Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
other thread got closed so reposting, Didn't feel this warranted a thread but is it just me or do immortals seems to be a bit overpowered?
They do their full 50 to most ground zerg units, 20 to lings and drones. They have their hardened shields of 100, then they have 200 regular HP.
They pose a pretty huge threat against terran too, so much so that terrans have to go marines which sets them up to get owned by collosus (same tech tree) or storm.
I dunno about their damage being nerfed but their HP is just humongous. Granted they cost 250/100? but compare that to the value of 2 stalkers which cost 125/50 each. Stalkers do 8+6 to ground which isn't even half the damage that immorts do, their HP is 80/80 (which barely makes it over the 300hp that immorts have, plus the immorts reduce all high powered attacks on shields to 10.
The difference between immorts and stalkers here though is that stalkers can hit air and can upgrade blink, and immorts can't hit air and have inherent hard shields.
So I think the shield hardening should either be an upgrade, or change the reduction to 15 or something.
On March 03 2010 14:36 fOscB.Sulik.SLR wrote: I agree: Immortals are not just "Immortals". They are more like "Immortal Mega Cannon"s.
yea...i guess high sustainability low firepower is what we want. it seems to be as strong as the ultralisk to me so maybe raise its cost by 50/50? 300/150 anyone?
As I dont have a key I cant be sure but the game seems abit "slow" in the beginning. It just dosnt feel like you can accomplish much except scouting and alot of players endup camping while building a certain army. Maybe this is just temporary until people learn the game better. But its abit boring, atleast to watch and I can imagine it must get abit redundant as soon as you have learned the buildorder properly. Am I way off here or?
anyone used hydralisks against a Terran CC upgraded /w fortress repaired by 32432423 scv's? I found it extremely difficult to kill it, since the SCV's just repaired and a attack move wouldn't kill the SCV's , instead the hydra's only attacked the fortress... I ended up shift clicking all the scv's :-)
I think SC2 will be a solid game and I'll buy every part of the trilogy and have a lot of fun with it, but playing it seriously makes me want to go back and play SC1 again. The music, sound fx, unit designs, and general atmosphere feels hollow. Playing it on my computer still doesn't get rid of how difficult it is to tell what the heck is going on with all the units clumping into giant gray balls while running into the enemy's similarly clumped gray ball. It also feels like the camera angle is just wrong somehow. I keep trying to duck my head under it, but I may be alone on that last point.
Question: Do you believe starcraft 2 has 0 micro involved, if not what are your examples. Personally I think we havent discovered this yet. in a long game tho if im toss and im 120 supply, I dont micro at all i just a move and annihilate or get crushed.
for the energy upgrades, that they should not only be +25 starting energy, but also +25% energy regen
For the Hydra... +2 range upgrade (making it 7) with a Hive level upgrade of either Another +2 range (making it siege) or the ability to move while burrowed
Essentially allowing the Hydra itself to replace the Lurker
i think viking need to be able to push units out of the way when they land. the landing takes way to long.
also
i think roaches damage needs to be changed to 8+8 light or something along those lines instead of just pure 16 damage. or less armor from 2 to 1 or something.
Yeah I wish the landing animation was more like burrow for roaches (they basically insta-burrow, at least when I used them it felt like they did), making for a lot more micro opportunities.
I just wanna share two flaws I found. Sentrys' unit portrait still depicts the old model and selection circle (green circle under units when u select them - duh ) disappears under certain terrain types or doodadds. The later i found on lost temple when i sent my units across that center stone platform. If someone would be so kind and try it as it might be just my ol' metal box aka computer pulling some tricks on me.
I'm probably missing something incredibly obvious, but is there a way to negate smart casting? Say I want all my BCs to yamato a CC or whatever. How do I do that so they all go and do it at the same time?
I guess I am the only one, but I think overall SC2 looks like dogcrap, graphically. Protoss look ok, but nothing special, terran units are good but their buildings look like plastic toys, and zerg look worse then they do in the War3 map starcraft, am I watching a Bugs life here or playing a teen rated RTS? To be honest I woulda perfered if they just added all the units and excellent new mechanics to starcraft 1, and just drew the units with 100x the pixels to make the game up to date, (I'm honestly not sure which looks better SC1 or SC2, and SC1 is done with 256 colors... I mean cmon?)
