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[Starcraft 2] Multiplayer talk. Is '1ta' the new '1a2a3a'? Discuss.

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Posts

  • s_86s_86 Registered User regular
    edited July 2011
    -

    s_86 on
  • kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited August 2010
    High templar may be way down the tech tree, but remember that they cost significantly less than ghosts and are produced significantly faster. Archons also tend to be more effective than ghosts that are out of energy. I think HT, ghosts, and infestors are tuned pretty well for their opportunity cost, personally. They each excel in different ways.

    kaleedity on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited August 2010
    Argrax wrote: »
    Satsumomo wrote: »
    I use very specific keys for important units, for example, I will always assign all my Hydras to 5, because if I see something I need to take out quickly, like a Void Ray, I can focus fire very quickly, without having my Zerglings try to attack a flying unit.
    Pretty sure that units who cannot attack air will not waste any time 'trying' to attack air.

    If you have a mixed army of roaches and hydras and want to focus fire his medivacs by right clicking on them, the roaches will simply just carry on killing his ground army.

    Hmmm interesting, I'll have to test it out. I would think that they would just start following that flying unit.

    Satsumomo on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited August 2010
    kaleedity wrote: »
    High templar may be way down the tech tree, but remember that they cost significantly less than ghosts and are produced significantly faster. Archons also tend to be more effective than ghosts that are out of energy. I think HT, ghosts, and infestors are tuned pretty well for their opportunity cost, personally. They each excel in different ways.

    And they are each amazingly awesome, and used correctly, can turn the tide of battle in small numbers...which, I think is the point.

    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
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited August 2010
    Satsumomo wrote: »
    Argrax wrote: »
    Satsumomo wrote: »
    I use very specific keys for important units, for example, I will always assign all my Hydras to 5, because if I see something I need to take out quickly, like a Void Ray, I can focus fire very quickly, without having my Zerglings try to attack a flying unit.
    Pretty sure that units who cannot attack air will not waste any time 'trying' to attack air.

    If you have a mixed army of roaches and hydras and want to focus fire his medivacs by right clicking on them, the roaches will simply just carry on killing his ground army.

    Hmmm interesting, I'll have to test it out. I would think that they would just start following that flying unit.

    Argrax is correct. The AI in SC2 is pretty smart. If you have a mixed anti-air/anti-ground group, and you right click on an air unit, the anti-air will shoot it, and the anti-ground will shoot whatever it can shoot.

    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
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited August 2010
    i hate high templar

    man terran have it easy, cloak a ghost, find the templar, emp them duders

    what can i do as zerg

    retreat until he is out of energy then warps in more templars? fffffffffffffffff

    nealcm on
    19ZUtIw.png
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited August 2010
    nealcm wrote: »
    i hate high templar

    man terran have it easy, cloak a ghost, find the templar, emp them duders

    what can i do as zerg

    retreat until he is out of energy then warps in more templars? fffffffffffffffff

    Infestors + Neural Parasite = Hilarity. Add burrow to get them close to the HT's for more fun.

    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
  • KhaczorKhaczor Registered User regular
    edited August 2010
    Cunty wrote: »
    random 2v2s, we demolish the other team

    "Nice job arranging a team, losers"
    "we're random"
    "yeah right, get a life"
    "look who's butthurt :("
    "whatever get off 4chan you losers"

    nice

    also why is my bonus pool for team games HUGE
    it's over 500, has it been accumulating since i started the game, or what?
    also, is there a pool cap?

    Just jumped up into a low diamond 2v2 league finally. See I don't mind losing to 2v2 arranged teams. What bothers me is stupid cheesy zerg and Protoss builds where the zerg goes 6 pool and protoss proxies gateways with zealots. It always seems to happen when I am on crap double terran teams also so no recourse there.

    Yes I try to block and bunker but ramps on certain maps are HUGE and I can't close without an extra minute or two of building that cheese rushes don't give me.

    Khaczor on
  • TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    edited August 2010
    I want to see more infestors neural parasite the Templar and have them storm their own units.

    Talith on
    7244qyoka3pp.gif
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited August 2010
    GnomeTank wrote: »
    nealcm wrote: »
    i hate high templar

    man terran have it easy, cloak a ghost, find the templar, emp them duders

    what can i do as zerg

    retreat until he is out of energy then warps in more templars? fffffffffffffffff

    Infestors + Neural Parasite = Hilarity. Add burrow to get them close to the HT's for more fun.

    oh i've done that before, fungal growthed a friend's high templar, and then stormed them

    he said it was the worst feeling in the world

    but i feel like i have to do so much more work to deal with his bullshit than he does mine

    hes just like SHIFT T CLICK CLICK CLICK CLICK CLICK retreat to your base please

    also infestors are just suuuuuuuch gigaaaaaaaantic taaaaaaaargets

    seriously they are so huge

    nealcm on
    19ZUtIw.png
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited August 2010
    They are huge, but they are big sexy slugs of death. Plus ya, you have to burrow them in heavy fights to keep them unnoticed.

