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[August] SC2 General Discussion - Page 7

Forum Index > SC2 General
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brad drac
Profile Joined May 2010
Ireland202 Posts
August 13 2010 03:22 GMT
#121
On August 13 2010 12:08 assblaster69 wrote:
hey guys, im new here and have a question about something. What does it mean when people say stuff like "I went for a 14 pool 16 hatch" ?

It just means that you make drones until you have 14 supply, then make 3 more until you're at 16 supply and drop your expansion. It's called a fast expansion, or a FE build. It's very risky and requires good scouting. 2 gateways, reaper/bunker rushes or mass zergling/baneling will punish you for it very hard, but if you can survive the long term reward can be more than worth it. If you want to try it out, do it on scrap station or cross positions on metalopolis until you get a feel for what's safe, and don't be afraid to lose a few times doing it. The lower leagues are a great place to learn. Apologies if you're not in the lower leagues, I just assume you are based on the question.

Unrelated: I just came off a 5 game losing streak, boo hoo. At least they were all really good, close games where very small mistakes on my part just caught up to me in the long run. Still feels lousy though.
Saying what we think gives us a wider conversational range than saying what we know.
assblaster69
Profile Joined August 2010
United States18 Posts
August 13 2010 03:50 GMT
#122
On August 13 2010 12:20 shawster wrote:
Show nested quote +
On August 13 2010 12:18 assblaster69 wrote:
On August 13 2010 12:15 nihlon wrote:
On August 13 2010 12:08 assblaster69 wrote:
hey guys, im new here and have a question about something. What does it mean when people say stuff like "I went for a 14 pool 16 hatch" ?


Just at what food count they are getting the buildings. When you get to 14 food you wait until you have enough money for a pool and so on.


could you try to elaborate a little more, please


14 pool = when you have 14 supply you make a spawning pool

16 hatch = when you have 16 supply after making the spawning pool you make the hatchery

supply total or supply used?
derp.
nam nam
Profile Joined June 2010
Sweden4672 Posts
Last Edited: 2010-08-13 04:00:46
August 13 2010 03:58 GMT
#123
On August 13 2010 12:50 assblaster69 wrote:
Show nested quote +
On August 13 2010 12:20 shawster wrote:
On August 13 2010 12:18 assblaster69 wrote:
On August 13 2010 12:15 nihlon wrote:
On August 13 2010 12:08 assblaster69 wrote:
hey guys, im new here and have a question about something. What does it mean when people say stuff like "I went for a 14 pool 16 hatch" ?


Just at what food count they are getting the buildings. When you get to 14 food you wait until you have enough money for a pool and so on.


could you try to elaborate a little more, please


14 pool = when you have 14 supply you make a spawning pool

16 hatch = when you have 16 supply after making the spawning pool you make the hatchery

supply total or supply used?


You can't really have 14 total since you start at 10 and then each overlord gives you + 8. So when your food is at 14/18 you start building the spawning pool and when you are at 16/18 you start the hatchery. There are some useful tutorials and commentaries on youtube and other places were you can watch zerg players. It often easier to just watch how they do it than try get all numbers down first.
assblaster69
Profile Joined August 2010
United States18 Posts
August 13 2010 04:06 GMT
#124
On August 13 2010 12:58 nam nam wrote:
Show nested quote +
On August 13 2010 12:50 assblaster69 wrote:
On August 13 2010 12:20 shawster wrote:
On August 13 2010 12:18 assblaster69 wrote:
On August 13 2010 12:15 nihlon wrote:
On August 13 2010 12:08 assblaster69 wrote:
hey guys, im new here and have a question about something. What does it mean when people say stuff like "I went for a 14 pool 16 hatch" ?


Just at what food count they are getting the buildings. When you get to 14 food you wait until you have enough money for a pool and so on.


could you try to elaborate a little more, please


14 pool = when you have 14 supply you make a spawning pool

16 hatch = when you have 16 supply after making the spawning pool you make the hatchery

supply total or supply used?