Maybe i'm the only one here, but I love the new terran. Almost every unit has a use or can be effective (even hellion, watch cowgomoo play), and to top it all off Arnold Schwarzenegger is driving the THOR.
On the zerg I agree with a lot of others thinking they're pretty boring to play/watch. (I can't pick out small units likes zerglings out during large battles, especially on creep.) I do think the buildings look pretty sweet tho. I like how it almost seems as if the hatchery is breathing, and everything looks like it wouldn't be out of place if it was in your gut. But please for the love of god get rid of Kerrigan and her "Require more mineraaalzzz". Everytime I hear it I want to rip my ears off throw them in a dumpster then light it all on fire.
Protoss has both good and bad imo. sentires are really awesome and force field is imo the best ability in the game right now. pheonixes are pretty cool to with there ability to pick out important units in an army and destroy them. Maybe in the future we'll see them as a staple in pvz where they fly around sniping drones at expos. The only bad thing I see has nothing to do with the units, but with the tech tree itself. You have no real reason to go templar tech unless your going for some kind of DT rush. (which is much harder now than in SC1) You almost would be crazy to not go robo tech because the units there are far more powerful.
Most of these will probobly be fixed in a patch but those are my thoughts on SC2 currently.
I actually think the graphics look really crisp in native resolution (have to set it in game, it doesn't autoboot to your desktop res), certainly on par if not better than the command and conquer screenshots if you take out the obnoxious bloom that seems to be sneaking into every new game.
Zerg is a little stale because of the mandatory mix of roaches in every matchup but littering the battle field with sets of 5 banelings like allied spider mines has bring me so much joy, joy that comparable to 2hatch muta harass and taking out 12 mis-microed group of marines with no medic support but not quite as good as mine drag into a probe line. More things like that please.
Graphics are fine. Well-designed and well-balanced between gameplay and fidelity. Their graphics engine is top-notch and well-designed. If you have a problem with Starcraft 2's graphics, it's from an artistic standpoint, not a technical one.
Edit: proof The document is old, so screenshots depicted are from before the "revamp".
On March 04 2010 01:16 ffswowsucks wrote: Question: Do you believe starcraft 2 has 0 micro involved, if not what are your examples. Personally I think we havent discovered this yet. in a long game tho if im toss and im 120 supply, I dont micro at all i just a move and annihilate or get crushed.
Ive used micro blink to assassinate mules in pvt. the standard goon dance routine(move+a/p/h which ever one fits for the situation) with immortals stalkers anything ranged(lol its fun to stim marines and do it) there is tons of micro in this game its about using abilities and your brain. I won a pvp by using the pheonix gravity beam to snipe enemy casters.
these bland t 1.5 units are really kinda ruining it for me. both roach and marauder are not only uninteresting units (i remember i hated them both the first i saw them in a BR and continued to hope they would not make it into the game), but more importantly, they eliminate the race characteristics that i loved from sc/bw
zerg fast mass low-hp units? - now they can build a fucking 145hp(!) unit at t1.5 terran slowly pushing across the map? - not now with the new fat marine called marauder
i really think this makes the game way more like war3, where one could see in the beta how blizz started to take out all race specialities in order to balance it. zerg just shouldnt fucking have a unit like the roach. it doesnt fit.
Affe, try Thors TvZ (Thor + Hellion + a whole clump of scvs set to auto-repair), I think they are quite good. At least initial testing would indicate that there might be something to this ^^
I don't have the beta, so I'm only a spectator. But it seems to me that air units are generally stronger/more easily spammed than anti-air units, which means that if a player goes air the other player has to counter with his own air units, and the game devolves into mass air -- a lot less interesting than ground armies. Is this actually the case, or am I just watching low-level streams/haven't watched enough games?
Question: Does Blizzard actually read the Teamliquid.net Starcraft 2 forums for feedback, or are all of our concerns and impressions having absolutely no impact on Starcraft 2 development?