    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
  • Joe KJoe K Registered User regular
    edited August 2010
    kaleedity wrote: »
    High templar may be way down the tech tree, but remember that they cost significantly less than ghosts and are produced significantly faster. Archons also tend to be more effective than ghosts that are out of energy. I think HT, ghosts, and infestors are tuned pretty well for their opportunity cost, personally. They each excel in different ways.

    how long do you wait until you can tech there? I can get to DTs when needed, because i almost always get zealot speed. Its only one building, but you really need both upgrades there.

    Joe K on
  • ZeonZeon Registered User regular
    edited August 2010
    Klyka wrote: »
    Variable wrote: »
    Klyka wrote: »
    don't compare unit costs like that with zerg



    cause it turns all their overlords into drop ships

    that doesn't really make that much of a difference. If I have 2 or 10 dropships,it doesn't really matter if I have to build them anyway. which,ok,both T and Z do. Only that T ALWAYS has drops,while Zerg has to make a concious decision to upgrade.

    yeah you upgrade once and you have a ton of dropships.

    can you see how these are maybe separate but equal? HA-HA

    I mean sure, imba, sure, but not in every fucking part of the game.

    Sorry I'm not exactly understanding your post.

    So you are saying that researching Overlord drop is Imba? Or medivacs are imba?
    Or what exactly?

    All I was saying was that a Zerg has to make a conscious decision to go for drop. He has to say "Ok I can spend these resources and this time for this upgrade and then I will drop."

    A terran will ALWAYS have Medivacs and can just go "oh hey,I just saw I could drop there. Welp,let's put some marauder in there" without any kind of pre-planning/extra resource spending.

    And yes,this all reads very "easy" from me and as if I wanted to say medivacs are overpowered or something. I'm not saying that,you just can't expect me to write a super long text exempting every possible situation where this does not apply.

    Terran will not always have medivacs. Its not like they get them for free. If the terrans going bio, he will probably have medivacs (maybe not because you need to build a factory first). If hes going mech, he might not (or at least, not that many because hed have to conciously make them to go for drops).

    Zerg on the other hand, needs to research 2 things (which if he fast expanded, can be researched at the same time). All of a sudden, every one of his supply giving units is now a drop ship. Theres no way the terran is going to have 28+ medivacs at end game.

    I think its pretty balanced. Zerg can have a lot of dropships, but if they die he loses supply. Terrans are more costly but they also heal units. I think its a fair trade.

    *edit* as an example of when terran wouldnt have drop ships, lets say you want to do 4 rax 1 gas, expand, 9 rax and another gas. You now have enough gas and minerals to keep up with exactly as much as your barracks can throw out. Getting a factory screws up your build because it costs more gas, and you cant support a star port on 2 gas with 9 rax. If you get that starport, you either have to cut back on mauraders, or get the other 2 gas, which means you have less minerals which means you need to expand again. Thats basically forcing you to late game, at which point your MMM ball wont be near as effective.

    Zeon on
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  • EzekielEzekiel Registered User regular
    edited August 2010
    I'm getting real goddamn sick and tired of delta quadrant. Why is this map on the ladder? There is no fucking excuse.

    Ezekiel on
    428475-1.png
    I will throw you on the land and hurl you on the open field. I will let all the birds of the air settle on you and all the beasts of the earth gorge themselves on you. I will spread your flesh on the mountains and fill the valleys with your remains. I will drench the land with your flowing blood all the way to the mountains, and the ravines will be filled with your flesh. - Ezekiel 32: 4-6
  • kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited August 2010
    Joe K wrote: »
    kaleedity wrote: »
    High templar may be way down the tech tree, but remember that they cost significantly less than ghosts and are produced significantly faster. Archons also tend to be more effective than ghosts that are out of energy. I think HT, ghosts, and infestors are tuned pretty well for their opportunity cost, personally. They each excel in different ways.

    how long do you wait until you can tech there? I can get to DTs when needed, because i almost always get zealot speed. Its only one building, but you really need both upgrades there.

    I haven't become completely familiar with end-game protoss yet. It's my weakness with them at the moment. I'm figuring it out. It's definitely not something you can always do the same way. I really, really do love the economics of zealot+HT forces though.

    kaleedity on
  • TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    edited August 2010
    I like delta quadrant.

    Talith on
    7244qyoka3pp.gif
  • JarsJars Registered User regular
    edited August 2010
    it's kinda balls how long psi storm/burrow take to research and templars and infestors need them to function while ghosts don't need cloak since they fit right into a bioball.

