Solesteeler has taken the time to list/describe a ton of vids, definitely doesn't deserve to be stuck on page 5:
On December 02 2009 15:45 SoleSteeler wrote: Did you all really look through that kim900718's youtube channel closely? He has a lot of shorter clips of different games that weren't recorded in full. Stuff like lurkers, colossus, a zerg beating a terran, etc. Here they are:
Zerg vs. Protoss Huge army clash. Zealot/Stalker/Archon vs. Hydra/Roach/Lurker? Zerg morphs in guardians. Notice they get full HP when they complete morphing, and how effective the broodlings they spawn on attack are vs. pure stalker. http://www.youtube.com/user/kim900718#p/u/4/hFvioW7wNKg
Zerg vs. Protoss. Zealot, Stalker, Immortal, Colossus, vs. Hydra, Roach, Guardian, Corruptor, Infestor. Notice at the beginning there's either a hallucinated Zealot (he has a timer in his unit portrait). It could also be that Infestor spell that automatically kills a unit after a time, but I think that's removed. Notice later in the fight that the Colossus get mind controlled by the zerg and attack the protoss. http://www.youtube.com/user/kim900718#p/u/5/tAoxXF2xMPs
Zerg vs. Protoss. 7 Colossus, 3-4 Phoenix vs. ~40 hydra/roach and many corruptors. I guess air is definitely needed to counter colossus en mass. Zooms in on a DT at the end. They look pretty awesome.
Zerg vs. Protoss Several hydras hit and run on lots of zealots/DTs. Swarm guardians shoot them from behind. Hydras snipe a couple archons in the beginning. Meanwhile, 2 DTs are attacking Zerg's expo (or the main, can't really tell) http://www.youtube.com/user/kim900718#p/u/11/3tltw92Xoto
Zerg vs. Terran. About 7-8 lurkers and 4 mutas attack a terran natural. Terran has some thors and helions defending. Notice how fast lurkers appear to burrow now, but that may just be me... http://www.youtube.com/user/kim900718#p/u/14/dImiRayc4Y8
Enjoy! Even though they are all very short, they are really fun to watch. It's also nice to see zergs having some success!
On December 03 2009 04:51 SoleSteeler wrote: I found some more from this SC Armory forum thread that are really nice. Some are short (1 minute) some are longer (6-8 minutes).
Zerg vs. Terran. Good use of Zerglings/Banelings vs. Marine/Marauder. ZvT - 1
Thanks to SCLegacy for re-hosting these vids on youtube
Even more videos available here, thanks to Maybenexttime for bringing it to my attention, and kim900718 for uploading them: http://www.youtube.com/user/kim900718#p/u -FrozenArbiter
these videos are always so difficult to see anything due to quality. Half the time I'm not even sure what I'm watching. I want more battle reports! having said that though thanks for posting
Usually, Starcraft II looks great in live action. This is unwatchable due to poor quality, not to mention the korean names on the units. Everything fades into a messy blur, and I find myself not caring. Disappointing.
It was hard to tell what was killing what when there was more units >.< but other than that it was cool wow, if Blizzard implements some sort of streaming technology into SC2 and makes people pay for it... it will compete with WoW
I don't have enough time to watch the entire videos, but I just wanted to say that I thought the rain and lightning effects at the beginning of the first video looked great and more importantly that they look like they would not be too distracting. What does everyone think about this?
is this like the first time David Kim lost on TV? I didn't like the ultralisk death animation, I thought there were still few of them alive because their crown was still standing up. Like everyone else said, its a bit messy to watch.
I did have trouble identifying the units and what was hapening in the first video, but I could quite clearly tell exactly what was happening and what was on screen in the second.
I don't anticipate having any trouble telling what's going on with decent footage. Or even in a lower resolution with the sorce video also being recorded being low res.
It's good to see Thor used as intended for once (GtA) and some more T3 in play (Carrier). I think that what really cost David that game was the unlucky positioning and loss of his first Port. If he had not, and was able to clear out those Warp Rays, a bit if turtling in his nat then a second push with air might have got him back in the game.
I just love the warp rays! Very cool unit, fun to control and deadly. Also, the thor has a very nice air range, I'm impressed. And as said, ultras with cleave are slaughtering machines.