If that's the case, then I'd appreciate it if someone or a group of people with beta keys would start a thread in the Starcraft 2 beta forums concerning Teamliquid's general concerns about balance, gameplay, under-emphasized positional aspects of the game, over-mobility, lack of diverse army control, micro, UI, graphics... :D
In the "Units Lost" tab in replays, when you kill a drone they don't seem to count as any resources lost. Is this a bug or me not understanding how it works (ex: you kill 2 drones and lose a hellion, it will say you lost 1 unit and 100 resources, but for zerg it doesn't seem to add anything to the resource column, only the unit lost count)?
i think the viking should land and lift alot faster, atm u cant use it for micro wars at all. only when ur safe cause u die trying to land for like 3 seconds t.t its too long time
also, i think air is wayy too strong in sc2. i can win games against ppl with like 2000ish pts by just banshee and viking
Question: something really weird happened yesterday. i first won this guy and got +2 pts. then the next game we played which was exactly after the first game (about 5 seconds in lobby in between) i won again and i got +7 pts. can anyone explain how this happens that i first get +2 pts then in a remake i get +7? is it so that u get different pts depending on the map statistics? cause that was the only difference between these 2 games, with exception that i gained 2 pts and he lost some pts since last time
One funny/annoying thing i noticed: If I play protoss and get attacked there's this shocked voice announcing ''WE CAN NOT HOLD!!!'' and when i check what's going on one of the opponent's workers accidentally hit one of my units and I'm like: what is here that you can't hold ffs! It's wierd
Has anyone else noticed that you can assign different rally points for each zerg egg manualy? Select an egg, right click somewhere and boom - a rally point that works only for that egg. It comes in pretty handy when it comes to having a decent overlord spread out on the map and helps to not get them cluttered at your normal rally point.
I see a lot of people complain about the lack of Protoss anti-air, especially the uselessness of the stalker. What if the stalker had separate attacks for ground-to-ground and ground-to-air? I think in Broodwar, the photon cannon and battlecruiser had this (although both modes did the same amount of damage), and obviously the goliath. The stalker's ground-to-ground attack could remain as is, while the ground-to-air attack could be balanced separately.
On March 04 2010 08:25 marshmallow wrote: I'm probably missing something incredibly obvious, but is there a way to negate smart casting? Say I want all my BCs to yamato a CC or whatever. How do I do that so they all go and do it at the same time?
Click the spell and then the target several times, WC3 style. If you do it really fast, they will do the spell almost simultainously.
Well I havent received key yet, so I mostly watching replays and playing against custom AI but my general feelings are :
- Music and sounds are weird. BW sounded way better - Zerg buildings are ugly (on the other hand protoss buildigs are super cool + in large battles especial on creep you cant even see zerlings well .... :/ - Zerg in general looks boring to me - It seems to me it is much more defensive compare to BW, whole mechanism of this race was better imho .. - Air units are way more powerfull then used to be + there is lack of good ground anti-air.
anyone else having issues with replays? I just got beta and I get this error message with a ton of reps: ** TEMP ** One or more files which are needed to play this game are not available locally. They must be downloaded first. Are there prev. versions of maps maybe? If so where can I get them?
Can anyone tell me what is the background music for the 3 races in starcraft 2 atm? Or if anyone knows whether the background musics are all soundtracks from their music album echoes of war? Just some trivial stuff but im curious to know
On March 07 2010 09:16 zee wrote: Why isnt there a snow map?
i can't name 1 snow map for BW except for like Tau cross and that had limited snow...prob cause no one likes them?
Snowbound Winter Conquest Forest of Abyss Silent Vortex Gorky Park aka Gorky Island
Bunch of iTV maps were snow... Evolution Turnaround or something -.-? I don't remember their names. Edit: Ship it, I was right.
Yeah, this took a lot of thinking, not too many snow maps I guess.
EDIT: Checking TLPD;
Hitchhiker Another Day El Nino Battle Royal Glacial Epoch Back and Belly Frostbite Winter of Ice
In my defence, El Nino and Battle Royal are too new-school for me. and the last 4 are incredibly ancient.
I did also forget Avant Garde 2 tho, which kicked ass.
wow well that just blew my mind i heard of battle royal and el nino but thats about it still the point remains snow maps aren't that great :D but imo blizz will chuck one or two in just for fun
I find it very annoying that you still see building animations are whatnot after scouting (like a nexus flashing or a partially constructed T building throwing off sparks) an area even when you no longer have vision. I also think it is somewhat difficult (more so than in bw) to differentiate between areas which you have scouted but do not have vision of, and areas where you actually do have vision. They should make parts where you do not have vision darker than they currently are imo.