You can't really have 14 total since you start at 10 and then each overlord gives you + 8. So when your food is at 14/18 you start building the spawning pool and when you are at 16/18 you start the hatchery. There are some useful tutorials and commentaries on youtube and other places were you can watch zerg players. It often easier to just watch how they do it than try get all numbers down first.

thank you
derp.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2010-08-13 20:08:07
August 13 2010 20:06 GMT
#125
Just some weird theory crafting that I came up with about nukes, very unlikely to be useful but I would think it would be funny just to try and use.

1) Launch a nuke at literally nowhere right before an attack. The other player will try to spot the nuke but you will have launched it where he can't see the player will look for a dot but of course won't find it. Hopefully they'll be distracted or mess up, if not they still might watch the replay to find out what you were trying to nuke.

2) Nuke a spot behind their army where they don't have vision cutting off retreat when you attack or if you're lucky actually hitting their army. Seems incredibly difficult and you would need an army that could force theirs to retreat.

3) Use a nuke to clear the way for an advance. Nuke their front door area, they will hopefully retreat back, then move your tanks or army into position, then before the nuke goes off kill your own ghost.
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 13 2010 22:11 GMT
#126
Does anyone else think toxicity is an absolutely garbage map?

I just played a 4v4 on this. I was zerg and spawned in the bottom right corner. I couldn't do jack all because a protoss parked his void ray army just to the right (where the island expo is) and out of reach of my hydras. It was far too late in the game in the switch to mutas in any sufficient numbers to take on the void rays, nor could i get a nydus off there because of the fact.

I couldn't move my hydras away in any sufficient numbers to help my allies because the protoss would just move in and attack. So fucking stupid.
starleague forever
Fruscainte
Profile Blog Joined December 2009
4596 Posts
August 14 2010 01:20 GMT
#127
God DAMNIT

I rush speedlings and send 12 of them into my protoss opponents base, rape his stalkers, go into his probe line. I have 9 speedlings vs all his probes, it's a guaranteed win for me. Then windows decides to be the shittiest piece of shit that ever shat past a shitting parlor and shut down my computer for fucking updates for windows security I dont EVEN USE so I get a loss and lose like 6 ranks in my division for no reason.
Lucius2
Profile Joined June 2010
Germany548 Posts
August 14 2010 02:38 GMT
#128
i have a question about promotion to diamond, so me and my mate are 24-4 now and stuck on plat 1 and we beat tons of high diamond players. i read that u need 7 loses to get promoted in 1on1, cauthonluck had this problem aswell obviously. so is that the same for the other modes aswell?
nam nam
Profile Joined June 2010
Sweden4672 Posts
August 14 2010 02:53 GMT
#129
On August 14 2010 05:06 BlackMagister wrote:
Just some weird theory crafting that I came up with about nukes, very unlikely to be useful but I would think it would be funny just to try and use.

1) Launch a nuke at literally nowhere right before an attack. The other player will try to spot the nuke but you will have launched it where he can't see the player will look for a dot but of course won't find it. Hopefully they'll be distracted or mess up, if not they still might watch the replay to find out what you were trying to nuke.

2) Nuke a spot behind their army where they don't have vision cutting off retreat when you attack or if you're lucky actually hitting their army. Seems incredibly difficult and you would need an army that could force theirs to retreat.

3) Use a nuke to clear the way for an advance. Nuke their front door area, they will hopefully retreat back, then move your tanks or army into position, then before the nuke goes off kill your own ghost.


1) I don't think the slight distraction would be worth it in most cases. Probably it's best to attack at the same time you are launching the nuke at a mineral line or something like that.

2) I've seen some pros do pretty much this (or tried to). It is very hard to execute though.

3) I thought you could cancel a nuke? Maybe just let it land and then move in. You won't win much ground by killing the ghost anyway imo.

OzymandiasTL
Profile Joined August 2010
United States1 Post
Last Edited: 2010-08-14 18:38:25
August 14 2010 11:47 GMT
#130
so, two things really, thing one: I'm super new here on the team liquid forums, so I'm not sure exactly were to post ect. ect. also i haven't been following any of the posts, so I'm not sure if this has been discussed somewhere else already.

Thing 2, my actually reason for posting. Ive been watching lots of Starcraft 2 games, mostly casted by HD/Husky/and Day9, and have seen TLO use planetary fortresses late game now and then.

