In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
of course valkyries aren't a good choice against battle cruisers. you don't need FBH to know that. But it counters mass wraith in super late game, where usually you couldn't make valkyries due to them not shooting as many missiles as they could and hence making wraiths a lot stronger. This is also valuable for FFA or Fastest Map Possible games.
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
I kinda like the fact that the APM/Timer is sort of "integrated" into the command UI but it would be nice if they had just put them where various 3rd party tools put them, top of the screen for the timer and top right for the APM. They should at least consider giving different options for where they're placed; otherwise I predict a lot of people will be looking for 3rd party launchers/tools.
The valk change should really only impact lategame TvT where a mass wraith situation takes place. The only other place I could imagine it being relevant is in a TvZ Mech vs Hydra/Muta, and that assumes that there would be enough sprites to trigger the bug.
- a lot of cpu usage in the menus (also when minimized) - when the mouse is not bounded to the window and the window gets focus the mouse is set back in the window area (and sometimes the windows mouse pointer is not hidden)
In this video FBH goes over some of the new changes. I don't speak korean, but from what I could tell he points out:
1) The gametimer/apm counter blocks part of the screen from being clicked. It should keep the clickable part of the screen exactly the same as 1.16 imo.
2) Mass valks aren't going to change the game that much. He attack one battlecruiser w/ like 3-4 scvs repairing and it takes 2 cntrl groups of valks like 1 minute to kill it.
3) Shows off the fix for marines/goons stopping randomly. This one actually looks like it works.
Also one thing I didn't see anyone mention- the autosave filenames still give the "file name too long error". Why can't we have a file name increase, or at least an autosave system that titles our replays correctly!
Thanks for posting the video. From the looks of it, if they increased the sprite limit, it is barely noticeable, you can clearly see a lot of valks are still not firing consistently. Makes me sad after knowing that it is possible to increase the overall sprite limit significantly and they apparently didn't put in too much effort for that.
Also his test with the marines showed, that the not moving bug still exists for them (one didn't move at the end even though it showed the move command was executing) maybe it occurs less now but this makes me also sad.
At least I also learned something new. I didn't know that the building exit can be blocked, if you produce air units.
Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
That APM counter and timer are bound to cause issues on older maps such as Neo Medusa where minerals can be placed directly below the spawn point. Those were a pain in the butt to click even in the current version!
- I think campaign / single-player games / replays should be started with the last speed-setting or fastest - when adjusting a slider in the settings by clicking to the left or right of the circle a few times the focus goes to the next ui element - there is screen flickering for me when I go from windowed to windowed-fullscreen on one of my two monitors. Going to fullscreen on the other one is fine
On March 31 2017 07:14 SchAmToo wrote: Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Maybe you could check what happens if you play the replay with 1.16.1?
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
The worst : 1)I had to manually change addjust settings of starcraft.exe so it looks like BW and not like a bunch of pixels...Everything was OK on single after my intervention..Than on server again bunch of pixels...I again switched on same settings and now it's ok O_O. 2)Mouse sensivity as ppl mentioned. 3)Hotkeys not working if You do them too fast.Also if You hold hotkey it wont move screen to building/army placement.
More important: 1!)Anyone noticed difference in patrol micro ? I played 1 game of ZvZ and Patrol micro felt like Hold P. micro...Mutas attacking 2 targets at the same time ;o
And many more which people already mentioned. Anyway I wont play untill official release...It was horrible experience compared to 1.16 (and I was so hyped )
I was listening carefully, watching silently, while being positive or -may I- tried to be positive about the shipment of changes arriving. Coming out with a so called patch after 10+ years which does not solve the problems it supposed to solve, instead it introduces never seen bugs messing up everything is insolent, impudent, impertinent, graceless and shameless, in my eyes this an insult for all of us. I wouldn`t dare in their place. Not in this fashion. Like we were asking from them anything... This beloved game became more and more our property and less of theirs, as they built their dilapidated sloop unlearning and forgetting their luckily found diamond abandoning it for other fortunes.
On March 31 2017 07:14 SchAmToo wrote: Been playing for the past two months almost every day for > 1 hour each.
Last night tried PTR with friend who's beene doing the same as me, we got a lot of weird pathing issues. The worst I saw, SCV was past vespene geyser going north, told it to go scout top left, from bottom left position. It went forward, stopped, turned around, went around my vespene geyser, then proceeded to go north. I was so confused wtf happened. Ramp wasn't blocked...
Mouse lag and grainy video was somewhat fixed by an nVidia option:
Still feels...slow? Sluggish? But before it was literally hanging every few actions for half an instant while doing things like click-dragging. Drove me insane.
How do us pleb AMD users fix that issue tho
Catalyst Control Center for your GPU?
That got changed, its called AMD Settings now. Can't find any "override scaling" options.
I have AMD too and havent played BW in the past few years because screen is stretched. if you find a way to fix this on AMD please PM me...
- When using the exclusive full-screen mode with 640x480 resolution the text rendering in the menus looks pretty bad - the rounded corners of the player and computer selection in single player looks strange especially when highlighted - a lot of text seems to be placed just a bit off the mark - the hitboxes for choosing a campaign are oddly different for the three choices (but this has always been the case)