I'm wondering if somebody knows if it is alowed to give your beta acount away to a friend. I was one of the lucky people that got into the beta a few days ago. And i played about 30 games in the meantime. But i found out that melle is not for me , i never played sc or any other rts competetivly before , and still somehow i was placed into the gold league !? :'( , which is completely wrong , the people in my league division completely outmatch me, and i got tired of constantly losing. So to get to the point , since i'm not planing on using my acount anymore, can i give my acount to someone else, so it's not wasted? Or is that against the rules? has anybody any knowledge or experience about this?
I heard a romour they ban acounts that are found to be sharing, or changed the user, so i'm wondering if anybody knowes it ?
On March 07 2010 16:18 PerfectTear wrote: I'm wondering if somebody knows if it is alowed to give your beta acount away to a friend. I was one of the lucky people that got into the beta a few days ago. And i played about 30 games in the meantime. But i found out that melle is not for me , i never played sc or any other rts competetivly before , and still somehow i was placed into the gold league !? :'( , which is completely wrong , the people in my league division completely outmatch me, and i got tired of constantly losing. So to get to the point , since i'm not planing on using my acount anymore, can i give my acount to someone else, so it's not wasted? Or is that against the rules? has anybody any knowledge or experience about this?
I heard a romour they ban acounts that are found to be sharing, or changed the user, so i'm wondering if anybody knowes it ?
Thank you
It may technically be against the rules. But who cares, do it anyway. Not point in having an unused beta key, that's just wasteful.
Not like blizz gonna come to your house and set it on fire.
Toss feels really powerful and fresh, perhaps a tad too strong but not sure about that.
Terran, feels really balanced overall but im skeptical about tanks, thanks to their AI a group of 5 tanks and some M3 ball is really hard to stop as zerg (dont know about P) as any zerg that comes near is destroyed instantly (despite coming from 3 different ways). What imo is even more unbalanced is how a walledin T with 2 tanks can pretty much hold off or destroy a large part of the army of a Z (lack of defiler e.g.) and viable strategies against it only seem to be: sneaky (but risky) nydus, gain map control (hard vs good terran) and hope the tanks are overloaded by use of hive technology (ultras and broodlords, but thats t3 for t2...)
Zerg, I play this the most, overall it is balanced, but there are imo some things that need work. Harass seems much harder than before, burrow is nice but proves to be lame in aggressive/harass situations as pretty much everyone can get detectors easily. Banelings can be nice when the opponent doesnt have detection and you get lucky enough to get a few running into them (exploding when burrowed is best), against m3 ball banelings may be good, but require a lot of micro (more so than the T) when you want them to run into the ball. Roaches / hydras are overall decent, but hydra could use a slight buff for its cost. ZvZ is the most boring matchup there is atm. Im probably gonna try out the other races some more as Z strategies tend to be mass hydra + banes or roaches or lings and sometimes mutas.
they should just make the units transparent and leave it at that, I don't like the greenish/bluish tint they've added on - it makes units look like jello
also, what gives with the stupid sickle blades? what happened to the awesome looking warp blades from BW?!
First thing annoying me is that there are different gateways, and I can't even choose which one I want to play on. So half of my friends are elsewhere. Then there is no global rank/score whatever, only those league/division relative stuff. And I want some clan/chatroom feature. Where I can join multiple clans/rooms. Like one for my RL friends, one for TL-Staff, one for my clan,...
Is it true that to manually cast 'charge' on a zealot, you have to target a unit? If that's the case, don't you guys think it should be valid enough to target the terrain and the zealot "charges" in an attack move way to that terrain?
edit: and if u wanted to retreat u would just follow up that command with a right click
On March 07 2010 23:12 Koffiegast wrote: Toss feels really powerful and fresh, perhaps a tad too strong but not sure about that.
Terran, feels really balanced overall but im skeptical about tanks, thanks to their AI a group of 5 tanks and some M3 ball is really hard to stop as zerg (dont know about P) as any zerg that comes near is destroyed instantly (despite coming from 3 different ways). What imo is even more unbalanced is how a walledin T with 2 tanks can pretty much hold off or destroy a large part of the army of a Z (lack of defiler e.g.) and viable strategies against it only seem to be: sneaky (but risky) nydus, gain map control (hard vs good terran) and hope the tanks are overloaded by use of hive technology (ultras and broodlords, but thats t3 for t2...)
