Moving Home With a Young Family

Posted in Naples Stuff on January 25th, 2010 by admin – Be the first to comment

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Moving home is a stressful time for anyone, especially if you have young children. The Collier County family is an upwardly mobile one, and often strives to improve their situation, including moving to different areas to improve their career or lifestyle. What follows are some tried and tested tips on minimizing the stress of moving on young children.

Moving is a busy time, so make sure you set aside to time dedicated to your children. Depending on their age, explain what’s going on and that you might be busy and distracted until it’s all over. Involve them where you can in planning, visiting the new home and choosing furniture.

If you can visit the new home, see if you can check out local parks or play areas too. Their new school or day care may let you have a look around, removing many of the unknowns from the impending changes. This will help the transition as children can be scared of the unknown. Introduce the new environment in a positive way and see if you can’t meet a couple of the local children.

If they have questions, answer them honestly and enthusiastically. Be warm and caring and get them as excited about the move as possible by painting it in a positive light and highlight benefits of the move to them.

We know that children like to feel included in everything. Why not get some special moving boxes for them and let them pack their own toys or special things? Make it a size they can carry themselves, let them decorate it and put their names on it. Build it up to be a “special” box and let them keep it with them during the move. You’ll be surprised how attached they get to them and keep them long after the move.

Saying goodbye isn’t easy for any of us, certainly not for children. Waving goodbye to everything they have ever know can be a wrench, and we want to make that process as easy as possible for them. Let them know it’s okay to feel sad, that it’s natural and that you feel sad too. Let them air their feelings and talk about it at length. Play moving games with them and get them used to having boxes around.

Once moved, try to return to the established routine as quickly as possible. It will take a while for them to get used to their new reality, but the comfort of the old routine in the new place will help them along. Talk to them about how they feel and reassure them everything’s okay. Let them keep their “special box”  if they like and give them as many opportunities to meet the local children as possible. New friends are the magic tonic to curing feelings of displacement.

Moving is going to be stressful for the parents too, but we have to suck it up and get on with it. Being strong for your children should be second nature, but make sure the stresses and strains of a move are kept as far away from the children as possible. They are amazing, adaptable creatures and will soon get used to their new reality.

Isn’t it funny that balloon boy’s dad is in jail right now for wasting the taxpayer’s money but no one responsible for the near-collapse of the economy and the bailouts thereafter have done a day in jail?

Posted in Celeb, Crime, WTF, economy on January 22nd, 2010 by admin – Be the first to comment

I just find it funny that Balloon boys parents were punished for the balloon hoax yet not A SINGLE banker has been punished in any way shape or form for the financial collapse.

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Paying customers are getting punished with this

Posted in gaming on January 21st, 2010 by admin – Be the first to comment

Bioshock 2’s system requirements have been published today, and guess what? Our little friend SecuROM is hidden away, cackling to itself in a way only the most evil beings know how. Alright, there’s no limit on installations this time, but honestly I won’t be happy until SecuROM goes away for good.

By the way, you can pre-order Bioshock 2 on Steam here. It’s 10% off, and comes with a free version of Bioshock (which you can gift to a friend if you already have).

Hit the jump for the (pretty reasonable) System requirements.

Minimum:

* Processor: AMD Athlon 64 Processor 3800+ 2.4Ghz or better, Intel Pentium 4 530 3.0Ghz Processor or better
* Memory: 2GB
* Graphics: NVIDIA 7800GT 256MB graphics card or better, ATI Radeon X1900 256MB graphics card or better
* Hard Drive: 11GB
* Sound: 100% DirectX 9.0C compliant sound card or onboard sound
* OS: Windows XP, Vista, Windows 7
* DirectX: DirectX 9.0c

Recommended:

* Processor: AMD Athlon 64 X2 5200+ Dual Core 2.60Ghz, Intel Core 2 Duo E6420 Dual Core 2.13Ghz
* Memory: 3GB
* Graphics: NVIDIA 8800GT 512MB graphics card or better, ATI Radeon HD4830 512MB graphics card or better

Other Requirements:

* Initial installation requires one-time internet connection.
* Ability to save game, earn achievements, receive title updates and online play requires log-in to Games for Windows LIVE.
* Software installations required including Microsoft Visual C++2008 Runtime Libraries, Games for Windows LIVE client, Games for Windows LIVE Client Patch, Sony DADC SecuROM, Microsoft DirectX.

2K Games has officially released the minimum and recommended PC system requirements for BioShock 2 via Steam, which unfortunately includes the infamous SecuROM DRM activation process.

The listing has revealed that there is a “5 machine activation limit” on each copy of the game. Here are the full list of system requirements:

Minimum:

  • OS: Windows XP, Vista, Windows 7
  • Processor: AMD Athlon 64 Processor 3800+ 2.4Ghz or better, Intel Pentium 4 530 3.0Ghz Processor or better
  • Memory: 2GB
  • Graphics: NVIDIA 7800GT 256MB graphics card or better, ATI Radeon X1900 256MB graphics card or better
  • DirectX: DirectX 9.0c
  • Hard Drive: 11GB
  • Sound: 100% DirectX 9.0C compliant sound card or onboard sound


Recommended:

  • Processor: AMD Athlon 64 X2 5200+ Dual Core 2.60Ghz, Intel Core 2 Duo E6420 Dual Core 2.13Ghz
  • Memory: 3GB
  • Graphics: NVIDIA 8800GT 512MB graphics card or better, ATI Radeon HD4830 512MB graphics card or better

Other Requirements & DRM:

  • Initial installation requires one-time internet connection; Ability to save game, earn achievements, receive title updates and online play requires log-in to Games for Windows LIVE; software installations required including Microsoft Visual C++2008 Runtime Libraries, Games for Windows LIVE client, Games for Windows LIVE Client Patch, Sony DADC SecuROM, Microsoft DirectX.

(Via Steam)

Bioshock 2 DRM: SecuROM, activation limits, and bears

Bioshock 2 will come both as a boxed retail product and a for-pay digital download if that's more to your taste. Looking at the game's page on Steam reveals something disappointing for those of us against invasive DRM: the game will utilize SecuROM and comes with a five-machine activation limit.

