First off, I apologise for being in the beta instead of you. To make up for it, please ask any requests and questions and I'll try and work it out.
About me: I'm mostly playing Zerg at the moment, but fiddled with Protoss a little. Terran confuses me too much at the moment. I'm not a good player, but whatever.
Your free thoughts on the new macro mechanics? You can keep it brief because I know thats asking a lot, but in general how does it shift the style of the game?
The geysers only give you gas at half the rate as SC1, so how does the extra extractor that you basically need play into the flow of the game as well?
On February 19 2010 18:15 shindigs wrote: Your free thoughts on the new macro mechanics? You can keep it brief because I know thats asking a lot, but in general how does it shift the style of the game?
The geysers only give you gas at half the rate as SC1, so how does the extra extractor that you basically need play into the flow of the game as well?
Also, big thanks for taking questions!
I have no gas My games havn't been long enough to really let me feel the macro mechanics. Some of the mechanics seem a little forced like Queen/Charge for Nexus Both those require 25mana cast and speed up a building of some sort.
Nexus one I didn't really notice. Helped sometimes when in the 2gate mirror I think, not sure if it was the mechanic or just my opponents.
Queen's benefit was really obvious and helped me make an insane amount of units for my bad macro.
On February 19 2010 18:15 FragKrag wrote: I love you so much pachi
I haven't actually seen many mirror matches (ie ZvZ), you think you can get a ZvZ VOD up? :D
3 / 4 games I played was against 2Gate protoss. I'll see if I can steal a replay off someone better than me who did a ZvZ
On February 19 2010 18:17 Highways wrote: Do you feel there is a major lack of micro? As it seems everything is just left on attack move during battles.
At my noob level, the units seemed to move too much for me to bother microing much. Moving ranged away from zeals works ok until you realise zeals are pretty fast and they eventually get charge and rape anything trying to flee.
Apology accepted haha just kidding. You live somewhere in Victoria don't you? I'm going to track you down so I can get in on some game time haha.
Jokes aside, have you played any PvTs? How do you feel about it, and how vastly different is it from the PvT we know in SC1? Do you feel as if it's the same as every other match up in SC2.
Also are the colossus really expensive or something? I haven't seen very much of them in the streams. Do they still deal a lot of damage?
I have a request. Add djWheat to your F list and teach the poor guy a littil bit about starcraft. He is good for Esports, but after looking at his last two twitters he seems lost at starcraft lol.
"The novice maps in StarCraft 2 suck I'm walled into my base with a 50000 hitpoint rock blocking my way. Do not want. [djWHEAT]"
"Man I really suck at SC2 ^_^ it's like my brain knows what to do but my hands are stupid. I need an equal newb to play with! [djWHEAT]"
The poor man is in the novice league for gods sake . TL show him some love
On February 19 2010 18:20 Umbrella wrote: Do you feel that micro complaints are because of the lack of strong static defenses (like dark swarm, spider mines, lurkers)/unit AI?
Will there be micro once people figure out the correct unit combinations and tactics?
On February 19 2010 18:23 Kaboo wrote: The nydus worm seems like it could define much of how the zerg plays. What are your impressions of it?
PS Thanks man! Can you feel the love?
I've only played like 4 games so far, so I havn't actually gone very far in the tech tree. Everyone seems to like the aggressive builds with expansion builds being punished from what has been shown on streams.
On February 19 2010 18:21 Hyde wrote: Apology accepted haha just kidding. You live somewhere in Victoria don't you? I'm going to track you down so I can get in on some game time haha.
Jokes aside, have you played any PvTs? How do you feel about it, and how vastly different is it from the PvT we know in SC1? Do you feel as if it's the same as every other match up in SC2.
Also are the colossus really expensive or something? I haven't seen very much of them in the streams. Do they still deal a lot of damage?
Zealouts just seem too easy for me to bother up far up the tree, and the computer AI is so pathetic its not worth it unless you want to test build orders or look at stats. Since more people seem to be playing to win rather than exploring, zealots seem good enough at the moment.
On February 19 2010 18:26 Kiante wrote: any chance you can stream?
