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On May 03 2010 07:52 Erucious wrote:Show nested quote +On May 02 2010 01:24 Uhh Negative wrote:On May 02 2010 01:02 Vexx wrote: There's an active zerg build order thread in the strategy section and you can search for the hotkey thread.
The general consensus seems to be to hotkey all your hatcheries on one key and then hotkey each of your queens individually.
So if 4 is hatcheries, you can use 4 to build and rally your units while being away from your base and you can use 5 to center on your queen and larva the hatchery, 6 to center on your expo queen and larva that hatchery... Yeah I toyed around with hotkeying like that yesterday but I didn't know it was the general consensus for the best way. Thanks! I've been trying something else: Hatcheries on 6, queens on 5. Bind main at Ctrl+F5, nat at ctrl+F6, etc etc. What u do to inject is: 5, F5, V, F6, V, F7, V What do u think about this? Doesn't it make all of your Queens to go to one place in the end?
On May 02 2010 01:21 wanderer wrote:I am very much for a nerf of any kind on the Force Fields. The reasons are obvious. Show nested quote +=Chill, on djwheat's Weapon of Choice show when I called in to ask about this stuff after the ZOTAC Cup where the Z was holed up in his base for a good 5 minutes, to watch his natural get raped by a few stalkers — to be fair, the Z won the match because of macro and the Nydus Worm that he made later on was like 5-minutes into the lock-in and required a lot of time to transition to it... something that I don't think should be necessary against such a Tier 1 tactic]
NONSENSE! YOU SHOULD BE HAPPY THAT THE MECHANIC EVEN EXISTS IN THIS WONDERFUL GAME!
I am actually very happy that the mechanic exists in the game — the Protoss have a lot of sneaky tactics compared to T and Z in my opinion and I am all for stuff like that — but I think that the things that are necessary in order to circumvent this Tier 1 tactic of Force Field "lock ins" (particularly at the ramps) take far too much time to overcome. Furthermore, I think that what is necessary to overcome these things requires you to reach too far beyond Tier 1 on your own side. I don't think that makes it fair. I think that its completely fine for a higher Tier to have a lower Tier weakness, but when a lower Tier has a tactic that requires a higher Tier in order to overcome it... I think that it at the very least borders on imba. Ideas that I've heard talked about and of which I approve: - Making the area of the Force Field one hex larger so that it cannot sit on a ramp - Making the area of the Force Field one hex smaller so that it takes 2 to completely lock a ramp - Making the Force Fields last for a shorter amount of time, so that it takes more attention for a player to continuously lock someone inside an area. - Making the Force Fields destructible - Making the Force Fields require more energy, so that lock ins are more rare - Making the Force Fields have a cooldown (this idea here is the one I support the least, but its a solution) It's kind of like a Dark Swarm in such situations... would you nerf Dark Swarm? It touches something that is bothering me a bit though - how to do drops properly? I don't know if magic boxes work here, all transports tend to try to unload in the same spot and interrupt each other? I'm not sure if I remember it correctly but I think I tried clicking unload on my ovies but it didn't work
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FUUUUUU you know how day 9 talks about practicing a build over and over and over again until you perfect it? I just started trying the void ray build after the reset and my record was something like
WWWWLWWWLWWWLWWWLWWWLWWWLLLLLLLLLL
epic slump makes me sad, should I give up on the build (which ive done all 30 games, unless cheesed) or should keep hammering away on this build?
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2 noob questions
can you change colors or is it always red vs blue some videos show other colors? how do you change to all chat in a 2v2?
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2 noob questions
can you change colors or is it always red vs blue some videos show other colors? how do you change to all chat in a 2v2? you can only change colors in custom games you hold down shift when you click enter
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Do you think changing Corruptors so they could cast sort of (I guess weakened?) Scourge would make any sense? Imagine this for example as an ability draining energy over time but making Corruptors shoot Scourge every 3rd hit and Koreans screaming ONE! TWO! THREEE! like a public in a volleyball match ;-D (those Scourge would be microable of course but maybe with limited time like Broodling so it would be justified to give them reasonable amount of damage to deal; this would also make sense since Corruptors morph into Broodlord that cast units...)