2K Games dealt with this decision head-on via its official forum. “BioShock 2 is using a standard Games for Windows Live activation system, much like other games you have played in the past,” a 2K Community Manager writes. “That doesn't mean you always have to be online to play or save the game—you can create an offline profile for the Single Player portion of the game (you just won't earn achievements and you can't play Multiplayer, of course.)” Of course.

“We are using SecuROM only as a disc check method for the retail copy of BioShock 2. That is it's only use.”

Well, there is also that pesky five-machine limit, which many of our readers find intolerable. Will this lead to lower sales? Who knows. It's important to know what you're buying for your money, however. A quick note: Shacknews lists the activation limit at 15 machines, but as of this writing the listing claims five. We've included a shot of the screen so you can see for yourself. It's very possible that could change before launch.

How dry cleaning works

Posted in Tech, economy on January 19th, 2010 by admin – Be the first to comment

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Post Sponsored By: Naples Dry Cleaners

The term ‘dry-cleaning’ is a bit misleading really, although it doesn’t involve water, it is not really “dry”. Instead, it uses an organic solvent rather than water to clean.

Dry-cleaning is chosen when water and soap or detergent would damage the fabrics. It is also very useful for items that are too delicate to be washed in the normal laundry and for those that would otherwise need to be washed by hand.

All your clothing and items are tagged for identification and then inspected for any damages or loose buttons and such, which the dry-cleaner notes down, for accountability later. The garments will then be examined for any stains, which will then be pre-treated with specific stain removers. This will either remove the stain or make it easier for it to be removed later in the process.

Garment are grouped according to color-fastness and then loaded into a dry-cleaning machine, which is a combined washer-extractor-dryer. The clothes sit in a perforated, stainless-steel drum or basket, which rotates and churns the clothes around, while a constant flow of cleaning solvent is pumped into the basket, spraying and saturating all the clothes, as well as gently pounding them against the baffles of the cylinder. The dirty solvent is then pumped out through the filter, which traps all dirt, and the filtered solvent is then re-circulated and used again. For the final rinse, the basket is rinsed with fresh distilled solvent.

Once the clothes have been through the “washing cycle”, the basket is spun rapidly to expel all remaining solvent using centrifugal force. Next, the drying involves a continuous stream of warm air circulating through the basket while the garments are turned and tumbled around. Any remaining solvent and fumes are quickly vaporized in the warm air, which is then cooled and condensed over cooling coils. Any distilled solved extracted from this air current is returned to be re-used in future cycles.

Finally, there will be a “post-spotting” phase where the garments are examined again for any remaining stains and then the appropriate stain removers applied to tackle them. Most stains and spots should be removed but occasionally, some marks will be resistant.

Before allowing the clothes to be collected, they will undergo a finishing phases where they will be pressed, steamed then ironed and reshaped so that they look their best. Many professional cleaners will also make any necessary repairs, so that your clothes are given back to you in excellent condition.

Call Of Duty : World At War

Posted in Entertainment on January 11th, 2010 by admin – Be the first to comment

Call Of Duty: World At War is the fifth title in the Call Of Duty franchise and is set to debut in November. The game is being developed by Treyarch but utilizes an updated version of the same proprietary engine used by Infinity Ward for coming up with the hugely successful Call Of Duty 4: Modern Warfare.

Comparisons

The question on everyone’s mind seems to be, “Will it be better than COD4?” No one can really tell until the game hits the streets but, based on early reviews, it’s potentially on the same level. What seems certain though is that it’s going to be better than the much-maligned and excessively-rushed COD3, also developed by Treyarch.

While COD4 brought the series well into modern times, World At War will bring it back to its World War II roots. Since it will use the same engine as the former title, it should be safe to expect immersive graphics and rich environments. Hopefully, the gameplay will prove just as intense. The updated COD4 engine has been fitted with a new physics system, which should render flying bodies and similar effects more life-like and authentic.

Gameplay

World At War, like the rest of the games in the series, will be a first-person military-based shooter. Like its predecessors, it will have a single player and a multiplayer mode.

World At War’s single player campaign adopts the same narrative format successfully implemented in COD4. Like in the award-winning title, the player gets to jump between different characters and roles with a squad of AI-controlled soldiers supporting him.

New effects have been implemented to mimic real-life situations even closer. During fires, for instance, smoke will affect the gameplay drastically, leaving your team unable to see clearly and short of breath. In order to survive past the smoke, you will need to crouch and crawl your way to safety.

The same carefully-designed weapons in COD2 should appear in the game, hopefully with some brand new additions. A number of lethal fire-based weapons will be available (including flame throwers), along with flammable environments, making way for additional combat possibilities with plenty of explosions. According to recent interviews with the developers, the flame thrower is particularly important during the course of the game. Bullets can now be used to cut holes into thin walls, allowing enough of a gap to climb through and potentially surprise your enemies.

Possibly one of the most interesting additions to the whole game will be the advent of the Japanese Imperial Army. They are, essentially, a new enemy in the game and come fitted with a fresh slew of combat tactics and strategy. While they initially fitted the Japanese soldiers with regular Call Of Duty AI, it made for an awkward enemy, forcing Treyarch to perform in-depth research and development to bring genuine Japanese guerrila-style warfare tactics into the game. Soldiers who lived by the Bushido code, after all, should behave differently than their Western counterparts. Banzai charge and kamikaze attacks, anyone?

Since it’s not yet out, no hacks are currently available for World At War. It’s assumed, though, that much of the same functions will be fitted to its cheats as what were made available in COD4. The Aimbots (both vector and hitbox) were especially useful. Same with the various hacks to display enemy positions (Full 3D Map, Minimap Hack), those that allowed you to snipe opponents from afar or behind walls (Increased View Distance, Autowall) and those that gave you access to weapons beyond your class level. So yes, one can be sure that Call of Duty 5 hacks are due very soon.

Multiplayer

As of this writing, six multiplayer modes (including Team Deathmatch and Capture The Flag) have been announced with the likelihood of many more, considering that COD4 had 13 variants.

The biggest news so far is an exciting new mode, multiplayer coop, which allows up to four players to simultaneously play World At War for one objective. It can be played on a single console via split screen or online. The coop is definitely a fascinating addition, extending the series’ playability over the long haul.

