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Posts

  • DasUberEdwardDasUberEdward Registered User regular
    edited April 2010
    iowa wrote: »
    TheStig wrote: »
    More like TheStig vs Trus and Iowa.

    mass neural parasite? D:

    Has anyone tried to Infest an Infestor infesting your Infestor infesting his infestor who's infesting your first infestor?

    Yes actually.

    DasUberEdward on
    steam_sig.png
  • HIGH NOONHIGH NOON Registered User regular
    edited April 2010
    So is there any word on when the Mac beta for Starcraft 2 is coming out? I've literally resorted to having to download the original one just to get my fix. Youtube videos just aren't enough to soothe this urge. I need something stronger.

    HIGH NOON on
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    So this protoss player lays... l think 9-10 photon cannons down by his new gold expansion on blistering sands.

    I felt so awesome taking that opportunity to bust down his rocks and invade his main.

    JamesKeenan on
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    Goddamn fucking proxy zealot rush fuck you cock balls and fuck.

    JamesKeenan on
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    Very. Next. Game.

    I got proxy barracks rushed. Except this time I held it off and won. 6 lings killed his economy completely, and I had to use drones to kill the marines he had made. But I still won.

    JamesKeenan on
  • JorilJoril BelgiumRegistered User regular
    edited April 2010
    Goddamn fucking proxy zealot rush fuck you cock balls and fuck.

    I had that a couple of times. I have scouted my direct surroundings ever since. It's rather funny seeing them rage out of the game once you destroy their proxy.
    It seems so many people rely solely on rushing to win the game. I hope I'm right about this because it would mean that knowing how to survive the rush immensly increases one's chance for victory.

    Joril on
    bonesnacksig.jpg
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited April 2010
    if you lose like, 3 or more drones to a rush you've lost the game.

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • AphostileAphostile San Francisco, CARegistered User regular
    edited April 2010
    I think I'm finally breaking out of the "sit in my base and amass units without putting pressure on the enemy" mindset.

    I think it was an old SC1 habit of my friends and I just sitting in our bases building massive armies then throwing them at each other.

    Aphostile on
    Nothing. Matters.
  • projectmayhemprojectmayhem Registered User regular
    edited April 2010
    Dropships + Siege Tanks + High Ground = Win

    Whats that? You want to leave your base? Nope! Think again!

    projectmayhem on
  • Brodo FagginsBrodo Faggins Registered User regular
    edited April 2010
    Talith wrote: »
    How practical is it to keep field SCVs out and about with your ball if you are packing siege tanks or thors? Is getting them to repair your mans easy during the chaos of a big fight?
    1. Hotkey SCVs
    2. Get into a fight
    3. Select SCVs
    4. Repair mans

    Or, you know, right click on the repair button, which enables autocasting, and they'll just follow damaged units.

    Brodo Faggins on
    9PZnq.png
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    Aphostile wrote: »
    I think I'm finally breaking out of the "sit in my base and amass units without putting pressure on the enemy" mindset.

    I think it was an old SC1 habit of my friends and I just sitting in our bases building massive armies then throwing them at each other.

    I'm working on this issue, too. I just never feel comfortable attack.

    What if he has a bigger army on its way from a different direction?

    What if his defenses are too strong and I ruin my army and give him the win?

    What if he is watching me... RIGHT NOW?!

    JamesKeenan on
  • RendRend Registered User regular
    edited April 2010
    Aphostile wrote: »
    I think I'm finally breaking out of the "sit in my base and amass units without putting pressure on the enemy" mindset.

    I think it was an old SC1 habit of my friends and I just sitting in our bases building massive armies then throwing them at each other.

    I'm working on this issue, too. I just never feel comfortable attack.

    What if he has a bigger army on its way from a different direction?

    What if his defenses are too strong and I ruin my army and give him the win?

    What if he is watching me... RIGHT NOW?!

    If he's protoss, he probably is

    Rend on
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    Dropships + Siege Tanks + High Ground = Win

    Whats that? You want to leave your base? Nope! Think again!

    I hate you.

    JamesKeenan on
  • TheStigTheStig Registered User regular
    edited April 2010
    The best way to get more comfortable with attacking is to get better at scouting.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    Rend wrote: »
    Aphostile wrote: »
    I think I'm finally breaking out of the "sit in my base and amass units without putting pressure on the enemy" mindset.

    I think it was an old SC1 habit of my friends and I just sitting in our bases building massive armies then throwing them at each other.

    I'm working on this issue, too. I just never feel comfortable attack.

    What if he has a bigger army on its way from a different direction?

    What if his defenses are too strong and I ruin my army and give him the win?

    What if he is watching me... RIGHT NOW?!

