The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.

Starcraft 2 thread! All talk goes here. Patch 1.1.2 is up! Zerg benefit the most.

MNC DoverMNC Dover Full-time Voice ActorKirkland, WARegistered User regular
edited October 2010 in Games and Technology
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The Starcraft II discussion thread


Please follow the rules.
1) Single player and Multiplayer discussion. This is pretty much speaks for itself. All build order questions, unit descriptions, map discussions, mission help, custom maps and so forth belong here.

2) Pro gaming and major tournaments. This includes all invitational events, Korean scene play, and so forth.

3) Discussions or rants about multiplayer techniques or unit balance. Here's the place to talk about Idra's BM, how unfair cheese builds are, spell usefulness, why SC1 is so much better, APM debates, on so on. Please keep the discussions logical and anger free.

4) Help improving your game. Make sure to attach a replay if at all possible. Many times a newer player will get frustrated and think he lost a game because of one reason, when in fact there could be several reasons. Having a replay can help other people in the thread help you more quickly and give better advice. Be warned: you may take some harsh advice before you get better. Make sure to upgrade "tougher skin" before posting replays. :D

5) Don't be a dick.

5 simple steps to play with fellow PA people.
1) Start by joining the master PA friend list. DO THIS FIRST. It also doesn't hurt to add your battle.net ID into your signature. If you can't do either of these, then we don't want to be your friend.

2) Bookmark the PA SC2 master list. This will help you find other players without begging in thread for other players to play against. It will also help you find other players to help practice with that are in your skill range. If you use the "view" -> "list view" options found at the top, you can reorganize the list to help you find what you need. On the list view page, you can click on the pull down tabs to look at just players of a certain race or rank. Whatever you want. Use this resource!

3) Sign up to gamereplays.org. This is a site where you can upload your replays. The perfect way to share your replays with the thread and get advice on how to get better. The site also gives you an awesome image when you link it to the forum making it stand out more.

4) Download Mumble voice chat. Since the forum has been back and forth about having a large voice chat system in place but can't decide between Skype and Ventrillo, we've decided to go with Mumble instead. Download it via the link above, install it, and follow this information to get with the rest of us:

Connect to the server: vx36.commandchannel.com (or v.exosquad.net) port 31117
Password is: wang

Update: Exoplasm has set up a webpage detailing how to make Mumble work. Go here to learn more.

5) The PA SC2 1v1 Ranking site. Sign up for this awesome site to see where you stand in the standings amongst fellow PA members. Remember, this is important in the nurturing and expanding of your e-peen. Add yourself by clicking on [Manage Characters] on the top right side.


Other PA related SC2 stuff
The official PA SC2 tournament thread! You too can sign up and play in our very PA tournaments. For best results, tell 'em Dover sent ya.

The campaign and custom map editor thread. A thread dedicated to discussions about the single player campaign and custom map editor. A fun place to check out when you've become frustrated with multiplayer and need a break from the action to unwind.

Livestream for our friend Exoplasm. Good quality. Watch it.

Livestream for our friend Trus. Beware of loud music. :D

Livestream for our friend Ash. Broadcasting the SC2 Arcadia tournaments.

PA SC2 Steam Group. A great place to meet up with other PA forum people and set up games, talk strats, or just bullshit around. This is the most common place for us all to meet before big tournaments and stuff. Very useful!

Comprehensive unit spreadsheet. A publicly editable spreadsheet that details all of the costs, build times, damage, and other unit specific information you could ever ask for. Make sure to read this first before asking how much damage hydralisks do versus air units. Special thanks to our very own Vin for making it.

The beginner's guide on how to play SC2 and tips to get better. If you are brand new to Starcraft or RTS games in general, start by reading this beginners guide written by our very own forum member, eeSanG. He is a Diamond level player who knows his stuff and was generous enough to take the time to write out this very informative piece on the basics of SC2. It's a long read, but quite worth it. (spoilered for size)
eeSanG's basics of Starcraft 2[/size] for all you new players to SC2.

I have written this to help anyone who is interested in playing but have little experience and no one to teach them.