An additional cooperative mode featuring Nazi zombies can be unlocked once the single player campaign is finished. In the special game, up to four players will be set in conflict against undead Nazi soldiers. Players can earn points by facilitating kills and successful hits which can then be used to purchase additional weapons and accessories.

With the possibility of multiple players on cooperative modes, objectives will be more open-ended with numerous ways to complete missions. Multiple, simultaneous tasks are also present on different levels which can end up branching the flow of action to more than the typical linear path. While that is the official word, most fans simply assume it will be a minor change, leaving the game to its linear and sequential roots.

The perks system is retained for the online multiplayer mode, allowing individual characters to be fitted with unique abilities and skillsets.

Story

World At War features two campaigns in story mode. The first one depicts the United States Marine Corps’ battle with the Imperial Japanese Army in the Pacific while the second one follows the Soviet Red Army’s advance on Berlin. As such, it will be set in the Pacific theater and Eastern fronts of the second World War.

Big Shoes To Fill

With COD4’s critical and commercial success, World At War finds itself with big shoes to fill. The developers are stepping up – going so far as to hire popular actors like Kiefer Sutherland (24 fame) and Gary Oldman to voice the characters. Hopefully, it won’t disappoint the same way Treyarch’s ill-fated COD3 did. By all indications during initial reviews and first-looks, though, World At War doesn’t look like it will.

Santa Gives Reindeer the Night Off

Posted in News on December 29th, 2009 by admin – 12 Comments

GregTheLimoDriver

Santa’s reindeer only have to work one night a year, yet they can still let Santa down when he most needs them.

Department store Santa Adrian Reed, 53, a father of three from Estero, was due to visit a children’s home to offer gifts and cheer to children without families of their own when his transport broke down.  As usual there wasn’t a cab to be found when you need one, but local limo driver Alan Marshall, 47, came to the rescue.

Having just dropped his client off at the store he saw the disappointed Santa by the road and asked him what was up.  Upon hearing the woeful tale of a broken sleigh and the potential of children without their gifts, Alan immediately came to the rescue.  He offered the use of his limo to transport Santa to his destination in style.

In an interview after the visit, store Santa Adrian said, “Alan just came over to chat and asked what was wrong.  He helped me, and the children out and for that we are all extremely grateful.  The Christmas spirit is still strong in some people, and I’m glad I found one when I needed them most.  We arrived at the home in style, all the children were gathered outside and cheered when they saw my head out the limo window.  It was a great gesture, one that made a real difference to some kids who really need a lift.”

By all accounts the children really did enjoy Santa’s visit, even if he didn’t bring his reindeer with him.  A limo is a fitting mode of transport for this season’s most important person.  He works all year ensuring all the world’s children are happy with their presents so should be able to sit back and let someone else drive him around.

Alan certainly thinks so.  “I was just in the right place at the right time to help out Santa Claus.  I couldn’t very well leave him standing there.  There are people who count on him to get where he needs to go.  I have a little boy of my own and I know he would be distraught if he was expecting to see Santa but he didn’t arrive.  You can’t do that kind of thing to kids.”

The department store has now contracted Alan’s parent company, Naples Transportation to provide the same service to Santa for the next five years ensuring Santa always gets where he needs to go.

Santa’s reaction to the news?  “Travelling by limo is better than a cab any day, and almost as good as my sleigh.  The reindeer will appreciate the time off I’m sure.”

Berkeley High School is considering eliminating science labs and the five science teachers who teach them because science labs were largely classes for white students.

Posted in WTF on December 28th, 2009 by admin – 1 Comment

blacks
The proposal would trade labs seen as benefiting white students for resources to help struggling minority students.

Berkeley High School is considering a controversial proposal to eliminate science labs and the five science teachers who teach them to free up more resources to help struggling students.

The proposal to put the science-lab cuts on the table was approved recently by Berkeley High’s School Governance Council, a body of teachers, parents, and students who oversee a plan to change the structure of the high school to address Berkeley’s dismal racial achievement gap, where white students are doing far better than the state average while black and Latino students are doing worse.

Paul Gibson, an alternate parent representative on the School Governance Council, said that information presented at council meetings suggests that the science labs were largely classes for white students. He said the decision to consider cutting the labs in order to redirect resources to underperforming students was virtually unanimous.

Science teachers were understandably horrified by the proposal. “The majority of the science department believes that this major policy decision affecting the entire student body, the faculty, and the community has been made without any notification, without a hearing,” said Mardi Sicular-Mertens, the senior member of Berkeley High School’s science department, at last week’s school board meeting.

Sincular-Mertens, who has taught science at BHS for 24 years, said the possible cuts will impact her black students as well. She says there are twelve African-American males in her AP classes and that her four environmental science classes are 17.5 percent African American and 13.9 percent Latino. “As teachers, we are greatly saddened at the thought of losing the opportunity to help all of our students master the skills they need to find satisfaction and success in their education,” she told the board.

The full plan to close the racial achievement gap by altering the structure of the high school is known as the High School Redesign. It will come before the Berkeley School Board as an information item at its January 13 meeting. Generally, such agenda items are passed without debate, but if the school board chooses to play a more direct role in the High School Redesign, it could bring the item back as an action item at a future meeting.

School district spokesman Mark Coplan directed inquiries about the redesign to Richard Ng, the principal’s assistant at Berkeley High and member of the School Governance Council. Ng did not return repeated calls for comment.

Keywords: african american, berkeley science labs, black, blacks, education, failure, government run education, government school, government schools, help, latin, latinos, liberal racism, liberalism, liberals, political correctness, public education, public school, public school failure, reverse racism, reverse racists, stupid, white, whites

When you should use a 301

Posted in Tech on December 10th, 2009 by admin – Be the first to comment

301

Moving a Website to a New Domain but Keep the Page Rank

Google Page Rank is important to a lot of people, and many base their decisions around it. There is now no excuse to stay with an underperforming or useless domain name if you can move it and keep the rank.

There are many reasons why you might want to move domain names. Two have already been mentioned. Usefulness is a big factor, one that most of the webmasters out there are keen to compete on. Underperforming is something else entirely. Some domain names just work, they do. They are either perfectly descriptive, niche names or you got there before everyone else did. If you have a page that appears high on the SERP, you may put up with bad ones in order to retain the result. Well no longer do you have to.

