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Starcraft 2 on Dreamhack - Page 3

Forum Index > SC2 General
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Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2009-11-28 20:38:34
November 28 2009 20:38 GMT
#41
On November 29 2009 03:52 KungKras wrote:
Immortals also rock against terran mech.


They are unbeatable if protoss just gets up a few of them.
Lim Yo Hwan forever!
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2009-11-29 00:45:38
November 29 2009 00:13 GMT
#42
What do you think about
Disruptors and how expensive were their spells?
Siege Tanks and how much damage did they do with and without bonus?
Battle Cruisers and how powerful were their spells? Do they still have shield spell?

How much damage did Archons deal?

What units were avaible for Zerg before and at Lair tech?

Was only Lair needed to make Corruptors? Could they chase Medivacs?

Was Overseers vision slowly expanding when they weren't moving?

Did Changeling have any abilities?

Did Warp Ray deal bonus damage against anything? What was their cost?
wwww
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
Last Edited: 2009-11-30 17:36:55
November 29 2009 00:25 GMT
#43
Zerg impression
Yay i'm in love with the possibillities of sc2, especially the strats involving void ray!! (im with Kunkras at DH) the game, i think, really rocks and is almost totally diffrent from scbw but that has its downsides as well. I only played zerg but the whole game has slowed down quite a bit exept for lingz wich seems to be faster. ^^ so in the beginning u basicly just sits there and wait for your drones to pop until 14 or 10. but when you get the queen it all gets much funnier. the queen is a must in all matchups, 150 min and heal 1 Building/Unit 100 mana, tumor (lets u expand when locked in ur base) and inject larvae. i found that always having a few banelings with your army is a must vs the terran. But the infestor is a dissapointment to me, when u get lair tech and did this at the expense of massing hydras u really need something that can bring you through the midgame. The infestor doesn't fill this role and neither does the roach. Mutas is hard to produce and corruptors are unessesary compared to hydras when you need to counter air. And i feel like the infestor should be the answer to the marine/medivac/marauder instead of just shyly support my useless ball of hydra/baneling/ling/roach :/ the only thing i can use to survive to hive a lair gives me exept for cloaking is nydus canal but u cant be detected because it has a build time and needs creep and has a slow unload rate so its pretty easy prevented (100 minerals). (By the way the changeling work like a charm and the irradiate is really good with ultras^^) the hive tech is on the other hand really good. 1 thor can be taken out with 1 broodlord and a cliff, i can rape a mineral line with just 2 broodlords (they shoot units now so u dont need to kill a unit to spawn broodlings). Ultralisks are strong but only got to use them against a noob so i dont really know how they work. I really dislike the spawn infested marine spell. Its stupid and ugly tough it is the most useful spell. and the zerg matchup is pretty much lings as many have pointed out.

Im sorry if this post was confusing but thers so much new it's hard to remember evrything, it's like christmas

Edit: i forgot, the obvious counter to 4 colossi is to neuralparasite them or atleast that would be the easiest
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
November 29 2009 00:27 GMT
#44
i have a friend that will talk about terran soon, just ask if theres anything you wondering about
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
onmach
Profile Blog Joined March 2009
United States1241 Posts
November 29 2009 01:58 GMT
#45
> and the irradiate is really good with ultras

Huh? Irradiate?

And god damnit blizzard, make the stupid infestors badass and get rid of that stupid spawn marine spell, please oh please, do it before beta! I don't want to be forced to use that ability.
KungKras
Profile Joined August 2008
Sweden484 Posts
Last Edited: 2009-11-29 02:33:22
November 29 2009 02:06 GMT
#46
To answer the disruptor question.

Disruptors have a fairly good attack range and attack damage, but they are very fragile. They are good supporters for the army early on both offensive and defensive. They saved me many games when the opponent rushed and I used forcefield on my ramp. Forcefield has also been pretty useful for shaping enemy formations into more managable forms. They are much more useful agains Z than against T. I didn't check the energy, but if you have 4 disruptors and a small ramp, I think you can keep it constantly blocked, or at least blocked for a very long time. Disruptors are a bit heavy on gas though, so building many means that you will tech slower. I never felt that I had to research hallucination. I just didn't find a use for it.