There are many things in Starcraft that are so basic that no one mentions them. However, they’re also incredibly difficult to find out for yourself without a natural intuition for Real-Time Strategy. This makes it extremely difficult for people new to RTS’s to learn about them so they get trashed by everyone and everything; the entire process can be extremely demoralizing and leaves only a bitter taste in the neophyte as they quit in frustration. These basics are so fundamental that without them, every player is doomed to failure against someone with solid mechanics.

I am going to go over many of these basics. Here are some simple tips that apply to almost every RTS that involves resource management:

* Keep building workers/harvesters.
* Don’t let resources build up.
* Learn build orders.
* Don’t play blindly, scout often.

The slightly more advanced mechanics all branch off from these principles.

Why you want to keep building workers.
Workers in Starcraft are great investments; you spend time and resources building them and they’ll provide great returns on those investments. The most significant mechanic behind Starcraft is resource management: you need minerals and gas to do everything. The more you have, the more you can do; but, the reverse also applies: the less resources you have, the more limited you are in options. This is macromanagement.

Okay, so more workers mean more resource gathering, but where do you stop? You don’t. In Starcraft 2, every base has 8 mineral patches and 2 gas geysers. Maximum saturation is 3 workers per mineral patch and 3 per gas; however, the optimal amount of workers on minerals is actually 2. There are heavy diminishing returns after 2 workers per mineral patch and returns stop altogether after 3. So why don’t you only make 22 workers, 16 for minerals and 6 for gas? Because you will want to expand.

Expanding is a critical aspect of micromanagement. Two fully saturated bases have double the production of one: this means twice the upgrades and twice the units. That is an unfair advantage over your opponent if you’re playing 2 bases to 1. Expanding does require an investment though, you cannot recklessly place bases all over the map or you risk losing everything to an aware opponent.

So back to workers: Why don’t we stop at 22? Because you will want to expand and you will want your investment to make immediate returns once you do. How do you do this? By transferring several workers from your first saturated base to your second (For future reference, transferring of workers will be called maynarding, as that is the term used by competitive Starcraft players). So say you kept building workers and you have about 34 (6 on gas, 28 mining), 4 of your workers mining are actually doing absolutely nothing. You still want to produce this many workers because once you expand (which you should when you safely can) you can maynard 17 workers to your expansions and put 6 on gas with 11 on mining.

Doing this, you’re now fully saturated on gas in two bases and have 11 workers on minerals each base. This is clearly insufficient and suboptimal but now you have 2 worker producing buildings and by splitting evenly, you can hit optimization in both bases with 5 worker production cycles. Well, 11 isn’t an optimal amount, so why not only move 16 and have 16/6 on minerals? You could, but because you have 2 worker production buildings you would have to go through 0 and 10 worker production cycles to hit optimization and that is inefficient because you have only one building doing all the work instead of dividing it equally. This doubles the amount of time for your bases to hit optimized mining and every worker built at an optimized mineral line is worth less and less.

So to keep the first facet of macromanagement strong, worker production is required beyond optimization. You’ll want to keep producing workers at both bases after your first expansion because the late game phase is usually played on 3 or more bases and you will want to continue maynarding workers to new expansions.

Why you don’t want resources to build up.
Worker production is the first stage of macromanagement: actually getting the resources. The second facet of macromanagement is actually using those resources. As you gather resources, you use them to make units for fighting. Every resource hoarded is a potential investment you did not make. If you engage in a battle with 1000 minerals hoarded, that is 1000 minerals worth of units you could’ve had at the fight had you macromanaged better. 10 Zealots, 20 Marines, or 40 Zerglings can significantly change the outcome of a battle. Unused resources mean smaller armies and smaller armies usually mean battles lost. Having 10 Marines is not going to win against 10 Zealots; you need more Marines for it to be a fair fight.