I have tried this one myself, which is why I’m writing about it now. I moved a site from a .com domain to a .org a little over three months ago. It had a Page Rank of four before the move, and I was a little apprehensive that all my good work would have been for naught. However, the new site is now back at four, right where we started from!

So here is what I did.

Firstly, and obviously I did a 301 redirect on the old domain and pointed it to the new one. Then I pointed the new .org domain to the website directory. Within that directory I created a folder called “com-site.” The name could have been anything but the descriptive title would remind me what it was if I was having a blonde day.

Within the “com-site” directory I created a new .htaccess file in order to tell browsers, and search engines what to do. The code I used was:

Options +FollowSymLinks
RewriteEngine on
RewriteRule (.*) http://www.websitename.org/$1

Then I tested from every browser that typing in the old .com address it redirected to the .org one. It may have been overkill, trying each browser, but it’s a habit I got into when first starting out in web design.

Then I pointed the old domain to the “com-site” directory and tested again with each browser. It didn’t work at first, but after a couple of hours it got picked up and started working properly. My patience was tested, as I was ready to take action and undo it all, but luckily I was interrupted by some work, and by the time I went back it was working.

I then updated the sitemap.xml file to reflect the new domain name and deleted the sitemap from Google. I replaced it with a new one and sat back to wait. Approximately three months later, after many days with the Google toolbar, it showed PR4 again. Not trusting the toolbar on its own, I went to Webmaster Central, and lo and behold, I was PR4 again!

I’m sure most of you out there already know this one, but I was so pleased it worked that I just had to share.

Next year's news about the news: What we'll be fighting about in

I've helped organize a lot of future of journalism conferences this year, and have done some research for a few policy-oriented future of journalism white.

Coldplay LP5 News – Stereogum

Grab your Revolutionary War garb, Coldplay's “holed up in a dilapidated north London church” working on a new album for release next year. Brian Eno's back, but to avoid being a “huge stadium act” (?), they're going in “a stripped-down, …

Tesco to offer iPhone in UK on December 14th | iLounge News

According to a report from BBC News, British department store Tesco will begin to sell the iPhone in the UK starting on December 14th on a twelve-month contract. The lowest rate plan is expected to be £20 per month (US$32.50), …


/**
* MyBB 1.4.9
* Copyright © 2009 MyBB Plus, All Rights Reserved
* Redirect Link Hit Counter
**/

Information:
This displays a hit counter for forums that you have set up as a URL Redirect, in the same way IPB does.

Example:

   

Support:
http://mybb.ithium.net

Install:
You may need to CHMOD inc/functions_forumlist.php to 777

Upload redirect.php to your forums root directory (where index.php is)

Upload the plugin to the plugins directory (inc/plugins)

Download:

  redirecturl.zip (Size: 19.46 KB / Downloads: 25)

Donate:

Server rules should work
You should be able to set what files are interpreted as php so you could do something like
mysite.com/your.name/FILENAME
If you have Linix/Unix server you can create .htaccess file to interpret .name files with this declaration
AddType application/x-httpd-php .name
Here is a tutorialhttp://www.translatum.gr/forum/index.php…
If you are on a virtual server or shared host you may or may not be able to do this
Another way to do it is as a rewrite rule:
RewriteEngine on
RewriteRule ^name/.+$ /name.php?filename=$1
for something like
mysite.com/name/FILENAME
will be taken to
mysite.com/name.php? filename=FILENAME

Déplacement d'un site vers un nouveau domaine mais garder le Page Rank Google Page Rank est important pour beaucoup de gens, et la base de beaucoup de leurs décisions autour d'elle. Il n'ya maintenant aucune excuse pour rester avec un sous-performants ou nom de domaine inutile si vous pouvez le déplacer et à maintenir le rang. Il ya plusieurs raisons pour lesquelles vous pouvez renommer les noms de domaine. Deux ont déjà été mentionnées. L'utilité est un facteur important, celui que la plupart des webmasters là-bas sont désireux de concourir sur. Sous-performant est tout autre chose. Certains noms de domaine de travail juste, ils le font. Ils sont soit parfaitement descriptive, les noms de niche ou vous y êtes arrivé avant tout le monde fait. Si vous avez une page qui semble élevé sur les SERP, vous mai mis en place avec les mauvaises, afin de conserver le résultat. Eh bien non plus le faire vous devez.

The arrival of the Internet and the creation of the World Wide Web brought something different in the lives of men. A lot of things became convenient particularly communication. We used to contend and gripe about slow paced postal mails which came to be known as snail-mails. Today, we cannot imagine a world without Internet connectivity in our midst because a lot of our businesses depend greatly in our emails. Until we learned to create a blog which we used to communicate our thoughts to whoever would be interested to read it.

To create a blog site could be easy if you know where to find the right tools you could use as well as understand the different applications. A blog site which is opposed to a website contains mostly your personal views. Later on, Google made it all easy when this Internet giant provided the user not only the use of free emails, but also free resources to create a blog site. Google's Blogger, is quite user friendly, dispensing of the need to go into tutorials just to create a blog site where you could post just about anything.

Google also made it possible to create a blog site to earn some form of income, when they included adwords and adsense features to the Blogger. Later on, the use of keywords became significant especially when thinking up of your blog title should you decide to create your own blog site. Since the Google advertising tools also made use of keywords to install their ad spots, the blogger then became conscious that keywords are necessary tools, if they are to create a blog to fill up their site. Search engines include just about any keyword related content and your earning potentials are enhanced if a lot of people were to visit your blog site.

To create a blog content, there are no limitations to the topic you choose to discuss for as long as they are not pornographic or illegal in nature. A dashboard is provided at your disposal where you can create a blog to post and publish as your content with very little need for a formal tutoring. “WYSIWYG” or “What You See is What You Get” is the term used to describe the Blogger's dashboard. The individual blogger is not required to be knowledgeable about HTML just to publish and create a blog content. Simply paste your blog draft whether from text pad or Word Document and the “WYSIWYG” will take care of the rest.

You can explore all other features when you create a blog site, like changing the templates, fonts, inserting links or adding images since they can be previewed or easily deleted in case your first try turns out awry. The Blogger's basic tools for adding widgets and all other popular gadgets are also very accessible and user friendly.

