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Hi everyone.
So I'm relatively unknown on TL, but as an intro, I've lurked the forums for 4+ years, and decided to join after CSL season 2 (my school, Waterloo won!!). My iccup high is C+, and I'm switching over to SC2.
I'm working full time right now as a co-op student, but between work, friends, and the (lack of) sleep I have, I'm getting as much time in SC2 as I can.
So anyway, I'll be tracking my progress and my thoughts of SC2. I play a few (maybe 2-3) hours a day on a weekday, and I feel my gameplay is as good as any opponent I've faced so far - just some of my decision making is off (thanks to the many patches which throw off my game and judgment) and I still have almost no idea what to do against Zerg as a "standard safe" opening.
I just made it to Platinum rank 1 in Division 14 as a Protoss player with a 32-14 record, though I'm guessing it's going to be short lived - I usually find out I drop a few ranks every day after I come home from work. But I haven't been rank 1 before (highest was 2 last season), so I'm happy =)
Anyways, here are my thoughts first hand on the matchups - I won't go too much into detail as a first entry, but will just talk about PvZ and PvT in terms of balance:
PvT - once you have high templar and colossus in the mid-late game, there is very little terran can do. They have to be twice as fast on their keyboard and mouse as you are, to get those EMP's off and split their units, and all you have to do is "still" 1a(2a3a4a) with some force fields/guardian shields/psi storms. It's hard being on the reacting end. I want to see some more mech play (tanks/thor anyone?), but from the players I've seen so far, they just get overrun in the late game. That and the fact that protoss can generally go 1 gate robo into 2 or 3 gate, once the observer is out, it's pretty much smooth sailing from there.
My suggestion: Give the colossus less range so that regular ground units stand a choice, but also lower the viking range to match that - maybe 7 range?
PvZ - I feel it is turning out like it was in SC1, where to a certain extent, it is a guessing game based on what you see (geysers, drone count, tech buildings, etc.) but the worst thing is that zerglings outrun probes OFF the creep without speed upgrade. Even if I send probes out one after the other after they each die in turn, I will likely miss important scouting information. That compounded with the fact that a "safe" opening with 1 gate core gate (and 3rd gate sometimes) will put u severely behind if they go for an expo, I always feel I'm playing "catch-up" unless i go for that timing push or risk a gate-core-gate-expo build.
My suggestion: make it easier to scout zerg by nerfing zergling speed before upgrade/off creep by a little, I think 10% would be enough.
Well, that's all for today =) Thx for reading!
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good read!! keep up the rank 1 hahahah. zomg yeah colossus needs a nerf XD
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1) Hey you beat the shit out of me this morning 2) Holy crap xeris lost so many games
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PvT - once you have high templar and colossus in the mid-late game, there is very little terran can do. They have to be twice as fast on their keyboard and mouse as you are, to get those EMP's off and split their units, and all you have to do is "still" 1a(2a3a4a) with some force fields/guardian shields/psi storms. It's hard being on the reacting end. I want to see some more mech play (tanks/thor anyone?), but from the players I've seen so far, they just get overrun in the late game. That and the fact that protoss can generally go 1 gate robo into 2 or 3 gate, once the observer is out, it's pretty much smooth sailing from there.
My suggestion: Give the colossus less range so that regular ground units stand a choice, but also lower the viking range to match that - maybe 7 range?
Yeahhhhh.
As you know firsthand with me (lol), the whole Colossus/Viking relationship is really not fun for me. Probably because I'm on the Terran side of it. Seems like Protoss can, and does, control the flow of the game way too much simply by getting a Colossus out early, in addition to what you already said about the Terran's tasks being difficult already.
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lol anti just wanted to brag about his rank
uw represent in sc1 and sc2!!!one1!
i'm still 2-0 over antimage sc2
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EMP was nerfed so the area of effect is 1/2 what it was in the last patch, that's why its hard for terran vs protoss now.
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dude I went fuckin 10-20 today LOL
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monkxly is just jealous =|
but no seriously I got 2-0'ed when I first started this game because I thought forge expo was still viable - but then cannons are the worst. I swear one roach can take out a cannon or two easily.
^^
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best blog ever 100/5 antimage <3 have my babies plz
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i really liked this blog entry..please make more with other unformation about your game style (replays pheraps?)
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Hello Antimage, fellow clanmate! Some things I disagree on is the Colossi nerf, they already got a damage nerf last patch and I feel that is sufficient. Terran players I feel need to try to harass protoss more, after all they have dropships and hellions. I also think they need to try to use more then mmm vs a toss stalker/sentry/zeal/high templar army, maybe some nomads or thors or something. I feel like they aren't optimizing the terran army because they are used to these easy stim pushes along with finishing their opponent off once they get medivacs. I feel that PvT has much more metagame ahead of it.
As for PvZ, I feel like its easier to scout zerg in SC2 then brood war. Although I think its bogus that zerglings can kill probes off the creep, I think that due to the standard robo tech you see vs zerg atm it is pretty convenient to get a fast observer out and check to see if hes massing roaches, hydras, or mutas.
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I liked your blog post. Can you give us a little information as to why you chose "Antimage" as your name?
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Yeah UW SC fighting! We will win an SC2 CSL, if one ever comes to pass >=D
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