To prevent yourself from running into unfair fights, you want to be continuously spending your resources on something. It can be workers, buildings, upgrades, or units. Just spend it. But! Don’t waste it on things you will never use. Don’t get speed upgrades on a unit that you never plan on using. Efficient spending is implicit. It is not obvious; it is not shouted at you when you lose. Players will have excuses on why they lost, but underlying all that is usually because they did not spend their resources efficiently.

Another bad habit that many players have is immense amounts of unit queuing. Yes, you are spending resources, but it is not being spent efficiently. You make absolutely no returns on unit production until those units are actually made. Filling a unit queue right as or before a fight starts means those are units you could’ve already had. How? By making more unit producing buildings. Learning how many unit producing buildings you can have per base is difficult to learn, precise amounts can only come from experience.

Using Protoss as an example: A single mineral line can support roughly 3 Gateways running full time with minimal ‘teching’ (unlocking upgrades or new units). It can support 2 with heavy tech investments and it can barely support 4 Gateways with absolutely no tech investment. Running 4 Gateways usually ends in disastrous results for the Protoss player unless the opponent is quickly killed or there are no tech investments left to make. This is because if the opponent can get severely ahead in tech, the Protoss is at a significant disadvantage due to a lack of viable options.

If you have resources piling up, you have two options: make more unit producing buildings or expand and then making more unit producing buildings. Being choked on unit production is an easy way to lose after trading armies with your opponent. Having too many buildings is better than not having enough.

There are two ways of losing via smaller army: not having enough or not spending enough resources. Both of these are easily avoidable.

Now that we’ve covered resource management, we continue onto build orders.

Learn build orders.
Build orders are a prearranged order in which you construct your buildings. Good build orders are those that everyone uses; they are cookie cutter. Now, some might rant about how cookie cutter builds destroy innovation and creative play. No! Build orders allow innovation and creative play to be efficient. They are cookie cutter for a reason, because they are the most effective openings in regards to resources and time. Starcraft and Starcraft 2 are battles of resources, but they’re also battles for time. A few seconds difference can change the entire game through a delayed unit, a building, or an entire expansion. Many openings trade time for resources or resources for time. Time creates advantages in tech, resources, or army size.

Learning build orders is more difficult in Starcraft 2 because it’s so new, not everything has been discovered or tested. It’s your job now to create, adopt, or steal build orders that are the most efficient. Constructing a building 5 seconds earlier than normal can lead to enormous advantages but not learning or refining build orders can lead to constructing buildings later than necessary!

For Starcraft 2, there are two ways to create the opening Pylon as Protoss. You can either make it at 9 supply and have it finish at 10 so you can Chrono Boost or you can cut an early Probe to create a Pylon at 8 and Chrono Boost the 9th Probe immediately. The difference between these builds provides a difference of about a second in the first Gateway, so this is an extreme example. I myself enjoy placing the Pylon at 8.

The difference between a solid and shaky build order can mean living or dying during the early game.

Don’t play blindly, scout often.
Map hacking, the most prominent hack in Starcraft, provides perfect information on the map and the opponent. This third-party program is looked down upon by the competitive community because it provides such an unfair advantage and because it is cheating.

You can simulate these same advantages through proper scouting. A player’s first scout is usually their worker. Many beginners believe that they are sent out for the sole reason of finding where the opponent is. Naïve! Keeping your scouting worker alive reveals so much valuable information, but only through proper analysis that comes with experience.

The subtle things will tell you much: the progress on the spawning pool will tell you whether to expect early Zerglings or not. A 10pool (a spawning pool created after the 10th Drone but before the 11th) will most certainly make Zerglings while a 13pool may only make 2 or skip them altogether. A surviving worker can reveal a Protoss player’s entire tech tree if kept alive: 1 Gate into Cybernetic Core? 2 Gate? THREE Gate (3 means you are going to get rushed)? 0 Gates? You just got proxy’d, get ready for a fast rush. A scouting worker can easily dodge Zealots through proper micro, many will need to get a Stalker or Sentry to kill it if they don’t want you to see their tech tree and that means gas spent, unit created, tech delayed.