Zerg, I play this the most, overall it is balanced, but there are imo some things that need work. Harass seems much harder than before, burrow is nice but proves to be lame in aggressive/harass situations as pretty much everyone can get detectors easily. Banelings can be nice when the opponent doesnt have detection and you get lucky enough to get a few running into them (exploding when burrowed is best), against m3 ball banelings may be good, but require a lot of micro (more so than the T) when you want them to run into the ball. Roaches / hydras are overall decent, but hydra could use a slight buff for its cost. ZvZ is the most boring matchup there is atm. Im probably gonna try out the other races some more as Z strategies tend to be mass hydra + banes or roaches or lings and sometimes mutas.
how is the nydas risky? i've seen zergs make the nydas run in with 20+ hydra, shoot the shit out of a terran's base, and run back in the nydus when the terran army comes back to his main... just for the cost of the nydas worm exit
On March 08 2010 06:05 mishimaBeef wrote: Is it true that to manually cast 'charge' on a zealot, you have to target a unit? If that's the case, don't you guys think it should be valid enough to target the terrain and the zealot "charges" in an attack move way to that terrain?
edit: and if u wanted to retreat u would just follow up that command with a right click
Didn't think it warrants its own thread, I haven't been receiving any points for my wins in 2v2 random partners and no one in my division seems to be over 1000. Is anyone else having this issue?
Edit - I have quite a few bonus points saved up too which didn't get put to use there either.
@ nMn 2v2 RT is broken mainly because you can meet people who play arranged teams and because of that you are gonna lose alot.
It just seems impossible to stay constantly above 1000 points, and atleast in my division the people above 1000 points are the ones who has played only 11-12 games, those who have played 50+ games are all below the newcomers. This bracket seems just broken all in all atm, and will prolly get fixed soon.
Just got the BETA, and it says my comp is too slow (I was really afraid of this) I have an AMD ahtlon tf20 with 3 gb ddr2 memory (this says me fucking nothing) I haven´t tried it yet though, but I trust blizzard to know.
But is there a way to "upg" my comp? Whit some plug ins or whatever. I don't afford buying a new comp right now. Is there anyone with a kinda similar comp who runs it?
Been reading these forums for a month now, haven't noticed anyone post this little tidbit from Bashiok on the D3 forums on March 3:
"I would guess the chat room function is disabled because it's not done, or we want you chuckleheads to actually play the game and not sit around chatting."
Well, there is NO way at all Blizz would release the full game without chats..
Every new game(RTS games AFAIK) with a lobby etc have chats! Especially these games that focus on casual players. Too many ppl just sit in the chats in all games and waste time imo. But it looks fun for them so np
I don't know if this has been discussed or not, but I really want to see proper naming convention in the SC2 reps. I wish it would automatically include each player's name and race in the replay title as well as the date and perhaps the length of the game.
I would also like to see a check box, similar to the one in our TLPD VODs list, that can show which player wins and loses.
I think all this would be extremely helpful when scanning through a long list of reps.
Am i the only one that thinks it's pretty retarded that a Planetary Fortress basically makes the CC basically immune to Zerglings? I mean.. It's ok that it kills many of them, but the speed in which it does it, is ridiculous. You can't harass the SCV's, you can't kill the CC... It's just a total *no go area* for Zerglings.
I dont have sc2 beta myself, but from what i have seen zerg lacks a unit that is "fun" to use. And with fun i meen a unit that is hard to handle. Like in sc1 where its 2 units of this kind. The units i have in mind from sc1 is Muttas, since they have stacking ability they need lots of practise and defilers, since they are slow and have lots of nice spells (gamechanger and hard to use).
So what does zerg have now exept alot of "normal units" so to speak + queen that in my mind isent even a fun unit, since i like the way u had to make many hatcherys for some builds. Instead of making spell for more larvas.
What would a new kind of defiler unit add to the game?
On March 09 2010 19:39 Velr wrote: Am i the only one that thinks it's pretty retarded that a Planetary Fortress basically makes the CC basically immune to Zerglings? I mean.. It's ok that it kills many of them, but the speed in which it does it, is ridiculous. You can't harass the SCV's, you can't kill the CC... It's just a total *no go area* for Zerglings.
its a HUGE economy sacrifice to go planetary fortress over the mule cc afaik, so no it isn't ridiculous =]
On March 09 2010 20:06 Get.Midikem wrote: I dont have sc2 beta myself, but from what i have seen zerg lacks a unit that is "fun" to use. And with fun i meen a unit that is hard to handle. Like in sc1 where its 2 units of this kind. The units i have in mind from sc1 is Muttas, since they have stacking ability they need lots of practise and defilers, since they are slow and have lots of nice spells (gamechanger and hard to use).
