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Some Loose Thoughts... - Page 3

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 Next All
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 20 2010 04:22 GMT
#41
On February 20 2010 13:11 Hot_Bid wrote:
Show nested quote +
On February 20 2010 13:02 Plexa wrote:
13) Why is it that when I order my units to TARGET FIRE something, they dont, and instead attack move into them.

are you right clicking or attack+clicking? is there a difference? i havent had any problems focus firing stuff

Right clicking
I had issues today against pachi when trying to target fire his spine crawler... my zealots attacked lings instead ;;
Administrator~ Spirit will set you free ~
AlienAlias
Profile Joined June 2009
United States324 Posts
February 20 2010 04:28 GMT
#42
2) Is it just me or do Reapers generally suck except for peon harassment =/


They have pretty massive building damage. Throw a few at an unguarded depot and you can take it out and jet before the army arrives.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 20 2010 06:24 GMT
#43
14) I don't like that trying to manually split your workers more often than not will actually slow you down =[ however, if you split the left most or right most work to the end mineral it does speed it up so that you can cue your 2nd worker before the first finishes.
Administrator~ Spirit will set you free ~
Vasoline73
Profile Blog Joined February 2008
United States7801 Posts
February 20 2010 06:37 GMT
#44
Keep it coming Plexa
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 20 2010 06:39 GMT
#45
anyone else notice that if you're holding down ctrl when you give a command the unit automatically disregards any orders and goes to attack any enemy thing near it?

whenever im trying to retreat while adding reinforcements to the hotkey my units end up turning around and attacking.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 20 2010 06:40 GMT
#46
On February 20 2010 15:39 IdrA wrote:
anyone else notice that if you're holding down ctrl when you give a command the unit automatically disregards any orders and goes to attack any enemy thing near it?

whenever im trying to retreat while adding reinforcements to the hotkey my units end up turning around and attacking.
ahhhhhhhhhh
this must be why my focus fire failed....
Administrator~ Spirit will set you free ~
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 20 2010 09:13 GMT
#47
I'll add my thoughts: Stalker looks underwhelming so far. Like, most old units got a boost in SC2... but goon was replaced with this? I feel they wanted to make such a versatile unit that they ended up with a unit that almost sucks at everything. I'll take Sentry over it any day of the week.

Also Medivac looks retarded good on paper: 100 gas 100 minerals dropship with high rate heal that only requires Starport. And it's not like it will die to a few zerglings if your army gets whiped: its just flies back to the base. Holy cow.
Revolutionist fan
IdrA
Profile Blog Joined July 2004
United States11541 Posts
February 20 2010 10:19 GMT
#48
isnt the heal rate really low compared to medics? think they were 10hp/mana and medivacs 3hp/mana
http://www.splitreason.com/product/1152 release the gracken tshirt now available
zatic
Profile Blog Joined September 2007
Zurich15325 Posts
February 20 2010 10:23 GMT
#49
On February 20 2010 15:40 Plexa wrote:
Show nested quote +
On February 20 2010 15:39 IdrA wrote:
anyone else notice that if you're holding down ctrl when you give a command the unit automatically disregards any orders and goes to attack any enemy thing near it?

whenever im trying to retreat while adding reinforcements to the hotkey my units end up turning around and attacking.
ahhhhhhhhhh
this must be why my focus fire failed....

No, focus fire is still retarded as hell. I simply can't believe they haven't fixed this yet. If you target something with a melee unit and your units don't have an immediate path to auto surround the target they will instead a-move to other targets. It's incredibly frustrating and would be soooo easy to fix: Auto-spread and surround when a-moved on the ground, focus on one unit when it is specifiaclly targeted.

Refer to my article from June 2009 where I desrcibe this behavior:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=96528
ModeratorI know Teamliquid is known as a massive building
pachi
Profile Joined October 2006
Melbourne5338 Posts
February 20 2010 10:26 GMT
#50
On February 20 2010 18:13 Salteador Neo wrote:
I'll add my thoughts: Stalker looks underwhelming so far. Like, most old units got a boost in SC2... but goon was replaced with this? I feel they wanted to make such a versatile unit that they ended up with a unit that almost sucks at everything. I'll take Sentry over it any day of the week.

Also Medivac looks retarded good on paper: 100 gas 100 minerals dropship with high rate heal that only requires Starport. And it's not like it will die to a few zerglings if your army gets whiped: its just flies back to the base. Holy cow.


Medivacs don't have too much hp and are easy to target with mass hydras tho.
Heal rate didn't seem anything significant.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
February 20 2010 10:44 GMT
#51
On February 20 2010 19:19 IdrA wrote:
isnt the heal rate really low compared to medics? think they were 10hp/mana and medivacs 3hp/mana


no medics did 2HP/1 energy
the progamer lol
And all is illuminated.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2010-02-20 10:47:03
February 20 2010 10:45 GMT
#52
On February 20 2010 19:19 IdrA wrote:
isnt the heal rate really low compared to medics? think they were 10hp/mana and medivacs 3hp/mana


Oh maybe they changed that after some of the BRs.

I think i saw one ghost with a medivac tanking 2 zealots for a good time there. Havent seen much medivac action in the streams yet.