When the first scout dies, many no longer scout for the rest of the game. Foolish! Continue to send out scouts; they can be either workers, a fast and inexpensive unit (Zergling), or a unit that is concealed and difficult to kill (Observer). Knowing where your opponent’s army is, knowing what it’s made of, and knowing when they expand are all critical intel. Location allows you to set up flanks or ambushes. Composition allows you to create the correct counters to their units, and knowing when and where an expansion is built opens up an opportunity to attack before they make returns on such a heavy investment. However, don't needlessly sacrifice units into the maw that is your opponent's army. Scout often, but be conservative with them.

Scouting is much harder and is much more demanding on your multitasking than macromanagement. You shouldn’t let your macromanagement suffer for the sake of scouting, but neither should you forsake scouting altogether. Balance is key to consistent success, though knowing when to take risks is also important.

Combining these fundamentals together means that your armies will be as large as possible, your economy as efficient as can be, and the knowledge of your opponent’s play are as clear as crystal.

These basics are just that, fundamentals. A lack of fundamentals means that defeating an opponent with strong mechanics and safe play will be an impossibility. Real-Time Strategies incorporate strategic play but that is meaningless when lacking in basics. Smaller armies, weaker economy, and blind play are disadvantages the player only gives himself; they are completely unnecessary and preventable.

So here they are again so you can drill them into your head. The basics of resource based RTS’s are:

* Keep building workers/harvesters.
* Don’t let resources build up.
* Learn build orders.
* Don’t play blindly, scout often.

It can be difficult to do everything simultaneously at first, but it becomes more natural through practice!

Good luck and have fun. Until next time.


Other non-PA related SC2 stuff
The Day[9] Daily Live Stream. Sean "Day9" Plott is an 11 year Starcraft veteran, so he knows his shit. He does a live stream Sunday through Thursday that airs 7pm PST/10pm EST. If you miss a stream, you can watch it, and every other streams he's ever done, in his archives. BOOKMARK HIS SITES! You will not be disappointed.

HD Starcraft. Good site for beginners to learn from and watch higher end players as well. Being Youtube videos, you can fast forward and rewind to help learn strategies and build orders.

HuskyStarcraft. The brother site of HD Starcraft. Another good site for watching videos of foreign tournaments and for general learning by watching pros.

Gretorp's live stream. A high level Terran player who has amassed quite a following.

Team Liquid. Team Liquid is the biggest Starcraft related fan site out on the Internet today. They follow everything Starcraft related including the pro scene. Many great articles, forums, and information can be found here. A must bookmark for any Starcraft fan.

Starcraft II Liquipedia. Team Liquid has created a wikipedia site for everything SC2 related. This will be updated as time goes on and all information found here should be legit as possible.

Team Liquid Tournament Tracker. Want to play in some SC2 tournaments? Bookmark this link to see what's running now and upcoming in the future.

GOM TV.net. The only officially Blizzard backed tournament spot in Korea. Great high-end play to be found here.

Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
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Twitch Page
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Posts

  • KlykaKlyka DO you have any SPARE BATTERIES?Registered User regular
    edited October 2010
    yay new thread!
    places proxy pylon

    Klyka on
    SC2 EU ID Klyka.110
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  • MuridenMuriden Registered User regular
    edited October 2010
    Am I terrible person for linking Phoenix grav lift to Bed Intruder? "Snatchin yo workers up?"

    Muriden on
    MrGulio.332 - Lover of fine Cheeses. Replays
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  • PeewiPeewi Registered User regular
    edited October 2010
    That's some pretty cool Starcraft Lego. I like how the marines use helmets as shoulder pads.

    Peewi on
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited October 2010
    Single and Multiplayer discussion in one thread?

    Put your faith in what you most believe in
    Two worlds, one family

    eeSanG on
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    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • rehtonAesoohCrehtonAesoohC Registered User regular
    edited October 2010
    omg the legos... so amazing

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
  • EgoEgo Registered User regular
    edited October 2010
    Oooooh. I really want that banshee one.

    I love banshees.

    Oh how I love them.