I think my net is way too bad for streaming in any decent quality which is why I'd prefer not to.
Much <3 for apologizing =) and it's np as long as you stream/update this etc ^.~.
Do you see any clear imbalances already? Some unit that is clearly better than the others, that needs the nerf stick? How's the general balance between the races? Which is the most fun for you and why? Did you get a chance to use the high tier units like ultras and that new defiler thing?
If you're wondering why all the toss you go against use 2gate, it's because they get pulverized if they're only producing out of a single gate. Generally progress to 3-4 gates pretty quickly myself. Unit production is much faster in SC2, especially against zerg using a queen.
(PS: I got stuck in the platinum league and think I'm around 1-5 now... wishing I'd get downgraded)
I've never liked the Thor and Mothership, feeling like they are just spectacular gimicky units without any real purpose except attract noobs. Is this true? Are they any good?
On February 19 2010 18:59 Scorch wrote: I've never liked the Thor and Mothership, feeling like they are just spectacular gimicky units without any real purpose except attract noobs. Is this true? Are they any good?
Honestly. I don't even know how to build a mothership.
The naming scheme. What I know so far is, that it works pretty much like email addresses: name.qualifier. Neither are are unique, but together they are. And that the name is limited 12 letters, no numbers and special characters, which kinda sucks. Has the qualifier the same limitations?
Question about rally points: Do your units come out on attack move or as move? As in do they engage enemy units on the way out from the production building or not. I'm asking because it was like that in Armies of Exigo and it always bugged me.
On February 19 2010 19:48 meeple wrote: How do you find the double gas situation?
I never have any gas
On February 19 2010 19:47 FragKrag wrote: How are the hotkeys? Are they positioned better and not in random places?
I think they're based on the hotkey grid. I just try sc1 ones unless its further than RFV row.
On February 19 2010 19:51 stenole wrote: Question about rally points: Do your units come out on attack move or as move? As in do they engage enemy units on the way out from the production building or not. I'm asking because it was like that in Armies of Exigo and it always bugged me.
Seems to me to be Move. Also a note about rally points. Hatcheries have two rallies, a worker rally and a unit rally.
Yes, you can queue building orders. If you hold shift while placing the building, you can place as many as you like, then release shift, hold it again, and select a different building to place, up to a whole pile times. You can even queue them to mine/gas after they're done building.
On February 19 2010 21:05 Inschato wrote: Yes, you can queue building orders. If you hold shift while placing the building, you can place as many as you like, then release shift, hold it again, and select a different building to place, up to a whole pile times. You can even queue them to mine/gas after they're done building.
Amazing. Atleast I won't be forgetting depots this time around.
Does the Corruptor still have it's ability Corrupt, which disables buildings?. How does this look, visibly? And very specific, is the duration of this ability influenced by Chrono Boost?
Do roaches still regenerate fast above ground, or only when burrowed?
On February 19 2010 21:35 Blumensammler wrote: Question: Is the gamespeed as you feel it the same ? Or is it different.
Thx for takin questions.
Best regards,
Blume
game feels faster than broodwar because everything seems to have paper thin hp and zerglings speeeeeeeeeeeeeeeeed everywhere with ups
On February 19 2010 21:26 NeoLearner wrote: Does the Corruptor still have it's ability Corrupt, which disables buildings?. How does this look, visibly? And very specific, is the duration of this ability influenced by Chrono Boost?
Do roaches still regenerate fast above ground, or only when burrowed?
Corruptors: http://www.mediafire.com/?jtmnlqcwdlm Dont know about the Chrono Boost, however since thats the Protoss abil (Nexus one right?) I dont think it will affect it.
On February 19 2010 21:26 NeoLearner wrote: Does the Corruptor still have it's ability Corrupt, which disables buildings?. How does this look, visibly? And very specific, is the duration of this ability influenced by Chrono Boost?
Do roaches still regenerate fast above ground, or only when burrowed?
Corruptors: http://www.mediafire.com/?jtmnlqcwdlm Dont know about the Chrono Boost, however since thats the Protoss abil (Nexus one right?) I dont think it will affect it.
