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SC2 Multiplayer talk. 10 depot/12 rax/13 gas/15 oc or (baneling) bust!

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Posts

  • GuekGuek Registered User regular
    edited October 2010
    banshees are awful. awful awful awful. they're like mutas that can cloak and do more damage. but oh! they can't attack air so they're balanced, right? fuck em.

    Guek on
  • VariableVariable Mouth Congress Stroke Me Lady FameRegistered User regular
    edited October 2010
    I think the roach buff is a good change. small terran nerfs are fine, just killing the reaper opening more which I have no problem with, I don't think they meant for it to be what it was.


    and to whoever said they shouldn't just be looking at ladder... obviously they aren't. I imagine they post that stuff to maybe make people pause and consider how bad things actually are (in that they aren't as bad as most people probably expected) and then say 'but we know you all want some changes so here's what we're doing'

    Variable on
    BNet-Vari#1998 | Switch-SW 6960 6688 8388 | Steam | Twitch
  • Joe KJoe K Registered User regular
    edited October 2010
    SkutSkut wrote: »
    So fuckin protoss can still cannon contain straight off the bat and I have to make a depot before I can even defend myself? That's...fantastic. And by fantastic I mean stupid.

    seriously just go proxy yourself a forge in your terran opponents base and oh he can't do shit about it now!

    uh, protoss still needs to drop a pylon, wait for that to warp in, drop a forge, wait for that to warp in, and then assuming that he built the damn things in your base, he can start dropping cannons, or he needs another pylon to start building around.

    Thats plenty of time to get a depot and rax up.

    Joe K on
  • SceptreSceptre Registered User regular
    edited October 2010
    Yessss! Rank 1 Plat! Woooh!

    Sceptre on
  • KhaczorKhaczor Registered User regular
    edited October 2010
    Yea it is plenty of time. You have to scout for it though.

    Khaczor on
  • DisrupterDisrupter Registered User regular
    edited October 2010
    Hmm, can Protoss drop forges before gateways? I never noticed/thought about that. I always assumed they needed a gateway first.

    Also, protoss question. Other then building probes and tech what do Protoss players use their boosts for if they are going gate heavy?

    I usually can boost probes, tech, stargates and robo units. But I have a very hard time using chrono on my warpgates, usually because I am no where near the gates themselves to apply the boost to. Is this common, or am I a bad protoss player?

    Disrupter on
    616610-1.png
  • His CorkinessHis Corkiness Registered User regular
    edited October 2010
    Disrupter wrote: »
    Hmm, can Protoss drop forges before gateways? I never noticed/thought about that. I always assumed they needed a gateway first.
    Yes, they can.
    Disrupter wrote: »
    Also, protoss question. Other then building probes and tech what do Protoss players use their boosts for if they are going gate heavy?
    You can chrono the gates but I think it's hard to find a balance where you're not just wasting chrono-boosts on gates that then become idle due to lack of resources, assuming you have 3-4.
    Disrupter wrote: »
    I usually can boost probes, tech, stargates and robo units. But I have a very hard time using chrono on my warpgates, usually because I am no where near the gates themselves to apply the boost to. Is this common, or am I a bad protoss player?
    I'm not sure what you mean here. Does hitting W twice not move the screen to the Warpgates? I always hotkey mine so I just use 22 to jump to them.

    His Corkiness on
  • BuddiesBuddies Registered User regular
    edited October 2010
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Buddies on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    I think the roach range might mean we see a comeback of Immortals in ZvP. They tear roaches a new one.

    3cl1ps3 on
  • LilnoobsLilnoobs Alpha Queue Registered User regular
    edited October 2010
    3clipse wrote: »
    3clipse wrote: »
    Lilnoobs wrote: »
    The roach change is supposed to give zerg an option to pressure P early game. Currently, I can put 1 zeal and block off. What can zerg do? I can eliminate an infinitely number of lings, and roaches are near worthless with their current range vs a stalker or a cannon.

    Even as a P player, this is great news for the matchup in general. As for the supply depot, that's interesting.

    I guess that's true. I'm always paranoid about changes that affect matchups with P because P are so middle of the road right now, compared to Z's lolwut and T's kindatoogood


    Also, really not sure how I feel about the supply depot change. I guess it's good? It means early reapers will probably be a lot less of a problem, especially with Nitro Packs requiring a Factory.

    I just don't see how anyone can call P middle of the road. I think they're right where they should be.

    T has an excellent early game, Z an excellent late game. P can pretty much do all of it well, has a lot of flexibility (chronoboooooooost) and all of the T3 units are pretty boss.

    The roach change is a good thing. Zerg need it

    Sorry, maybe I could have been more clear about that. That's what I meant by middle of the road - in between the others, exactly where they should be. They're balanced, Z are a little underpowered, T may be a little overpowered.