    Ego on
    Erik
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    Joe K wrote: »
    Olorin wrote: »
    GnomeTank wrote: »
    Guek wrote: »
    GnomeTank wrote: »
    For Protoss it's the Stalker, the Stalker is good against everything.

    I have no idea what it is for Terran. Marauders maybe, but they can't shoot air, so they aren't good against "everything".

    e: And they didn't say "game changer" they said "good against everything", very specific wording.

    i wouldn't say the stalker is "good" against everything. they're "ok" against everything but everything is either ok against them or rip them to shreds.

    I've seen stalkers kill every possible unit composition in the game, with upgrades and blink. That doesn't mean they are the best choice for everything, that's not the point. The point is that you can build stalkers, and be reasonably sure they can fight whatever comes at you.

    That's what the podcast guy was trying to say. Zerg doesn't have that unit (according to him, I won't really comment on that, because I don't play Zerg enough) that you can build and know it's going to be useful start to finish.

    If you mass stalker against an MM ball, you're gonna get rolled (unless you completely outmacro the guy in which case you could win with anything). Same against speedlings, except blink is actually useful. The only reason stalkers can be considered good against everything is the fact that they can shoot at everything. So you could concievably mass them and not have to worry about losing to one surprise unit. Even then, they're decimated by voidrays and they lose to banshees in equal numbers. And then theres PDD...

    I mean your point that they CAN fight anything thrown at them is correct, however, they lose pretty horribly against most reasonable compositions. And stalkers have the WORST upgrade path in the game(a flat +1) so fully upgraded stalkers go from a 10+4 to a whopping 13+4. Woooo.....

    stalkers hit 10/+4 for base, so 14 against armored. they hit at 16 against armored with +1. They're considered "armored" type, and they get destroyed by anything that has an obscene bonus to "armor", like marauders (10/+10) or charged VRs (15/+35) or immortals (20/+30). and for some reason, i thought they were 8/+8 until i just checked....

    Stalker get a flat +1 for upgrades...not +1/+1. So they do 15 against armored with +1.

    Maratastik on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    I'm Commander Shepard, and this is my favorite thread on the Citade- ohcrapwronggame.

    Those lego Starcraft pics are so rockin.

    3cl1ps3 on
  • Dropping LoadsDropping Loads Registered User regular
    edited October 2010
    Those legos are AWESOME!

    Could you please also add the picture of the fruitseller-inspired zerg units?

    Dropping Loads on
    Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
    3clipse: The key to any successful marriage is a good mid-game transition.
  • peacekeeperpeacekeeper AustraliaRegistered User regular
    edited October 2010
    peacekeeper on
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited October 2010
    Muriden wrote: »
    nealcm wrote: »
    only when burrowed

    i know this because of a day9 daily where he described a spore crawler desperately trying to burrow to see the ghost before the nuke landed on him

    One of the best moments in a daily.
    nealcm wrote: »
    only when burrowed

    i know this because of a day9 daily where he described a spore crawler desperately trying to burrow to see the ghost before the nuke landed on him

    Which is probably the funniest daily I've seen... ever. Especially that part, I lol'd so hard.

    it was so good because he was making this burrowing motion with his arms, trying to get each leg of the spore crawler in the ground

    nealcm on
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  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited October 2010
    Here's what I've found in my experience playing against zerg players.

    Players who put too much bank on what counters what and rely on that...I usually roll pretty hard.

    Players who just make a shit ton of whatever the hell they want. I get rolled really hard.

    Zerg is the race best set up for just making a shit ton of stuff. Use that and stop relying so much on "strategy".

    Maratastik on
  • DrakeonDrakeon Registered User regular
    edited October 2010
    So, uh, are those starcraft 2 legos actually being put out by lego? Because I would totally buy that battlecruiser/immortal/banshee.

    Drakeon on
    PSN: Drakieon XBL: Drakieon Steam: TheDrakeon
  • MNC DoverMNC Dover Full-time Voice Actor Kirkland, WARegistered User regular
    edited October 2010
    Those legos are AWESOME!

    Could you please also add the picture of the fruitseller-inspired zerg units?