Starcraft 2 isn't playable anymore, and there are a few things that I forgot to check, but I will try to answer as much questions as possible.

Warp gates are the most happy suprise to me. I'll write an entire post about them later on.
"When life gives me lemons, I go look for oranges"
Cyrox
Profile Joined October 2007
Sweden147 Posts
November 29 2009 14:27 GMT
#47
I played it on Dreamhack a little bit. There is still a big problem with units not responding to right mouse click, really weird. Say I attack with hydras, then the enemy closes in and I want to back and shoot, back and shoot a.k.a. dance. This is not possible since they wont repond instantly to my mouse click for move. This can be done with the "m" and "a" key tho.

MBS is pretty huge in the current build, you could really feel it.
Still fun tho.
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
November 29 2009 15:33 GMT
#48
A question about MBS.
In wc3 iirc, when you have 2 barracks in one hotkey and produce 1 unit it's production starts at the first barrack of the two within the hotkey as it should be.

But if u seconds later do something else, once again press your hotkey and produce 1 more unit it ques up on the first barrack instead of starting to produce instantly on the other barrack.

Is it the same here in sc2?
Not my chair. Not my problem. That's what I say
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
November 29 2009 20:51 GMT
#49
no then the unit produces at the second barrack thankfully. and if u have 1 barrak with tech lab and one without/with the other addon(multiple unit production addon) then the 1 marine will be produced at the one without the tech lab.
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
Last Edited: 2009-11-29 21:02:57
November 29 2009 21:00 GMT
#50
On November 29 2009 09:13 beetlelisk wrote:
What do you think about
Disruptors and how expensive were their spells?
Siege Tanks and how much damage did they do with and without bonus?
Battle Cruisers and how powerful were their spells? Do they still have shield spell?

How much damage did Archons deal?

What units were avaible for Zerg before and at Lair tech?

Was only Lair needed to make Corruptors? Could they chase Medivacs?

Was Overseers vision slowly expanding when they weren't moving?

Did Changeling have any abilities?

Did Warp Ray deal bonus damage against anything? What was their cost?


you need lair and a spire to build a corruptor. they where a bit slower than mutas i think, and they (the mutas) could chase medivacs

at hatchery u have the drone,overlord,ling,baneling and the hydralisk and at lair u get roaches,mutas,corruptors,overseers and infestors.

The changeling had no abilities and its transformation is activated automaticly when you get near the enemy.
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
Simsar
Profile Joined November 2009
Sweden27 Posts
November 29 2009 21:31 GMT
#51
On November 30 2009 00:33 SirGlinG wrote:
A question about MBS.
In wc3 iirc, when you have 2 Barracks in one hotkey and produce 1 unit it's production starts at the First barrack of the two within the hotkey as it should be.

But if u seconds later do something else, once again press your hotkey and produce 1 more unit it ques up on the First barrack instead of starting to produce instantly on the other barrack.

Is it the same here in sc2?

If you have MBS and select to start production of an unit, starting with the top left building (in the field of buildings selected) they will start to produce one unit for each command to do so, the computer will distibute the production evenly between the buildings. (9 units on 5 gates would automaticly be 2 in queue for 4 buildings and the Last one got a sole unit)

On November 29 2009 05:38 Zoler wrote:
+ Show Spoiler +
On November 29 2009 03:52 KungKras wrote:
Immortals also rock against terran mech.



They are unbeatable if protoss ]Just gets up a few of them.

Yeah, The Immortals have no Real weakness against the Terran race, except for Air.
But as with the PvP in Sc2, Stalkers are the main unit that will cover the Immortal, and Stalker produced by Warp Gates will easily overwhelm any Air terran choses to build, in addition to nuking the terran ground defense into oblivion.

The best build to face a Protoss at DH was a marauder Rush that had a slight more Marauder count than a 2 warpgate teching toss. It turned out that Belson developed a Void Ray harassment build against it, that was later countered by a Bionic Mediviac build created by Zoler and later improved into a marauder turret Rush transition to reactor Marine tactic by Dorf, Both of which were terrans that won the beta key against a Protoss.

