
Yea i mostly play terran in 1v1 so i don't have much experience in other MU micro battles.
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Knalle
Finland15 Posts
![]() Yea i mostly play terran in 1v1 so i don't have much experience in other MU micro battles. | ||
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SC2Toastie
Netherlands5725 Posts
On January 26 2014 21:35 fezvez wrote: Excellent map! Great job! Only problem is that "Stutter" doesn't work at all for me. Nothing appears on screen (I have no units that I can control) It seems that Zerg doesn't have much micro, but I am sure you can make some easily : - ling + bane + muta vs marine + widow mine. Learn to split - ling + muta + viper vs marine + tank. Learn to use the viper Problem being that a lot of Zerg micro is a reaction to Terran micro, which is hard to artificially implement. I would however say it is a good idea to give a clump of 10 mutas + 1 overseer with speed and kill a target SCV while surviving a minefield and possibly have the SCV make turrets so it becomes harder and harder. I can also think of RoachHydra vs RoachHydra engagements, Queen vs Hellions possibly, Roaches vs Gateway units, Viper Corruptor Host vs Deathball, these are all pretty easy to implement I guess. | ||
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SC2Toastie
Netherlands5725 Posts
I found the stutterstep trainer pretty easy to use, maybe a small mentioning of to click the unit. There's however one flaw, Thor, for example, has such a long attack animation, you can impossibly keep up with the automatic Thor vs HT. Maybe make it so that both units have to stutterstep, but the southern (AI) lane does so perfectly, and the northern is player controlled. Would also be good to allow the anti-worker training to select the unit you want to use ![]() | ||
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sil0r
Germany43 Posts
Any chance you will be adding the Deathball scenario from Dargleins Micro Trainer, where you have to engage the protoss deathball with your bioforce? Maybe even some Bioball+Ghosts vs. Gateway+Templar army where you have to scan ahead or send some scouting marines around your BioBall to spot incoming templars. Would be sick and useful ![]() Anyway thanks for the efforts you put into this <3 | ||
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ricepaper
Germany4 Posts
I've tried it with a friend and whoever controls Player 2 needs to fight the AI for control, because it auto fungals and auto storms. An option to turn this of would be nice, otherwise it's a great map. | ||
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nawias
Poland12 Posts
it needs a co-op or a 1vs1 mode where players have a few lives per level vs AI, and player and obs switches every failed try, players get points that would be epic | ||
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NumbNuts
21 Posts
Usually you won't face storm with just rines. | ||
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DinosaurPoop
687 Posts
btw: if you can get to 40 banelings on marine split i think you did a split as good as automaton :D | ||
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DusTerr
2520 Posts
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dabosaur
Sweden95 Posts
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Gene(S)is
Sweden419 Posts
maybe add a marauder or have more ultras but lover their hp, also it seems the ultras give a debuff, my marauders gets slowed when they are hit...And on fungle doding the lings just sit in the corner whiile the infestors go to mid. | ||
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Knalle
Finland15 Posts
On January 28 2014 05:00 Gene(S)is wrote: ultra marauder is a bit weird, adding 1 ultra extra per time you make it is not very rewarding maybe add a marauder or have more ultras but lover their hp, also it seems the ultras give a debuff, my marauders gets slowed when they are hit...And on fungle doding the lings just sit in the corner whiile the infestors go to mid. I'm not experiencing this slowing with Ultramarauder O_o And yes fungal dodging needs some polishing : P | ||
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JaKaTaKSc2
United States2787 Posts
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DinosaurPoop
687 Posts
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watchlulu
Germany475 Posts
On January 29 2014 01:20 DinosaurPoop wrote: Storm Dodging doesn't scale well with levels, it starts getting impossibly hard after 4 high templar Yeah, I figured that in many challenges that they get impossible after 4-5 rounds. e.g. Storm Dodging: Add one HT, then one Zealot, then one Zealot, then HT again and so on The Ultramarauder thing as well… i mean it's fun and things but as soon as it is 4 Marauders against 4 Ultralisks, it's impossible _______ And yeah, Fungal dodging isn't working correctly | ||
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Bulugulu
Israel250 Posts
On January 29 2014 03:08 TrumpetWilli wrote: Show nested quote + On January 29 2014 01:20 DinosaurPoop wrote: Storm Dodging doesn't scale well with levels, it starts getting impossibly hard after 4 high templar Yeah, I figured that in many challenges that they get impossible after 4-5 rounds. e.g. Storm Dodging: Add one HT, then one Zealot, then one Zealot, then HT again and so on The Ultramarauder thing as well… i mean it's fun and things but as soon as it is 4 Marauders against 4 Ultralisks, it's impossible _______ And yeah, Fungal dodging isn't working correctly the ultra rauder one is possible at 4, but there shoudl be banes/lings mixed in with that to make it realistic/harder. Also maybe infestors. | ||
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HEYALEX
United States21 Posts
On January 29 2014 01:20 DinosaurPoop wrote: Storm Dodging doesn't scale well with levels, it starts getting impossibly hard after 4 high templar I feel like some marauders should be added in to the mix. I can't get past 9 templars because they literally have enough storms to storm each marine individually. | ||
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DinosaurPoop
687 Posts
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MistSC2
Sweden583 Posts
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AvengingSyndrome
Australia3 Posts
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