I've never seen Immortals + Warp Prisms used and abused quite like this:
(Immortal micro begins at 10:52 - although the whole replay is really quite interesting)
I'm wondering if this type of high APM micro will become more common. Units such as Immortals/Tanks can abuse their attacks to instantly deal damage and avoid shots from roaches/spines/marauders etc. I think we'll see a lot more of this as players critique their multitasking to accommodate such advanced micro.
I think this is just one example that illustrates how high the skill ceiling truly is for SC2.
very heartening to see micro that doesn't involve kiting/focus fire being used in sc2. iirc, the same thing was attempted with colossi awhile ago but was abandoned quite quickly, though i think that the immortal+warp prism micro is a lot more practical and could actually be used vs heavy roach play in pvz.
he didn't need the micro to win that game at all. He was just messiing around cause he was going to win.
The roach and spine shots still only gonna do 10, and then u can just lift away and let full recharge and go back in after 10 hits or so.
PS- The queens AA is 9 range and can rape the weak ass warp prism from well out of range of the immortal or support.
People were doing immortal drops first month of beta. I believe louder and KHB we fans of it. Then recently for MLG or something HuK or someone did a build vs Idra where he rushed this drop and warped in zeals and shit with the immortals.
On December 21 2010 17:13 SpoR wrote: he didn't need the micro to win that game at all. He was just messiing around cause he was going to win.
The roach and spine shots still only gonna do 10, and then u can just lift away and let full recharge and go back in after 10 hits or so.
PS- The queens AA is 9 range and can rape the weak ass warp prism from well out of range of the immortal or support.
People were doing immortal drops first month of beta. I believe louder and KHB we fans of it. Then recently for MLG or something HuK or someone did a build vs Idra where he rushed this drop and warped in zeals and shit with the immortals.
It was the Immortal drop that allowed him to hold off far more Roaches than he was suppose to, that micro was the win.
As a Zerg player, that sort of cannon abuse at the beginning makes me depressed. Even though the protoss epic failed with that cannon wall-in, he still ended up crippling that poor zerg player. The force fielding just made it even harder to watch.
I am so glad that they are nerfing that wall-in and making 50% more expensive to do.
Then recently for MLG or something HuK or someone did a build vs Idra where he rushed this drop and warped in zeals and shit with the immortals.
I agree with your post. In the MLG game you mention (IdrA vs Kiwikaki), the situation was quite different, however. There was no Warp Prism micro. IdrA has posted a very nice analysis video here:
On December 21 2010 17:30 grannock wrote: Why didn't the zerg put up nydus at his base, the only reason he lost was because he was attacking down his ramp into a bad concave.
On December 21 2010 17:20 Xanbatou wrote: As a Zerg player, that sort of cannon abuse at the beginning makes me depressed. Even though the protoss epic failed with that cannon wall-in, he still ended up crippling that poor zerg player. The force fielding just made it even harder to watch.
I am so glad that they are nerfing that wall-in and making 50% more expensive to do.
That was some impressive force-fielding by NS, instant timing and perfect placement. It dosen't make me depressed, just impressed at how powerful and useful sentries still are. I feel like i haven't seen sentry micro like that since beta; good show.
That micro was definitely impressive, but unnecessary. APM could be better spent macroing. But it was still a very entertaining game and it's good to know immortals and warp prisms can pull that off.
Who cares if he didn't need it to win, that was sick! I rewatched that part several times because it was just so broodwaresque. I'm definetly going to try this because that was just too epic.
On December 21 2010 17:04 vlaric wrote: very heartening to see micro that doesn't involve kiting/focus fire being used in sc2. iirc, the same thing was attempted with colossi awhile ago but was abandoned quite quickly, though i think that the immortal+warp prism micro is a lot more practical and could actually be used vs heavy roach play in pvz.
It was abandoned because blizzard nerfed the colossi afterwards by increasing the aspd but lowering the damage, since they were really effectiv vs workers (not terran since they had 60 hp *misses*). The colossi didn't do well against drones after it, since they never stayed in line really.
But with the heavy roach play atm a warp prism can annoy the zerg really much.
On December 21 2010 17:24 TheDominator wrote: Wow... and maybe they may use some really irritating unit like the thor. Lol i wud hate that.
It doesn't really work that way with the thor as thors take about a second to acquire their target or whatever before punching away. Thorships are really cool nonetheless.
On December 21 2010 19:49 arterian wrote: that doesn't even look that APM intensive, but cool strategy nonetheless
Maybe not the immortal micro itself, but I would like to see you macro at the same time as doing this. Its APM requiring enough to not let you do anything else.
And yes, I was thinking about moon as well, even though I still think moon's zeppelin micro was more epic :p
I can't wait to see how this kind of play is even further developed. I feel like macro can really only get you so far, there is a distinct ceiling on how well you can macro - how tight a build can be. It'll be cool to see Boxer esque highlight videos for SC2 micro one day.
Poor Level, you could smell the frustration across time and cyberspace. I am amazed at Sickness' micro though, both the forcefields and the immortal... harass? Dropping? were superb.