So what does zerg have now exept alot of "normal units" so to speak + queen that in my mind isent even a fun unit, since i like the way u had to make many hatcherys for some builds. Instead of making spell for more larvas.
What would a new kind of defiler unit add to the game?
Mutas still stack, and infestors are devastating , next question.
"fun" is just so subjective here... I personally love watching people ignore changelings for half the game, it's hilarious.
im a zerg player, one thing ive found quite annoying is the fact that if the enemy goes air, I basically have to go air as well because of how immobile hydralisk armies are, anyone else having similar issues?
On March 09 2010 19:39 Velr wrote: Am i the only one that thinks it's pretty retarded that a Planetary Fortress basically makes the CC basically immune to Zerglings? I mean.. It's ok that it kills many of them, but the speed in which it does it, is ridiculous. You can't harass the SCV's, you can't kill the CC... It's just a total *no go area* for Zerglings.
One word for you: Corruptor.
Seriously, diehilde started using that against me to counter my 3rd bases always being made with PF... 30 second shut down on a PF is kinda significant xd
On March 10 2010 08:11 Rice wrote: im a zerg player, one thing ive found quite annoying is the fact that if the enemy goes air, I basically have to go air as well because of how immobile hydralisk armies are, anyone else having similar issues?
Can't you just keep your full hydra army inside a nydus network and pop them out wherever they are needed?
Can't decide whether to post this or not but I guess since I'm not making a thread and I'm really curious who else feels the same way I do -
Is anyone else just getting bored with SC2 and maybe getting the feeling the game is actually just really not that good? Where is the map control or the variety in strategy in this game. I'm struggling to pick my words exactly because my feeling on the game changes slightly from day to day..
I feel like the early game is a just bunch of guesswork, scouting too early puts you behind and scouting too late means you see nothing(Match up dependent but still).
There isn't any low econ play that I've seen really work outside of Roach rushes on day 1 which seem largely irrelevant now, but there isnt much macro play either! There just isn't any variety.
I was watching FrozenArbiter's reps TvZ where he goes "mech" and all I could think was "There isnt anything special about these units." They are simply just different than the other units but the same. It's exactly how units in command and conquer games feel(To me). Sure there are some armor types in SC2 to encourage counters just like in bw but really its just about spending your money on SOMETHING and moving it around. bw had a much more distinct version of offense/defense than that. The defender is heavily favored at certain points and certain situations but there is almost always an opening that can work vs various defense ideas.
Mirror matches are worse somehow. Maybe PvP can be fixed but ZvZ looks to always be a pretty linear affair of constant roach production and then expanding or attempting to stop the expand.
The entire Zerg race just seems lacking in character. Banelings are cool and so are infestors but there isn't much unit synergy outside of combining infestor + melee or whatever. Hydra/Broodlord seems strong but its quite economy intensive and I don't really see how in situations where economy is similar its overpowered or even all that great if they have the right units. Zerg economy is now much more like the other races and spine colonies suck so there is no reason to turtle early on anymore
ok so with all the things I've said then we come to how games play out.. They are simple straight forward affairs. I've seen a couple good games in reps and had some fun ones but even the 40 minute matches where the map is 80% mined out don't offer much in terms of style variety. Even countering into someones main seems weak now due to how easy it is for the opponent to control 100 units at once.. I just don't know yall. I've spent the last 10 years playing bw, from casually playing ffa with friends to Game-i early in the morning during the free hours to neo gamei, pgt, iccup. In fact only in 09 did I really stop playing the game on a weekly or so basis and I still made a couple C range iccup accounts(Dont worry im hella better than that tho)... Ive played about 200 games of SC2 and I'm already having my doubts about the future of it. : [
Ive played about 200 games of SC2 and I'm already having my doubts about the future of it. :
If someone who had played 200 games of SC1 came in here and posted the same thing, but about SC1, how much credit would you give him?
I'm not saying I necessarily disagree, but I think the game needs to be given time. These "standard" situations where one player is heavily favoured at certain points "just because that's how TvP plays" haven't had time to develop yet.
