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[November] SC2 General Discussion - Page 7

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Mczeppo
Profile Joined March 2010
Germany319 Posts
November 24 2010 22:52 GMT
#121
On November 24 2010 21:43 mnck wrote:
Show nested quote +
On November 24 2010 03:04 Mczeppo wrote:
I wonder what a 1800 diamond rating says about skill atm.
As i dont play tournaments i really dont know how to judge my skill level.

I know that points don't always say much about ones skill.
Now what do you think about it?

Due to inflation i might be pretty low?!


I'm around that level myself and I feel like it's really low :D I think a good way to judge skill is to substract the total amount of bonus pool from your points, assuming you have used all bonus pool.

I meet many people who are real bad, so I don't find 1800-2000 diamond as anything special anymore. I still consider myself pretty bad, compared to people 2600-2800 diamond. Always consider the total amount of bonus pool tho!


yeah but who isn't bad compared to 2600-2800 people^^?
but yeah i thought the same... i just have general strategy game "sense" because i played wc3 for a long time but to really go deeper into the game and to get really high level i'd have to train hard. I also used all my bonus pool in a few days. It was quite much

So i dont play enough to train my skill... And i just ladder. My quality of "training" is not very high.

It's pretty low i think so, too

At least i understand the game enough to create nice games and thats what matters tho :p
"whether you make it or not depends mostly on the personal battle within yourself." - NaDa
Vanka
Profile Blog Joined April 2010
China1336 Posts
November 26 2010 09:15 GMT
#122
Anyone know how many banelings it takes to take down a pf with +1/+2/+3 melee attack? I think (not sure) it's 19 without any upgrades...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 26 2010 12:33 GMT
#123
I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Puosu
Profile Blog Joined April 2007
6985 Posts
November 26 2010 12:41 GMT
#124
On November 26 2010 21:33 Mothxal wrote:
I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)

It definitely does happen, JookToJung vs Littleboy Game 1 GSL match just a few days ago comes to mind.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
November 26 2010 12:45 GMT
#125
On November 26 2010 21:41 Puosu wrote:
Show nested quote +
On November 26 2010 21:33 Mothxal wrote:
I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)

It definitely does happen, JookToJung vs Littleboy Game 1 GSL match just a few days ago comes to mind.

I was thinking it might be a bug in the code that says that when you spawn in vertical positions, you instead get assigned the diagonal position, so that has a 2/3d chance. That's just paranoia though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
November 26 2010 13:22 GMT
#126
Do hallucinated colossi break forcefields or not?
i dunno lol
Schwopzi
Profile Joined August 2010
Netherlands954 Posts
November 26 2010 14:32 GMT
#127
On November 25 2010 04:44 zzzwakeup wrote:
I'm sorry to post this on here, but I am in my "trial" period, so I cannot make a new topic.
I am in bronze league ( this is my first sc game ive owned) and i am 45 and 46. However, when I win, i get TWO POINTS, not ranks. What should I do? I'm about to quit, because I just went on a 17 game win streak, and then i lost and i got a - 12. SOmeone PM me. Thank you.

EDIT: I am rank 68.


You shouldn't focus on points but on playing better every game. If you go 12-1, you should be happy, play some more & get promoted to a higher division if you keep it up.
Only the dead have seen the end of war
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
Last Edited: 2010-11-26 15:58:11
November 26 2010 15:56 GMT
#128
Well I just had a nice treat yesterday of observing some custom 1v1 games between 2700 2200 and 1900 players, and now I'm having trouble trying figure out what exactly separates all these players from each other in terms of skill.

I watched the 2700 player vs a 2200 player make some mistakes that would have (should have) lost him the game, but the 2200 player made even more mistakes that resulted him basically throwing away the game.

I mean, when you observe these players, and compare them with the pros, they look so silly, like really silly. But then if I step back and observe from the semi-competitive stand point, I get really confused. I get confused when I try to flesh out the skill gap between pros, high level players, and lesser high level players. From the single game I saw, it was just some bad decision making on both parties, and the 2700 player made less mistakes so he won, but at the same time the 2200 player could have easily won that match with 1 or 2 less bad decisions (simple attacking and defending decisions).

So really I'm quite lost on how big the skill gap is from a 2700 player to a 2200 player is, and then a pro player. I myself hit a significant wall when I was trying to break into 2000. I lost 10 games in a row =(. Then I rewatched my replays and made minor changes to my play. Like it was quite literally small changes in my BO, my decision making, and whatnot. Things like reprogramming "alright I HAVE to get a roach warren if he's going for hellion harrass, and beware of banshees" carefully into my brain, so I don't try to just barely defend with queens and lings. Then I went on a winning streak against these 1900ish players that I was on a losing streak before. No doubt I'll break 2k without a sweat with another day of laddering.

