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

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Posts

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    3cl1ps3 on
  • TheStigTheStig Registered User regular
    edited October 2010
    kinda like dropships only they don't fly.

    I'd say they would be about as useful as reapers, though more numerous and easier to get out at later stages.
    They could make them crawl up a cliff sorta slowly, giving the player some time to react, so long as he had scouted them, which is likely at tier 3.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • DemiurgeDemiurge Registered User regular
    edited October 2010
    Jars wrote: »
    I already know what is going to be on funday monday

    repimg-33-156589.jpg

    bam

    Looks more like newbie tuesday :P

    Demiurge on
    DQ0uv.png 5E984.png
  • Beef AvengerBeef Avenger Registered User regular
    edited October 2010
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    let roaches burrow up cliffs!

    Beef Avenger on
    Steam ID
    PSN: Robo_Wizard1
  • JarsJars Registered User regular
    edited October 2010
    quit stealing all my ideas!

    (toss and limming are bad, my back was sore after that game!)

    Jars on
  • CasedOutCasedOut Registered User regular
    edited October 2010
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    CasedOut on
    452773-1.png
  • McAllenMcAllen Registered User regular
    edited October 2010
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.

    Infestors should be able to move under liftable buildings and Protoss structures.

    or just delete Reapers from multiplayer

    McAllen on
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..

    tetsuoZshima on
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited October 2010
    McAllen wrote: »
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.

    Infestors should be able to move under liftable buildings and Protoss structures.

    or just delete Reapers from multiplayer

    Zerglings give me the impression that they're like ants. Ants can climb almost anything and a hive tech upgrade giving them Reaper mobility doesn't sound too broken. Also makes Zergling flanks incredibly more useful.

    Being able to only jump down cliffs doesnt seem nearly as useful since they're going to have a hard time getting up cliffs to begin with. Think of those random cliff-only-cliffs in Xel Naga Caverns and Lost Temple next to the Xel Naga towers.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • zerg rushzerg rush Registered User regular
    edited October 2010
    McAllen wrote: »
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.

    Infestors should be able to move under liftable buildings and Protoss structures.

    or just delete Reapers from multiplayer

    You're thinking metabolic boost, that gives them wings. And it totally should let them jump off of cliffs, if only to get around that damn cannon wall in protoss can do.

    Adrenal Glands should let them climb back up cliffs.

    zerg rush on
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    McAllen wrote: »
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    Adrenal Glands should let Zerglings jump off cliffs and take reduced(5) damage but are unable to scale back up without a ramp/entrance. I think it matches the theme because they're juiced up on adrenaline and they sprout little wings anyways. It would be a programming nightmare probably.

    Infestors should be able to move under liftable buildings and Protoss structures.

    or just delete Reapers from multiplayer

    ooh, the jump off cliffs but not scale sounds like a great option. Maybe even let them "glide" over those cliffs that are spaced with canyons that other cliff units can't do.

    tetsuoZshima on
  • CycloneRangerCycloneRanger Registered User regular
    edited October 2010
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
    You can't really be making this argument. Reapers cost 100 resources (50 of which is gas), take a long-ass time to build, and aren't a core part of any mid or late-game composition.

    Zerglings are 50 minerals for two 'lings, deal more damage, and occur in numbers throughout every game.

    CycloneRanger on
  • CasedOutCasedOut Registered User regular
    edited October 2010
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..

    Dude, adrenal gland is fucking HIVE TECH. Also reapers easily do as much dmg to light as lings do, if not more, and they do TONS more to buildings.

    Also I dont think burrowed zerglings regen faster? I may be wrong on that I am not sure.

    CasedOut on
    452773-1.png
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited October 2010
    cliffjumping zerglings sounds awesome from my (a zerg) point of view

    but then you think about it being the victim and you're just like...

    what the fuck?

    nealcm on
    19ZUtIw.png
  • wakkawawakkawa Registered User regular
    edited October 2010
    I'm going to make a program that is nothing but flipping a coin. After 1000 wins, you get an achievement.

    After 10,000 wins, you get another achievement!