I would say that the perfect force field placement that killed about half the roaches was what the zerg player screwed up on and panicked. All those trapped roaches should have just fought instead of trying to run away.
On December 22 2010 12:35 Resistentialism wrote: do roaches actually have delay on their shots landing?
Yes, same with spines, marauders, stalkers, and many other units. That's how those 2 immortals could wrack up 25 roach kills while taking minimal damage. At least roach's aren't effected by PDD though!
On December 21 2010 17:20 Xanbatou wrote: As a Zerg player, that sort of cannon abuse at the beginning makes me depressed. Even though the protoss epic failed with that cannon wall-in, he still ended up crippling that poor zerg player. The force fielding just made it even harder to watch.
I am so glad that they are nerfing that wall-in and making 50% more expensive to do.
On December 21 2010 17:13 SpoR wrote: People were doing immortal drops first month of beta. I believe louder and KHB we fans of it. Then recently for MLG or something HuK or someone did a build vs Idra where he rushed this drop and warped in zeals and shit with the immortals.
Why are warp prisms SO underused in SC2? Shuttle was huge in BW even without the psy emitter. Are they overpriced (200/0)? Maybe it's because they're relatively slow and no one seems to splurge for the speed upgrade. :\
I saw that replay just last night and have been thinking about it since and today there is a thread about it . Yeah, that micro is amazing and it works like magic against crawlers. Before they can hit you ZOOM your immortal is bank in transport. Though this can be done with any unit with good range and dps like hydra but immortal are the best for it. But I don't think it can be normally pulled off. Remember, NexSickness was fighting this battle on his term. He had whole army of opponent contained in the main and has only to deal with only a couple of roaches from nydus. In normal game the opponent will have hydra and/or mutas so it not that big of a deal, Think about it terrans can do blue flame drop in opponent base. One medivac carries 4 BF Heli and can take out entire min. line in ten seconds but it almost never happens as opponents have stalkers/hydra positioned. So this game is more of an exception and I don't think this is going to happen in a competitive game. Well, rarely perhaps. But not more than that.
This micro is similar to what i saw QXC do earlier in a game against tt1. Kept lifting and dropping his marauders and managed to hold off 2 immortals and about 5-6 stalkers with about 7 or 8 marauders.
I believe all races can do it, though if its actually useful or not I dont know. As most said, protoss seemed to have this won already at the 10:52 mark.
Yeah agreed immortals are scary; my mate had 2 ... Only 2 i was pushing hard he micro'd just those 2 with a few stalkers and demolished my roach / Hydra combo ... But i was like in the doors man cmon lol ... Very scary indeed
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.
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.
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.
I disagree. Very rarely can on the fly strategies win you the game. In brood war, eventually everyone discovered the most standard build orders that were standard for a reason. This game is not dynamic enough to reward creative and clever playing.
I really wish it were the case that the most strategic players would win the most, but most tournaments so far haven't displayed that. Correct me if I'm wrong.
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.
I disagree. Very rarely can on the fly strategies win you the game. In brood war, eventually everyone discovered the most standard build orders that were standard for a reason. This game is not dynamic enough to reward creative and clever playing.
I really wish it were the case that the most strategic players would win the most, but most tournaments so far haven't displayed that. Correct me if I'm wrong.
cant really correct you since im not in tune with bw metagame however what youre saying applies to sc2, maybe because its new, or maybe because its the essence of the game, but i dont know that
The scary thing is that the immortals attack is instant while the spine crawler has a a projectile and he was actually able to COMPLETELY negate damage from the crawler, crawlers do have a pretty slow projectile though it would be interesting to see if you could use it vs a photon cannon or alternately units like stalkers, probably not roaches because you have to be within 4 range at that point for it to matter
That micro was pretty good. (Not "sick" as some people try to do it).
Aka, blink stalker micro has 8 frames against roaches where you can take 0 damage. So if you can pre-empt which roaches are focus firing your stalkers, you can just basically save yourself like 80 hp from blink micro.
The immortal micro on the other hand isn't that bad (or impossible), but doing it screws up macroing for me =X.
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.
On December 21 2010 17:20 Xanbatou wrote: As a Zerg player, that sort of cannon abuse at the beginning makes me depressed. Even though the protoss epic failed with that cannon wall-in, he still ended up crippling that poor zerg player. The force fielding just made it even harder to watch.
I am so glad that they are nerfing that wall-in and making 50% more expensive to do.
That was some impressive force-fielding by NS, instant timing and perfect placement. It dosen't make me depressed, just impressed at how powerful and useful sentries still are. I feel like i haven't seen sentry micro like that since beta; good show.
You can figure placement out by opening a 1v1 with a friend / practice partner and just screw around for 15 - 20 minutes, its really not that impressive. As for sentries, the idea was really good but nothing particularly impressive about the micro itself, its just point and click.
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.
Your post is so biased its not even funny. Im not gonna say anything except that bw is 10 years old with dozens of patches along the way and sc2 is a couple months old with no expansion.
Also try to watch some good sc2 games. Youre probably watching shitty games on purpose so you can just QQ
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.
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
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?
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.
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.
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.