Day[9]'s episode 100 is pretty slick, but boring if you don't care about eSports.
I just saw the year-in-review post and I think that that sort of thing is really quite handy with getting unfamiliar people to join in the fun. I've been thinking of starting a video series or maybe a blog series that can introduce new players/fans to this scene. SC2 is getting to the point where it will soon have fans who've never played the game. I myself can't play at all this summer because of my internet situation but I watch tournaments whenever I can.
On July 29 2011 10:31 iky43210 wrote: is starcraft2 scene still growing? most of the stream I saw for past few weeks seem to have fewer viewer counts (IGN for example)
I don't think you can take a few stream numbers and say that sc2 is or is not growing. It is all about the trend of growth. When the big tournies come look at those numbers. NASL finals was up over 80k i believe. that sounds like growth to me. Also keep in mind that its the middle of the summers. Watch the MLG this weekend if you want to see more accurate numbers. ALSO I noticed the IPL seems to keep their stream running all the time... some of it is repeats ( today i watched a top 10 reel followed by a game which was actually used for the top 10) so those numbers may not be entirely accurate.
Also streams aren't the only way to gauge sc2 success. There is an expansion coming (eventually?) and a new ladder season- look to bnet numbers or teamliquid numbers, or reddit or whatever other communities are out there. Apparently its also getting bigger in china.
all in all there are a lot more factors involved than a few stream numbers
As a Zerg, I literally have no idea as to how I am meant to deal with 3 gate Blink Stalker. I know that's it's semi all-in, but that doesn't really comfort me. I didn't post a replay because I have no idea whatsoever on how to approach it. Stalkers hard counter Roaches, they just blink away from lings forever, and Hydralisks aren't fast enough either. Please, what do you do against 3 gate blink.
On July 29 2011 13:53 AnxiousHippo wrote: This is not an imbalance post
As a Zerg, I literally have no idea as to how I am meant to deal with 3 gate Blink Stalker. I know that's it's semi all-in, but that doesn't really comfort me. I didn't post a replay because I have no idea whatsoever on how to approach it. Stalkers hard counter Roaches, they just blink away from lings forever, and Hydralisks aren't fast enough either. Please, what do you do against 3 gate blink.
Do a search, there are threads on this. Quick creep spread with +1 lings IIRC.
On July 29 2011 13:53 AnxiousHippo wrote: This is not an imbalance post
As a Zerg, I literally have no idea as to how I am meant to deal with 3 gate Blink Stalker. I know that's it's semi all-in, but that doesn't really comfort me. I didn't post a replay because I have no idea whatsoever on how to approach it. Stalkers hard counter Roaches, they just blink away from lings forever, and Hydralisks aren't fast enough either. Please, what do you do against 3 gate blink.
As I recall Spanishiwa saying on stream just build spines and lings. If a search doesn't help you, Simple Question Simple Answer will.
On July 29 2011 05:28 Excalibursin-X wrote: Why is is that Spine Crawlers cost the same as Photon Cannons (100+50) yet they are almost purely worse? Their DPS is lower on normal targets (although their bonus damage vs armored gives them a 16.2 DPS to the Photon Cannons 16), they aren't detectors and they can't attack air, forcing you to use more money for Spore Crawlers if necessary. They do have 2 armor instead of 1 and obviously they can be moved and burrowed (12 seconds required.) And honestly I don't think that offsets the negative attributes they have in comparison. This really deters me from using Spine Crawlers even though I know I might need some. Thoughts?
Spine crawlers can be built when the spawning pool is done, cannons require a forge. A pool is required in any zerg build, so the opportunity cost for building cannons early on is actually considerably greater than building spine crawlers.
Don't forget that cannons can be shut down by destroying pylons that power them. Spine crawlers don't have that weakness.
On July 29 2011 05:28 Excalibursin-X wrote: Why is is that Spine Crawlers cost the same as Photon Cannons (100+50) yet they are almost purely worse? Their DPS is lower on normal targets (although their bonus damage vs armored gives them a 16.2 DPS to the Photon Cannons 16), they aren't detectors and they can't attack air, forcing you to use more money for Spore Crawlers if necessary. They do have 2 armor instead of 1 and obviously they can be moved and burrowed (12 seconds required.) And honestly I don't think that offsets the negative attributes they have in comparison. This really deters me from using Spine Crawlers even though I know I might need some. Thoughts?
Spine crawlers can be built when the spawning pool is done, cannons require a forge. A pool is required in any zerg build, so the opportunity cost for building cannons early on is actually considerably greater than building spine crawlers.
Don't forget that cannons can be shut down by destroying pylons that power them. Spine crawlers don't have that weakness.