On March 10 2010 11:38 red.venom wrote: I've spent the last 10 years playing bw, from casually playing ffa with friends to Game-i early in the morning during the free hours to neo gamei, pgt, iccup. In fact only in 09 did I really stop playing the game on a weekly or so basis and I still made a couple C range iccup accounts(Dont worry im hella better than that tho)...[
The emotional investment you have in sc can explain your reaction. I haven't played sc in many years and to me sc2 looks amazing.
I've played a little over 300 games so far. Started at the very bottom in copper and currently working my way up past silver. I play protoss primarily and attempted to play zerg in sc1.
I think SC2 has a good chance at keeping up with the competitive demands. It is just beta and its already this decent? But I am not at all surprised since this is Blizzard and they do not like to half ass anything even their betas.
I think a lot of the strategy right now is very up in the air and very different from the standard game play that sc1 normally had for early game, thus a lot of the games now a days are still ending in early-mid game which just tells me that adequate counters just have not been found. I have found that a lot of this game still revolves around scouting. Knowing when a terran is sending drop ships full of hellions or whether a toss decides to toss up a stargate instead of a robo can completely change the direction of a game.
I have been playing around with different things against different races and most the time people do not respond or they just get caught off guard. I get caught off guard with new builds as well, I remember the first time i experienced hellion drop on my probes in PvT, or when i got 3 warp gate rushed in PvP. These builds work and since htey do people are going to be using them over and over again but I think eventually someone will come a long and concieve a counter for it, as impossible as most people believe this is starcraft where miracles happen XD.
People need to give SC2 a huge break. It seems like nobody realizes how far SC1 was pushed, strategywise. I mean, come on, the game has 10 years of experiencing behind it, pretty much everything has been discovered. Not to mention Korean players are just sick human beings that basically put the game into overdrive.
The SC2 beta is not even one month old, and you are all complaining about it like it's the final game and like it's been out for 2 years. It will take time before players start exploiting SC2 has its full potential. It will also take time before actual strategies start to exist.
Nobody can feel like they've been through a whole beta within only one month.
edit : It is also fairly ridiculous to complain about SC2's graphics, the game is absolutely magnificent.
IDEA: Make Queen taller, give her cliff walk ability. Don't make her colossus big though. I guess this wouldnt change gameplay at all, why should it, i just think cliff walking queen would be awesome!
On March 10 2010 03:29 Senx wrote: Hey i have a question about the map preference in multiplayer, since my english is not very good I can't really grasp what they mean by it.
Do you vote for maps you DON'T want to search for or do you vote for map you WANT to be searched for?
*confused*
You pick maps that you don't want to play on, but there's still a chance that you'll get them. I believe if there aren't enough people around your rating trying to queue for games, this will happen.
On March 10 2010 03:29 Senx wrote: Hey i have a question about the map preference in multiplayer, since my english is not very good I can't really grasp what they mean by it.
Do you vote for maps you DON'T want to search for or do you vote for map you WANT to be searched for?
*confused*
You pick maps that you don't want to play on, but there's still a chance that you'll get them. I believe if there aren't enough people around your rating trying to queue for games, this will happen.
On March 10 2010 11:38 red.venom wrote: I'm already having my doubts about the future of it. : [
IMO it'll be a CS 1.6/Source situation. People will want to try out the new shiny version. Then after a year everyone realizes the original is superior in pretty much every category, especially from a competitive standpoint.
Does anyone know if there is a way to manually save replays so you can name them?
It would be useful for keeping replays together from an extended multiweek tourney by giving the the same beginning few letters or for saving cool games you want to watch later.
I figure it MUST be possible right? But I can't find an option for it. The auto-save give zero information, not even the matchup or players names which is pretty annoying, can that be changed either?
On March 13 2010 12:51 Jonoman92 wrote: Does anyone know if there is a way to manually save replays so you can name them?
It would be useful for keeping replays together from an extended multiweek tourney by giving the the same beginning few letters or for saving cool games you want to watch later.
I figure it MUST be possible right? But I can't find an option for it. The auto-save give zero information, not even the matchup or players names which is pretty annoying, can that be changed either?