Thanks for the link.
I mean, if you Corrupt a building which is influenced by the Chrono Boost ability, is the Corrupt still 30 seconds or only 15 Would be a cool feature of Chrono Boost.
Another, if you Corrupt the Nexus, can Chrono Boost still be used? Do the buildings under influence of the Chrono Boost stay boosted when the Nexus is Corrupted?
Have you tried playing terran and useing point defence drones which are sort of like a dark swarm in that it stops ranged attacks and allows the terran to slowly push back or forward against range heavy armys?
Question 1: I remember supply depots sinking int othe ground. Do they still do that? Question 2: Does Z have any viable anti-air pre lair tech and hydras? Question 3: Why don't you love me?
On February 20 2010 00:22 LightRailCoyote wrote: Question 1: I remember supply depots sinking int othe ground. Do they still do that? Question 2: Does Z have any viable anti-air pre lair tech and hydras? Question 3: Why don't you love me?
1. Supply depots do sink.
2. Queens can shoot air units, and you also have spores. Queens are good for fighting off overlords. After that I think you need to lair/hydra.
On February 20 2010 00:22 LightRailCoyote wrote: Question 1: I remember supply depots sinking int othe ground. Do they still do that? Question 2: Does Z have any viable anti-air pre lair tech and hydras? Question 3: Why don't you love me?
Question 2 is quite important, because in the streams I've seen, 1 void ray kills 1 queen. Been theory crafting a void-ray (/phoenix) rush ever since
On February 19 2010 18:59 Scorch wrote: I've never liked the Thor and Mothership, feeling like they are just spectacular gimicky units without any real purpose except attract noobs. Is this true? Are they any good?
The Thor is awesome - it has Arnold as a driver for crying out loud!
The Mothership can cloak your allies units :O (dunno if that's a bug or intentional) Wormhole transit is cool. I dunno, I only used one for 2 minutes at the end of a 2v2.
What about Phoenix? Anyone tried a build that involves some of those against any race?
The phoenix is.. underwhelming. The graviton beam doesn't work on massive units (Ultras/Collosi/Thors), so it's really only useful against the mediumish units like immortals, queens, maybe corrupters when people use those. Graviton beam is really the only reason to use them, they do laughable damage.
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The mothership is definitely worth the 400/400 resources. Vortex is like stasis field, the other ability whose name I forget is probably pretty good though I haven't used it yet.
hey a matter of fact you could help me, i want to get a better veiw of the maps. is there anyway you could copie the map files from your beta and upload them online to mayb mediafire, you could also email them to me as a attachment,
What about Phoenix? Anyone tried a build that involves some of those against any race?
The phoenix is.. underwhelming. The graviton beam doesn't work on massive units (Ultras/Collosi/Thors), so it's really only useful against the mediumish units like immortals, queens, maybe corrupters when people use those. Graviton beam is really the only reason to use them, they do laughable damage.
They also do lame damage against marines and marauders?
I thought they would be decent against them, so im curious :o
On February 20 2010 01:04 gundams13118 wrote: hey a matter of fact you could help me, i want to get a better veiw of the maps. is there anyway you could copie the map files from your beta and upload them online to mayb mediafire, you could also email them to me as a attachment,
Please, can someone ban this guy?? He's been asking for shit to crack SC2 on all his posts.
someone somewhere asked about infiltrators. You can take over enemy works and build with them, but workers stop work and lose control after 10s. only tested with terran so I would assume Protoss and Zerg work ok.
Better question would be, can you mind control an egg? If so, what happens if you do so right before it hatches? Beta life must be hard, answering all of these questions
On February 20 2010 10:06 Chairman Ray wrote: let's say you select two sentries and a zealot
can you activate guardian shield?
if so, do both sentries activate it or only one?
if not, can you activate guardian shield by having two sentries selected?
Yeah, you can activate the shield, and it will only be cast once.
"____ will be revealed" means you will see his units so he can't pylon on the map. It appears when you kill the last CC/Hive/Nexus.