It seems as if a hydra heavy unit comp. still isn't good against BioMech, either that or he should have left the terran alone while he held that cliff. Wonder what would be a good replacement for lurk/ling or a good counter to MnM/Tank in SC2.
On November 28 2009 06:44 beetlelisk wrote: It was hard to tell what was killing what when there was more units >.< but other than that it was cool wow, if Blizzard implements some sort of streaming technology into SC2 and makes people pay for it... it will compete with WoW
I thought they said that there weren't going to be any weather effects in vs play due to reduced visual clarity. Or am I remembering that wrong and they only meant no 1vs1 with nighttime lighting?
And I thought carriers only had 4 interceptors now! =( why are there 8 buzzing around that thing... Am I allowed to already call for a carrier nerf?^^; They were annoying enough when we had the goliath, now the thor doesn't even have as big of a range as a carrier does.. AND it's built from a starport.. unless TvP naturally involves building alot of starports I can see carrier switches being even more frustrating than they already are..
do you think some kind of software will be necessary in the future to translate voice to replays for commentary.. If its not in HQ its so frustrating to try and make out whats going on.... is that just because we're not familiar with the game?
On November 28 2009 15:58 Feefee wrote: I thought they said that there weren't going to be any weather effects in vs play due to reduced visual clarity. Or am I remembering that wrong and they only meant no 1vs1 with nighttime lighting?
The only weather based comments that I can remember Blizz making is that they will not have weather impact physically on any gameplay. Eg Snow will not slow units down.
And I thought carriers only had 4 interceptors now! =( why are there 8 buzzing around that thing...
(The Vid is loading slow for me so I will just assume that you are right that there are 8 interceptors...)Wow. I guess they felt that 4 interceptors did not look dramatic enough? I would not be surprised if they were rebalanced with lower stats to make up for it. But I'll assume the stats are unchanged for the point I'm making with this reply.
Am I allowed to already call for a carrier nerf?^^;
Haha. Might still be a bit early for that
They were annoying enough when we had the goliath, now the thor doesn't even have as big of a range as a carrier does..
As I see it, the Thors GtA attack is designed to attack groups of units and/or less armoured units. I don't think the Thor is the logical choice to attack Carriers directly. That said, it sounds to me like they are perfect for quickly destroying all the interceptors simultaneously if you are under carrier attack. Which would make the range difference between the two units less important anyway as you would use the Thor against the interceptors to lower the damage towards you (especially significant if there are multiple carriers) and have other units altogether used to take out the carrier itself.
AND it's built from a starport..
It's built from the factory and only requires an armory beyond that to be unlocked. No T3 required for Thor. But if as I suspect the Thor is not the correct unit to attack the Carriers that leaves Marines at T1 or Vikings etc at T3.
David kim (?) lost in the TvP after he made his initial group of marauders. He had no marines to stop the warp ray force and was feeding it marines piecemeal and had the nat delayed from mining for a long, long time with some risk of it getting sniped completely, while giving the protoss a safe expo and near complete info of what the terran is doing.
The warp rays had a lot of options in screwing the terran, including cliff abuse the mineral lines and stop the terran from mining for a long time or shoot the rocks to allow backstabs and snipe buildings and units. The best abuse would be moving the first warpray to the west side of the ramp block and killing the barracks which may result in a quick GG if the position is one that marines can't quite reach, since one rax pumping with no reactors don't seem to able to fend off one stargate worth of warprays so it can just overwhelm. If the warpray control was not so terrible (seriously, divided warp rays?) it would have been over 2 minutes earlier with the snipe of the CC.
The choice to tech didn't help, as the protoss knows the exact composition and prepared a unit mix to counter it, as marauder+thor loses to zeal+immortal+carrier since the terran just don't have enough dps against those tanks of units. Of course, mass pumping marines over thor may just get countered by a colossi since the protoss knows the terran unit composition, but at least there is a chance with marines and ghosts, as opposed to just getting rolled silly.....as no terran likes psi blades in his chest no matter the hp. I did see ghost tech but I can't tell if any was used, in any case the tide was too far off to win at that point.
Warp Rays are better guardians at the 7minute mark....nasty stuff to cliff abuse with while faster, tougher and can kill buildings, and only somewhat weaker against marines.