    I tried, but the image from Blizzard's page in HUGE! Find me a smaller one and I'll link it.

    MNC Dover on
    Need a voice actor? Hire me at bengrayVO.com
    Legends of Runeterra: MNCdover #moc
    Switch ID: MNC Dover SW-1154-3107-1051
    Steam ID
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  • Dropping LoadsDropping Loads Registered User regular
    edited October 2010
    They are not official Lego kits. The guy who made these has an unbelievable amount of Legos.

    http://www.flickr.com/photos/pepa_quin/3240798934/sizes/o/


    Edit: Guy who made about half of these. Not all of them are from the same person, sorry.

    Dropping Loads on
    Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
    3clipse: The key to any successful marriage is a good mid-game transition.
  • DisrupterDisrupter Registered User regular
    edited October 2010
    Olorin wrote: »
    Here's what I've found in my experience playing against zerg players.

    Players who put too much bank on what counters what and rely on that...I usually roll pretty hard.

    Players who just make a shit ton of whatever the hell they want. I get rolled really hard.

    Zerg is the race best set up for just making a shit ton of stuff. Use that and stop relying so much on "strategy".

    I think this sort of goes back to the fact zerg succeeds when NOT fighting you. It shouldnt matter what counters what because you likely arent going to be fighting in a heads up fight.

    This is why I SUCK at zerg. I cant harass, cant micro, cant manage 3-5 bases at once.

    Im going to learn to be a good zerg player, and then my mechanics will be so much better then they are now, that I can go back to terran or protoss and roll folks.

    Disrupter on
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  • DrakeonDrakeon Registered User regular
    edited October 2010
    They are not official Lego kits. The guy who made these has an unbelievable amount of Legos.

    http://www.flickr.com/photos/pepa_quin/3240798934/sizes/o/

    Fuuuuuuuuuuu

    Drakeon on
    PSN: Drakieon XBL: Drakieon Steam: TheDrakeon
  • Dropping LoadsDropping Loads Registered User regular
    edited October 2010
    Drakeon wrote: »
    They are not official Lego kits. The guy who made these has an unbelievable amount of Legos.

    http://www.flickr.com/photos/pepa_quin/3240798934/sizes/o/

    Fuuuuuuuuuuu

    Yeah I know. Lego needs to just hire this guy and let him design the new kits.

    Dropping Loads on
    Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
    3clipse: The key to any successful marriage is a good mid-game transition.
  • Joe KJoe K Registered User regular
    edited October 2010
    Klyka wrote: »
    yay new thread!
    places proxy pylon
    not a proxy pylon either

    has anyone seen a proxy pylon?

    Joe K on
  • MechMantisMechMantis Registered User regular
    edited October 2010
    Would probably be cheaper too, since he only has parts that they've already made.

    Don't need to worry about making new molds.

    EDIT:
    Joe K wrote: »
    Klyka wrote: »
    yay new thread!
    places proxy pylon
    not a proxy pylon either

    has anyone seen a proxy pylon?[/QUOTE]


    Your BBcode is showing. Botched quoting=yours, Joe. :P

    MechMantis on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    Once again MNC Dover is OP, please nerf.

    Honk on
    PSN: Honkalot
  • SceptreSceptre Registered User regular
    edited October 2010
    So I just had the opportunity to try a tasty new protoss strat. It combines the masochism of the 4 gate with the fiendish nature of the warp prism. I believe it's a play off of the korean 4 warpgate strategy, but with warp prisms used for drops.

    Essentially what you do is you get your 4 gates up + a robo facility. Make a drop ship, load it with four zealots and fly it into the enemy mineral line. Drop the lots and either massacre his workers or tank down the command center/Nexus/Hatchery.

    This was my first time running it, so I'm sure I can cut a few corners somewhere to refine it. (Maybe pulling guys off gas somewhere, though I'm reasonably sure you could do it off of just the one gas).