Your post reads like a dry interpretation of unit description.
just a general thought, didn't think it was thread worthy. i can't remember where i read/heard it, may have been on SOTG or something, but there was talk about how some of the smaller EU teams can't afford to send players to MLG or whatever.
has nobody ever thought of running a satellite tournament to it, in a similar way to how it works in poker? i'm fairly sure that while random EU GM's/high masters don't have the cash or the backing from their teams to pay for flights/hotels etc to go play it, you could run something with like a $10 entry fee, hit a 128 runner bracket and that's extremely close to funding the vast majority of expenses. get someone to stream it and add in some ad revenue from it as well and it'd probably cover everything.
On July 29 2011 05:28 Excalibursin-X wrote: Why is is that Spine Crawlers cost the same as Photon Cannons (100+50) yet they are almost purely worse? Their DPS is lower on normal targets (although their bonus damage vs armored gives them a 16.2 DPS to the Photon Cannons 16), they aren't detectors and they can't attack air, forcing you to use more money for Spore Crawlers if necessary. They do have 2 armor instead of 1 and obviously they can be moved and burrowed (12 seconds required.) And honestly I don't think that offsets the negative attributes they have in comparison. This really deters me from using Spine Crawlers even though I know I might need some. Thoughts?
It looks to me like you're just ignoring whatever the value of being able to move them around and transfuse them is. Those two things add a lot to the value of the Spines.
Transfuse requires a Queen, so you can tack that onto the price, the Queens that you will get already to Spawn Larvae with-... Will be used for Spawn Larvae, and should never have 50 energy, therefore let's assume you have to build another Queen for these "Transfuses", which will cost 150. Even at max energy the Queen can only heal 500 health, I might as well just build another Spine Crawler. The movement is pretty useless in battle, as their health value decreases to 100 when uprooted and the 12 second burrow will get them killed if they try to move into a hot spot. You would perhaps relocate them from your main to your natural after expanding. But this versatility is still definitely NOT worth Detection, Air Attack, and DPS vs. light.
If spine crawlers were better, zergs could have more drones and fewer spine crawlers. Its different, but balanced.
Are you annoyed that terran start with 6/11 and you start at 6/10? If you are thats also equally as dumb...
Comparing 2 units or buildings from different races isnt fair. Theres tons of other things that come into play, like the way zerg makes drones vs how protoss or terran makes them.
Just played a 4v4 against a favored team, with 20 bonus pool. I won, and was awarded 10 points (even match). Now I understand that sometimes the favored system is screwy and changes before/after games (though I have no idea why it should), but I don't understand why no bonus points were awarded. Anyone else experiencing this?
On July 30 2011 08:55 TheGreenMachine wrote: If spine crawlers were better, zergs could have more drones and fewer spine crawlers. Its different, but balanced.
Are you annoyed that terran start with 6/11 and you start at 6/10? If you are thats also equally as dumb...
Comparing 2 units or buildings from different races isnt fair. Theres tons of other things that come into play, like the way zerg makes drones vs how protoss or terran makes them.
That's not equally as dumb, having a problem with that balance is indeed extremely dumb, Terrans need the extra supply because a Zerg drone is destroyed in the making of a building and the supply is no longer taken up. A Protoss does not lose the supply but the Probe is free to mine minerals at the same time the building is producing. A Terran SCV still takes up supply during it's action and is not free to complete any other task. That is perfectly fair to give them 1 more supply in the beginning, especially because the Terran need to construct comes first (supply depot), while Zerg simply spawns an overlord. But I do not believe it is fair that a unit that is clearly the same cost as another unit can be almost purely better without justification. At least ATTEMPT to make the discrepancy ambiguous...
On July 30 2011 16:25 usethis2 wrote: I hear that Blizzard removed Metalopolis from the map pool for balance reasons. Is there a quote/link to verify this?
Metalopolis has been around for quite a long time, over a year including beta. We felt that taking it out of the rotation would make some room for variety in the map pool.
Metalopolis suffers balance issues when close spawn positions occur, but becomes too predictable when they are simply disabled. Close positions have been under a lot of discussion lately, and we’re definitely examining better options to allow for random spawn positions across the map pool without also creating too much predictability and vulnerability to proxy rushes.
Overall balance has also proven to be an issue on Metalopolis -- even factoring in close position spawn issues. It’s among the least balanced maps currently in the ladder pool, and along with Scrap Station (also being removed) and Tal’darim Altar, has a heavy (60%+) bias toward zerg at the highest levels of play.
It was more addressing the "close positions IMBA" as well as retiring an old map. After all, metal is now the 2nd oldest map used in season 2, being around since early beta. (Oldest would be scrap, being around since the closed alpha).
I usually get 9-pooled by zerg, what would be a good counter? And then what would i counter with under the assumption that the zerg player is coming back with more zerglins?