The PvZ feels very traditional, with marine+tank push against hive tech timing into a win. The zerg probably could have gotten another expo by playing more defensively, or delay the terran third longer with the help of a infestor to create marine traffic jams while running around the two ramps.....ah well.
On November 28 2009 21:20 SWPIGWANG wrote: Yeah, there is a dog like critter in the PvT vid.
The PvZ feels very traditional, with marine+tank push against hive tech timing into a win. The zerg probably could have gotten another expo by playing more defensively, or delay the terran third longer with the help of a infestor to create marine traffic jams while running around the two ramps.....ah well.
I just didnt get why the hell Zerg kept on letting his base get attacked completely fucking undefended (except for 3 sunkens or what they are called).
That looked really good. One thing kept bugging me though: The Medivac's healing animation was in my opinion way too prominent, and the stuttering movement in combination with that cone of light strained my eyes for some reason.
I guess SC2 is really starting to look good when these are the sorts of things you notice. My suggestion would be to just have a matte green light glow when the Medivac is healing, while letting the marine light up just a little bit. Visuals are cool, but the healing animation isn't that important and thus shouldn't get too much flashy graphics imo.
Really liking the look of this, although I was before too.
TvZ seems pretty good again and possibly one of the most interest matchups to watch. Rather than M&M early game, you've got a different M&M, Marines and Marauders which seem to work wonders together. Loving the last game played and well deserved win by the Terran who I think was David Kim.
On November 28 2009 22:50 edahl wrote: That looked really good. One thing kept bugging me though: The Medivac's healing animation was in my opinion way too prominent, and the stuttering movement in combination with that cone of light strained my eyes for some reason.
I guess SC2 is really starting to look good when these are the sorts of things you notice. My suggestion would be to just have a matte green light glow when the Medivac is healing, while letting the marine light up just a little bit. Visuals are cool, but the healing animation isn't that important and thus shouldn't get too much flashy graphics imo.
Yeah I definitely agree, the animation was just kind of too much. Reminded me of what it looks like in movies when People get abducted by alien UFOs But overall a really beautiful looking game, Blizzard did a great job in the graphics department.
Those void rays are like a muta/batrider hybrid. The threat of losing your production buildings in the blink of an eye if you move out of your base too early is a powerful containment tool. With their 7 range, it would also be extremely difficult to protect worker lines at an expansion. Turrets and ground based AtG can't really compete with that kind of range when it has the mobility to strike from the cliffs/open space behind mineral lines. Short of camping a thor directly in your mineral patches, it seems terran may need to take to the air in the new TvP to effectively counter rays, which would be an interesting change of gameflow in that matchup.
On November 29 2009 05:14 CauthonLuck wrote: Those void rays are like a muta/batrider hybrid. The threat of losing your production buildings in the blink of an eye if you move out of your base too early is a powerful containment tool. With their 7 range, it would also be extremely difficult to protect worker lines at an expansion. Turrets and ground based AtG can't really compete with that kind of range when it has the mobility to strike from the cliffs/open space behind mineral lines. Short of camping a thor directly in your mineral patches, it seems terran may need to take to the air in the new TvP to effectively counter rays, which would be an interesting change of gameflow in that matchup.
I get the strange feeling that might be where we really see the Viking come into play, although I think that'll be a little later game. Kim just got seriously outplayed as he didn't scout that hidden Stargate and got punished for it by building too many marauders and not enough rines.
On November 28 2009 06:44 beetlelisk wrote: It was hard to tell what was killing what when there was more units >.< but other than that it was cool wow, if Blizzard implements some sort of streaming technology into SC2 and makes people pay for it... it will compete with WoW
please dont give them ideas :D
I started to think about it and thought what if this is one of the biggest changes to BN? Imagine being able to watch Jaedong fpview LIVE, IN GAME :O
On November 28 2009 19:12 EximoSua wrote: I think the Ultralisks's portrait is bad ass, personally. It's like Satan fucked a really tough Pokemon.
Or Roach hiding it's head like a turtle ^_^
On November 28 2009 20:34 SWPIGWANG wrote: David kim (?) lost in the TvP after he made his initial group of marauders. He had no marines to stop the warp ray force and was feeding it marines piecemeal and had the nat delayed from mining for a long, long time with some risk of it getting sniped completely, while giving the protoss a safe expo and near complete info of what the terran is doing.