The dreamhack beta key winners were 10 people:
Protoss:
[1]Ziph
[2]Ziphs friend (Username, anyone?)
[3]Belson
[5}KungKras
Terran:
[4]Zoler
[1]Sonnert
[2]Dorf
[4]another one i don't know name of...

Zerg:
[5]someone who i do know the real name of, however haven't asked for permission to use.

Where the number indicates in which tournament they won it, 2 people in each one got one, someone please fill me in on who that won the last one, please.

The Zerg was heavily short of players and in the current, almost non-existant, meta-game,

Protoss Matchups
Protoss did have the upper hand in the most cases of PvT, using 2 gate Stalker or Stalker+Void harass.
PvZ was just plain 2/3 gate zealot and not many game went past that point.
PvP was difined by going Stalkers first, followed by immortals. The ranged upgraded Collossus also did some good work when the Stalker count was high enough to make more than one line of units on the battlefield.
Terran matchups
TvP was about preventing the Protoss of reaching Immortals and Doing an even battle of Marauder vs Stalkers and also Bionics would do most of the work.
TvZ i never looked into, but Hellion did many good harasses, although the finisher was usually Bionic.
TvT was Difined by air battles, with Terran Viking being the most used unit from a reactor Starport and using banshees from second port to do the harass. Whoever gets the resources to build Thors would usually win.

Back to Sandro for our Zerg stats :D

Jump
Profile Joined July 2004
Czech Republic28 Posts
November 30 2009 12:11 GMT
#52
Another winners of beta key from DH:

RotS.Ondrasek - protoss
RotS.Streetwalker - terran
NR.Crow - protoss
CDS)Jump - protoss

all from czech
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
November 30 2009 13:07 GMT
#53
Wow, Thank You for the info everyone
wwww
Vilda
Profile Blog Joined July 2006
Sweden111 Posts
Last Edited: 2009-11-30 13:40:18
November 30 2009 13:38 GMT
#54
Argh, I was one game away from winning a key, terrible.

What I do love about SC2, though, is that it feels like SC. It really is SC but in 3D and with some more units. I have big problems with new units, but with the old ones I tend to do quite alright. I also like how the Queen is such a central part of the Zerg game play as well (I hardly played the other races this time, shame on me!) And it really is addicting. Once you have sat down to play you just want to keep going. Before I played my first game at this event i didn't care too much about the booth with the computers, I had other things to do. But then when I started, it was very difficult to not sneak in and take a game or two everytime I passed through.

I'm starting to really look forward to SC2, which is something I really didn't think would happen when it was first announced, or before I played it the first time at WWI Paris. It grows on me every time I play it.

edit: Jump, was it Streetwalker I lost to in the 12:00 tournament on Saturday? I remember it being Terran at least, and I think he was from Czech.
Vilda is all about StarCraft
Belzor
Profile Joined November 2009
Sweden1 Post
Last Edited: 2009-11-30 15:22:10
November 30 2009 14:52 GMT
#55
Just wanted to respond to me being refered to as "Belson" which should be "Belzor", remember that or I have to spank you in sc 2 beta ^^.
I think most people being good at starcraft 1 at this event had a hard time in the tournaments at first cause they went in thinking they were allmighty but got slamed in the face by alot more well developed build orders by lower ranked players who put in some time to think about the game.

In ZvZ roaches do own, I listened to some artosis video where he talked about roaches and tested it myself. As long as you can keep up with the zerglings in early game roaches pretty much dominates after that as mutalisks do in sc 1. They only cost 100 minerals and 2 supply so as soon as you get that 400 gas for lair, speedlings, roachden and roachspeed you can go all out minerals and pump units. Mutalisks might still be possible to pull off but I doubt it unless you have that expansion down to get 3-4 gas.
Dreamhack winter 2009 Starcraft 2 pwnage
Affenbauch
Profile Joined October 2009
Germany4 Posts
Last Edited: 2009-11-30 17:48:42
November 30 2009 15:47 GMT
#56
what abilitys does the infester has? Neural Parasite, infested Terrans and whats the third? Or dont they have a third ability anymore?
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
Last Edited: 2009-11-30 17:34:33
November 30 2009 17:30 GMT
#57
some fungal AoE that slows down units and makes them eventually freeze for a while
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
November 30 2009 17:38 GMT
#58
On November 29 2009 10:58 onmach wrote:
> and the irradiate is really good with ultras

Huh? Irradiate?