    Here's the replay of me trying it:
    repimg-33-157353.jpg

    Sceptre on
  • ApogeeApogee Lancks In Every Game Ever Registered User regular
    edited October 2010
    New thread!
    *Morphs into proxy Hatch*

    Need to get back into my 1v1 game. Been off in 2v2/3v3 land too much.

    Apogee on
  • TrusTrus Registered User regular
    edited October 2010
    12-2 on the ladder

    Fuck yeah

    Trus on
    qFN53.png
  • valiancevaliance Registered User regular
    edited October 2010
    reposting cause I got BOTP'd and then Old Thread'd and I wanna talk some more about how hydras suck:
    Olorin wrote: »
    I don't know what you guys are smoking, hydras are pretty sweet...doubly so with backup. I get rolled all the time by pure hydra/roach (no corrupters for my colossi). It's like, sure my colossi fry a ton of hydras, but holy shit I just lost most my army...and oh god they just keep coming D:...

    you get rolled by hydra/roach going stalker/colossus? o_O total opposite of my experience
    please PLEASE up a replay, I'd like to see how I can get hydra/roach to work
    Ketherial wrote: »
    kaleedity wrote: »
    What they need is something to make up for their cost. I don't think their damage output -- 30% more than a stimmed marine that costs no gas and half minerals -- makes up for their drawbacks. Hydras either need to be a little scarier or they need to have some more survivability. Making them a little less dangerous and making them cost less gas would be cool but the roach and baneling kind of cover 25 gas units. Hmm. They definitely don't need much. Maybe have the range upgrade do something in addition, or give them a burrow-only ability

    i think they need a speed upgrade off creep. also if their range upgrade was to 7 and not 6, that would be worth it.


    dont marauders have like 7 range without any upgrades? why?

    Marauders are 6 range, marines are 5, hydras are 5/6

    I like the idea of a range boost. so hydras would start at 6 and go to 7. so upgraded hydras can beat unupgraded colossi with greater ease. plus they start outranging hellions at 6 instead of equal to them at 5, and upgraded they'd be equal range (7) to tank mode siege tanks.

    also like the idea of a speed boost. hydras off creep are the same speed as unstimmed marines but hydras feel SOOOO SLOOOW. any random players know why hydras feel so slow and marines don't? are marines just always stimmed?

    alternately revert the earlier nerfs: bring them back to 90 life up from 80 and buff their attack cooldown to .75 from .83

    valiance on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    Hydras are so slow.

    Honk on
    PSN: Honkalot
  • ChenChen Registered User regular
    edited October 2010
    Someone tell me how to build that Battlecruiser so that I may duke it out with a Star Destroyer.

    Chen on
    V0Gug2h.png
  • kaleeditykaleedity Sometimes science is more art than science Registered User regular
    edited October 2010
    on-demand stim is infinitely better than unable-to-use-speed-offensively-and-only-able-to-do-it-in-places-your-opponent-knows-toomanyhyphens

    kaleedity on
  • Feels Good ManFeels Good Man Registered User regular
    edited October 2010
    they feel slower cause they're larger




    yep

    Feels Good Man on
  • HonkHonk Honk is this poster. Registered User, __BANNED USERS regular
    edited October 2010
    they feel slower cause they're larger




    yep

    Optical illusion!

    Honk on
    PSN: Honkalot
  • Beef AvengerBeef Avenger Registered User regular
    edited October 2010
    Hydras should come with the range upgrade automatically, and then have a speed upgrade at the den

    Blizz seems to have a hard on for making essential abilities require an upgrade. At least Ultras have built in speed now

    Beef Avenger on
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  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    So did anyone listen to the most recent SotG?

    There was a great moment where InControl said "Blizzard is going about balance ass-backwards. They keep saying, 'Marauders kill this too fast, so let's make it tougher.' The more obvious solution is, make Marauders do less damage."

    This did make me realize that Blizzard really is solving the wrong problem with a lot of this balance, instead of ignoring the one unit that really is too good for its cost. 100/25 gets you a unit that does 10/20, can slow with a cheap upgrade, and can move and attack at +50% speed (stimmed Marauders have insanely high DPS).