The warp rays had a lot of options in screwing the terran, including cliff abuse the mineral lines and stop the terran from mining for a long time or shoot the rocks to allow backstabs and snipe buildings and units. The best abuse would be moving the first warpray to the west side of the ramp block and killing the barracks which may result in a quick GG if the position is one that marines can't quite reach, since one rax pumping with no reactors don't seem to able to fend off one stargate worth of warprays so it can just overwhelm. If the warpray control was not so terrible (seriously, divided warp rays?) it would have been over 2 minutes earlier with the snipe of the CC.
The choice to tech didn't help, as the protoss knows the exact composition and prepared a unit mix to counter it, as marauder+thor loses to zeal+immortal+carrier since the terran just don't have enough dps against those tanks of units. Of course, mass pumping marines over thor may just get countered by a colossi since the protoss knows the terran unit composition, but at least there is a chance with marines and ghosts, as opposed to just getting rolled silly.....as no terran likes psi blades in his chest no matter the hp. I did see ghost tech but I can't tell if any was used, in any case the tide was too far off to win at that point.
Warp Rays are better guardians at the 7minute mark....nasty stuff to cliff abuse with while faster, tougher and can kill buildings, and only somewhat weaker against marines.
You forgot there is Hellion I'm thinking: imagine 1 reactor 1st attached to Barracks to make enough Marines to scare Rays away then attached to a Factory to make few Hellions just to fry Zealots and then attached to Starport to make few Vikings and Medivacs. If this ridiculous ground weapons range and amount of damage (14) they deal is true and stays similar Vikings won't be just pure AA, imagine making them land on the back of an army to support ground units in battle when no hostile air units are around...
On November 28 2009 21:20 SWPIGWANG wrote: Yeah, there is a dog like critter in the PvT vid.
The PvZ feels very traditional, with marine+tank push against hive tech timing into a win. The zerg probably could have gotten another expo by playing more defensively, or delay the terran third longer with the help of a infestor to create marine traffic jams while running around the two ramps.....ah well.
You mean TvZ? Have you seen 2nd TvZ video? LMAO THOSE FUCKERS CAN HIT AIR NOW I mean BANELINGS
On November 29 2009 05:14 CauthonLuck wrote: Those void rays are like a muta/batrider hybrid. The threat of losing your production buildings in the blink of an eye if you move out of your base too early is a powerful containment tool. With their 7 range, it would also be extremely difficult to protect worker lines at an expansion. Turrets and ground based AtG can't really compete with that kind of range when it has the mobility to strike from the cliffs/open space behind mineral lines. Short of camping a thor directly in your mineral patches, it seems terran may need to take to the air in the new TvP to effectively counter rays, which would be an interesting change of gameflow in that matchup.
I think all ground defenses in BW have 7 range so this probably will stay the same... but yeah I love those changes in units ^____^
Man, the Ravens and Warp Rays are really cool! And you can see fairly well whats going on even for a video filmed on a screen so thats good, they have succeeded to make me excited about the game once again with these vids :O I just don't like the bigger dudes that shoots grenades(?) they seem like generic big robots pretty much, and why would you build marines instead except vs air? Oh well, overall looks like really fun. ;_;
On November 29 2009 09:26 beetlelisk wrote: Damn why did I close the tab with all of them downloaded T____________T I can't rewatch it right now I guess I saw what I wanted to believe lol >____<
Just going by what was said on SCLegacy after someone else asked the same thing hehe. I'm not sure myself either and not in the mood to rewatch
I really do love how Kim is showing off the versatility of the new Terran force and how he's showing people that Thors are indeed very useful. Really good game there. Enjoyed watching it alot and finally seeing vikings was good.
I'm thinking: imagine 1 reactor 1st attached to Barracks to make enough Marines to scare Rays away then attached to a Factory to make few Hellions just to fry Zealots and then attached to Starport to make few Vikings and Medivacs.