Edit: When you select multiple unit types with different abilities, the most advanced one will be sub-selected to cast spells with, you can cycle through the unit types with tab. So when you get a group with HTs, sentries and zealots you will get HTs first, then sentries, then zealots. Just to clarify.
On February 20 2010 10:15 chao wrote: "____ will be revealed" means you will see his units so he can't pylon on the map. It appears when you kill the last CC/Hive/Nexus.
Wouldn't that be messed up if that player could rebuild his cc/hive/nexus and potentially get back in the game?
Or if the game becomes a micro battle where the only building left on both sides is an extractor or something.
On February 20 2010 10:15 chao wrote: "____ will be revealed" means you will see his units so he can't pylon on the map. It appears when you kill the last CC/Hive/Nexus.
Wouldn't that be messed up if that player could rebuild his cc/hive/nexus and potentially get back in the game?
Or if the game becomes a micro battle where the only building left on both sides is an extractor or something.
it doesnt say it if you have one building, but if you dont even have one building then yeah its pretty sad for you.
It works like this, you lose your last nexus, you get a period of time until you are revealed. The second you start another nexus, the game says "Player will no longer be revealed". So as long as you have a probe and 400 minerals, you can dodge the reveal. Of course then the other player knows you are building a nexus, maybe they will disable that for pro-games.
On February 20 2010 11:24 chao wrote: It works like this, you lose your last nexus, you get a period of time until you are revealed. The second you start another nexus, the game says "Player will no longer be revealed". So as long as you have a probe and 400 minerals, you can dodge the reveal. Of course then the other player knows you are building a nexus, maybe they will disable that for pro-games.
That is lame. That gives an advantage to the player who killed the main building. It shouldnt say the player will be revealed, but after a period of time it should reveal them. This way the person doesnt know if you had a hidden expansion somewhere else on the map. It gives valuable information to the player so that he knows how weak his enemy really is. Now he doesnt have to scout the map to see if he can easily move in with another attack to end the game, or if his opponent has been able to rebuild due to having another income somewhere else on the map that needs to be scouted.
Do you have a rough idea of how many players on there (for the time being at least) were ex-BW players? Or how about TL or other big BW website members? And how about WC3?
Is sniping buildings really that big of an issue atm? The horror stories of terran/toss air units being able to snipe a cc/hatch/nexus in like 15 seconds without even being massed really have me worried
Sniping builds is easy. Not even 15 seconds. like 5 seconds. Void Rays are a bitch as a zerg as you have to invest in antiair. aside from that reapers instakill buildings, and most buildings now seem to be much more fragile than bw.
On February 20 2010 20:55 pachi wrote: Sniping builds is easy. Not even 15 seconds. like 5 seconds. Void Rays are a bitch as a zerg as you have to invest in antiair. aside from that reapers instakill buildings, and most buildings now seem to be much more fragile than bw.
How are reapers instant killing buildings? Is it through sheer numbers and the fact that they can just waltz into your base? Or is it from their mines (if they still have them). I'm curious as to why buildings seem to be more fragile now, could you elaborate a little please?
Was talking to orb and he said a small group of reapers walked into his base and killed his nexus in 5 volleys. Cliff thing helps them a lot, but they do a lot of damage to buildings.
For buildings being fragile, i think its just the pace of the game makes unit numbers high which makes it easy to take out a building or two on your rampaging way.
Corruption... -if used on a tech building, does it not allow upgrades? What if it's used on a tech building that is in progress on an upgrade? does it freeze for the duration of the Corruption ability?
-if used on buildings with secondary abilities (crawlers, any terran ability that can lift), does it stop those buildings from being able to use their secondary abilities?
-if used on a morphing building (i.e. hatch currently morphing into a lair) does it temporarily freeze the morphing?
-can you cast it on buildings currently being built? If so, what does it do?
Thank You for the video!
About Broodlords
~0:59 Does it deal 50 damage with the 1st shot since it shots 2 Broodlings and only 1 later?
On February 20 2010 12:36 pachi wrote: Just played again. Rally points are attack move.
I hope that gets changed after the beta. There is that situation where your opponent is camping your production facilities and having them on attack move can be a pain, especially if your production queues aren't synchronized. The other side of the coin is that you want your produced units to get into action right away if there is a battle.
