It's a nice article, though--I always enjoy reading first-hand accounts of SC2.

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Captain Peabody
United States3128 Posts
It's a nice article, though--I always enjoy reading first-hand accounts of SC2. ![]() | ||
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Shadowfury333
Canada314 Posts
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Zato-1
Chile4253 Posts
On September 03 2009 06:20 Shadowfury333 wrote: 6 Zerglings would quickly surround the Zealots, and after that there was no room. The 8 mentioned before would involve some sideline lings. Despite this, the Zerglings still went down quickly. I see. Thanks for the article Shadowfury, it's always nice to see new content- gives us something to talk about. | ||
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professorjoak
318 Posts
On September 02 2009 21:17 Kaniol wrote: Show nested quote + he biggest change is the removal of explosive damage, which dealt 50% base damage to small units. In the original Starcraft, this made units like Photon Cannons and Missile Turrets easy enough to knock down with nine to eleven mutalisks Photon Cannons don't deal explosive dmg, they deal normal ![]() Photon Cannons were explosive damage in Starcraft 1.00 and 1.01. As a side note, Zerg were brokenly good in that era, as hatcheries spit out larvae at 1.5x the rate and build times for almost everything were decreased. | ||
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DeCoup
Australia1933 Posts
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KingHillBilly
United States105 Posts
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Tsagacity
United States2124 Posts
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Jobbies
Scotland72 Posts
On September 03 2009 10:12 KingHillBilly wrote: 4 zerglings kill a zealot without any zergling micro. Whoever said it's 8 or 6, you're just plain wrong. Wrong game. | ||
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IceCube
Croatia1403 Posts
On September 03 2009 10:14 Tsagacity wrote: Maybe he was sending the lings in 1 at a time >.< T_T yup and giving time between for shield regenerate. Anyhow most of this article is complete garb to me. I felt this is a write up from some person that haven't played sc1 in higher lvl than fighting vs comp AI... | ||
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Wr3k
Canada2533 Posts
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snorlax
United States755 Posts
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ArvickHero
10387 Posts
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genryou
Malaysia390 Posts
Pretty much summarize how fast TL staff can re-conquer the internet. | ||
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avilo
United States4100 Posts
On September 03 2009 10:30 Wr3k wrote: This article sounds like it was written by someone who doesn't know anything about SC. 99% of people from gamereplays know nothing about SC. Or metagame of RTS games. They'll probably reduce the amount of larva that spawn injection gives, 4 sounds like it's extremely too much. | ||
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Shadowfury333
Canada314 Posts
On September 03 2009 12:24 avilo wrote: 99% of people from gamereplays know nothing about SC. Or metagame of RTS games. They'll probably reduce the amount of larva that spawn injection gives, 4 sounds like it's extremely too much. Given that Gamereplays.org focuses on multiple games, this is not surprising. The StarCraft 2 section has knowledgeable people, but they can be counted on two hands, and they are pretty much all on staff. | ||
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Hot_Bid
Braavos36390 Posts
edit: about the zergling/zealot ratio, i didn't find it all that different than SC1 tbh | ||
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Stratos_speAr
United States6959 Posts
On September 03 2009 03:32 Zelniq wrote: this is exactly what i've been worried about with the goddamned 2 gas mechanic.. zerg gets fucked over because of their smaller worker count combine this with the lack of a strong midgame ground unit, zerg seems to be in a rough position right now and what he meant by the "removal of explosive damage" problem is that mutalisks in sc1 would take half damage from many units/buildings, which is now gone Wait, what? Have you watched games/read feedback from people who've actually played at Blizzcon? 1 Hatch Zerg is EXTREMELY powerful apparently, with no direct counters. | ||
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Hot_Bid
Braavos36390 Posts
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genryou
Malaysia390 Posts
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Hot_Bid
Braavos36390 Posts
On September 03 2009 13:26 genryou wrote: Is it possible to contain the Z with Marines by limiting their exit path with depot? or does the unit gap is just too great for this too succeed? i mean i guess anything is feasible if they don't scout it, but you will instantly die to lings you can't get enough marines to the Zerg choke in time. Z can just make so many lings early that 2 rax wont be able to move out. | ||
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