    If he's protoss, he probably is

    I always frantically scour my base and surroundings with an overseer as soon as I get one if I'm facing a protoss player.

    Goddamn observors.

    JamesKeenan on
  • JamesKeenanJamesKeenan Registered User regular
    edited April 2010
    TheStig wrote: »
    The best way to get more comfortable with attacking is to get better at scouting.

    I don't feel like I have decent scouts. Overseer, I suppose.

    Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.

    And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.

    JamesKeenan on
  • hiigaranhiigaran Registered User regular
    edited April 2010
    TheStig wrote: »
    The best way to get more comfortable with attacking is to get better at scouting.

    I don't feel like I have decent scouts. Overseer, I suppose.

    Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.

    And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.

    But even against a wall in you can check if he has expos or scan/observer/overlord suicide his main to get a good look at whats going on before you decide to push.

    hiigaran on
  • TheStigTheStig Registered User regular
    edited April 2010
    TheStig wrote: »
    The best way to get more comfortable with attacking is to get better at scouting.

    I don't feel like I have decent scouts. Overseer, I suppose.

    Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.

    And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.

    Overlord speed is the first thing I get when my lair pops. And even before that, if you get a slow lair you can usually sneak in a slowverlord and spot any sort of air he might be getting.

    Also keep one near his ramp so if he's walled in you can check it real quick to either see his unit comp, or how much he has in case you want to attack or if you're set on attacking it can be used to look up the cliff. My first 2-3 overlords are usually sent to the outskirts of his base.

    Just be sure to build extra OL :P

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited April 2010
    Every Zerg video you'll ever watch has the Zerg player sending his overlord over to scout the enemy base. It's just something you should do, speed upgrade or not.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • GoOdAyNiCeDaYGoOdAyNiCeDaY Registered User regular
    edited April 2010
    Another way to feel comfortable with attacking is to constantly be attacking, and constantly retreating so you always have enough forces to keep up a continual attack.

    If you let off with the continual attack, then sort of a stalemate can occur. And the trend of amassing armies and sitting in your base will begin to happen.

    GoOdAyNiCeDaY on
  • iowaiowa Registered User regular
    edited April 2010
    I like that the only way i can win in a ground vs ground army vs toss is if he a) doesn't use sentries and b) has horrible micro and inexplicably splits his army into two sending in one at a time.

    thanks for making me 8-1, guy

    iowa on
  • RendRend Registered User regular
    edited April 2010
    iowa wrote: »
    I like that the only way i can win in a ground vs ground army vs toss is if he a) doesn't use sentries and b) has horrible micro and inexplicably splits his army into two sending in one at a time.

    thanks for making me 8-1, guy

    What do you do then?

    Rend on
  • iowaiowa Registered User regular
    edited April 2010
    if i could afford vikings before the time he has 3+ collosi out thatd be wonderful. you cant afford medivacs, ghosts, and constant marauder production and get any reasonable number of vikings on top.

    I only won because I outmaneuvered him in a battle and he left 2 collosi by themselves.

    iowa on
  • CycloneRangerCycloneRanger Registered User regular
    edited April 2010
    iowa wrote: »
    if i could afford vikings before the time he has 3+ collosi out thatd be wonderful. you cant afford medivacs, ghosts, and constant marauder production and get any reasonable number of vikings on top.

    I only won because I outmaneuvered him in a battle and he left 2 collosi by themselves.
    I've been having some success against Protoss lately by skipping marauders or minimizing their representation in my army. Marines (ideally with the shield upgrade) will defeat any protoss unit short of the colossus, and by the time they have those out you can get a couple vikings manufactured to defeat them. Every 3 marauders you cut is one more viking you can have (and 3 more marines).

    Of course you still need ghosts, and you still need to be the one attacking in most cases.

    CycloneRanger on
  • AegeriAegeri Tiny wee bacteriums Plateau of LengRegistered User regular
    edited April 2010
    Nerf protoss imo.

    Aegeri on
    The Roleplayer's Guild: My blog for roleplaying games, advice and adventuring.
  • Z0reZ0re Registered User regular
    edited April 2010
    Honestly Marines destroy Immortals and they don't seem nearly as threatening when they aren't taking out 100/25 units in two shots. A heavy mineral opening with a four rax fast expansion that has a strong Marine heavy push right when you get the shield/stim and +1 upgrades absolutely demolishes most builds with Robo facilities especially if they get more than one Immortal. If you time it right you can usually get to their base before the expansion or the range upgrade for the Colossi and can cripple if not outright kill them.