Two barracks with tech labs pumping marines wasn't enough to shut down one starport warp rays until a thor is out. I think you need at least 3 pipeline worth of marine pump to really fend it off if you don't have critical mass (as in, you have only 2 marines) at the start. I'm not sure it is a good idea to pump another pure mineral unit while waiting for tech, when there is gas to be used.
The terran would have a infinitely easier life it he started out with a control group of marines, then he can tech any direction he wants without fearing too much from building snipes.
------------ Also, Ravens have stolen the mojo from both the vulture and science vessel, in both being the source of "static mobile defense", flying sniper of doom, and cause of ZOMG BIG, RANDOM BOOOOMMMM!.
It has everything in it to become a emotional unit......
I just finished some of the pvz vids. This game looks like it's going to be very fun, challenging, and spectator friendly. Much better than what we saw in the first 3 battle reports. I think there's going to be some very interesting spots with the force field thingy that protoss have now.
Just watched the pvz. I must say, disruptors with high temps were absolutely devastating to the zerg ground army. I didn't like the tech choice of the zerg with mass roach since the p army was so zealot heavy although the z's control was pretty good and i can see some nice kiting possible if roach speed was done earlier. It's just the psi storm deals damage sooooo quickly now, its hard to dodge. So many hydras dying to just 2 or three storms it was sick. I think zerg will still need that tech switch to mutas to pick off those templars and even the disruptors. Great use of force field all throughout the game. Two critical points in the game the zerg gave it away, once not pursuing the clump of templars out in the open, and once sac'ing his hydra ball trying to counter the expo at 9 when he might have either retreated to defend or marched up the natural.
Still waiting for zerg games where harassment/drop/nydus is used more effectively. It will probably be paramount for the zerg to keep the pressure up on t or p, instead of turtling so hard in the early mid game
Oh my god that was awesome. A few ultras lead in, a couple dozen banelings roll in afterward. It was like he erasered his natural. That was seriously fun to see. Probably because it was the only zerg win I've seen today.
Observers can alter the camera? I thought Blizzard was adamant about a classic isometric view?
New Sunken Colony attack looks kind of shitty compared to everything else. Just kind of 'awkward' looking, unnatural. Subterranean tentacles superior imho. Ultralisk attack animation also suffers from this slightly, although not as bad.
why don't blizzard launch this game on the market....??? or release a demo...why those chinese,koreans or what are they play this wonderful game?? is not fair !
On November 30 2009 17:34 grunter wrote: why don't blizzard launch this game on the market....??? or release a demo...why those chinese,koreans or what are they play this wonderful game?? is not fair !
The game itself is ready, the reason for the delay was because battle.net is not ready. The game is playable but the entire matchmaking system / xbox live style is not. Altho I personally would be very happy to get the game now with very limited connectivity and wait for a hotfix with the battle.net system later, the vast majority of customers would not see it this way. Battle.net has to be perfect on release for the game to be as sucessful as Blizzard want it to be.
The game, like before, looks great but really muddy. I don't know if it's the GUI or just the bitrate, but does anyone know if there are any 720 or 1080p SC2 videos floating around?
Yeah the only problem at all with the graphics comes from its dodgy recording method. If you look at some of the ZvP in this collection even the disrupters just look like a glowing white object if facing up or 45 degrees in either direction of that, and almost white in any other direction. With the exception of the brightness of high contrast colours and the blur of the camera it is quite understandable even with this shitty camera work. In game and from a replay or live recording (like the current tournaments are) will be very easy to understand.
Also note, that if they are recording for standard definition TV or anything lower than a 720p video the in-game output will be lowered aswell. Watching a vid which was recorded at 720p then downscaled to 480i always looks shit, but if you record at the output quality then it looks fine.
On November 30 2009 21:02 DeCoup wrote: Yeah the only problem at all with the graphics comes from its dodgy recording method. If you look at some of the ZvP in this collection even the disrupters just look like a glowing white object if facing up or 45 degrees in either direction of that, and almost white in any other direction. With the exception of the brightness of high contrast colours and the blur of the camera it is quite understandable even with this shitty camera work. In game and from a replay or live recording (like the current tournaments are) will be very easy to understand.
Also note, that if they are recording for standard definition TV or anything lower than a 720p video the in-game output will be lowered aswell. Watching a vid which was recorded at 720p then downscaled to 480i always looks shit, but if you record at the output quality then it looks fine.