On February 20 2010 23:52 LibertyTerran wrote: Can you forward/rewind replays?
Yes, you are able to jump back and forth. The only limit is: You can only jump to points in time you already passed while watching the replay. You can't jump into not already watched parts.
1. Could you please take a screenshot at all the graphical setting options :D? 2. Is it easy to do hit and follow micro? (muta, goon, marine, vult in sc1) 3. have you tried using patrol with any units to attack? 4. y u so sexay
OK so I watched the replays (except fore the Ultralisk one) the ZvT made me pretty excited about all the possibilites with roaches. Moving while underground is so cool and damn the regeneration really is fast when burrowed. But I was sooo disappointed that you didnt do any cute micro at all with them (selecting hurt roaches and burrowing them, especially when he didnt even have detection yet) btw that one zvz was pretty ridiculous lol
On February 21 2010 02:41 IntoTheWow wrote: 1. Could you please take a screenshot at all the graphical setting options :D? 2. Is it easy to do hit and follow micro? (muta, goon, marine, vult in sc1) 3. have you tried using patrol with any units to attack? 4. y u so sexay
about point 2 CharlieMurphy said that with mutas its really easy to do since they dont immediately stop and try to fire but they actually realise the unit is fleeing -> go a little closer -> shoot when they really can shoot and wont stop and not shoot at all as it can happen with bw.
On February 21 2010 01:57 Kaniol wrote: Is there autoreplay option in SC2?
Yes all replays are automatically saved. Doesn't seem to be options for turning it off or labelling them though.
On February 21 2010 01:58 NeoLearner wrote: Can the other races build on creep? If not, is "Manner creeping" a viable tactic?
After scouting the main base, use the scouting overlord to place creep at your opponents expansion to block the nexus//cc. Any thoughts?
Havn't tried manner creeping because it seems to dissapear quick near enemy buildings. Overlord has to stay still over a spot in order to place creep and is only avail after Lair so theres some difficulty in that
On February 21 2010 02:41 IntoTheWow wrote: 1. Could you please take a screenshot at all the graphical setting options :D? 2. Is it easy to do hit and follow micro? (muta, goon, marine, vult in sc1) 3. have you tried using patrol with any units to attack? 4. y u so sexay
1. Ok will try to asap
2. With ranged units, its pretty easy to shoot move shoot move. However melee units are a nightmare. Imagine bw when they move close to your units, maybe some will stray and attack. Now consider that in sc2, they have their cute autosurround and maybe zeal charge. That means if you even consider attacking, you're going to get destroyed in retreating because theres autosurround which you just can't stop into very slow running away.
On February 21 2010 02:41 IntoTheWow wrote: 1. Could you please take a screenshot at all the graphical setting options :D? 2. Is it easy to do hit and follow micro? (muta, goon, marine, vult in sc1) 3. have you tried using patrol with any units to attack? 4. y u so sexay
1. How do you think, will the energy upgrades be viable in SC2? They give 25 starting energy more when unit is done, right? They seem kinda useless to me, but i didn't play beta yet so i only have info from external sources;p 2. Do you think if they gave +energy regen they would be viable (unless they already are)? 3. What is a counter to collosi when going bio TvP? Vikings?
On February 21 2010 07:18 Kaniol wrote: 1. How do you think, will the energy upgrades be viable in SC2? They give 25 starting energy more when unit is done, right? They seem kinda useless to me, but i didn't play beta yet so i only have info from external sources;p 2. Do you think if they gave +energy regen they would be viable (unless they already are)? 3. What is a counter to collosi when going bio TvP? Vikings?
1. not sure zerg doesn't have many energy units, only like infiltrator? could be handy if you're in lategame and unit turnover is fast. storm is sick tho
2. +energy regen would be confusing i think. just starting energy should be more than enough
3. I would guess ghosts with emp rounds. those rounds are sick
Watching a game on high speed is intense Banelings seem like a bad counter to siege tanks, takes 11 just to kill one... Doesn't seem even, resource wise.