    Yeah, I agree, which is a big reason I decided on them after the beta. They feel the most complete to me.

    edit: oh yeah, this is why practicing mechanics are 100% better than Build orders because your BO could be completely changed with a balance change; however, your mechanics will not be affected

    Lilnoobs on
  • GuekGuek Registered User regular
    edited October 2010
    just lost 5 in a row.

    FUCK.

    Guek on
  • LemmingLemming Registered User regular
    edited October 2010
    • The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

    • The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

    HAHAHAHAH SWEET TERRAN TEARS

    Lemming on
  • TheStigTheStig Registered User regular
    edited October 2010
    Maybe now I'll be able to play a 4v4 without having an enemy go mass reaper every single game.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • TrusTrus Registered User regular
    edited October 2010
    Sceptre wrote: »
    Yessss! Rank 1 Plat! Woooh!

    Grats!

    Trus on
    qFN53.png
  • ShensShens Portland, ORRegistered User regular
    edited October 2010
    TheStig wrote: »
    Maybe now I'll be able to play a 4v4 without having an enemy go mass reaper every single game.

    No kidding. For a few tests, I ran a 4 terran reaper team. It was ridiculous how many games you win right off the bat. Oh, didn't work? We can follow it up with a the biggest bioball in the history of Terran.

    Shens on
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    Buddies wrote: »
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Personally, I only feel P>Z right now due to the pylon cannon contain thing. It's obviously a huge problem for zerg, but if protoss doesn't do it, then I feel Z has the upper hand. Sure 4 gate is strong, but it is so easily fended off with a few spine crawlers and a bunch of lings (in my experience anyways, and this is me 4 gating with zealots/sentries, which should be optimal against lings). It's really only effective against Z's who try to macro too hard for too long or tech too fast, and IMO they should be punished for that. I do think the cannon contain thing is kind of bull crap, but I'm not sure exactly how you can stop that kind of thing without drastically changing protoss mechanics.

    Maratastik on
  • TL DRTL DR Not at all confident in his reflexive opinions of thingsRegistered User regular
    edited October 2010
    Surprised more people aren't up-in-arms about the Reaper upgrade nerf. Requiring a Factory effectively means it's a no-go.

    TL DR on
  • mastmanmastman Registered User regular
    edited October 2010
    forge requires gateway imo. I mean, all the zerg tech require un-related, expensive upgrades (hatchery -> lair -> hive)

    mastman on
    ByalIX8.png
    B.net: Kusanku
  • BuddiesBuddies Registered User regular
    edited October 2010
    Olorin wrote: »
    Buddies wrote: »
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Personally, I only feel P>Z right now due to the pylon cannon contain thing. It's obviously a huge problem for zerg, but if protoss doesn't do it, then I feel Z has the upper hand. Sure 4 gate is strong, but it is so easily fended off with a few spine crawlers and a bunch of lings (in my experience anyways, and this is me 4 gating with zealots/sentries, which should be optimal against lings). It's really only effective against Z's who try to macro too hard for too long or tech too fast, and IMO they should be punished for that. I do think the cannon contain thing is kind of bull crap, but I'm not sure exactly how you can stop that kind of thing without drastically changing protoss mechanics.

    Giving Overlords Generate Creep at the beginning would stop it.

    Buddies on
  • TheStigTheStig Registered User regular
    edited October 2010
    This was our best funday monday game from last night.

    repimg-33-155487.jpg

    queen ghost carrier infestor.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • LemmingLemming Registered User regular
    edited October 2010
    Buddies wrote: »
    Olorin wrote: »
    Buddies wrote: »
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Personally, I only feel P>Z right now due to the pylon cannon contain thing. It's obviously a huge problem for zerg, but if protoss doesn't do it, then I feel Z has the upper hand. Sure 4 gate is strong, but it is so easily fended off with a few spine crawlers and a bunch of lings (in my experience anyways, and this is me 4 gating with zealots/sentries, which should be optimal against lings). It's really only effective against Z's who try to macro too hard for too long or tech too fast, and IMO they should be punished for that. I do think the cannon contain thing is kind of bull crap, but I'm not sure exactly how you can stop that kind of thing without drastically changing protoss mechanics.

    Giving Overlords Generate Creep at the beginning would stop it.

    That would be awful. You wouldn't be able to wall off as Protoss.

    Lemming on
  • FuriousJodoFuriousJodo Seattle, WARegistered User regular
    edited October 2010
    Yeah generate creep on overlords would be insanely broken early game.