    Jars on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited August 2010
    Derrick wrote: »
    Graviija wrote: »
    Hey guys, gotta non-gameplay related question here. Figured I'd ask here since it's only happened on multiplayer maps.

    Randomly, on a few select maps (Colony 426 is the one I remember off the top of my head), the ground textures get messed up and starts showing weird, repeating hieroglyphic type symbols. On desert maps, it's a bunch of fossil textures that repeat on the the sand. And it appears elsewhere, as long as the ground is basically just one single textures (grasslands and such).

    Any idea what this is/how to fix it? I asked a couple of my SC2 friends about it, and they had no idea. It's really pretty freaky, actually.

    Back to your regularly scheduled tank nerf/5rr/void ray discussion.

    I saw that in an Iccup game that was being streamed. They stream on low settings. Are you using low settings? That might be part of it.
    I get that texture issue randomly and I am running on High settings. I've never bothered playing with settings when it happens to fix it, it isn't that much of a distraction it is just strange.

    FuriousJodo on
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  • undeinPiratundeinPirat Registered User regular
    edited August 2010
    Ezekiel wrote: »
    I'm getting real goddamn sick and tired of delta quadrant. Why is this map on the ladder? There is no fucking excuse.

    i'd rather 20 games on delta quadrant than one on blistering sands

    undeinPirat on
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  • EzekielEzekiel Registered User regular
    edited August 2010
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Ezekiel on
    428475-1.png
    I will throw you on the land and hurl you on the open field. I will let all the birds of the air settle on you and all the beasts of the earth gorge themselves on you. I will spread your flesh on the mountains and fill the valleys with your remains. I will drench the land with your flowing blood all the way to the mountains, and the ravines will be filled with your flesh. - Ezekiel 32: 4-6
  • undeinPiratundeinPirat Registered User regular
    edited August 2010
    i'm trying to remember that bw map that favored zerg just laughably 100%

    it had like a lake in the middle and two paths around the lake blocked off by ruins that you could destroy

    undeinPirat on
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  • TrusTrus Registered User regular
    edited August 2010
    Ezekiel wrote: »
    I'm getting real goddamn sick and tired of delta quadrant. Why is this map on the ladder? There is no fucking excuse.

    i'd rather 20 games on delta quadrant than one on blistering sands


    This man has wrong opinions

    Trus on
    qFN53.png
  • SkutSkutSkutSkut Registered User regular
    edited August 2010
    Man Blistering Sands is like my favorite map. :(

    Steppes of War is rather zerg friendly as you have that wide choke to your natural.

    SkutSkut on
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    edited August 2010
    Jars wrote: »
    it's kinda balls how long psi storm/burrow take to research and templars and infestors need them to function while ghosts don't need cloak since they fit right into a bioball.

    Templars kick ass without any upgrades anyway. Medivacs? Much less useful (or dead) without energy. Same for Ghosts, Infestors, Banshees... the list goes on. It's not like a Terran player expects his Thors to be countered by Templar.

    Apogee on
    8R7BtLw.png
  • undeinPiratundeinPirat Registered User regular
    edited August 2010
    templar don't kick that much ass without storm -- feedback is nice but i wouldn't build a templar just for the sole purpose of feedback

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited August 2010
    pogo1250 wrote: »
    can anyone critique my ZvT? I think i did pretty well in this game, but could use some pointers.
    repimg-33-144701.jpg

    edit: im sorry this game was too funny not to post

    How I wish I knew what made him just up and do that.

    Satsumomo on
  • musanmanmusanman Registered User regular
    edited August 2010
    I've lost 6 in a row since I got home from work! Hooray!

    I'm noticing a trend of me being dogshit until the weekend when I really sit down and focus.

    musanman on
    sic2sig.jpg
  • SkutSkutSkutSkut Registered User regular
    edited August 2010
    I had a game where I beat those things we're not supposed to talk about en masse. Standard turtle up and cannon on teh ramps I see it and pump an assload of marines and scout out his expansions and take them out and starve him.

    SkutSkut on
  • 815165815165 Registered User regular
    edited August 2010
    pogo1250 wrote: »
    can anyone critique my ZvT? I think i did pretty well in this game, but could use some pointers.
    repimg-33-144701.jpg

    edit: im sorry this game was too funny not to post
    Could you give me some pointers on the build order you used here? It could really help my ZvT.

    815165 on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited August 2010
    Yup, as soon as I see a Protoss close his ramp completely with cannons I just think "+1 win"

    Close his ramp as in, not even a probe could leave.

    Satsumomo on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited August 2010
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    3cl1ps3 on
  • SevorakSevorak Registered User regular
    edited August 2010
    SkutSkut wrote: »
    Man Blistering Sands is like my favorite map. :(

    Steppes of War is rather zerg friendly as you have that wide choke to your natural.

    I've never heard steppes described as a zerg friendly map. Maybe zergling rush friendly, but it's pretty terrible for a macroing zerg since the rush distance is so close and all the expansions are pretty damn close to the enemy main.