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On May 03 2010 10:47 jamesr12 wrote: 2 noob questions
can you change colors or is it always red vs blue some videos show other colors? how do you change to all chat in a 2v2?
To change color, I believe it's Ctrl + F. You can't pick your own, but it won't be Red and Blue! As was stated, in Custom Games you can pick your color.
All Chat is Shift+Enter.
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On May 03 2010 10:45 t3tsubo wrote: FUUUUUU you know how day 9 talks about practicing a build over and over and over again until you perfect it? I just started trying the void ray build after the reset and my record was something like
WWWWLWWWLWWWLWWWLWWWLWWWLLLLLLLLLL
epic slump makes me sad, should I give up on the build (which ive done all 30 games, unless cheesed) or should keep hammering away on this build?
Sticking with a build doesn't mean you can't adapt. If someone starts directly countering your void ray build, you need to make adjustments. There is a reason that you lost the games that you did - find the reason and adjust.
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i have 2 questions. i'm in gold and i have a pretty strong record vs other gold and even platinum players but my micro is definitely my weak point.
1) how do top players get their APM so high? my APM is only around 50 and i'm not sure how i can get it higher. it seems like the only way to get it higher is to be spammy with my commands where as right now i tend to time it and only have to hit the correct key once. with the new way of calculating that does not take into account clicking (i'm pretty sure that's how it's done) it seems like they must be just spamming the command keys. when i move my groups i use right click a lot more than anything else so it keeps my APM low.
2) this might be the answer to my previous question but i'm wondering how people do the "scoot and shoot" technique. especially as terran the way they shoot then run with mara to kite my zealots etc. is this done with a-move, or right click then hold position?
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On May 03 2010 08:00 BabaBlackSheep wrote: I'm relatively new to the beta, so this is mostly conjecture on my behalf so I'd like someone to set me straight if I'm off the ball.
Terran tier 1: Marine = anti air Protoss tier 1 (or 1.5? Do decimal tiers count?): Stalker/sentry = anti air Zerg tier 1: Roaches = ...whoops? I don't think anyone else got it... Z gets to AA until tier 2.
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My broadest complaint: game length. What is to be done about the fact most games being so short? As a toss player, i'm compelled to timing push my T opponents or tangle with emp spam and masses of air units I can't handle. I'm compelled to pressure my Z opponents and end the game before brood lords come out.
Perhaps i'm getting a skewed viewpoint playing most of my games as toss (admittedly, we're probably the most prone to ending games early), but i just hate the fact i rarely get to truly experience a long game without ample punishment. I've got about a dozen hour long games in my career this reset and none of them are wins. I personally think there needs to be more high-ground advantage, more potent defensive capacity for players, something to extend the life of the average game beyond t2 agression.
I don't think the game is going to arrive at any semblance of balance until we actually see the full macro game of every race play out consistantly at a competetive level, and that just isn't happening right now.
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On May 05 2010 09:50 sk` wrote:Show nested quote +On May 03 2010 08:00 BabaBlackSheep wrote: I'm relatively new to the beta, so this is mostly conjecture on my behalf so I'd like someone to set me straight if I'm off the ball.
Terran tier 1: Marine = anti air Protoss tier 1 (or 1.5? Do decimal tiers count?): Stalker/sentry = anti air Zerg tier 1: Roaches = ...whoops? I don't think anyone else got it... Z gets to AA until tier 2.
zerg can get queens at tier 1 which can be good enough anti air and spore crawlers only require a evo chamber these are more than enough to stop any air rush until you get hydras up.