    FuriousJodo on
    FuriousJodo on Twitch/PSN/XBL/Whatever else
  • TheStigTheStig Registered User regular
    edited October 2010
    I think creep generate is fine. It would be nice if they kept doing it while moving though.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    TheStig wrote: »
    This was our best funday monday game from last night.

    repimg-33-155487.jpg

    queen ghost carrier infestor.

    Everyone should watch this, if only b/c the death march of 1000000 queens across creep is amazing.

    Maratastik on
  • TheStigTheStig Registered User regular
    edited October 2010
    I found it hilarious how effective mass ghost is against ultras.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    Buddies wrote: »
    Olorin wrote: »
    Buddies wrote: »
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Personally, I only feel P>Z right now due to the pylon cannon contain thing. It's obviously a huge problem for zerg, but if protoss doesn't do it, then I feel Z has the upper hand. Sure 4 gate is strong, but it is so easily fended off with a few spine crawlers and a bunch of lings (in my experience anyways, and this is me 4 gating with zealots/sentries, which should be optimal against lings). It's really only effective against Z's who try to macro too hard for too long or tech too fast, and IMO they should be punished for that. I do think the cannon contain thing is kind of bull crap, but I'm not sure exactly how you can stop that kind of thing without drastically changing protoss mechanics.

    Giving Overlords Generate Creep at the beginning would stop it.

    Interesting idea, but as Lemming pointed out, very abusable. I'm not sure what they could change to deal with it as I feel the cannon wall off is rather broken. Maybe more maps with wider ramps so they would have to invest even more in the wall off?

    Maratastik on
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    Olorin wrote: »
    TheStig wrote: »
    This was our best funday monday game from last night.

    repimg-33-155487.jpg

    queen ghost carrier infestor.

    Everyone should watch this, if only b/c the death march of 1000000 queens across creep is amazing.

    Trus, I haven't been able to watch the replay. How many hatcheries did you have to pump queens like that?

    Maratastik on
  • BuddiesBuddies Registered User regular
    edited October 2010
    Lemming wrote: »
    Buddies wrote: »
    Olorin wrote: »
    Buddies wrote: »
    Considering the current popular strats, the current balance of the game seems to be T>P>Z>T. I get this from talking with people I compete against in tournaments, the outcome of those tournaments, and the general feel of the ladder. It just happens to be backed up by the Diamond Statistics they released.

    Right now Ghosts and Marauders do so well against protoss. 3Gate Robo and Forge FE+Pylon Contain does so well against Zerg. Muta/(B)Ling->Ultra/(B)Ling is awesome against Terran.


    In my ZvP Matchup, my entire Gameplan is to survive to 3 bases and get Ultralisks out then A-Move to victory. Now that they are going to buff roach range this is going to be a LOT easier. Not only will I be able to survive pushes easier, but I can apply pressure easier.

    If this Patch is only these changes then I forsee the balance shifting to Z=>P; T>P; Z>T.

    Personally, I only feel P>Z right now due to the pylon cannon contain thing. It's obviously a huge problem for zerg, but if protoss doesn't do it, then I feel Z has the upper hand. Sure 4 gate is strong, but it is so easily fended off with a few spine crawlers and a bunch of lings (in my experience anyways, and this is me 4 gating with zealots/sentries, which should be optimal against lings). It's really only effective against Z's who try to macro too hard for too long or tech too fast, and IMO they should be punished for that. I do think the cannon contain thing is kind of bull crap, but I'm not sure exactly how you can stop that kind of thing without drastically changing protoss mechanics.

    Giving Overlords Generate Creep at the beginning would stop it.

    That would be awful. You wouldn't be able to wall off as Protoss.

    I had "But that might make it overpowered against other strategies"

    Then I tried to think of how often my overlord gets to their base before they already have their gate/core or rax wall off already. Some maps/positions it would get their quick, being able to get an Overlord in on Close position Meta/LT would be easy. But I think it would be more of a nuisance than game breaking as I don't think you could get an O-Lord to their ramp before 16 supply on any map. I don't try though because my Olord will be dead if I just flew him over the ramp.

    Buddies on
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    TheStig wrote: »
    I found it hilarious how effective mass ghost is against ultras.

    And how hilariously ineffective carriers are against them. I had like 15 +3 damage carriers and sure they killed all the Ultras, eventually. It took forever to kill off like 6 Ultras.

    Maratastik on
  • TrusTrus Registered User regular
    edited October 2010
    Olorin wrote: »
    Olorin wrote: »
    TheStig wrote: »
    This was our best funday monday game from last night.

    repimg-33-155487.jpg

    queen ghost carrier infestor.

    Everyone should watch this, if only b/c the death march of 1000000 queens across creep is amazing.

    Trus, I haven't been able to watch the replay. How many hatcheries did you have to pump queens like that?

