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Scary and underused Immortal micro - Page 4

Forum Index > StarCraft 2 Strategy
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EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
December 25 2010 22:08 GMT
#61
fun micro to do when you already are far ahead...
Undefeated TL Tecmo Super Bowl League Champion
lofung
Profile Joined October 2010
Hong Kong298 Posts
Last Edited: 2010-12-25 22:36:58
December 25 2010 22:35 GMT
#62
redundant. i would love to see in a normal game where both players are pretty close and the toss is wasting his apm to do that kind of micro. and then the zerg realize that it is some sort of goofy thing and it goes, like what day 9 said, fucking kill him.
How do you counter 13 carriers? Well first of all you gave me brain cancer. -Tasteless
hangarninetysix
Profile Joined August 2010
263 Posts
December 25 2010 22:51 GMT
#63
Fun game that you posted, but picking units up in shuttles and microing them like that is pretty old hat, isn't it?
bobucles
Profile Joined November 2010
410 Posts
December 25 2010 23:10 GMT
#64
That sort of play is defeated by a good missile turret, and the multiple AA options all races have.
FireBlast!
Profile Blog Joined January 2005
United Kingdom5251 Posts
Last Edited: 2010-12-26 00:36:22
December 26 2010 00:35 GMT
#65
It's an interesting game for sure but it doesn't really reveal much about immortal/warp prisms, aside from that it was used.

When the zerg was attempting the flank instead of microing his warp prism he shouldve kept full attention at the ramp and force fielded it better, that was far more important

The zerg shouldve used nydus for map control rather than a panicked push, to expand else where and gradually transition to muta. There's absolutely no reason to try and break that contain that far into the game especially when the protoss hadnt expanded
Victoria Concordia Crescit
da_head
Profile Blog Joined November 2008
Canada3350 Posts
December 26 2010 00:47 GMT
#66
lmao this reminded me of the good old days of boxer's tank/dropship micro. good times..
When they see MC Probe, all the ladies disrobe.
mapleleafs791
Profile Joined September 2010
United States225 Posts
December 26 2010 01:02 GMT
#67
makes me wish zerg could do drop micro like P and T , i guess baneling carpet bombs have enough "cool" factor to even it out lol
Spor.534 Master Zerg NA
Treadmill
Profile Joined July 2010
Canada2833 Posts
December 26 2010 01:07 GMT
#68
On December 26 2010 05:16 Blyadischa wrote:
Show nested quote +
On December 26 2010 04:16 gr8ape wrote:
On December 26 2010 04:10 Blyadischa wrote:
Don't understand why this is causing the "OMG SC2 MICRO OMG/SKILL CEILING SKILL CEILING etc." stupidity in this thread.

This has been done in brood war and SC2 before, and in BW, shuttle + reaver micro was a standard protoss build.

This skill ceiling is just as low as it was before. The 10 more apm it takes to do this doesn't bridge the gap between the skill level of BW and the skill level of SC2, and also the immortal is not as much of a game turning unit as the reaver was, and thus this will result in sadly, nothing.


Lets just specify some things here:

Brood war requires more technical skill.

More apm dedicated to actually playing the game. NOT DOING MORE ELABORATED STRATEGIES. Simply making units, using buildings, and using units. What does this effect have? It means no one can be good before a certain technical mastery of the game. Theyre not "good" at the game, they dont have complex strategies, deceptive tactics or anything like that, they are simply ABLE TO PLAY THE GAME.

In sc2, it is easier to play the game. WHAT THIS MEANS IS THAT THE ACTUAL PLAYER WITH BETTER STRATEGIES, MINDGAMES AND TACTICS WILL WIN because technical mastery has been removed toned down. Nonetheless, technical mastery in sc2 will be rewarding as with every game.


Watch a brood war game, then watch a SC2 game.

In a brood war game, there are multiple stages in one game where one player must use the timing of the matchup to assert their position over the map, then the timing of the matchup allows the other player to assert their position over the map. Then, when both players have their higher tech, they must strategically expand and attack expansions and strategically place units in the map to counter attack, catch drops, drop themselves, catch reinforcements, etc.

In SC2, it's either 70 food expansions with one player constantly attacking and either breaking the front and winning or getting denied and losing, 1 base all in vs 1 base all in, or it's fast expansions into midgame 1a's from both players to see who comes out on top. Rarely is it a long game, but if it is it's essentially just more of the same thing, more 1a's.

It's not a matter of less APM, the game is made easier by inject larva, mules, chronoboost, which make most economic damage negligible and one base all ins more potent then ever, the stupidity of some units (high templar TTTTTTTTTTTT I just won the game), and the terribleness of the map pool, where the expansion path is explicit, the attack path is explicit and the rush distances are all incredibly small compared to BW maps.

I remember watching BW Day9 dailies, where I actually learned something each time. Now I watch Day9 dailies of SC2 and just think, wow I would be miserable if I had to play BW, then switch to SC2, and had to throw away knowledge and be limited by the terribleness of the game.


If you hate the game why are you spending time posting in a forum about it?
JiYan
Profile Blog Joined February 2009
United States3668 Posts
December 26 2010 01:15 GMT
#69
ww does not mean well won, at least its not usually used that way especially on korean servers. http://www.teamliquid.net/forum/viewmessage.php?topic_id=163692
seanisgrand
Profile Blog Joined December 2009
United States1039 Posts
December 26 2010 01:15 GMT
#70
Nice post. I really enjoyed that. Definitely will be adding this to my game.
This is well below quality expected of a post in any forum. -Empyrean
Shirolol
Profile Joined April 2010
England504 Posts
December 26 2010 01:26 GMT
#71
That was impressive to watch, can't wait to try it with tanks! ^^
Korean Netizen wrote: My ears died from the static and the music and my eyes died from the depressing gameplay and bad observer.
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
December 26 2010 02:23 GMT
#72
it's some good micro, but I dont see this becoming the new reaver micro, as warp prisms are SO fragile.
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
December 26 2010 02:37 GMT
#73
it's some good micro, but I dont see this becoming the new reaver micro, as warp prisms are SO fragile.


Warp Prisms have 40 shields and 100 Hp. Shuttles had 60 shields and 80 Hp. Warp Prisms are no more fragile than Shuttles.

The only difference is that Warp Prisms can't drop units that deal 100+ AoE damage with every shot. Reavers could cover Shuttles pretty well from many ground units.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
December 26 2010 02:46 GMT
#74
On December 26 2010 11:37 NicolBolas wrote:
Show nested quote +
it's some good micro, but I dont see this becoming the new reaver micro, as warp prisms are SO fragile.


Warp Prisms have 40 shields and 100 Hp. Shuttles had 60 shields and 80 Hp. Warp Prisms are no more fragile than Shuttles.

The only difference is that Warp Prisms can't drop units that deal 100+ AoE damage with every shot. Reavers could cover Shuttles pretty well from many ground units.


shuttles were also as fast as zerglings......
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
HunterStarcraft
Profile Joined April 2010
Canada249 Posts
December 26 2010 19:45 GMT
#75
I'd like to see Warp Prisms used to set up flanks or take away highground advantage. The prism capacity + a round of warp ins can yield a pretty scary flank depending on your unit choice.
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