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Starcraft 2: Lobbying like damn!
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If you write a GA and don't develop some form of anti-stagnation or mutation you just wrote a very bad algorithm.
Actually, don't. Y'all will just crash the Internet and screw the rest of us over from watching the best TvT ever.
I don't know if you check out the streams much, but there was this guy named Tozar who said pretty much exactly the same thing you said. Just as another alternative for you, he would do a lot of blink stalker play with DTs thrown in, usually trying to make his game very dependent on micro. I don't know how "solid" it will be, but it's definitely a change. I don't think he really streams regularly anymore, but I think he's got some stuff on teamliquid.net still.
Steam ID
I feel today is the day I just suck it up and blitz through some ladder matches and finally get a solid foundation on my fundamentals.
I have had excellent results with archon builds in PvT
I have yet to see a really appealing nonstandard PvP build though
In PvT, 3 gate into expo with a late second gas is my bread and butter build. Real safe for holding off early aggression, pretty quick expansion and it allows you to take a third real quick depending on how the game goes. I usually follow up the expo with a robo which I drop before the expo completes. Then I add a fourth gate, then I start teching to templar. I almost always skip colossus. Robo is just for obs. or an immortal if I need it. I use to 1 gate robo for quick colossus, but honestly I prefer the 3 gate expo a lot more.
This is how my build order has evolved up to this point...
9 pylon
Chrono probes 11 and 12
13 gate
Chrono probes 14 and 15
15 gas
16 pylon
Chrono probes 16 and 17
Cyber Core as soon as gate finishes
18 probe
20 zealot - the zealot will finish right before the cyber core finishes if your timing is right
Chrono probe 21 and 22
As soon as cyber core finishes start a stalker, warpgate research + chrono and a probe for 25 food
25 Pylon
26 Probe
Spend chronos on warpgates until finished - I think it should be three
Drop two more gates right before stalker finishes, start a sentry once stalker is out, keep making probes
30 Pylon and second gas
Pylon, warpgate research and second and third warpgates all finish at the same time - you should have enough money for a stalker, sentry, zealot, another pylon and an expansion by the time you send a probe down.
I've actually had a lot more fun with PvP lately. I go 1 gate -> 1 stargate -> 2nd gate -> expand -> robo. The general idea is to get two voidrays out with a few zealots and a couple of sentries then expand. Once the expansion is up and running, get a robo and pump voidrays and immortals with zealots and sentries. You should make some stalkers. This composition will roll the standard mass colossus strategy. The biggest risk is a strong push with stalkers early on. That's what the sentries are for. If he commits, use the sentries to block off the stalkers so only one or two can hit your voidrays at a time. This works surprisingly well. Your goal is to just hit the mid game and pump voidrays and immortals. It works pretty good. And it's fun.
jesus christ kid
I've had a lot of failure as terran when protoss rushes chargelot tech. Because Maruaders are just plain BAD against zealots. (It can be microed, but you'll force them to stim away their health)
plus, im pretty sure that this is a NP-Hard problem set, so you have no idea if you've ever hit, "optimal maxima". You just know that this run was better than the last one, or not.
Joe's Stream.
Marauders are quite bad against zealots + FF. They are quite good against just zealots. The afore mentioned micro is quite easy and the stim damage doesn't matter if nothing is hitting them to kill them. That's why you need a good balance of zealots to tank and sentries + stalkers to actually hit, unless you can get in forcefields.
early stargate instead of robo works well against zerg - they're anti-air comes out so late, if at all.
3 gates into templar is fairly popular as well...
Joe's Stream.
True dat. My problem with it is that by the time I show up, BAM, chargelots in my face.
The input on the other matchups is helping though. I'll definitely be trying some new things tonight.
Of course, at my level of play terrans aren't very good at stutter step micro, but that doesn't change the fact that once a terran becomes half decent zealots are pretty much a hp shield without charge, and get ~1-2 hits of before dying with charge.
Perfect forcefields delays this a bit, but if you miss a single forcefield or misplace it by half a hex you die horribly.
I've been trying kcdc's 1 gate FE, and I can reliably get the expansion down, but i can only hold it with the initial (chrono boosted) gate units, say, half the time. Usually, its just that I don't have enough of an army, or should have made 2 sentries instead of 2 stalkers, just for more FF, but holding that expansion has proven tough for me.
Although, in PvT, you can get away with it more, as T often fast expands as well.
Joe's Stream.
It runs multiple strains, and does have a stagnation limit.
is the whole thing open source? i thought i saw that it was. i might be able to be talked into making a Protoss-centric object or two... :-)
Joe's Stream.
I see 200/200 of that losing to 200/200 of stalker sentry colossi
I don't think kcdc's 1gate really works in anything but PvT. In PvZ, a forge FE is preferred if you really want to FE, and in PvP i think you're opening yourself up to early gate pressure too easily.
then your army is 200/200 again after ~30 seconds, while the toss is still at 150.
Fuck that guy.
Went 1-2 vs him in the finals of an ICCup tourney back in SC1.
Corruption is still useful after the colossus are dead or retreating on high value units like the immortals.
Origin: Viycktor
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
the easiest zvps are where they try to beat me on 2 bases. the hardest are where they macro really hard and build up a stalker+colossi army.
I want to be a progamer so i can fly around the world
Infestors turns blink stalkers into expensive hydra spine sponges.
p.s. - Anyone up for customs?
probs tlo or nony though
they my boyyyyss
except colossi kill hydras way faster than hydras kill stalkers. which is always going to end up being your problem in late game vs toss. colossi dps is magnitudes higher than any unit zerg fields, and there is no marauder to kill stalkers that defend them.
The timings are hard and the micro's hard and my ZvP's probably my worst match up.
Feel like the tools are there to do well if I can up my game, though.
A few well known overseas players coming including Idra, Sen, and TLO.
Starts this Friday 5th to the 7th
I'm sorry.. I totally forgot about Dead Men Rise... DMR is so underrated but He's pretty good.
mastman.851
B.net: Kusanku
PvT on steppes of war. I three gate expanded. As my expansion was going up I moved all my forces to the top of the lower ramp. As I scout with a probe at his natural, I see him moving out with marines and scv's and I think, uh oh marine all in. Then I notice an scv sitting at the bottom of the ramp and think, hmm...he's gonna build a bunker. I move down to kill it as his marines come up, about 5 of them with three more scvs. I slaughter them and think ok this guy sux, and that's when I see the thor coming down from the back path to my third. Three more marines trickle over. I target fire the thor, lose all my zealots and a stalker and pull back while warping in three more zealots. I target fire it again and kill it with only a couple of units left over. He gg's.
I message him afterward and we had a bit of a conversation
Me: someone watched the GSL last night
Him: jajajajajaja XD
almost
Me: Yeah, you would have beat me if I hadn't seen your SCV at the bottom of the ramp. If you had hit me with everything at once, I'd be dead.
Him: well you weren't suppose to be at the top of the ramp XD