    Z0re on
  • JayrodTremonkiJayrodTremonki Registered User regular
    edited April 2010
    <3 early Roaches to pretty early Mutas. My Roach defenses always seem to be getting taken out by Marauders or Roaches right as the Mutas pop. And after that first attack peters out I get complete map control. Harass, take out their rocks with a couple lings, and switch back to Roaches right as they get proper d for Mutas.

    Makes for an interesting game, slight mess up by the early defense or by the mutas harassing and I'm screwed.

    JayrodTremonki on
  • EgoEgo Registered User regular
    edited April 2010
    YES. Skip marauders, iowa!

    Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.

    1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.

    Ego on
    Erik
  • No Great NameNo Great Name FRAUD DETECTED Registered User regular
    edited April 2010
    I love zvz when the other z goes mutas.

    It's like

    thanks for the w bro

    No Great Name on
    PSN: NoGreatName Steam:SirToons Twitch: SirToons
    sirtoons.png
  • TheStigTheStig Registered User regular
    edited April 2010
    I love zvz when the other z goes mutas.

    It's like

    thanks for the w bro

    In some zvz I played this zerg kept throwing lings and banelings at my mineral line, killing off a few workers each time. I just kept building more drones and teching while my spine fended them off. I scouted his spire and got some hydras which totally shut them down. This whole time I had more drones than him because he was blowing all his larvae on lings.
    When he did finally stop attacking me and started building his economy I had 2 infestors on his supply line and killed like 15 drones without losing anything. The game ended soon after. It was pretty great.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • projectmayhemprojectmayhem Registered User regular
    edited April 2010
    Ego wrote: »
    YES. Skip marauders, iowa!

    Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.

    1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.

    Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.

    Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.

    projectmayhem on
  • AphostileAphostile San Francisco, CARegistered User regular
    edited April 2010
    I don't think I've ever really done anything with mutas aside from attack mineral lines.

    Aphostile on
    Nothing. Matters.
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited April 2010
    Ego wrote: »
    YES. Skip marauders, iowa!

    Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.

    1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.

    Marauders can be pretty brutal against protoss, you can play a pretty effective macro game relying mostly on marauders to shoot down most protoss ground. Even colossi have trouble with marauders unless the colossi have a field advantage (choke point, high ground, etc.) Out in the open, swarms of marauders can pretty much destroy protoss on the ground, kind of like zerglings.

    I am a fan of Ego's no-marauder builds, and even if you still want to use marauders its beneficial to see just how effective you can be without them.

    Tanks + Banshees can be pretty scary for protoss ground. Banshees will take out immortals fast with their long range and two-attack damage (so the immortal shield effect is mostly ignored). Stalkers can't safely approach the banshees without eating heavy fire from the tanks, so unless you form up into a nice ball for the protoss player to blink into you're going to be pretty difficult to engage.

    I'd recommend playing a few games vs. toss marauder-free, just to see what other options your army has and how effective those options can be. Marauders are a very good unit, but I think some TvP matches end with the terran player assuming their army starts and ends with marauders.

    All that said, if you do find yourself going with marauders, you absolutely need to keep field control and you need stim ASAP. Marauders have a very long range attack that slows down units, which means against protoss, with stim, in the open they can perform some very effective hit-and-run type tactics. A choke point may be useful to funnel stalkers, immortals and zealots, but getting trapped into a choke with colossi on the field is a death sentence.

    PotatoNinja on
    Two goats enter, one car leaves
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited April 2010
    Ego wrote: »
    YES. Skip marauders, iowa!

    Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.

    1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.

    Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.

    Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.

    I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.

    PotatoNinja on
    Two goats enter, one car leaves
  • RendRend Registered User regular
    edited April 2010
    Ego wrote: »
    YES. Skip marauders, iowa!

    Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.

    1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.

    Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.

    Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.

    I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.

    Fear the reaper, man.

    Rend on
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited April 2010
    Rend wrote: »

    I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.

    Fear the reaper, man.

    Fear the reaper-man.

    PotatoNinja on
    Two goats enter, one car leaves
  • Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited April 2010
    Yes. He does.

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
  • RendRend Registered User regular
    edited April 2010
    Rend wrote: »

    I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.

    Fear the reaper, man.

    Fear the reaper-man.

    Fear the reap- er, man.

    Rend on
  • Munkus BeaverMunkus Beaver You don't have to attend every argument you are invited to. Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPA regular
    edited April 2010
    Of course, if they zealot rush, you'll have 2 reapers by the time they have 2 zealots and then 3 reapers when they have 2 zealots and then they have no probes.

    Munkus Beaver on
    Humor can be dissected as a frog can, but dies in the process.
  • DarlanDarlan Registered User regular
    edited April 2010
    They're bringing the level editor into the SC2 beta?! I couldn't care less about online multiplayer but now I'm really wishing I was in on that beta.

    Darlan on
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