am in all honestly only half way through my practice matches). 
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    fubucious

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    #115  Edited By fubucious

    cool need this
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    Feanor

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    #116  Edited By Feanor
    @Turambar: To bad thats the only use for them, but I think thats what Blizz intended.  
     
    @Fragstoff: They are easy to counter if you are Terran. A simple nerf would be, having them only able to gain charge off of enemy units/structures. I'm sick of VR's using rocks and their own pylons to gain a full charge 
     
    @HellBrendy: They could do a damage nerf, make it take longer to gain a full charge, or maybe make them cost 4 food instead of 3. They are a little to ridiculous right now, especially since they are a tier 1 air unit. The fact that Immortals are more expensive to make is a little funny to me.
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    guttyg

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    #117  Edited By guttyg

    aha

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    FrostedDolphin

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    #118  Edited By FrostedDolphin

    I <3 Blizzard

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    FrostedDolphin

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    #119  Edited By FrostedDolphin

    yay blizzard

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    Klules

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    #120  Edited By Klules

    This has been a long time coming.   Terrans shouldn't be shocked.   Toss and Zerg may be bummed but I believe this will help overall.    Not sure how M&M will be any easier to stop tho.

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    AlexMarra

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    #121  Edited By AlexMarra

    The amount of work that goes into a game like this is truly astounding.

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    Slaneesh

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    #122  Edited By Slaneesh
    @Matthew said:
    " They're removing a whole unit?  The Ram? "
    I cant tell if your beeing sarcastic. If not, no its an ability
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    WEKS

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    #123  Edited By WEKS

      http://www.youtube.com/watch?v=pHG40AdYfJ0

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    devosion

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    #124  Edited By devosion

    As a primary Protoss player I can safely say im not too concerned about the additional 5 seconds of build time for zealot. A charged gateway will still make this manageable, and any good Protoss player worth his salt knows how to scout zerg for the early ling rush, and how to block off his ramp and hold it with a lone zealot long enough to build significant forces. The gateway cooldown seems to be detrimental to 4-gate pushers, and im guessing was made particularly to keep those 4-gate players from getting too prolific without knowing how to do anything else. The terran changes though were much needed, it makes sense that terran was nerfed more than any other race though because siege tanks are just infuriating on high ground, and when used with a proper push. The change with BC's I can't really comment on because I rarely see a terran player use them in the matches I play. Overall its good changes, and it goes a long way to making zerg a more viable race than it had been. 

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    devosion

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    #125  Edited By devosion
    @onimonkii said:
    " i'm waiting for a patch that gives me a reason to make archons "
    If you play templar efficiently you know when to make archons, and why the decimate those squishy zerg and terran.
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    Juvarial

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    #126  Edited By Juvarial
    @Cretaceous_Bob: I killed over 16 with 4 vikings.  
    You just have to micro out of there range. 
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    Cretaceous_Bob

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    #127  Edited By Cretaceous_Bob
    @Juvarial:  
    Indeed, the air-to-air units are a totally valid counter, but much of the time people don't micro like they should. If they stand and fight they're fucked, and much of the time they do.
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    Buccura

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    #128  Edited By Buccura

    Eh, I very very seldom use Ultralisks anyway.

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    WatanabeKazuma

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    #129  Edited By WatanabeKazuma

    All this high level Starcraft talk is intimidating, but it entertains me nontherless. I can't help but find it fascinating.

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    voyager

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    #130  Edited By voyager

    Sounds great :)

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    Cambody

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    #131  Edited By Cambody

    Siege tanks are super nerfed, but it might be for the best.  But I am kinda bummed about the reapers, reaper rush was my fav.

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    CharlieTuna

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    #132  Edited By CharlieTuna

    Dear god, why nerf Ultralisk? Why? It makes no sense. I love my zerg elephants.
     
    Also, did protoss need any kind of nerf at all? The warpgate one seems a bit unfair.

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    CharAznable

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    #133  Edited By CharAznable

    For the swarm!

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    ryanwho

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    #134  Edited By ryanwho

    Since so many goobers were playing Terran, I don't know how people get off bitching and moaning for fixing a clear imbalance.

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    Aus_azn

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    #135  Edited By Aus_azn

    As someone who only plays CGs against my friends who are all either in gold league or diamond, this may wreck some of them. 
     
    One of my diamond friends mains toss, and I usually tend to see a zealot rush from him fairly quickly. 
    The rest main terrans and tend to spam battlecruisers and siege tanks, so.... Works for me, as somebody who mains Zerg (don't ask).

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    deactivated-5ffc9b71f33ff

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    I like the Zeal time increase.

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    jmrwacko

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    #137  Edited By jmrwacko

    WTF is wrong with them? The only Terran change that's halfway decent is the nerf in reaper build time. Siege tanks were never what was OP about Terran, so reducing the dmg vs. light targets just forces Terran players to rely even less on mech and more on MMM, which is the most OP thing about terrans and isn't even being touched! Furthermore, why nerf battlecruisers? Massing battlecruisers is one of the weakest Terran strategies atm, now BC's will just be obsolete.
     
    Also, they're NERFING ultralisks? Why?

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    fox01313

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    #138  Edited By fox01313

    Wondering how much ranting/raving will be from Brad on the bombcast about this.

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    Dudenzz

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    #139  Edited By Dudenzz

    I'm a zerg player. IMHO zerg is not as bad as much of you think. They are slightly weaker then both P and T, that's why we are able to see jjust a few Zs in high pro tournaments. But, hey, come on, they're not out of the game yet. I can easly ladder as zerg and I feel confident playing versus cheese proxy or a rush. Blizzard has the point - top players are actually not Americans but Koreans and top Koreans used to play zerg mostly. If you couldn't win against mechT as a Z watch Cool vs Maka final world cup matchup, if you can't win against rushes, proxys nor any other kind of cheese as a Z - watch reps with Check dealing with it. MMM is weak as it is and does not need any kind of nerf - I mean, come on, start scouting - you need like 3 minutes macroing  to counter HUGE MMM ball while being unprepared at all as a zerg. 

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    LeeJ

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    #140  Edited By LeeJ

    dam, i just recently learned how to  use seige tanks effectively. lol. how are the tanks considered OP in SC2 when the tanks in SC brood war dealt 70 dmg compared to 50 in SC2? 

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