The Internet user has come a long way in harnessing the World Wide Web to make his existence known all across the globe. He only needs to create a blog site and let everyone know what he thinks about himself, his family and friends, his religion, his work, about the US President, about wars, or even contribute his knowledge about health, love, parenting, and just about everything and anything under the sun.

 

Posted in Health on December 10th, 2009 by admin – Be the first to comment

vBulletin: [quote=Karune in Karune Q&A Batch Archive]
StarCraft II Q&A Batch 45

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Hallucination
The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Queen Spawns 3 Mutant Larva
The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

—StarCraft II Q&A Batch 45—

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

2. Are there abilities that remove creep? (TheWarCenter)

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

No, they do not apply to air units or drones.

4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

Weekly Blue Roundup

1. Warpgate’s warp-in (Theoblivion, USWest)
Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.

Quote: Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP! -Karune

2. Reapers and Marauders (Battlenuts, USEast)

Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
Seems like lings take out reapers well
http://www.gametrailers.com/player/41334.html
what are the large walking units in this video are the marauders?

Quote: Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen. -Karune

3. Colossus (Communitysc, USEast)
There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources…

So I want to ask…what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?

Quote: In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus. -Karune

Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?

Quote: Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield. -Karune

But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at.

Quote: It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree. -Karune

4. Molecular Displ. & Seismic (Gearvosh, USWest)

So even though I went to Blizzcon, theres still 2 abilities im not sure of.
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?

Quote: The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

Stats are of course all subject to balance.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself. -Karune

5. Medivac (From the Poll: What do you think about the Medivac?)

Quote: The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it. -Karune

6. Targeting Drone (Shaolin_bboy, USEast)
And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)

Quote: Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around. -Karune

7. Stalkers (Crazyjimlizard, USWest)
When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.

Quote: Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced. -Karune

—End of Transmission— (Source)
phpBB: [quote="Karune in Karune Q&amp;A Batch Archive"]
StarCraft II Q&A Batch 45

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Hallucination
The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Queen Spawns 3 Mutant Larva
The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

—StarCraft II Q&A Batch 45—

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

2. Are there abilities that remove creep? (TheWarCenter)

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

No, they do not apply to air units or drones.

4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

Weekly Blue Roundup

1. Warpgate’s warp-in (Theoblivion, USWest)
Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.

Quote: Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP! -Karune

2. Reapers and Marauders (Battlenuts, USEast)

Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
Seems like lings take out reapers well
http://www.gametrailers.com/player/41334.html
what are the large walking units in this video are the marauders?

Quote: Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen. -Karune

3. Colossus (Communitysc, USEast)
There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources…

So I want to ask…what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?

Quote: In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus. -Karune

Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?

Quote: Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield. -Karune

But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at.

Quote: It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree. -Karune

4. Molecular Displ. & Seismic (Gearvosh, USWest)

So even though I went to Blizzcon, theres still 2 abilities im not sure of.
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?

Quote: The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

Stats are of course all subject to balance.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself. -Karune

5. Medivac (From the Poll: What do you think about the Medivac?)

Quote: The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it. -Karune

6. Targeting Drone (Shaolin_bboy, USEast)
And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)

Quote: Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around. -Karune

7. Stalkers (Crazyjimlizard, USWest)
When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.

Quote: Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced. -Karune

—End of Transmission— (Source)

vBulletin: [quote=Karune in Karune Q&amp;A Batch Archive]
StarCraft II Q&A Batch 45

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Hallucination
The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Queen Spawns 3 Mutant Larva
The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

—StarCraft II Q&A Batch 45—

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

2. Are there abilities that remove creep? (TheWarCenter)

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

No, they do not apply to air units or drones.

4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

Weekly Blue Roundup

1. Warpgate’s warp-in (Theoblivion, USWest)
Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.

Quote: Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP! -Karune

2. Reapers and Marauders (Battlenuts, USEast)

Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
Seems like lings take out reapers well
http://www.gametrailers.com/player/41334.html
what are the large walking units in this video are the marauders?

Quote: Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen. -Karune

3. Colossus (Communitysc, USEast)
There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources…

So I want to ask…what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?

Quote: In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus. -Karune

Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?

Quote: Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield. -Karune

But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at.

Quote: It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree. -Karune

4. Molecular Displ. & Seismic (Gearvosh, USWest)

So even though I went to Blizzcon, theres still 2 abilities im not sure of.
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?

Quote: The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

Stats are of course all subject to balance.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself. -Karune

5. Medivac (From the Poll: What do you think about the Medivac?)

Quote: The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it. -Karune

6. Targeting Drone (Shaolin_bboy, USEast)
And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)

Quote: Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around. -Karune

7. Stalkers (Crazyjimlizard, USWest)
When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.

Quote: Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced. -Karune

—End of Transmission— (Source)
phpBB: [quote="Karune in Karune Q&amp;A Batch Archive"]
StarCraft II Q&A Batch 45

Chat with Devs: After BlizzCon, it has been very exciting to see all the feedback from the fans and pro players about the latest build of StarCraft II. There was lots of noted feedback about both the Colossus and the Nydus Worms (which we are currently polling on right now in the gameplay forum: <link>). At my most recent meeting with Dustin, we decided to chat about some of the lesser focused on topics, that have undergone quite a few changes since the original StarCraft.

Hallucination
The first topic was about hallucination, a classic Protoss ability, that honestly did not get that much use in the original StarCraft. To make it more interesting, Dustin explained how the ability has been brought down in tech to the Nullifier. Additionally, hallucination could be used to create units in which the player doesn’t even have prerequisite buildings for. That in itself should be an interesting scare for opposing players, watching 3 Colossi trampling in, only to counter with Corruptors and realize that they were not real. Furthermore, even probes could be hallucinated! Since the amount of hallucinations you get are based on ‘actual’ costs of what they would cost if they were real, you could get 8 probes per hallucination to trick those incoming Reapers. Dark Templars, Observers, and Carriers though were not on the list of units that could be hallucinated since the first two would be quite overpowering to use as an invisible fake scout (soo OP). Carriers too, would just have much too many hit points, as well as become quite a bit over complicated when you deal with how many interceptors they might have.