    I don't think Terran as a whole is SO OP OMGZ, but Marauders could use some toning down, I think.

    3cl1ps3 on
  • TheStigTheStig Registered User regular
    edited October 2010
    Jungle basin is the worst fucking map.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • rehtonAesoohCrehtonAesoohC Registered User regular
    edited October 2010
    Honk wrote: »
    Once again MNC Dover is terran, please nerf.

    Fixed.

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
  • ElementalorElementalor Registered User regular
    edited October 2010
    If the problem is unit x kills unit y too fast, then buffing unit y against unit x makes more sense. Doing it the other way by nerfing unit x then makes you go, well now unit x doesn't kill units a-g fast enough lets go incrementally fix that.

    Maraders might need a slight damage nerf, but they're quite a slow unit that can't shoot up. The dps really isn't that great(they fire pretty slowly at 1.5) until you sac some of its life and stim.

    Elementalor on
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  • rehtonAesoohCrehtonAesoohC Registered User regular
    edited October 2010
    3clipse wrote: »
    So did anyone listen to the most recent SotG?

    There was a great moment where InControl said "Blizzard is going about balance ass-backwards. They keep saying, 'Marauders kill this too fast, so let's make it tougher.' The more obvious solution is, make Marauders do less damage."

    This did make me realize that Blizzard really is solving the wrong problem with a lot of this balance, instead of ignoring the one unit that really is too good for its cost. 100/25 gets you a unit that does 10/20, can slow with a cheap upgrade, and can move and attack at +50% speed (stimmed Marauders have insanely high DPS).

    I don't think Terran as a whole is SO OP OMGZ, but Marauders could use some toning down, I think.

    They can't shoot up... (also an army of like 15 chargelots tears marauders up).

    Think about it in terms of phoenixes... they can shoot while moving. The only reason people don't bitch about phoenixes is because they do completely crap damage against anything that's not light. And the only light air units are other phoenixes, mutas, and banshees.

    Conversely, mostly everything is effing armored, so marauders do well against most everything on the ground.

    rehtonAesoohC on
    Was wowed by Rift so I'm trying that now.
  • LilnoobsLilnoobs Alpha Queue Registered User regular
    edited October 2010
    Sceptre wrote: »
    So I just had the opportunity to try a tasty new protoss strat. It combines the masochism of the 4 gate with the fiendish nature of the warp prism. I believe it's a play off of the korean 4 warpgate strategy, but with warp prisms used for drops.

    Essentially what you do is you get your 4 gates up + a robo facility. Make a drop ship, load it with four zealots and fly it into the enemy mineral line. Drop the lots and either massacre his workers or tank down the command center/Nexus/Hatchery.

    This was my first time running it, so I'm sure I can cut a few corners somewhere to refine it. (Maybe pulling guys off gas somewhere, though I'm reasonably sure you could do it off of just the one gas).

    Here's the replay of me trying it:
    repimg-33-157353.jpg

    That's a one-base all-in strat. Nice for a surprise, but won't get far.

    Lilnoobs on
  • AnzekayAnzekay Registered User, Moderator mod
    edited October 2010
    I have a box as big as my bed (under my bed) filled with Lego. I wonder what zerg I could make with it all....

    Anzekay on
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited October 2010
    Watching last night's daily that I missed.

    Day[9] actually said Banshees are "imbalanced fuckin bullshit."

    I think that's the first time he's actually out and out said something like that.

    Can't say I disagree with him.

    3cl1ps3 on
  • DisrupterDisrupter Registered User regular
    edited October 2010
    What if Stalkers werent armored? I find stalkers are good unless they are up against Marauders or VR. Both are units which Stalkers armored status make them suck.

    VRs especially. What good alternative to fighting VRs does a Toss have?

    Removing the armored designation for Stalkers seems like it might help a bit. Make them not light, not armored, just...what they are. Or heck, make it an upgrade. 100/50 to research "Light Armor" for stalkers. Decrease their normal speed a slight bit, then iincrease it back up when the Light Armor upgrade is researched, also removing the armored designation.

    Disrupter on
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