But yeah, what are your thoughts on this? I mean is it really that simple to move up the ladder by changing minor minor things in your play? Is there a major skill gap anywhere or are all ratings similar in skill with small discrepancies that separate people from one another?

sorry for long post
JeanLuc
Profile Joined September 2010
Canada377 Posts
Last Edited: 2010-11-26 20:29:31
November 26 2010 20:29 GMT
#129
I have a strange balance suggestion for protoss, what if we nerf sentry somehow (maybe decreased range and sight) but make observers easier/faster to access so it will be much easier and economical to get more than one obs out in the beginning of the game. this could fix protoss reliance on sentry for early game allow for more flexible and creative tech responses to attacks thanks to better scouting

(At above)
when I'm playing i"m in this mental zone where I think I'm gosu but if I watch the same game in replay I see a lot of laughable and amateurish blunders.
If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
PooNinja
Profile Joined November 2010
Australia46 Posts
Last Edited: 2010-11-27 05:59:19
November 27 2010 01:53 GMT
#130
On November 25 2010 04:44 zzzwakeup wrote:
I'm sorry to post this on here, but I am in my "trial" period, so I cannot make a new topic.
I am in bronze league ( this is my first sc game ive owned) and i am 45 and 46. However, when I win, i get TWO POINTS, not ranks. What should I do? I'm about to quit, because I just went on a 17 game win streak, and then i lost and i got a - 12. SOmeone PM me. Thank you.

EDIT: I am rank 68.


Don't worry about your points and rank, they don't really mean anything in the low leagues. You should have a read about MMR at this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=118212

If you've been on a 17 game win streak you can be pretty sure you'll get promoted to silver league soon, just be patient.
MGren
Profile Blog Joined August 2007
Sweden148 Posts
November 27 2010 15:52 GMT
#131
I checked Sc2ranks.com and saw this guy among the top: NEXExcrement. Now is this a troll account, or an unfortunate guy who doesn't actually know what it means? Someone should tell him if he tries to get into the GSL next season :p
NetStormHQ.com
CellTech
Profile Joined June 2010
Canada396 Posts
Last Edited: 2010-11-27 16:10:59
November 27 2010 16:08 GMT
#132
On November 27 2010 05:29 JeanLuc wrote:
I have a strange balance suggestion for protoss, what if we nerf sentry somehow (maybe decreased range and sight) but make observers easier/faster to access so it will be much easier and economical to get more than one obs out in the beginning of the game. this could fix protoss reliance on sentry for early game allow for more flexible and creative tech responses to attacks thanks to better scouting

(At above)
when I'm playing i"m in this mental zone where I think I'm gosu but if I watch the same game in replay I see a lot of laughable and amateurish blunders.


Why does everything have to be a give-and-take with Protoss balance. Imo, if they nerfed voidrays into the ground because of silver league complaints, then they better nerf mutas because those are even more annoying than void rays. My suggestion, give the archon a range 5 attack that does 12dmg +6dmg to light units. Also make it's attack deal splash damage to units in an area slightly bigger than magic box spread. If this was implemented I think the game would be balanced perfectly.
^ Probably a Troll Post
dreamend
Profile Blog Joined September 2010
64 Posts
November 27 2010 19:41 GMT
#133
Is there noticeable lag if a person from EU (London, specifically) plays on the US server?
Jetaap
Profile Blog Joined November 2010
France4814 Posts
November 27 2010 22:07 GMT
#134
Hey i don't really know were to put it , but i just encountered a huge troll on the ladder , i would like to know what i should do because honestly it sucks to face such people on the ladder ..
Here is a copy of the chat
[image loading]
I used the "report abuse" function ,is that all i can do ? Will i get a reply from blizzard?

ZergCushion
Profile Joined November 2010
New Zealand6 Posts
November 28 2010 02:55 GMT
#135
Haven't spotted any thing on this yet... With regard to Protoss v Zerg especially

I am having trouble with toss walling off my base with two pylons and a photon cannon or variations on this. (also to a lesser extent terrans with bunker rush outside the base) I am looking for solutions so that I can safely get off a 14 pool 20 hatch and macro my way to a win. It is just getting here every time without fail that I would like to be able to do.

I am a 1760 diamond zerg and still lacking a lot of experience. My play style is kynda greedy. I like to hold off any early aggression and win later through strong economy and playing a good solid macro game.

I have started 14 pooling because the scouting probe always blocked my 15 hatch first FE (that i used to love so much) and now the earliest I can expand is around 20 supply (after I chase away the probe with 2-4 lings)

I have seen replays where the zerg patrols a drone at the ramp to stop the pylons. From a protoss perspective is this sufficient to make the whole photon cannon thing not worth while any more?

ideas for ensuring that the 20 hatch goes down are much appreciated!

Us macro style zergs need one of those trusty solid openers!
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
November 28 2010 17:43 GMT
#136
Firstly if you're going 14 pool, you should try to get a 15 hatch. Even if he has a probe at your natural, you can often get the expansion in anyway or at least force him to build a pylon there which is going to slow down his tech.

