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[March] SC2 General Discussion - Page 7

Forum Index > SC2 General
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gorchiza
Profile Blog Joined August 2008
Bulgaria200 Posts
March 17 2010 21:17 GMT
#121
divisions are cool , overall ranking sux ...
http://www.youtube.com/user/GORCHIZA?feature=mhee
pzea469
Profile Blog Joined September 2008
United States1520 Posts
March 17 2010 21:20 GMT
#122
did blizzard ever mention if they were gonna fix the whole right click and rally point meaning attack move? I just lost a match solely because of this and i just want to know whether its gonna be fixed or whether they meant to do it and don't plan on fixing it.
Kill the Deathball
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
March 25 2010 21:38 GMT
#123
Bah bnet bugging out - lost my friend list and stats for a while, now my friend list is back but no games played. My account is still visible in the ladder as rank 3 tho lol

Mehhhh I want them back, don't want to re-play placement games and then a couple of days later... play placement games AGAIN when they do the full reset t.t
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
The6357
Profile Blog Joined August 2005
United States1268 Posts
March 25 2010 21:56 GMT
#124
I watched a few live streams...it seems like everyone else's game looks so much darker...I set my gamma to almost max (80-90%)...isn't it a lot easier to see your units with higher gamma?
Just wondering if anyone else play game with high gamma setting...
2010 worldcup!! corea fighting!!!
On_Slaught
Profile Joined August 2008
United States12190 Posts
March 25 2010 21:57 GMT
#125
On March 03 2010 10:34 sith wrote:
Can we just have a nice summary of how people are feeling?

Protoss: Sweet new stuff, feels pretty cool to play. Everyone is doing it!

Terran: May need some minor tweaking but pretty balanced and playable. Not as interesting as toss still.

Zerg: Many threads complaining about staleness and uninteresting mechanics. Needs work.

How accurate does everyone feel these are?


Oh mannnn. How a few patches change everything! Lol.
sashkata
Profile Joined September 2008
Bulgaria3241 Posts
March 25 2010 22:08 GMT
#126
On March 26 2010 06:38 FrozenArbiter wrote:
Bah bnet bugging out - lost my friend list and stats for a while, now my friend list is back but no games played. My account is still visible in the ladder as rank 3 tho lol

Mehhhh I want them back, don't want to re-play placement games and then a couple of days later... play placement games AGAIN when they do the full reset t.t

Same thing happend to me too. At first I thought it was the expected restart, but than my friend said his stats weren't reset.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
Last Edited: 2010-03-25 22:12:23
March 25 2010 22:12 GMT
#127
You get them back yet ? I don't want to re-grind for nothing if they are gonna reset in a few days t.t
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
March 25 2010 22:24 GMT
#128
Zerg needs 1 more caster or a tactical unit like the lurker for it to be more appealing to players . In Stacraft i only played zerg and couldn't get enough of it . Right now i'm playing terran , but i think of switching back to zerg , because i miss the swarmy feeling .
CauthonLuck
Profile Joined July 2009
United States93 Posts
March 25 2010 22:25 GMT
#129
There's been a lot of talk about how immortals rip through buildings at an insane rate, contributing greatly to the horrifying weakness of static defense. Well I certainly agree and find that bunkers are nearly useless in defending an expansion from a 1 base timing attack involving immortals, there's most definitely similar problems with early game units from the other races as well.

Marauders easily crush all but heavily massed and supported static defenses early game, and I feel they're even more imbalanced than Immortals for building sniping once stim and drops come into the picture. One of my favorite tactics in mid game TvP is simply to snipe the observer floating around with scan/rines then load up 2 dropships with marauders and dump them in the corner of the protoss main. Unless the protoss has their army waiting at nearly the exact location of the drop, there is no way to stop 8 stimmed marauders from dropping your nexus in the blink of an eye then zooming away safely in the medivacs. Even as a terran player, I must admit it is ridiculous how quickly and safely this can be done.

On the zerg side, though not quite as bad as the other 2 units mentioned, Roaches really tear through static defense far too quickly as well. Considering you can have 7 of them up in your opponents main somewhere in the 5 minute mark (replay time), even quicker in actual games, they tear through multiple cannons and bunkers full of marines with ease, making the static defenses fairly worthless as people tend to rely on building blockades as the only effective means of stopping this.

This may lead into a larger question, such as should any unit other than specialty units like void rays and reapers etc, deal bonus damage to buildings? At the very least, I feel that these 3 units should be looked at closely as it is mainly their incredible building destruction potential in the early-mid game that causes static defenses to seem so weak.
I'd like to see blizzard try removing the bonus damage of marauders and immortals against buildings, or at least, specific static defense structures, and changing the Roach's attack to 8+8(against all unit types). Try this out for a patch and see if static defenses have a little more viability or if the larger problem is something else like increased army mobility.
PREWTAHS
Profile Joined March 2010
Armenia24 Posts
Last Edited: 2010-03-26 05:22:21
March 26 2010 05:00 GMT
#130
With the release of Patch 6 I threw together an opening I'd like to get some feedback on.

A (sort of) (somewhat) common (ok ok, sometimes used) opening in TvP is a single reaper rush to take out probes / scout / establish threat early on. So before heading to bed, conflicted by my sleepiness and the U.S. beta servers coming back online, I did a bit of testing to see what was the fastest possible way to get a reaper out. It's relatively risky, but might suit some players looking for a more aggressive playstyle vs P.

Here it is:
9 - Barracks (to maximize income you'll want your 9th SCV to go to minerals and take an SCV from mineral patch once you hit 140ish minerals)
Refinery
SCV
SCV
11 supply depot
tech lab

With this build your reaper should pop out around 3:10. On a map like Blistering Sands, it's possible to get a reaper in the enemy's base well under the 4 minute mark. No idea if it is actually viable, but just a tidbit someone may find they want to mess with. Here's the replay of the build in action (vs AI)
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