PD: Or maybe not xD
Revolutionist fan
otmar
Profile Joined January 2010
Australia11 Posts
February 20 2010 10:57 GMT
#53
On February 20 2010 19:44 freelander wrote:
Show nested quote +
On February 20 2010 19:19 IdrA wrote:
isnt the heal rate really low compared to medics? think they were 10hp/mana and medivacs 3hp/mana


no medics did 2HP/1 energy
the progamer lol



yea he actually plays the game and doesnt study unit hit point theory which is a waste of time.. Im B- and I couldnt tell you how much damage any untit does. On a lighter note, does anyone use the mouse delay option (the one that makes it smoother apparently)??

SoleSteeler
Profile Joined April 2003
Canada5416 Posts
February 20 2010 11:13 GMT
#54
I'm finding the skill level to be a lot less now than it was the first day. I started out 8-2 in platinum division 7, but by the end of the day I was 12-9. Now I'm 24-13! I thought I was going to get bumped down a division the way it was going. As it stands, a few more wins and I will be in the top 8!

I guess more "WoW noobs" have been DLing the game to try it out or something.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 20 2010 11:24 GMT
#55
On February 20 2010 19:26 pachi wrote:
Show nested quote +
On February 20 2010 18:13 Salteador Neo wrote:
I'll add my thoughts: Stalker looks underwhelming so far. Like, most old units got a boost in SC2... but goon was replaced with this? I feel they wanted to make such a versatile unit that they ended up with a unit that almost sucks at everything. I'll take Sentry over it any day of the week.

Also Medivac looks retarded good on paper: 100 gas 100 minerals dropship with high rate heal that only requires Starport. And it's not like it will die to a few zerglings if your army gets whiped: its just flies back to the base. Holy cow.


Medivacs don't have too much hp and are easy to target with mass hydras tho.
Heal rate didn't seem anything significant.


Isn't heal ranged?
Anyways, have anyone tried load unload micro with any bio units (in red maybe)?
wwww
JohannesH
Profile Joined September 2009
Finland1364 Posts
February 20 2010 12:15 GMT
#56
On February 19 2010 15:38 Plexa wrote:
7) Why does the immortal build from the robo facil? It just feels soooo out of place there... i mean once you build the robo you kinda want to just make colossi sooo... I wish it was at the gateway and needed the twilight council to build.

It sounds like a GOOD thing to me that you have to choose between 2 combat units in robo too.
If you have to ask, you don't know.
AmnDragon
Profile Blog Joined February 2010
United States33 Posts
February 20 2010 12:28 GMT
#57
On February 19 2010 15:38 Plexa wrote:
7) Why does the immortal build from the robo facil? It just feels soooo out of place there... i mean once you build the robo you kinda want to just make colossi sooo... I wish it was at the gateway and needed the twilight council to build.


On top of what others have said, I believe part of why immortal is at robo is so you can't warp gate them into psi fields. Immortals are fairly slow in general, so warp gating one would be pretty... sweet? ;D
gg
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 20 2010 12:55 GMT
#58
On February 20 2010 21:15 JohannesH wrote:
Show nested quote +
On February 19 2010 15:38 Plexa wrote:
7) Why does the immortal build from the robo facil? It just feels soooo out of place there... i mean once you build the robo you kinda want to just make colossi sooo... I wish it was at the gateway and needed the twilight council to build.

It sounds like a GOOD thing to me that you have to choose between 2 combat units in robo too.

Why is that a good thing? There is no choice in the matter... If you are vs Zerg, if they are making roaches make immortals if they are hydra make colossi... eventually you will just make colossi anyway =/. Also you want the robo to make obs eventually.. there just too much stuff coming out of the robo.. many times I feel like I want to make two lol
Administrator~ Spirit will set you free ~
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 20 2010 16:15 GMT
#59
15) I changed my mind, reapers are amazing... they're too fast and i barely have time to react to them jumping into my base, and by the time i do see them my units are too slow to get in and defend.... T_T

16) Night time is annoying, makes looking at everything so much harder ie bad for my eyesight. Cute effect, but not good for competitive play

17) Roach burrow is fun :3 can be really really annoying to deal with

18) Charge is ridiculously good against terran ... really just wow ;o
Administrator~ Spirit will set you free ~
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
February 20 2010 16:38 GMT
#60
On February 20 2010 19:23 zatic wrote:
Show nested quote +
On February 20 2010 15:40 Plexa wrote:
On February 20 2010 15:39 IdrA wrote:
anyone else notice that if you're holding down ctrl when you give a command the unit automatically disregards any orders and goes to attack any enemy thing near it?

whenever im trying to retreat while adding reinforcements to the hotkey my units end up turning around and attacking.
ahhhhhhhhhh
this must be why my focus fire failed....

No, focus fire is still retarded as hell. I simply can't believe they haven't fixed this yet. If you target something with a melee unit and your units don't have an immediate path to auto surround the target they will instead a-move to other targets. It's incredibly frustrating and would be soooo easy to fix: Auto-spread and surround when a-moved on the ground, focus on one unit when it is specifiaclly targeted.

Refer to my article from June 2009 where I desrcibe this behavior:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=96528


Hope you're sending feedback..
"trash micro but win - its marine" MC commentary during HSC 4
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