There is a save function in the replay menu that allows you to transfer your reps to a different folder with a name. It's helpful for naming a game right after you play it or for going through a session of games you just played to pull out the good ones.
so does every toss cry imba and rage like mad when you use emp? I played some douchefag named Ikatsu who from the start was a dbag asoon as I said gl hf he just rage bm me calling me a faggot and such and when I dropped ghost rine armys with medivacs (he was too stupid to use his phoenix's he had like 6) he raged saying emp op ur such a faggot id beat the shit out of you irl (I lol'd) and other hyper-extravagant nerdraging then he was like you just emp and a+click (which wasn't really true I was just right click focus firing lol) then he quit. I just really dont want to have to deal with that vs erry protoss xD
cool, I hope you feel like you showed off enough here man, cause that was just stupid. There are stupid players everywhere, morons don't exclusively play Protoss.
I'm looking to get a new desktop for SC2 (had mine for almost 10 years now). For anyone who is running SC2 at max settings: what are your system specs? Thanks.
This might not affect the game too much, but to me it seems to be imbalanced. Zerglings run faster on creep, this makes keeping a scout in the zergs base much more difficult compared to a protoss base.
It's already different because of the cost of lings compared to one zealot, in sc1 it's harder to keep your scout alive in a zergs base than the other races. But with them running faster on creep this might be a too big difference. A solution to this could be that zerglings running faster on creep is mixed in with their speed upgrade.
I haven't played the game so I'm not sure if it's an issue at all but if someone could comment on this please do.
Also another thing I've considered. There's been a lot of complaining on the division system, since people (mostly the serious players at the top) want to see their overall rank.
A solution to this would be that Blizzard keeps their division system in the lower leagues but make the pro league to be just one division. Perhaps the same with the platinum league. Would this be viable?
is there a way to quickly tell what your eggs are currently morphing into as a zerg? its really time consuming to find and click the individual eggs and sometimes with larva shortages or mineral shortages ill spam stuff during a battle or something and not be positive whether or not it actually registered.
Hm, I have an idea. If you have your opponent a bit contained as Zerg, line up your overlords from your base to the enemies front door and poop out some creep, and just make a highway for Hydra's and whatnot get there half time.
On March 15 2010 02:20 Fruscainte wrote: Hm, I have an idea. If you have your opponent a bit contained as Zerg, line up your overlords from your base to the enemies front door and poop out some creep, and just make a highway for Hydra's and whatnot get there half time.
On March 15 2010 14:57 Garnet wrote: In the in-game Help menu under "units", why Stalker is strong against Roach but Roach is not weak against Stalker?
Good question. I reckon it's probably because, despite the fact that Stalkers do bonus damage to Roaches and out-range them, Roaches can still tank a lot of their hits. Or it's just an oversight on the part of Blizzard.
My big issue right now is that I only seem to get games on maps that I have voted to not play on. I realise that this is the beta phase and that it's better for us to experience more variety, but personally I would rather just wait a bit longer to play on the maps that fit my preferences.
Also, it would be nice to be able to 'thumb-down' certain maps for specific matchups, but play them for others. I know this is asking a bit too much right now, but I hope to see it in the game at a later stage.
On March 14 2010 22:09 SirGlinG wrote: This might not affect the game too much, but to me it seems to be imbalanced. Zerglings run faster on creep, this makes keeping a scout in the zergs base much more difficult compared to a protoss base.
It's already different because of the cost of lings compared to one zealot, in sc1 it's harder to keep your scout alive in a zergs base than the other races. But with them running faster on creep this might be a too big difference. A solution to this could be that zerglings running faster on creep is mixed in with their speed upgrade.
I haven't played the game so I'm not sure if it's an issue at all but if someone could comment on this please do.
Also another thing I've considered. There's been a lot of complaining on the division system, since people (mostly the serious players at the top) want to see their overall rank.
A solution to this would be that Blizzard keeps their division system in the lower leagues but make the pro league to be just one division. Perhaps the same with the platinum league. Would this be viable?
If someone could answer these please do. There's no point in saying we don't need a new thread for each question if the questions won't get answered if u don't.
Anyway I was thinking of something else.
When u have two factories hotkeyed to nr1 and u want to produce two tanks. U press 1 and then T twice and both factories start producing no problems there.
But if you start producing one tank when u reach 150 minerals, then micro your army until u reach 150 minerals again and press your hotkey 1 and T again.
Would this que up a tank in your first factory or start producing from the second one?
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.
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
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...
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.
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 .
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.
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)