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On May 05 2010 09:51 WorkersOfTheWorld wrote: My broadest complaint: game length. What is to be done about the fact most games being so short? As a toss player, i'm compelled to timing push my T opponents or tangle with emp spam and masses of air units I can't handle. I'm compelled to pressure my Z opponents and end the game before brood lords come out.
Perhaps i'm getting a skewed viewpoint playing most of my games as toss (admittedly, we're probably the most prone to ending games early), but i just hate the fact i rarely get to truly experience a long game without ample punishment. I've got about a dozen hour long games in my career this reset and none of them are wins. I personally think there needs to be more high-ground advantage, more potent defensive capacity for players, something to extend the life of the average game beyond t2 agression.
I don't think the game is going to arrive at any semblance of balance until we actually see the full macro game of every race play out consistantly at a competetive level, and that just isn't happening right now.
Time will extend games. It is easier to come up with an aggressive strategy than a defensive build.
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On May 05 2010 10:08 Mufasaah wrote:Show nested quote +On May 05 2010 09:51 WorkersOfTheWorld wrote: My broadest complaint: game length. What is to be done about the fact most games being so short? As a toss player, i'm compelled to timing push my T opponents or tangle with emp spam and masses of air units I can't handle. I'm compelled to pressure my Z opponents and end the game before brood lords come out.
Perhaps i'm getting a skewed viewpoint playing most of my games as toss (admittedly, we're probably the most prone to ending games early), but i just hate the fact i rarely get to truly experience a long game without ample punishment. I've got about a dozen hour long games in my career this reset and none of them are wins. I personally think there needs to be more high-ground advantage, more potent defensive capacity for players, something to extend the life of the average game beyond t2 agression.
I don't think the game is going to arrive at any semblance of balance until we actually see the full macro game of every race play out consistantly at a competetive level, and that just isn't happening right now. Time will extend games. It is easier to come up with an aggressive strategy than a defensive build.
I'm not too sure about that. The mediocre high ground advantage seems to give agression a lot more leeway than it used to. Blind agression is still punished if you run into counter-units, but just being agressive with a proper unit mix is often more fruitful (ie. you destroy some supply structures or some drones while sustaining relatively equal losses) than defending that agression. Perhaps you're right, and i hope you are, but I just don't see where it's going to come from.
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Thors need +1 armor and a smaller size.
Reapers should be redesigned - more life, swap pistols for GtA attack and keep a high dmg anti-building attack, require Armory to build.
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Reapers requiring Armory would delay their early harassing purpose, imo.. all they need probably is some sort of buff, cause it's not like they're never used (like Carriers and Ultralisks for instance), they're just not fulfilling their role effectively.. are reapers considered useless units? cause i've seen lots of players complaining about how weak they are that i don't know anymore..
yes, first post.. will I get some warm welcome? ![](/mirror/smilies/bier.gif) + Show Spoiler +
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ive got a question ive been thinking of for a while. didnt have time to test it out yet tho maybe someone could help me test it. my question is if units can attack while they r getting moved by the forcefield? if no does their cooldown reset? if no does it still "lower" the cooldown like if u were idle on the ground? (id assume its this option)
maybe doesnt make that big of a difference vs rines or marauders but vs roaches i could imagine it being pretty ridiculous if their cooldown reset after they get moved by the ff
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Something that I've found strange about the ladder system is that you rarely play people that are in the same league as you. I'm in Bronze of my 22 games, I've only played someone in Bronze 4 times. My other matches were against 3 plat , 8 gold, and 7 silver. I'm not really sure why someone in the Bronze league is having to play someone in plat.
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This may have gone overlooked, but Blizzard posted their response to the survey here:
End result, looks like Hellions and Phoenixes are receiving slight buffs. Thors are possibly receiving a size reduction or move speed increase, and Overseers and Infestors might get new abilities.
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Hey guys, quick question. How do I keybind all of my Hatcheries together?
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Using fungal growth to get a surround is awesome. that is all.
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