keep in mind I'm only watching replays on TotalBiscuit's channel
so I saw him there for the first time and he used burrowing roaches effectively, being like the only player I've seen use tunneling claws effectively... I might have missed all the good tunneling games tho.
keep in mind I'm only watching replays on TotalBiscuit's channel
so I saw him there for the first time and he used burrowing roaches effectively, being like the only player I've seen use tunneling claws effectively... I might have missed all the good tunneling games tho.
anyway I think he's alright
Check out Idra vs Huk on Shakuras (the second game on this map, first one had a DC) from the last MLG for some tunnel goodness. Replays are all up on the MLG site I think.
Hey stats guys: Has anyone done an analysis to see how likely you are to be matched against a high masters / grandmaster based on your own rank? It'd be fun to know where you needed to be to have a chance to compete against a pro.
Also, Dhal: I totally suck, but the main thing I've found with siege tanks is to go slow. It's probably counter-intuitive since you've been playing Protoss. Alternativley, is it feasible to go MMM and drop Marauders on the tanks? Maybe you could stagger a few marauders and rush them in so they each eat one tank shot each, giving the rest of your army time to get in range.
I'm pretty fond of tanks, both sieged and unsieged, and am trying to find out cool ways to use them besides siege + scan.
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.
Learning this game feels like learning a new language, learning a new musical instrument, and trying to play chess at the same time. Especially as someone who barely played SC/Brood War.
I'm sure it will get easier.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Yeah, I figured the marines would be too strong, oh well. I find TvT a pretty interesting matchup, but at Silver the only ones I win are when my opponent smashes his too-small army into mine and then I mop-up on the counter attack.
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.
Hey stats guys: Has anyone done an analysis to see how likely you are to be matched against a high masters / grandmaster based on your own rank? It'd be fun to know where you needed to be to have a chance to compete against a pro.
It has nothing to do with your league and divison, but your MMR which is not revealed to you. You can read about it in-depth on TL as there's quite a bit to it.
Hey stats guys: Has anyone done an analysis to see how likely you are to be matched against a high masters / grandmaster based on your own rank? It'd be fun to know where you needed to be to have a chance to compete against a pro.
It has nothing to do with your league and divison, but your MMR which is not revealed to you. You can read about it in-depth on TL as there's quite a bit to it.
Thanks for the reply! I did read the MMR / Ladder thread on TL. It did mention about the confidence of your MMR based on your own volatility of play, and how you would get matched to wider and wider groups as it took longer to find a match. I was just hoping there would be a way to work backwards from there to a percentage, but in reality I don't think it's going to matter unless you're high masters anyway, as the pros have a high MMR and low volatility.
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.
He's Plat. So he isn't terrible terrible, but he's not that great though.
He's got all the theory and he knows how to respond to things, it's just doing all that as well as macroing and microing that he just needs to work on. He's doing good though, all things considered!
Anzekay! Why are you posting on the forums without also challenging people to WFC matches?! It is your soul responsibility to crush the hopes and dreams of everyone here.
HOP TO 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 Twitch Page
I know it's reaching back in the thread, but I don't understand two of the proposed changes in the PTR patch.
1) Pylon radius reduction: What purpose does that serve? And how severe is that nerf to their power radius? (I can't really visualize it)
2) Bunker salvage change. I wasn't aware that bunkers were really a problem, are they and I just didn't know? Or...?
Otherwise I think the patch makes a bit of sense, but, as always could have unintended consequences. I think the spore crawler bit is definitely needed in light of how vulnerable Zerg is to air vs. Protoss in the early game.
I know it's reaching back in the thread, but I don't understand two of the proposed changes in the PTR patch.
1) Pylon radius reduction: What purpose does that serve? And how severe is that nerf to their power radius? (I can't really visualize it)
2) Bunker salvage change. I wasn't aware that bunkers were really a problem, are they and I just didn't know? Or...?
Otherwise I think the patch makes a bit of sense, but, as always could have unintended consequences. I think the spore crawler bit is definitely needed in light of how vulnerable Zerg is to air vs. Protoss in the early game.
Pylon radius: its about a 25% reduction in area, I think. Not all that different, but it does make a few strategies harder than before, but pretty much anything relying on it was cheese anyway sooo most people don't care that much.