    Scrap Station is pretty zerg friendly though. Far rush distance, no stupid cliffs over any of the expansions, easy muta harass.

    Sevorak on
    steam_sig.png 3DS: 0748-2282-4229
  • SkutSkutSkutSkut Registered User regular
    edited August 2010
    And I'm at 795 points or something now, have beaten 6 or so plats today and still no promotion. At least I've gotten bunker rushing down. I even plopped a bunker on a guys ramp effectively walling him in while I could safely repair outside and funnel marines in.

    SkutSkut on
  • mEEksamEEksa Registered User regular
    edited August 2010
    3clipse wrote: »
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    It is, Ezekiel has no idea what he is talking about. A protected expansion is BETTER for Zerg, because they have the hardest time protecting it from Terran and Protoss aggression. Delta Quadrant is a great map for Zerg in general; it is big, has lots of expansions and a fairly wide open centre.

    mEEksa on
  • KambingKambing Registered User regular
    edited August 2010
    3clipse wrote: »
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    Getting cliffed is difficult to deal with for early tier zerg. Although, you usually don't take the back door natural as your 2nd base on delta, so it is less of a concern. Lost temple and kulas are more emblematic of unsafe naturals for zerg to take.

    Kambing on
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  • SevorakSevorak Registered User regular
    edited August 2010
    mEEksa wrote: »
    3clipse wrote: »
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    It is, Ezekiel has no idea what he is talking about. A protected expansion is BETTER for Zerg, because they have the hardest time protecting it from Terran and Protoss aggression. Delta Quadrant is a great map for Zerg in general; it is big, has lots of expansions and a fairly wide open centre.

    The backdoor expansion has a HUUUUGE cliff over though. And if the zerg wants to fast expand, he has to do it on the exposed natural because of the rocks.

    Sevorak on
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  • KambingKambing Registered User regular
    edited August 2010
    mEEksa wrote: »
    3clipse wrote: »
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    It is, Ezekiel has no idea what he is talking about. A protected expansion is BETTER for Zerg, because they have the hardest time protecting it from Terran and Protoss aggression. Delta Quadrant is a great map for Zerg in general; it is big, has lots of expansions and a fairly wide open centre.

    Delta has it's pros and cons. While it is the most open of the current map pool, close positions have rush distances like steppes of war combined with the difficultly of the open natural ala xel'naga caverns.

    I personally like delta, but an early aggressor can have a field day against zerg on that map.

    Kambing on
    @TwitchTV, @Youtube: master-level zerg ladder/customs, commentary, and random miscellany.
  • EzekielEzekiel Registered User regular
    edited August 2010
    mEEksa wrote: »
    3clipse wrote: »
    Ezekiel wrote: »
    Delta = free protected expansion for terran and toss. Can there be a few maps that totally favor zerg?

    Why isn't it protected for Zerg....?

    It is, Ezekiel has no idea what he is talking about. A protected expansion is BETTER for Zerg, because they have the hardest time protecting it from Terran and Protoss aggression. Delta Quadrant is a great map for Zerg in general; it is big, has lots of expansions and a fairly wide open centre.

    Except that you're DELAYED in getting that expo by a rock. Terran and toss know you have to 1base for a lil while, and abuse it. They lock themselves in, and nothing you can do until much later in the game to deny them the money flow. Meanwhile, if you want to keep up with that econ, you have to move to the base outside, which is totally exposed.

    And no, it isn't BIG. It's a tiny map.

    Ezekiel on
    428475-1.png
    I will throw you on the land and hurl you on the open field. I will let all the birds of the air settle on you and all the beasts of the earth gorge themselves on you. I will spread your flesh on the mountains and fill the valleys with your remains. I will drench the land with your flowing blood all the way to the mountains, and the ravines will be filled with your flesh. - Ezekiel 32: 4-6
  • DrovekDrovek Registered User regular
    edited August 2010
    Heh heh, had a fun 3v3 just now where I managed to pull off a fun maneuver: There was this Protoss with this Stalker/Zealot mass, and he manages to see 4 of my Zealots doing a bit of scouting on the outskirts of their bases. I pull back my Zealots to a tree line where they follow, but before they get in I attack with 4 Stalkers that were hiding right on the tree line. He only saw Stalkers attacking from behind the trees, and he pulled back to his base.

    15 Stalkers were scared off by 4.

    Then after that followed some Phoenix fun. Those things are damn fun in a way no other air unit is. Maybe no other unit at all.

    Drovek on
    steam_sig.png( < . . .
  • PriscaPrisca Registered User regular
    edited August 2010
    For those of you who haven't seen it (plenty of neat tips and tricks):
    http://www.youtube.com/watch?v=jiDdTjZs3Vk

    Prisca on
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