    8 or 9 with 2 of them mining

    Trus on
    qFN53.png
  • JarsJars Registered User regular
    edited October 2010
    I want to do queen/medivac/ultra

    why won't they die

    Jars on
  • fortyforty Registered User regular
    edited October 2010
    3clipse wrote: »
    You know, I love to see Blizz changing things that need fixed (Roaches, and the supply depot change is nice), but I can't help but think that they're just ignoring some very large issues. Such as:

    ZERG ARE TOO COMPLICATED. Hell their PR guy said as much: they're not as fun to play. They need to change how the larva mechanic works.
    Yay!

    forty on
    Officially the unluckiest CCG player ever.
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    forty wrote: »
    3clipse wrote: »
    You know, I love to see Blizz changing things that need fixed (Roaches, and the supply depot change is nice), but I can't help but think that they're just ignoring some very large issues. Such as:

    ZERG ARE TOO COMPLICATED. Hell their PR guy said as much: they're not as fun to play. They need to change how the larva mechanic works.
    Yay!

    My favorite part was last week's SotG when they bring up what Chris said about Zerg being "un-fun to play" and they were all like "he's their PR guy that's exactly what you DON'T say!"

    3cl1ps3 on
  • DisrupterDisrupter Registered User regular
    edited October 2010
    I dont get the complaints about Zerg being too complicated. I always sort of thought that was the point. They play completely different then the other races. They require tatics that are much less "build army-destroy enemy army" and far more "pick my battles, hit the enemy where they cant fight back, lure the enemy to their death."

    and they have the speed and tools to do so...

    Yes this is inherently harder to play, but it makes the game far more diverse.

    Disrupter on
    616610-1.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    Disrupter wrote: »
    I dont get the complaints about Zerg being too complicated. I always sort of thought that was the point. They play completely different then the other races. They require tatics that are much less "build army-destroy enemy army" and far more "pick my battles, hit the enemy where they cant fight back, lure the enemy to their death."

    and they have the speed and tools to do so...

    Yes this is inherently harder to play, but it makes the game far more diverse.

    Different to play is good. Harder to play is bad. The races should all be of equivalent difficulty to play, even if their styles are highly diverse.

    3cl1ps3 on
  • fortyforty Registered User regular
    edited October 2010
    Disrupter wrote: »
    I dont get the complaints about Zerg being too complicated. I always sort of thought that was the point. They play completely different then the other races. They require tatics that are much less "build army-destroy enemy army" and far more "pick my battles, hit the enemy where they cant fight back, lure the enemy to their death."

    and they have the speed and tools to do so...

    Yes this is inherently harder to play, but it makes the game far more diverse.
    From my bad player perspective, Zerg just seems a bit too fiddly compared to P/T and compared to SC1 Z vs. P/T.

    forty on
    Officially the unluckiest CCG player ever.
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited October 2010
    3clipse wrote: »
    Disrupter wrote: »
    I dont get the complaints about Zerg being too complicated. I always sort of thought that was the point. They play completely different then the other races. They require tatics that are much less "build army-destroy enemy army" and far more "pick my battles, hit the enemy where they cant fight back, lure the enemy to their death."

    and they have the speed and tools to do so...

    Yes this is inherently harder to play, but it makes the game far more diverse.

    Different to play is good. Harder to play is bad. The races should all be of equivalent difficulty to play, even if their styles are highly diverse.

    Why? Many competitive Fighting Games have characters that are much more difficult to play than others and still manage to be reasonably well balanced for large tournaments.

    Are you speaking from a competitive point of view or the simple 'enjoying the game' perspective?

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • FrozenzenFrozenzen Registered User regular
    edited October 2010
    Woah, so protoss are overpowered.

    That's why protoss aren't winning anything anywhere except MLG.

    This is why you balance around top ~0.1% and not around ladder, urgh. Gonna be a mirror of BW where toss are op at low levels and never wins anything meaningful. Since SC2 seems to be skipping most of the early development shenanigans the BW proscene had.

    zerg being harder to play is fine. Zerg having no answer to certain things is not, and the second one might be an issue. If you want to make things different some races will be more difficult than others, like how terran were a lot more difficult to play in sc1.

    Frozenzen on
  • TheStigTheStig Registered User regular
    edited October 2010
    Watching the last funday monday where the terran couldn't build marines, marauders or tanks felt a lot like playing zerg.

    You can kill their army in the open, you can expand all over the map, but if he pushes on you. you lose. Even when you do kill his army you can't push into their base without losing all of yours.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • wakkawawakkawa Registered User regular
    edited October 2010
    I guess only top level diamonds play 4v4 as teams. Like, every game I am on isn't even fucking close.

    so many loses

    wakkawa on
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