Bunkers: they were never really an IMBA IMBA thing, but a lot of people complained about "free" bunkers.
I know it's reaching back in the thread, but I don't understand two of the proposed changes in the PTR patch.
1) Pylon radius reduction: What purpose does that serve? And how severe is that nerf to their power radius? (I can't really visualize it)
2) Bunker salvage change. I wasn't aware that bunkers were really a problem, are they and I just didn't know? Or...?
Otherwise I think the patch makes a bit of sense, but, as always could have unintended consequences. I think the spore crawler bit is definitely needed in light of how vulnerable Zerg is to air vs. Protoss in the early game.
1) the pylon radius change is mostly to nerf putting a pylon on low ground to warp into an enemies base on the high ground. Now they'll have to be closer to the cliff making them more vulnerable. To visualize, it's radius is dropping from 7.5 to 6.5, a pylon is 2x2, so it will have to be half a pylon closer.
2) 100% refund is just kinda silly, you don't even get that from cancelling buildings while their still being constructed.
I know it's reaching back in the thread, but I don't understand two of the proposed changes in the PTR patch.
1) Pylon radius reduction: What purpose does that serve? And how severe is that nerf to their power radius? (I can't really visualize it)
2) Bunker salvage change. I wasn't aware that bunkers were really a problem, are they and I just didn't know? Or...?
Otherwise I think the patch makes a bit of sense, but, as always could have unintended consequences. I think the spore crawler bit is definitely needed in light of how vulnerable Zerg is to air vs. Protoss in the early game.
1) the pylon radius change is mostly to nerf putting a pylon on low ground to warp into an enemies base on the high ground. Now they'll have to be closer to the cliff making them more vulnerable. To visualize, it's radius is dropping from 7.5 to 6.5, a pylon is 2x2, so it will have to be half a pylon closer.
2) 100% refund is just kinda silly, you don't even get that from cancelling buildings while their still being constructed.
The power field is 2 squares smaller in diameter. This doesn't _really_ affect wall-ins that much, but it does make constructing a FE wall a little more dicey on large-natural maps like TDA. More importantly, you can no longer place a proxy pylon on low ground to warp your 4-gate reinforcements past a ramp and have it be out of range of stalkers (or marauders).
Ahh... thanks for the clarification. The pylon nerf makes sense now: makes cannon rushing more technical and nerfs the 4gate warp-in to high ground/onto ramp.
I don't think I agree with the bunker nerf. 100% refund seems silly, I guess, but I don't think most players got their refund unless the bunker wasn't under threat when they salvaged it. Could be wrong though and I suppose the impact of that change probably won't be huge anyways.
Ahh... thanks for the clarification. The pylon nerf makes sense now: makes cannon rushing more technical and nerfs the 4gate warp-in to high ground/onto ramp.
I don't think I agree with the bunker nerf. 100% refund seems silly, I guess, but I don't think most players got their refund unless the bunker wasn't under threat when they salvaged it. Could be wrong though and I suppose the impact of that change probably won't be huge anyways.
Bunker salvage took only 5 seconds, so people would literally do it when it was on fire and usually get their money back in the early game.
And to Impyrocker's question, no bunkers wouldn't get 100% refund if they were cancelled. So it'd be better to let them finish, then salvage. So yeah, silly
Please help me before I put my fist through my fucking monitor. I'm getting matched against Bronzies and lowsilvers, this time last week I was beating Diamonds.
Posts
I used to hit ~140 spam-free apm during my better games.
These days I pretty much never crack 70 and I do just about everything slow.
I used to be a contender, man.
Also, playing catch-up on some of the IGL games, who is Vibe? Is this a guy I should be watching?
Can't recall who it was against.
Witty signature comment goes here...
wra
so I saw him there for the first time and he used burrowing roaches effectively, being like the only player I've seen use tunneling claws effectively... I might have missed all the good tunneling games tho.
anyway I think he's alright
I think it was Fenix.
Hate to say that about a paisan' but oh well.
Witty signature comment goes here...
wra
Also, Dhal: I totally suck, but the main thing I've found with siege tanks is to go slow. It's probably counter-intuitive since you've been playing Protoss. Alternativley, is it feasible to go MMM and drop Marauders on the tanks? Maybe you could stagger a few marauders and rush them in so they each eat one tank shot each, giving the rest of your army time to get in range.