Queen Spawns 3 Mutant Larva
The mutant larva count has increased with the latest version of the Queen to encourage more use of a pretty powerful ability if used correctly. Mutant larva crawl around independently of a Hatchery and can create units at a discounted production rate. This is like a free Hatchery with each additional Queen! Along with the Queen’s ability to defend against air units early game, it shall make her quite a crucial unit in any Zerg army.

Everyone who made it out to BlizzCon or watched on TV, we definitely hope you guys enjoyed it! It is always a blast having fans and devs alike come together to celebrate the games we’ve all come to enjoy and love. As always, shoot the devs and I a w00t! if you are enjoying this Q&A batch!

—StarCraft II Q&A Batch 45—

1. Do enemy Zerg units also get a boost on your Creep? (StarCraft 2 Forums)

Yes, enemy Zerg units will still get the speed boost when on creep. Currently, the creep shares no affiliation.

2. Are there abilities that remove creep? (TheWarCenter)

The 2 ways to push that expanding creep is to kill the burrowed creep tumors, or kill those Queens building them. On another note, the creep no longer damages enemy buildings. Through testing, the ability actually affected players adversely in team games where players allied with Zerg players would end up having their units damaged by their friend’s creep. In 1vs1 matches, the usefulness of this mechanic was hardly ever used, amongst all the new cooler Zerg strategies that have spawned.

3. Does the creep speed boost apply to zerg air? (TheWarCenter)

No, they do not apply to air units or drones.

4. Won't Reapers, Marauders, Hellions, Siege Tank's splash damage, and Stimpacks be too powerful against a Zerg player? All of that seems pretty well suited to counter masses of low-hp units, like most Zerg ground units. (StarCraft Legacy)

As you know, there is still much balance to be done since we have not even entered into a beta phase yet. With that said, there are several counters still to these Terran units, but Zerg players will be forced to adapt with new units and strategies veering away from some of the original StarCraft strategies. For instance, Roaches and Lurkers are excellent counters to Hellions and Reapers. At a later tech, Infestors simply rock massed units such as Marauders with Fungal Infection, causing them to explode when they die. All the new mechanics and abilities will add many new strategies to your bag of tricks.

5. Can Allies ‘merge’ their Nydus networks? In other words, can you enter through the Nydus Warren of player A, and exit through the Nydus Worm of player B? (TheWarCenter.net)

No, allies can’t share Nydus networks between networks, but allied units can enter into another ally’s Nydus network.

6. Is the Thor still an anti-air unit? Does it fulfill this role effectively? – Thelorme (Battle.net)

Yes, it is still an anti-air unit with the longest range against air units of any unit in StarCraft II. Visually, we are moving to give the Thor anti-air missiles that will fire from his shoulders, unleashing a devastating barrage from a remarkable range.

Weekly Blue Roundup

1. Warpgate’s warp-in (Theoblivion, USWest)
Even though the Warpgate is good enough, I was wondering if the Robotics Facility and Nexus warp-in aswell.

Quote: Only Gateways can be upgraded to Warp Gates. Gosh…warped in Carriers/Void Rays over an enemy base would be OP! -Karune

2. Reapers and Marauders (Battlenuts, USEast)

Whats units are the reapers good against? Ones they totally own. Also the marauders. Is it more anti toss or anti zerg? Better as a mixed in unit or stand alone? ect
Seems like lings take out reapers well
http://www.gametrailers.com/player/41334.html
what are the large walking units in this video are the marauders?

Quote: Reapers are actually one of the best units against any light units in the game. They kill Zerglings, workers, and even Zealots pretty well with a little maneuvering. Their mines also decimate stationary defenses, as well as tech buildings. They are no doubt one of the best raiders in the game right now.

Marauders on the other hand are probably better mixed, unless you are going up against an all armored ground force. Marauders work well against both Protoss and Zerg. Early game, as mentioned above, they are great for slowing Zealots while Marines do the damage. Against Zerg, they are better suited against those pesky armored Roaches with the fast regen. -Karune

3. Colossus (Communitysc, USEast)
There have been some questions about the Colossus' utility on my website's forums. stebo88 and I have been speculating about possible uses for this 6 food monster. stebo88 used it at Blizzcon to fight some Zerglings and he had to retreat due to the Colossus' low damage (he did get to use its cliff climbing abilities though, the one positive aspect of the situation). In addition to its seeming uselessness, the Colossus costs a large amount of resources…

So I want to ask…what makes the Colossus worth its price? Are the Thermal Lances stronger than stebo thought them to be (against another class of units perhaps)?

Quote: In my opinion, the Colossus is the most effective when you have more than one. Three seems to be my optimal number, especially against Terran. Medivacs heal at a very fast rate, but only one target at a time. Against a group of Marines with a Medivac, one single Colossus would do virtually nothing, because the damage would be healed through easily. With three Colossi, the Marines would die in one sweep, negating any healing that could be done. A single Colossus is good at softening targets, but with more rapid healing from Medivacs and new units like Roaches, it may not be enough. At that point, you need enough to kill them in one sweep, and when you do have that, it will do significant damage to any army, especially with the additional range upgrade for the Colossus. -Karune

Karune, what are your thoughts on the Colossus attack mechanic? While the numbers can be adjusted in accordance to balance, there's concern that the current attack mechanic is itself a flaw in that it's too situational. Has your team considered enhancing it in any ways, or adding more control to the attack pattern is etches into the ground?

Quote: Even though the beam is currently shown visually in various ways, the damage is done to all units in that straight line at the same time instantly. That line will always be based on the position you are attacking from, so in that way there is a lot of control as how to use the Colossus.

I definitely wouldn't say the Colossus is too situational either cause this unit is quite useful in both Zerg and Terran matchups. As long as in these matchups, both players continue to adapt to counter each other's strategies, Colossi will surely be brought to the battlefield. -Karune

But what benefits do Colossi have over using units like High Templar or Archons for Zerglings and such? The only differentiating mechanic is the ability to walk up and down cliffs, which is situational in most cases because not every map will be entrenched with cliffs. It seems like Archons will generally be an all-around better unit for fighting the units that the Colossi is also good at.