So i thought to my self, hm, the only time Ive ever messed with them was when i tried teching to one, getting the money for one and lifting and landing my CC in the other guys base as a weird rush thing.......that doesn't really work.

So Ive been trying to come up with other neat ways to use them, ya there expensive, ya there THE most immobile thing i could possible build, but it feels like a part of T i just haven't used. Also there are 2 decent upgrades for them, +1 rng, and +2 armor. On paper that makes a pretty mean "tower" 1500, 5 armor, rng 7, 40 aoe damage, speed 2. for 550m, 150 gas. also pretty easy to hide SCV's behind to repair.

OK trying to avoid starting every sentence with "SO." My few thoughts of ways to use them: rush one out as part of a wall covering your natural, rush one out as part of a contain near the bottom of ur opponents ramp, blocking/turning large spaces on some maps into chokes.

I don't consider my self very good or terribly imaginative, so i thought id throw the idea out here for you guys to tear apart and explain in detail why its stupid, and maybe, just maybe come up with an actually good use for them, it feels like there should be something, and the upgrades are there to make them pretty scary.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
August 14 2010 16:02 GMT
#131
Is there a calculator that can read the reps folder and give you the stats of your matchups and maybe even on what maps?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 15 2010 09:52 GMT
#132
why is it that every high-level protoss-player seems to rely on spamming pylons throughout the map and wouldn't build a warp prism? especially in PvT where the robo is only used for observers and early immortals against marauders?
I found bringing a warp prism along with my army and constantly being able to warp in new troups where I stand extremely helpful; furthermore in mid/lategame warping in two high templar in/behind my opponent's mineral line is a very strong harass
"You see....YOU SEE..." © 2010 Sen
TexSC
Profile Joined June 2010
United States195 Posts
August 15 2010 13:22 GMT
#133
So, who if RuFF?

He just got to number 1 in the ladder. http://sc2ranks.com/

Is he an old SC1 player? He plays in the U.S., so is he not a Korean pro?

I tried searching team liquid and google, but I found nothing.
Who is dayvie aka David Kim? find out -> http://wiki.teamliquid.net/starcraft2/David_Kim
opkoad
Profile Joined May 2010
United States28 Posts
Last Edited: 2010-08-15 14:51:50
August 15 2010 14:31 GMT
#134
wow. to follow up on something I said earlier in this thread...

I just analyzed all of my replays with SC2Gears. Apparently, I've won all of my match-ups against protoss on Metalopolis. Against terran it's almost even.

Now I'm a bit embarassed to say it, but I'm not sure exactly why my ZvP is so good on this map. I'm a gold player, rank 15 or so.

Anyone have some insight into why this map is so bad for protoss?
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
August 15 2010 14:52 GMT
#135
Opkoad: Metalopolis is concidered somewhat zerg favored. The expansions are placed in a half moon figure, meaning thats its quite easy for zerg to get 3+ bases and defend them. As for protoss its quite hard to get a lot of bases on this map and defend them all, especialy against Zerg with speedlings.

If this is a bit vague just look up a cast from HDstarcraft on youtube with a zerg on Metalopolis, he usealy mentiones the importance of the expansions on this map.
We know nothing.
DayNNight
Profile Joined May 2010
Germany13 Posts
August 15 2010 14:57 GMT
#136
Do you think that patchlog is fake ?
http://us.battle.net/sc2/en/forum/topic/375111273?page=1


StarCraft II: Wings of Liberty -- Patch 1.1.0

Protoss

Observer
• Cost decreased from 50 Minerals and 100 Vespene Gas to 25 Minerals and 75 Vespene Gas.
• Build time decreased from 40 seconds to 33 seconds

Carrier
• The build time for this unit has decreased from 120 to 100.
• Build Interceptor now defaults to auto-cast.

Interceptor
• Armor type changed from Mechanical-Light to Mechanical.

Mothership
• Now spawns with 100 energy.

Pylon
• Now takes 50% additional damage while warping in.

Warp Gate
• Units take 50% additional damage while warping in. This bonus damage does not apply to units warped in via Warp Prism.

Archon
• The pathing radius for this unit has been decreased.