Obviously lowering the quality of a recording will lower it's quality. Are there any video that have been recorded at a better quality than what is generally on youtube etc? You would think someone at blizzard would have made digital recordings directly from the computer itself - I assume they have to be around somewhere
It seems pretty clear from these videos that Zerg still is way too underpowered... but a lot of the fundamental gameplay mechanics are looking good. Why do we never see certain units, like immortals (the half of the dragoon replacement units that are actually cool), though?
Another thing that I'm sort of concerned about is that all of these matches sort of play out like a PvP. I'm a Protoss player and PvP is fine and all as ONE of the matchups, but the issue that I think is causing every single SC2 matchup to play more like a PvP is the lack of advantage that the defender has over the attacker, which is how it tends to be in PvP, the fact that usually as the defender you don't really have THAT huge of an advantage as you would as Terran (siege tanks, mines) or Zerg (lurkers, super fast reinforcements at home base).
I would actually say that Zerg plays closer to the original, but especially Terrans with Terran vs. Protoss, it just feels a lot like SC1 PvP - both players have to maintain huge standing armies all of the time to avoid losing to a frontal attack.
Finally it's unfortunate that tactical positional advantage in battles also seems to be playing less of a role - does anyone else have any thoughts / observations about this? It might be just me, but it seems that because of the way the units move / clump together, the angles of attack and surrounds (especially in larger scale battles) are less important than before.
Immortals was shown in the PvT where david kim's marauder start got owned by a warp-ray first start. It is kind of hard to tell them apart from stalkers with the low res vid but it is there and it owned some marauder/thor silly together with zealots and a carrier.
Finally it's unfortunate that tactical positional advantage in battles also seems to be playing less of a role
I think tactical positioning is as important as ever, but not in a "fortress TvP" way. (unless slow push makes a return in one of the matchups) It is more like bio TvZ where positioning is critical but the battle is dynamic and timing is just as critical. Just look at the force field abuse in one of the vids on how such an advantage can happen in battle, and defender's advantage in this case may be something like ability to cut the attacking force in half with a force field or something after careful positioning of units. The tank, nydus and moving sunkens can be buffed if the game becomes too unstable with regard to midgame map control battles as well....
Its probably not a bad thing, since watching 13 minutes of camping into a one-ko punch isn't that interesting anyways.
Mutalisk are such weak bitches in the game shown... notice how quickly zerg hatcheries goes down compared to the planetery fortress? its kinda obvious how imba the game is right now.... they gotta push out the beta fast man.
Well, if I'm honest hatcheries are biological buildings at the lowest tech, I'm sure Lairs and Hives go down alot slower and a Planetary Fortress is a massive, metal, behemoth almost like a castle, it shouldn't really go down at the same rate. I'm not sure if it's right but I think PF's may get a health boost over normal CC's and OC's.
On December 01 2009 03:26 Qikz wrote: Well, if I'm honest hatcheries are biological buildings at the lowest tech, I'm sure Lairs and Hives go down alot slower and a Planetary Fortress is a massive, metal, behemoth almost like a castle, it shouldn't really go down at the same rate. I'm not sure if it's right but I think PF's may get a health boost over normal CC's and OC's.
Who knows, maybe upgrading tge hatch on all harder to expand expos will become the norm to give them more survivability? Too early to judge that one I think.
When I played SC2 at Dreamhack it was unplayable thanks to units not responding/reacting fast enough to micro usefully. How come people are playing games ? Is there a way around this bug ? I just walked away after some games, was no point to playing.
Sad thing is the same bug was there a year ago when I played a earlier build at Dreamhack. What are Blizzard really working on ? ...
On December 01 2009 19:57 Cyrox wrote: When I played SC2 at Dreamhack it was unplayable thanks to units not responding/reacting fast enough to micro usefully. How come people are playing games ? Is there a way around this bug ? I just walked away after some games, was no point to playing.
Sad thing is the same bug was there a year ago when I played a earlier build at Dreamhack. What are Blizzard really working on ? ...
Do you mean they were switching targets if they couldn't reach the one you ordered them to attack? Or something else?