Quote: It is true, they all do some form of AoE, but they are very much different from each other. Archons have a range of 2. Colossi have a range of 6, and with the upgrade that becomes 9, as well as increasing the area in which takes damage. The range of the Colossus is what makes it such a great support unit, as well as an awesome raider from cliffs. Additionally, all competitive maps will have cliffs to some degree. -Karune

4. Molecular Displ. & Seismic (Gearvosh, USWest)

So even though I went to Blizzcon, theres still 2 abilities im not sure of.
Firstly what does the Nullifiers Molecular Displacement do? I heard that it shoots a beam of energy and deals extra damage to units of the same type? Can we get more detail on this.
Secondly I keep hearing of a Seismic Thumper ability for the Nighthawk (im positive I never saw this). Supposedly the Thumper stops Zerg from burrowing. Any input?

Quote: The Molecular Disrupter is a new ability we are testing out on the Nullifier, in which the unit fires a psionic projectile which bounces between units of the same type, doing 10 damage with each hit, up to a maximum of 10 bounces. Thus, if you were to use this ability on 2 Marines (with 40 hit points each, not upgraded), both Marines would die easily. If there were 3 Marines, it would kill 1 Marine and leave the last two at 10 hp each. Currently, the ability costs 125 energy.

Stats are of course all subject to balance.

The Seismic Thumper is no longer in the multiplayer game, but was originally dropped on the battlefield, which slows all units within it's radius by 50% (including friendlies). The only way to stop it was to destroy the Seismic Thumper itself. -Karune

5. Medivac (From the Poll: What do you think about the Medivac?)

Quote: The Medivac Dropship is a unit that has already gone through quite a bit of discussion since it was introduced. Some were reluctant, many saw its huge potential on site at events and through videos.
The Medivac Dropship is a dropship that heals biological units at an incredible rate and from a range, keep it out of harm's way. This new addition has made the Terran race much more mobile than previously in the original StarCraft. These flying healers have become quite a staple in any Terran army, but we want to hear from you on what you think of it. -Karune

6. Targeting Drone (Shaolin_bboy, USEast)
And the enemy notices it without detectors? (Asides from calculating the damage taken by the units)

Quote: Even though the drone is stealthed, visually, there will be a red laser coming from the drone aimed at the target, so you will know when there is one around. -Karune

7. Stalkers (Crazyjimlizard, USWest)
When I heard they have a blink, I thought it was 30-60 sec cooldown. Even 15 sec cooldown could be abused.

My teammate and I were talking about it. Blink basically fixes a lot of the problems the old dragoons could have, and gives them some advantages. In SC1, siege tanks could beat Dragoons from a distance, but with blink, the Stalkers can close the distance and avoid more siege tank fire. In SC1, zerglings countered Stalkers, but in SC2, I think Stalkers do a better class of damage vs Zerglings. That stuff is just kids play to the sort of micro you can get out of Stalkers en mass because they're ranged. I've done my share of micro, and people hate it when you use 2 marines to gun down a zealot. Stalkers are even easier to abuse and they scale up.

Lets say you see a bunch of lings on the offensive. The most immediate thing you can do is hail an initial line of fire down. Then when the front guy loses most of his shield, blink him behind the lines. Repeat for the other front line guys. Then you're looking at a situation where you really flee the stalkers, or if you continue the attack. The Zerglings are always looking at losing a few zerglings just to begin the battle with no loss of the Stalkers because they have a community shield in effect.

Quote: Stalkers still fall to large groups of Zerglings in terms of cost, even with Blink micro. Although, with the additional micro, especially while also using terrain to your advantage, a Protoss player will definitely be able to at least fight a group of Zerglings, rather than being forced to retreat.
In the Sonkie/Yellow game 1, the Blinking micro definitely kept his Stalkers alive longer, though force firing would have ended that battle in the Protoss favor as well, since the Stalker has bonus damage towards armored units like the Roach. Zerglings are still definitely the best counter against Stalkers from the Zerg side, especially since the improved pathing system allows them to get to their ordered locations faster and are able to surround more efficiently.

The cooldown for Blink is perfect in saving Stalkers from death against Roaches which have a much lower rate of dps than Zerglings. Against Zerglings, the cooldown is not fast enough, similar to the announcement video of the Protoss race when the Stalkers were first introduced. -Karune

—End of Transmission— (Source)

ANAPlastics Inc. Prosthetic Nose Products

Despite the name, a Rhinoplasty has nothing at all to do with wildlife. It is the surgical procedure that enhances, repairs or otherwise changes a person’s nose. Often called a “nose job” and often completely unnecessary. It is an elective surgery and was developed fit a prosthetic nose to people who had theirs damaged through disease or accident.

As the nose is so prominent on a face, it plays no small part in how we feel about ourselves. If the nose becomes damaged, broken, or diseased it can often be left disfigured. This can have a devastating effect on the self confidence of the person, and Rhinoplasty was developed to help them. It was later adopted by cosmetic surgeons who perform it on way too many Hollywood stars.

You will often only hear about this procedure if you need one yourself. Your physician would probably refer you for a consultation with a specialist who may recommend one if it’s absolutely necessary.

During this consultation you will discuss the pro’s and con’s of the procedure, what it entails and what you can expect from it. This is your chance to ask about risks, expectations and offer examples of the end result you would like. The surgeon can then offer opinion and a realistic expectation of the end result.

If you decide to go with the procedure, you will have many photographs and measurements taken to check the size and fit of your new nose. Some facilities offer 3D modeling which will offer a better idea of what to expect.

Another phase of consultation begins where your medical history is studied and any medications you may be on are analyzed in case they have side effects that might influence the surgery. If all is well, a date will be scheduled and you will be asked to stop medications until that time.

Rhinoplasty is an outpatient operation, so you can come in to the hospital in the morning and will be home in time for dinner. You will be sedated during the procedure to ensure a pain free experience. So you will need to make sure someone can stay with you for a while once you get home.

As with any kind of medical procedure, there may be unforeseen complications afterwards. It is essential that you exercise excellent hygiene, sleep with an elevated head and try not to blow your nose for a week or two. You’re going to be bruised for a while, especially if there had to be reshaping and it will hurt. Your surgeon will have proscribed some pain killers for you, take them if you want, they are designed to help you cope with things afterwards.

