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[G] Basic StarJeweled Guide - Page 2

Forum Index > SC2 Maps & Custom Games
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PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
February 01 2011 23:24 GMT
#21
Guess it depends on who you play, most SJ games for me take about 20 mins to finish off a series.
the farm ends here
Sanguinarius
Profile Joined January 2010
United States3427 Posts
Last Edited: 2011-02-02 00:37:31
February 02 2011 00:37 GMT
#22
Wow, thats actually a really comprehensive guide. Someone should add it to Liquipedia if there is a custom maps section.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
AzarIntrets
Profile Joined September 2010
109 Posts
February 02 2011 03:31 GMT
#23
Nice guide, but my tactic consists of getting 2 times the points and only spamming zee-lots. Blizzard should add an APM counter for the bejeweled part, because I am quite curious how many time I am clicking.
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
February 02 2011 03:43 GMT
#24
Immortals really arent that strong against Ultras I"ve found out due to the fact that they don't actually have hardened shields. A single ultra attack clears their entire shields and then they die almost instantly as well as their damage not really being that great vs the super high tank health of the ultralisk. It sounds stupid but their short range means it's not hard for an ultra to hit them and given the cost difference vs effectiveness ultras really counter immortals in this game not the other way around.
azn_dude1
Profile Joined October 2010
162 Posts
February 02 2011 21:29 GMT
#25
On February 02 2011 12:43 iCCup.Raelcun wrote:
Immortals really arent that strong against Ultras I"ve found out due to the fact that they don't actually have hardened shields. A single ultra attack clears their entire shields and then they die almost instantly as well as their damage not really being that great vs the super high tank health of the ultralisk. It sounds stupid but their short range means it's not hard for an ultra to hit them and given the cost difference vs effectiveness ultras really counter immortals in this game not the other way around.

I thought that the immortal's shields can absorb 2 attacks. I can see what you're saying though. Their short range makes them next to useless.
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
February 16 2011 02:00 GMT
#26
I'm looking for Starjeweled partners I keep getting poor luck in randoms .
Rhombus
Profile Joined June 2010
United States187 Posts
Last Edited: 2011-02-16 02:34:33
February 16 2011 02:22 GMT
#27
I play this a lot, and I honestly can't recall ever not having the highest score of the match. My mode game time (treating time as discrete with the unit minutes) is 6 minutes, average game time probably closer to 10 or 11. Now that I'm done bragging, I'll just type up my thoughts on the game.

I reset the board quite often. Try to make horizontal matches more than verticals, it changes the board more - unless you see something specifically, I believe (I haven't done the math but it seems to make sense) horizontal clearings have a higher probability of making a new combo. (It also would stand to reason that clearing things in the center is better than on the edges, but that's probably pretty negligible and I definitely wouldn't skip an edge group just because it was nonoptimal.) Match near the bottom. A single combo is better than 4 in a row. Learn the hotkeys to summon units, it lets you focus on the bejeweled board. Also, don't watch your combos happen. You can continue to move jewels while others are falling (protip - after the "for the horde" message, they loop, so no need to be curious), so watching combos is lost time.

It's worth it to healing wave your tanks/ultras/colossi since they don't die in one psi storm. (Healing is cheaper than psi storm so healing them back up made the opponent waste the energy of the storm.) I personally wouldn't recommend healing any other units, but I sometimes will anyways, situationally. If you're being overrun, making units is better than casting spells, since units are more permanent, but you can't always get away with it. Sudden mass zealot can get you out of a lot of bad situations. Always, ALWAYS warp cell enemy ultralisks. Time bomb can be useful against a siege tank line since they hang so far back from the main unit ball. Air is almost never worth it; both banshees and mutas die to marines so fast. Even against tank/immo/colo/whatever I'd probably spam roach or zeal over air units. MASS MASS ghost is a bad idea because they die in one storm - i wouldn't recommend summoning more than three or four at a time. Keeping a single ultralisk alive at the front lines with heals is better than summoning a new ultra in the back and letting your first die; that ultra is your momentum, and you lose it with it.

My favorite opening is 2-3 ghosts to help kill rines into pure tank. Watch the ghosts and resummon if they die, they take out air very nicely for the tanks. Tanks'll wreck colossi pretty nicely, you just have to worry about a storm taking out the marine wall and then lighter melee units flowing in, or ultras. I also generally have moderate success with ultra rushes, but they're pretty easily countered early game with warp cell+lighter units, so make sure you summon something else alongside or your ultra's not gonna do so well. Also, did you know that ultras 3-shot colossi, and other ultras? It's incredibly important to keep enemy ultras warp celled, especially if you have your own huge units on the field.

Don't worry about "micro" - don't watch for unit comps, don't worry too much about casting spells at the perfect time. Just keep spamming the bejeweled section, keep the field in your peripheral vision. The tug of war section moves relatively slow, so you can glance at it every 5-10 seconds or so and not be in trouble. If you haven't made a connection in a while, or you plan on starting to cast spells for an extended period, clear your board. It'll come back by the time you're done healing or psi storming or whatever you're doing. New boards typically have a lot more potential than spent boards. That being said, don't clear your board if you just saw there are a lot of marines and you want to psi storm - the lost time isn't worth it.

I find mass roach to be generally ineffective. I also generally keep 2-300 energy stockpiled for emergency heals or warp cells. Sucks to see 2-3 ultras come out and you don't have enough energy to warp them all, or see a psi storm go off on your tank line and you don't have enough to healing wave.
i am a logical person.
kaisr
Profile Joined October 2007
Canada715 Posts
February 16 2011 03:15 GMT
#28
Me and my friend have never lost a game and haven't lost any rounds in like our last 20 games. I'm pretty sure I'm ~average at bejeweled and my friend is definitely below average and there isn't too much to starjeweled strategy. Feel free to add me (kaisr.678) for some starjeweled games.
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
May 10 2011 08:08 GMT
#29
Whatever I do I just can't get pass Hard AI... I played like 40games by now...
Persev
Profile Blog Joined April 2010
United States127 Posts
September 11 2011 01:28 GMT
#30
Fun game that drives me Insane! Thanks for the post learned alot. Would love it if someone could make a vod or somethign beatin a comp insane 1v1. <--stuck on that FOREVER
Be nice!
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