Did you all really look through that kim900718's youtube channel closely? He has a lot of shorter clips of different games that weren't recorded in full. Stuff like lurkers, colossus, a zerg beating a terran, etc. Here they are:
Zerg vs. Protoss Huge army clash. Zealot/Stalker/Archon vs. Hydra/Roach/Lurker? Zerg morphs in guardians. Notice they get full HP when they complete morphing, and how effective the broodlings they spawn on attack are vs. pure stalker. http://www.youtube.com/user/kim900718#p/u/4/hFvioW7wNKg
Zerg vs. Protoss. Zealot, Stalker, Immortal, Colossus, vs. Hydra, Roach, Guardian, Corruptor, Infestor. Notice at the beginning there's either a hallucinated Zealot (he has a timer in his unit portrait). It could also be that Infestor spell that automatically kills a unit after a time, but I think that's removed. Notice later in the fight that the Colossus get mind controlled by the zerg and attack the protoss. http://www.youtube.com/user/kim900718#p/u/5/tAoxXF2xMPs
Zerg vs. Protoss. 7 Colossus, 3-4 Phoenix vs. ~40 hydra/roach and many corruptors. I guess air is definitely needed to counter colossus en mass. Zooms in on a DT at the end. They look pretty awesome.
Zerg vs. Protoss Several hydras hit and run on lots of zealots/DTs. Swarm guardians shoot them from behind. Hydras snipe a couple archons in the beginning. Meanwhile, 2 DTs are attacking Zerg's expo (or the main, can't really tell) http://www.youtube.com/user/kim900718#p/u/11/3tltw92Xoto
Zerg vs. Terran. About 7-8 lurkers and 4 mutas attack a terran natural. Terran has some thors and helions defending. Notice how fast lurkers appear to burrow now, but that may just be me... http://www.youtube.com/user/kim900718#p/u/14/dImiRayc4Y8
Enjoy! Even though they are all very short, they are really fun to watch. It's also nice to see zergs having some success!
Love the videos, really shows a side we haven't really seen in the BRs, namely, mass battles (and sexy nydus play, that'll be hard to secure against..)
The phoenix vids show when anti-grav don't pay off..... it killed some overlords, drones and hydras while being sniped left and right. The most expensive thing it killed was the queen, but it was shot by hydras when that is happening... I'd rather have done storm drops instead. ---------- Also, I was watching a number of videos, and I found that if the terran gets a 3rd up fairly early(as in before hive), the Zerg almost always loses, especially in 2player maps with expo bases just off the center path since it generally do not give enough safe expos to counter 3base terran. Also, trying to snipe a planetary fortress with normal units is one of the dumbest thing you can do since it'd easily take 3x the army cost with SCV repairing it, and the counter just kills you...it is necessary to kill the SCVs before even attempting to damage the thing unless you are massing banelings.
I get the feel of the savior vs FBH situation here, where the Zerg just can't lay siege to the terran and have to starve them out while hoping the map have enough resources.....
these videos make me feel good about SC2. I thought it was going to be too hectic and it wouldn't be as clear to watch matches compared to SC1 but I have a pretty good idea what is going on and that's with very little knowledge of how each unit looks like now.
I'm slightly concerned about the seeming increase of very beefy high hitpoint units. It may be that they're just not countered correctly, but I hope it doesn't influence the pace of the game too much.
On December 05 2009 23:55 edahl wrote: I'm slightly concerned about the seeming increase of very beefy high hitpoint units. It may be that they're just not countered correctly, but I hope it doesn't influence the pace of the game too much.
Yeah it's a bit of a worry. I'm hoping that the fact that there are no damage types now (concusive etc) making certain weapons do half damage makes the higher hitpoint units actually not as formiddble as their HP makes them sound.
Zerg, simcity at expos vs Protoss please. Build SOMETHING in front of your spine crawlers like evo chambers or hatchery or hydra den, at least don't leave it wide open for zealots to attack! That's just bad playstyle... I dunno, I'm still convinced that lurker tier needs to be lowered for fights to get interesting... and stacked muta attacks don't seem to be as devastating as before...
when i saw those game i said in my head "how the fuck they didnt release the beta yet", i know the bnet 2.0 is hard to do but... cmon why just dont release the beta the put the bnet 2.0 in a patch when ready