    Starcraft fans are going to love this game.

    wakkawa on
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    CasedOut wrote: »
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?

    well.. I mean, it's not exactly the same. Zerglings do more damage, use half as much supply, are harder to see, can burrow if no detection (which gives regen) and don't require a "tech lab" equivalent on the spawning pool. Now mind, I'm not against giving zerg something, or specifically something that can get up cliffs... I just fear pimped out zerglings being the option..

    Dude, adrenal gland is fucking HIVE TECH. Also reapers easily do as much dmg to light as lings do, if not more, and they do TONS more to buildings.

    Also I dont think burrowed zerglings regen faster? I may be wrong on that I am not sure.

    Sorry, I don't play zerg; I didn't know the regen was all the time, I thought it was when burrowed. Reapers do 4(+1) and zerglings do 5(+1) damage, however. And as stated above; those reapers are useless once you get into the game, zerglings will already be part of your army through the entire game.

    tetsuoZshima on
  • zerg rushzerg rush Registered User regular
    edited October 2010
    nealcm wrote: »
    cliffjumping zerglings sounds awesome from my (a zerg) point of view

    but then you think about it being the victim and you're just like...

    what the fuck?

    Eh, jumping down seems like it should totally be allowed. It shouldn't be a viable strategy to camp the bottom of a zerg's ramp without any risk.

    Jumping up seems fine if it were a hive tech. Zerg need something late game aside from Ultralisks and MACROMACROMACRO

    zerg rush on
  • JarsJars Registered User regular
    edited October 2010
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    Jars on
  • override367override367 ALL minions Registered User regular
    edited October 2010
    nealcm wrote: »
    cliffjumping zerglings sounds awesome from my (a zerg) point of view

    but then you think about it being the victim and you're just like...

    what the fuck?

    I like the idea of giving them the ability to jump down cliffs though

    Honestly don't think it would be too imba, make it require the 20% haste upgrade

    override367 on
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited October 2010
    I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.

    Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • VicktorVicktor Infidel Castro Rancho ChupacabraRegistered User regular
    edited October 2010
    CasedOut wrote: »
    3clipse wrote: »
    eeSanG wrote: »
    Zerg seems to be disadvantaged on cliff heavy maps since they lack units that can take utilize them.

    Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.

    Would make it impossible to leave your base because 10 zerglings would run in and kill your whole mineral line.

    wait so, is it impossible to leave my base now because 10 reapers could run in and kill my whole mineral line?
    The danger isn't 10 zergling in your mineral line, it's the 4 zergling and the 6 baneling morphing in your mineral line!

    Of course, a nydus worm is the cost of 2 reapers and allows you to do basically this already... so... go forth and conquer!

    Vicktor on
    steam_sig.png
    Origin: Viycktor
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    Jars wrote: »
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    Sorry.. armory says 5 to light

    tetsuoZshima on
  • CasedOutCasedOut Registered User regular
    edited October 2010
    Jars wrote: »
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    CasedOut on
    452773-1.png
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    Jars wrote: »
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    Sorry.. armory says 5 to light

    +5 to light

    On top of their 4 base

    with 2 attacks

    (4+5)*2 = 18

    HOLY SHIT MATHS

    3cl1ps3 on
  • TheStigTheStig Registered User regular
    edited October 2010
    eeSanG wrote: »
    I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.

    Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.

    The great thing about having a marine/marauder drop vs a zergling drop is that you have marines, marauders and medivacs in your enemy's base and not zerglings.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited October 2010
    3clipse wrote: »
    Jars wrote: »
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    Sorry.. armory says 5 to light

    +5 to light

    On top of their 4 base

    with 2 attacks

    (4+5)*2 = 18

    HOLY SHIT MATHS

    No need to be so wude D:

    But Reapers would be pretty lulzy bad if they only did 5 to light.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    It would be hilarious if Reapers did less damage than Marines.

    3cl1ps3 on
  • zerg rushzerg rush Registered User regular
    edited October 2010
    I'm in the day 9 stream already, and it's at like, a thousand billion viewers. Chat#3 20 minutes early.

    zerg rush on
  • LilnoobsLilnoobs Alpha Queue Registered User regular
    edited October 2010
    TheStig wrote: »
    eeSanG wrote: »
    I'd think that a Medivac drop with 8 Marines or 4 Mauraders is easier to pull off than running 10 ZerglingReapers into a mineral lines on many maps. More effective too.