There are 2 ways to deal with the ramp block if you're going 14 pool. The first is to instantly pull 3 drones when you see it and attack one of the pylons. You'll get it down before the cannon completes, allowing your lings to get out (you should save up 3 larvae so you can get 6 instantly) and deal with the cannons together with drones.

The second is to just have a drone patrolling down the ramp to stop all the cannon silliness in the first place. The key there is that you have to react instantly if his probe starts attacking your drone. Attack back and instantly pull another drone to take up the first drone's job once it's low on hp.

With 15 hatch it's more tricky since you won't have lings out in time to defend. If he manages to block you in, it's pretty much over, so you absolutely need to have a drone patrolling down the ramp. If he gets the pylon and goes for the cannon rush anyway, you _need_ to pull drones in time to target the cannons down.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
ryndaris
Profile Blog Joined October 2010
263 Posts
Last Edited: 2010-11-28 19:09:56
November 28 2010 19:07 GMT
#137
I'm going to repost a thread of mine that got closed due to containing contraband (that most volatile substance known as "proposed game changes" ) I made the thread in good faith especially because I think my suggestions are an elegant solution to a crude problem.

The closed thread may be found here (for the purposes of continuing discussion).

Here is the OP:

I'd like some feedback (no pun intended) on a pretty simple idea I've had for a while now. I am a 2100 rated EU Protoss player, so mediocre at best. I've enjoyed this game since the beta and although I've toyed with all of the races, I keep coming back to Protoss (maybe it's just the RPer in me ).

We have all heard the Protoss cries for attention, warranted or not. The issue that has been publicized the most, I feel, is the cloaked banshee opening by Terran that very effectively forces the Protoss player into robo-tech for Observers. While cannons can be an effective deterrent, once banshee numbers start climbing they no longer suffice - not to mention you cannot leave your base at all without mobile detection.

But what if it was possible to counter cloak without detection? Enter the High Templar.

What is the first thing that comes to mind with these iconic Protoss warriors? Psi-storm. Feedback, even though I think it's one of the coolest abilities in the game, doesn't get much press. It is designed as a counter to "caster" units - such as ghosts, ravens and banshees and does so admirably. Currently it's in the form of a targeted spell.

Here are the changes to Feedback I suggest:

-make Feedback an AoE spell with the same range and radius as EMP
-introduce an ENERGY CAP for how much energy Feedback can burn and set it to 200

What we have here is an AoE Feedback that will never burn more than 200 energy. Here's an example situation:

A) We have 5 Ghosts closing in on a single High Templar. The ghosts are packed close together and the Templar manages to cast Feedback on them before EMP is launched (better micro or whatever reason). Each of those 5 ghosts in the AoE will have 40 energy drained and sustain 40 damage.

B) A single Ghost faces a High Templar. Feedback hits. The Ghost is completely drained of energy (200) and dies.

What are the problems this solves? The major benefit of such a mechanic is that you can target it on ground - which means that a High Templar can strip a cloaked banshee of it's remaining energy and reveal it, providing a counter to banshee cloak without direct detection.

Secondly, it somewhat "rebalances" the Ghost-High Templar dynamic - with this change, Feedback and EMP would have the EXACT same range, allowing Templar to hold their own against Ghosts in small numbers.

I hope posters will have read the entire post and actually understood the changes. In other words, behind every "OMG THIS CHANGE IS IMBA 1 HT NOW INSTAKILL 5000 GHOSTS IN AOE WTF" is a poster that has NOT understood the changes suggested.

I think this is an elegant solution that would add to the diversity of the PvT matchup by enabling Protoss non-robo play with at least a diminished chance of a build order loss. Please comment constructively.


blamous
Profile Blog Joined November 2010
United States377 Posts
November 28 2010 19:20 GMT
#138
Hey guys I was told I could post this here. It's a great replay I was sent by another TL'er from one of my blog posts. It starts off a little slow - but you won't be disappointed by the ending!

ENJOY!

Get YOUR games cast on NuubCast!
VAGZ
Profile Joined September 2010
574 Posts
Last Edited: 2010-11-29 22:34:16
November 29 2010 22:31 GMT
#139
Hello all! I have a question about APM that i could not find a good answer for while searching so ill try asking here.

You often see pros with well over 200 APM in the very early game which i suppose is spamming made for warming up your hands. But the question is, how exactly are those early game APM-spams executed? is it just plain simple spam on a mineral patch with the waypoint or is there anything more complex to it, like special "spam patterns" for improving your mouse precision or your overall APM etc?
sl0w
Profile Joined July 2010
United States447 Posts
Last Edited: 2010-11-30 08:29:06
November 30 2010 08:28 GMT
#140
Ok so is anyone else really annoyed at the game's countdown system before a game starts? Like for custom games it takes almost 30 secs for a game to actually start, whereas for ladder games you're only given 3 secs? wtf? I can't even count how many times I get caught off guard because I'm alt-tabbed while queuing for a game.
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