High Templar
• Psionic storm now reveals cloaked units.

Dark Shrine
• Build time decreased from 100 seconds to 80 seconds.
• Cost decreased from 100 Minerals and 250 Vespene Gas to 100 Minerals and 200 Vespene Gas.

Void Ray
• Damage while charged changed from 10 (+15 armored) to 5 (+25 armored). “Fazing” now possible until Void Ray has become fully charged.

Sentry
• Forcefields are now team-colored.


Terran

Ghost
• Armor type changed from Biological-Psionic to Biological-Psionic-Light.

Planetary Fortress
• Cost decreased from 150 Minerals and 150 Vespene Gas to 50 minerals and 100 Vespene Gas.

Mule
• Life span reduced from 90 to 70.

Marauder
• Bonus damage no longer applies to structures.
• Concussive shells now has a cool-down of 5 seconds.

Viking
• The damage done by this unit in Fighter Mode has changed from 10 (+4 armored) to 8(+6 armored).

Raven
• Seeker Missile range has been increased from 6 to 9.
• Seeker Missile splash radius has been increased from 2 to 2.4

SCV:
• Repair now increases attack priority.

Thor
• 250mm Strike Cannons research requirement removed.
• The Thor can now attack neutral structures (such as destructible rocks) with this ability.


Zerg

Queen
• New ability: Nest- binds Queen to targeted Hatchery, casting spawn larva on cooldown. Cannot attack or use abilities while nested.

Burrow
• Units will now attack while the exit burrow animation completes. Enemy units will no longer receive a “free shot” on units as they leave the burrowed state.
• Zerg units now receive +1 regeneration while burrowed in creep. Does not stack with other bonuses to regeneration.

Roach
• Burrowed move speed increased from 1.4 to 2.
• Armor value increased from 1 to 2.

Infestor
• Neural Parasite no longer has a research requirement.
• Neural Parasite can no longer be used on unit type psionic.
• Health increased from 90 to 100.

Ultralisk
• Head Attack removed. Damage versus buildings changed to regular attack damage 15 (+25 armored).

Greater Spire
• Build time reduced from 120 to 90.


Bug Fixes
• Fixed an issue with cloaked units still casting shadows.
• Fixed an issue where players were not receiving the Collector’s Edition Thor.
• Fixed an issue causing increased frequency of play between random and arranged teams.


General
• Numerous performance and stability improvements.
• Multi-threading improved.
• Rally points can now be issued an attack move command when being placed.
• Players may now manually rebind keys.
• Added a new control scheme for players familiar with first-person shooter controls.
• New maps added to ladder.
• Challenges now default to faster, but can be played at any speed.
ZappaSC
Profile Joined May 2010
Denmark215 Posts
Last Edited: 2010-08-15 15:14:38
August 15 2010 15:12 GMT
#137
Thats is immense buffs to all three races, which would make no sense at all... i think it is as fake it can be.

Plus :

Queen
• New ability: Nest- binds Queen to targeted Hatchery, casting spawn larva on cooldown. Cannot attack or use transfusion while nested.

BS..
Twitchzor
Profile Joined April 2010
Sweden33 Posts
August 15 2010 15:19 GMT
#138
Sort of one of those Too good to be true sort of patch notes. But as Blizzard said they would do "bigger" updates more rarely- rather than small patches often when the game hit retail it could be plausible.

All in all i think most of the updates are very plausible. The things that i feel is somewhat suspicious is the Nest ability, but even that is somewhat plausible actually. The planet fortress buff scares me a bit though - But then again Blizzard likes statistics and they probably see that people use orbital command much more often than planet fortresses and decided to buff it.
You are now breathing manually
notlobot
Profile Joined April 2010
United States14 Posts
August 15 2010 15:52 GMT
#139
I don't think blizzard would use a community term like "Fazing" in patch notes instead of just saying what it does since 99% of starcraft 2 players will have never heard of it.
hunter3
Profile Blog Joined January 2008
United States155 Posts
August 15 2010 17:59 GMT
#140
Fake. Written by unknown Zerg player. Blizzard is too mindful that each balance change has many, many side effects. These changes have blatant disregard for those side effects.
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