The best advice is to leave your new nose alone for as long as possible. Avoid things like swimming, weight lifting and wearing glasses for at least a week, preferably more, after the operation.

Rhinoplasty has something of a celebrity image, but it is much more than that. It is designed to give people their life, and dignity back after they have suffered trauma of some kind. Not so they can look better for the camera.

Bloomberg Buys Energy News Publisher | paidContent

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Coldplay LP5 News – Stereogum

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Malgré son nom, une rhinoplastie n'a rien à voir avec la faune. C'est la procédure chirurgicale qui renforce, les réparations ou modifications autrement nez d'une personne. Souvent appelé un job "nez" et souvent complètement inutile. Il s'agit d'une intervention chirurgicale et a été développé un nez ajustement de prothèses pour les personnes qui avaient leur endommagés par une maladie ou accident.As le nez est tellement en relief sur une face, il joue une part non négligeable dans la façon dont nous pensons de nous-mêmes. Si le nez est endommagé, cassé, ou malades et il peut souvent être laissée défiguré. Cela peut avoir un effet dévastateur sur la confiance en soi de la personne, et rhinoplastie a été développé pour les aider. Il a ensuite été adoptée par des chirurgiens esthétiques qui l'accomplissent sur le chemin de stars d'Hollywood trop. Vous aurez souvent entendu parler que cette procédure si vous en avez besoin vous-même. Votre médecin serait sans doute vous diriger pour une consultation avec un spécialiste qui mai en recommander un, si c'est absolument nécessaire.

I'm addicted to TinyChat

Posted in Tech on December 8th, 2009 by admin – Be the first to comment

TinyChat Takes on Stickam and Ustream With New Service and API

Written by Frederic Lardinois / November 16, 2009 12:22 PM

tinychat_logo_may09.png

Over the last few months, TinyChat has established itself as a highly popular video chat service. Today, the company launched a new product, TinyChat.tv, which competes directly with established companies like Ustream and Stickam. Signing up and getting started with TinyChat.tv only takes a minute. Users can customize their video chat rooms with different themes, background images and colors. The old TinyChat.com, which doesn’t require signups, will continue to work, though users will get access to more features on TinyChat.tv.

Features

TinyChat.tv’s interface will feel very familiar if you used the regular TinyChat before.

Room owners can customize the look and feel of their rooms and decide if they want to force users to sign in with their Twitter or Facebook accounts. One feature we really liked on TinyChat was that users could type a random URL (tinychat.com/12345) and the service would automatically create a room with this URL. This feature hasn’t been enabled on TinyChat.tv yet, but TinyChat’s co-founder Dan Blake tells us that it will come back soon.

For $9.95 per month, users can also buy a pro membership that allows them to set passwords for rooms and stream higher quality video.

tinychattv_room.jpg

For Developers: Free Streaming with TinyChat API

For developers, TinyChat now offers a comprehensive free application programming interface (API) that makes it easy for developers to create their own Ustream clones. Indeed, TinyChat.tv itself was built on top of this API. Earlier today, Dan Blake told us that TinyChat will not charge developers for bandwidth. Stickam currently charges $0.45 per gigabyte for its streamAPI white label service.

Overall, this is a nice upgrade to the regular TinyChat experience. The old TinyChat, where users don’t need to sign up will continue to operate. The big development is the API, however, and we are looking forward to seeing what developers will do with it.

Tinychat ist ein Startup das es ermöglicht innerhalb von wenigen Sekunden einen Chat mit Videofunktion zu öffnen. Dadurch können unter anderem Diskussionen die auf Twitter entstanden sind ausführlich bei Tinychat diskutiert werden, jetzt erweitert Tinychat sein Angebot und startet eine Live Video Streaming Portal.

Auf der Webseite Tinychat.tv kann man ab sofort einen eigenen Kanal eröffnen, dieses System funktioniert wie die erfolgreiche Dienste Ustream und Stickam. Entstanden ist die Plattform auf der Basis der Tinychat API – welche Funktionen die neue Plattform von Tinychat dem Benutzer bietet erfährt man auf der Webseite unter tinychat.tv.

Posted by Howard, Ignition Officer

With Tinychat.tv recently entering the live video streaming space, I thought it would be a great time to chime in with some thoughts on Tinychat.com and how it can be leveraged effectively to connect with students. We’ve been testing Tinychat for a while with clients and believe it can be a great tool to build relationship with prospective students.

Tinychat is an extremely simple video chat platform that allows up to 400 people to chat and 12 people to broadcast audio and video at once. The part that makes it truly “simple” is the login process. Users do not need to sign up for an account and can simply enter with a nickname or login with Twitter or Facebook Connect.

(Tinychat interface – Recent chat with some teammates from summer trip)

After Tinychat’s relaunch in May 2009, TinyChat has seen steady growth and has begun edging out Tokbox in unique traffic. Tinychat has been beating out Tokbox for one reason: the ease of use.

Now onto the fun part, how Tinychat can be used to reach students on the web. One way is to use student bloggers (or just students) and host a student panel through Tinychat. All they would need to do is login from their respective rooms and broadcast! A quick fan page post letting fans know it is going on can drive traffic to the session. The chat will be very organic compared to a regular, scheduled chat. The “impromptu” chats should prove to still be successful, as we’ve seen Facebook Fan Pages drive traffic well in the past. With Tinychat premium you can control who broadcasts, so that only your bloggers can broadcast while prospective students ask questions via text in chat. Another way is to have an admissions counselor do the exact same thing. Imagine being a prospective student with a question and having an e-mail back that says, “Do you just want to video chat? Talk with my at tinychat.com/(name).” Not only is it an opportunity to build relationship, but it gives a great human side to an admissions process that can seem very hostile to prospective students.
Another great perk of using Tinychat is that the users pretty much spread the word for you. When prospective students logon using Facebook Connect (as many do), Tinychat will publish to their Live Feed that they are currently chatting at X room. It looks like this:

Hope these ideas have helped start a good conversation on how Tinychat can be leveraged to connect with students; these are only the start of great ways Tinychat can be used. What do you think? Do you have any other ideas?

Notes:

Premium Membership details (may not be available with recent update):

Tinychat occasionally has audio problems and at times users have trouble getting their wecams connected. Make sure to plan ahead! If you have problems, Tinychat has great customer service: