i mean the game isn't even out yet..........
[SC2B] SC2 Pro Mod - Page 23
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sas01
Canada303 Posts
i mean the game isn't even out yet.......... | ||
Kezzer
United States1268 Posts
We expected a thriving mod scene sooner or later. That this happened during the beta is a surprise to us though, and we are still discussing our official statement. Also, there will be no LAN support. haha genious | ||
Meta
United States6225 Posts
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GGQ
Canada2653 Posts
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xlep
Germany274 Posts
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Kezzer
United States1268 Posts
On April 01 2010 03:42 Meta wrote: Ha ha. Awesome you edited out your post just before i could quote it | ||
Weasel-
Canada1552 Posts
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Space_C0wb0y
Germany41 Posts
First we didn’t think it would be possible to create SC2ProMod before the SC2 release. After all, Blizzard hasn’t implemented much of the game yet, and large parts of the Beta are protected against crackers. They did a much better job obfuscating their SLO’s for example. However, after probing some of the less obvious registers it appeared that they forgot to properly pad a couple of the bigints on the D3D integration. From there, injecting a hook for SC2ProMod into the Hold-RIs was a piece of cake. The rest was straightforward assembly redialing. No, why did you tell them. Now they will fix it, and the MOD won't work. | ||
emucxg
Finland4559 Posts
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Phantom
Canada2151 Posts
what caught me off guard was that it's not april first yet here, so i checked the date of the news, and low and behold it was posted 23:59 march 31st korean time, tricky tricky =P | ||
funnybananaman
United States830 Posts
i'm pretty sure someone at blizzard is going to hear/have heard about this and shit their pants for about 5 seconds haha | ||
538
Hungary3932 Posts
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emucxg
Finland4559 Posts
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Zelniq
United States7166 Posts
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Beyonder
Netherlands15103 Posts
On April 01 2010 03:42 Meta wrote: I like the balance changes, but I don't know what to think about getting rid of automine and infinite unit selection. I probably won't play it But, I can't wait to see the pros show off their skills with it. Why won't you play it? | ||
Neo27
United States154 Posts
Nice. (And I have no idea what R1CH's quote means.) | ||
koOma
Norway462 Posts
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starcraft911
Korea (South)1263 Posts
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MaestroSC
United States2073 Posts
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TLOBrian
United States453 Posts
Auto Mine - Means people can focus more on unit micro Attack Rally - More micro! The Max unit selection - MORE DAMN MICRO Auto Surround - More micro. Auto Targeting - More Micro SmartCasting - COME ON, This isn't SC1!!!! High Ground advantage should be NO damage without vision and 30 percent chance with vision, units on high ground should also get .5 Range Geyser thing is just RIDICULOUS Xel Naga Watch tower thing is a shitty idea as well. Should be every seconds WITHOUT a unit there : P, requiring at least a teeny bit of extra clicks to use properly. Queen - IT IS RIDICULOUSLY UNDERPOWERED ENOUGH!!!!!! Lurker: Would be friggin sweet to have back. Muta: I agree they should be able to stack, but only up to 4 mutas at a time. Thors would be the direct counter : ) Roach: Terrible idea!!! Roaches shouldn't be able to attack air! Chrono Boost: Slow down anything other than a nexus??? Might as well take it out. Stalker and Immortal: This isn't SC1 Mothership: Just....No.... -Shakes head- Orbital Command: Might as well just take it out then. Thor: Good idea, the charon boosters I mean. AA nerf means that it might as well NOT HAVE an air attack. It would just DIE to air. Siege Tank: Not enough of a buff, Should be 75 Plus 5 to armored. Ghost: Terran would RULE TvP, Sorry. Marauder: GREAT IDEA!!! No Speed upgrade though, 3 mines is enough, and that should be researched. Hellion: Another good idea, even though it doesn't make sense (Build a machine at a barracks?) to have it come out of a barracks, except if there was like a machine shop attachment or something for it. Stim would be overpowered.... | ||
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