    Nothing is stopping you from dropping 8 Zerglings via Overlord into someone's main. The cliffwalk idea would be to make midpush flanks more effective on maps like Kulas, LT, and XN Caverns.

    The great thing about having a marine/marauder drop vs a zergling drop is that you have marines, marauders and medivacs in your enemy's base and not zerglings.

    Dropping zerglings would be pretty much worthless.

    Though baneling drops over mineral lines. Those have potential, and really zerg's only quickdrop option. Everything else would be too slow/take too long to kill things.

    Lilnoobs on
  • kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited October 2010
    day9 has gone from 1k viewers to 2k viewers in a little less than 10m now, with 15m to go

    kaleedity on
  • Beef AvengerBeef Avenger Registered User regular
    edited October 2010
    comparing lings and reapers is retarded and people should feel bad for doing it

    Beef Avenger on
    Steam ID
    PSN: Robo_Wizard1
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited October 2010
    wakkawa wrote: »
    I'm going to make a program that is nothing but flipping a coin. After 1000 wins, you get an achievement.

    After 10,000 wins, you get another achievement!

    Starcraft fans are going to love this game.

    Congratulations, you have unlocked a new decal.

    Win 10,000 times with this other coin, to get a new decal.

    Satsumomo on
  • ElementalorElementalor Registered User regular
    edited October 2010
    Satsumomo wrote: »
    wakkawa wrote: »
    I'm going to make a program that is nothing but flipping a coin. After 1000 wins, you get an achievement.

    After 10,000 wins, you get another achievement!

    Starcraft fans are going to love this game.

    Congratulations, you have unlocked a new decal.

    Win 10,000 times with this other coin, to get a new decal.

    10,000 wins with heads for one decal, 10,000 wins with tails for another. Each coin unlocks different decals.

    Elementalor on
    Marvel Future Fight: dElementalor
    FFBE: 898,311,440
    Youtube: http://www.youtube.com/dElementalor
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    3clipse wrote: »
    Jars wrote: »
    reapers do 18 damage to light

    and you can always replace reapers with blue flame hellion drops

    Sorry.. armory says 5 to light

    +5 to light

    On top of their 4 base

    with 2 attacks

    (4+5)*2 = 18

    HOLY SHIT MATHS

    yay, you win the internet, I'm so proud of you.

    just to explain my thought process, there is an actual in-game (loading screen) tip that states "if a unit says (5 damage to armored) it does 5 damage, total, to armored units" the unit type and number of the tip may be different.

    tetsuoZshima on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited October 2010
    Yes, in-game unit stats usually go something like:

    Damage: 20
    Vs Armored: 25

    Armory just says "Vs Armored +5"

    Satsumomo on
  • CycloneRangerCycloneRanger Registered User regular
    edited October 2010
    If your games are nothing more than coin flips you are doing it wrong.

    CycloneRanger on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited October 2010
    I think the analogy goes beyond that. The matchmaking is supposed to make you win/lose 50/50 so it's pretty much just like flipping a coin.

    Satsumomo on
  • TheBogTheBog Registered User regular
    edited October 2010
    Is Day9 starting right now?

    TheBog on
  • tetsuoZshimatetsuoZshima Registered User regular
    edited October 2010
    Satsumomo wrote: »
    Yes, in-game unit stats usually go something like:

    Damage: 20
    Vs Armored: 25

    Armory just says "Vs Armored +5"

    Well, it doesn't actually say +5 but I do see now that it is in a column labeled "bonus," so I understand. Thank you; I don't deny at all that I have tons to learn.

    tetsuoZshima on
  • CycloneRangerCycloneRanger Registered User regular
    edited October 2010
    Satsumomo wrote: »
    I think the analogy goes beyond that. The matchmaking is supposed to make you win/lose 50/50 so it's pretty much just like flipping a coin.
    Yes, but there's a level of skill beyond which the game can't find a suitable number of equally skilled opponents and you end up with a permanent W/L of greater than 0.50. Likewise, those at the very bottom end up absorbing these extra losses (trickle down economics!) as they are unable to find sufficiently bad opponents to climb up to a 0.50 W/L.

    In practice I think most the "extra" losses are absorbed by people who only play a few times, though. Still, you can aim to be in that "permanently above 50%" bracket if you want.

    CycloneRanger on
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