And god damnit blizzard, make the stupid infestors badass and get rid of that stupid spawn marine spell, please oh please, do it before beta! I don't want to be forced to use that ability.


the overseer can cast a irradiate that only hurt the enemys units, a thing thats sad is that almost nothing do FF TT.TT
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
Affenbauch
Profile Joined October 2009
Germany4 Posts
November 30 2009 17:49 GMT
#59
Its really like Irridate? LaL, how much energy does it cost? Thought Overseer has Spore Cloud (Sight Blocker) but maybe they got rid of this idea.
KungKras
Profile Joined August 2008
Sweden484 Posts
November 30 2009 18:49 GMT
#60
One thing that is extremely vital for protoss is to get warp gates. Not only do they allow you to almost instantly get units instead of waiting for them (then there is a cooldown that is the same for all units), but from what I've heard from Simsar, two warp gates produce units at almost the same rate as four gateways. Here is how the early tech works, protoss gets gateways, then building one or two assimilators would be appropriate, and then gets a cybernetics core wich costs 150 mineral. Then toss can upgrade the warp gate upgrate at the cybernetics core for 50 minerals and 50 gas. After that, upgrading your gateways costs 10 seconds of time where the gate is unusable and nothing else. One thing that is neat about SC2 is that among the resources and population cost displayed for something, build time is also displayed. I would tell you the exact build times, but I'm not good at remembering numbers.
Here is a few things that I remember though.

Assimilator and refinery is 75 mineral and gives 4 gas instead of 8 like in the original starcraft. Zerg extractor is 50 mineral.

Immortals cost 250 minerals to build. Overall, units that cost over 200 mineral are much more common in SC2. And you also don't have as much vespine gas.

When protoss got a gateway, they can build an obelisk that has some abilities, of wich the most useful one is the proton beam wich makes the probes carry +1 resource for a certain amount of time. This is useful for playing one-base builds or for just enhancing your macro. Obelisks are useful if you are skilled enough to always return to renew the proton beam (wich I forgot to do several times).

Proxy pylons together with warp gates are incredibly useful.

Stalkers are 125 min and 50 gas, like the original goon.

Void rays are availible as soon as you get the starport. They cost 200 minerals and 150 gas. Stargate cost is the same as the original starcraft.

Mothership moves slower than a lifted off command center in SC1 lol

Time bomb slows construction time for buildngs among other things.

Robotics facility is 200 mieral and 150 gas. Immortal is 250 mineral and 100 gas. Colossus is 300 mineral and 200 gas. Upgrading the colossus range is vital for keeping them alive and outranging enemy base defences, always get this when going colossi (upgrade is 200 mieral and 200 gas). You need at least 3 colossus for them to be useful. Simsar stating that the colossus did some good work at high stalker counts in PvP was an understatement. In one game, I had a huge stalker/immortal army, and so did my opponent. He had some more immortals than I had, and 1 colossus, while I had 4 colossus. His army just melted away. colossus are very powerful PvZ and PvP, just very expensive, don't try to go colossus without at least one expo.
Observers are still present. You can build them without an observatory for 25 minerals and 75 gas.

Cannons have some buffed stats but they plain just sucks.

The twilight council can be built when you have a cybernetic core for 150 minerals and 100 gas. It contains the blink upgrade for 150/150 and the charge upgrade for 200/200. Twilight council is a very important tech building to get.

After you have a TC, you can build a dark shrine to get dark templars. I don't really remember the mineral cost, but it cost 250 gas and had a ridiculously long build time.

Stalkers are good at shooting down interceptors.

Phoenix fighters sucks.

I.... hate..... marauders.
"When life gives me lemons, I go look for oranges"
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