I'm pretty fond of tanks, both sieged and unsieged, and am trying to find out cool ways to use them besides siege + scan.
3clipse: The key to any successful marriage is a good mid-game transition.
they would get killed in approx .38 secs if they go near marines in sc2 though
I'm sure it will get easier.
3clipse: The key to any successful marriage is a good mid-game transition.
"I don't want to alarm anyone, but based on current sales trends, we're going to sell out of PAX Prime 3-day badges in about... 15 days"
jsut fyi
Witty signature comment goes here...
wra
Games: Ad Astra Per Phalla | Choose Your Own Phalla
It has nothing to do with your league and divison, but your MMR which is not revealed to you. You can read about it in-depth on TL as there's quite a bit to it.
SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
bet he could beat joe though
Thanks for the reply! I did read the MMR / Ladder thread on TL. It did mention about the confidence of your MMR based on your own volatility of play, and how you would get matched to wider and wider groups as it took longer to find a match. I was just hoping there would be a way to work backwards from there to a percentage, but in reality I don't think it's going to matter unless you're high masters anyway, as the pros have a high MMR and low volatility.
3clipse: The key to any successful marriage is a good mid-game transition.
He's Plat. So he isn't terrible terrible, but he's not that great though.
He's got all the theory and he knows how to respond to things, it's just doing all that as well as macroing and microing that he just needs to work on. He's doing good though, all things considered!
HOP TO IT!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I know it's reaching back in the thread, but I don't understand two of the proposed changes in the PTR patch.
1) Pylon radius reduction: What purpose does that serve? And how severe is that nerf to their power radius? (I can't really visualize it)
2) Bunker salvage change. I wasn't aware that bunkers were really a problem, are they and I just didn't know? Or...?
Otherwise I think the patch makes a bit of sense, but, as always could have unintended consequences. I think the spore crawler bit is definitely needed in light of how vulnerable Zerg is to air vs. Protoss in the early game.
B.net: Kusanku
Pylon radius: its about a 25% reduction in area, I think. Not all that different, but it does make a few strategies harder than before, but pretty much anything relying on it was cheese anyway sooo most people don't care that much.
Bunkers: they were never really an IMBA IMBA thing, but a lot of people complained about "free" bunkers.
Flamma inferno
Igne cutis
1) the pylon radius change is mostly to nerf putting a pylon on low ground to warp into an enemies base on the high ground. Now they'll have to be closer to the cliff making them more vulnerable. To visualize, it's radius is dropping from 7.5 to 6.5, a pylon is 2x2, so it will have to be half a pylon closer.
2) 100% refund is just kinda silly, you don't even get that from cancelling buildings while their still being constructed.
PSN: Robo_Wizard1
Flamma inferno
Igne cutis
The power field is 2 squares smaller in diameter. This doesn't _really_ affect wall-ins that much, but it does make constructing a FE wall a little more dicey on large-natural maps like TDA. More importantly, you can no longer place a proxy pylon on low ground to warp your 4-gate reinforcements past a ramp and have it be out of range of stalkers (or marauders).
Games: Ad Astra Per Phalla | Choose Your Own Phalla
I don't think I agree with the bunker nerf. 100% refund seems silly, I guess, but I don't think most players got their refund unless the bunker wasn't under threat when they salvaged it. Could be wrong though and I suppose the impact of that change probably won't be huge anyways.
Bunker salvage took only 5 seconds, so people would literally do it when it was on fire and usually get their money back in the early game.
And to Impyrocker's question, no bunkers wouldn't get 100% refund if they were cancelled. So it'd be better to let them finish, then salvage. So yeah, silly
PSN: Robo_Wizard1
like, he does some midgame ling/roach/baneling type aggression that just seems like torrential amounts of units off of 3 bases
also he's idra, so that probably factors into it
also infestors
greg is good at them infestors
Holy crap.
I love Jinro so much.
Awesome PvT game where the terran does the worst SCV marine all in I ever saw.
And then attempts to talk to me for a bit. his talking was about as good as his allin.
Steam: adamjnet