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On November 10 2011 06:12 sleepyguy wrote:Show nested quote +On November 09 2011 22:41 Torix85 wrote: protoss is suppost to be powerfull and expensive. right now they are just expensive. you can se this on how bad templars and stalkers are against their counterparts in other races. "the amulet," everybody else have this kind of upgrade, and yes it is imba aginst drops but they shuld have 5 less enrgy on the upgrade not remove the whole upgrade. any toughts? It seems to be the problem with the warp gate mechanic again. Because protoss get their units at the beginning of the production cycle. Meanwhile zerg's infestors still take 50? seconds to make. If I could warp in an infestor at the beginning w/out pathogen glands I'd probably have more than 75 energy after 50 seconds. I hope that wasn't too confusing.
Just wanted some thoughts around it. thank you for answering, and I did actually understand your meaning even if english is my third language ; - )
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On November 10 2011 07:25 Torix85 wrote:Show nested quote +On November 10 2011 06:12 sleepyguy wrote:On November 09 2011 22:41 Torix85 wrote: protoss is suppost to be powerfull and expensive. right now they are just expensive. you can se this on how bad templars and stalkers are against their counterparts in other races. "the amulet," everybody else have this kind of upgrade, and yes it is imba aginst drops but they shuld have 5 less enrgy on the upgrade not remove the whole upgrade. any toughts? It seems to be the problem with the warp gate mechanic again. Because protoss get their units at the beginning of the production cycle. Meanwhile zerg's infestors still take 50? seconds to make. If I could warp in an infestor at the beginning w/out pathogen glands I'd probably have more than 75 energy after 50 seconds. I hope that wasn't too confusing. Just wanted some thoughts around it. thank you for answering, and I did actually understand your meaning even if english is my third language ; - )
No problem!
I'd like to see more Toss pros get a bunch more observers and have them patrol likely medivac or mutalisk paths. That way players can react more quickly to the minimap vision it gives. I think I saw some Protoss do it in the GSL on Bel'shir beach. Think Parting vs Top, he made like 6 observers and many were just giving vision of air paths while a Templar stood watch to feedback any incoming medivacs.
Many times I see ZvP where Z goes mutas, but Protoss has no vision outside their base. And only react when mutaslisks are already sniping something. I think more observers => more vision around base will help a ton in base defense.
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what's better economic wise? 14 CC then stop worker production until 300 minerals (for 2 barracks) or just 1 rax expand
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From a zerg perspective, muta's are pretty damn good in ZvP, I have played plenty of games where I go ling muta, and the protoss is just going crazy, because I just go back and forth between expo and main. Although with that being said if they open stargate and I don't tech spire pretty quickly, it is almost insta-loss if I don't scout (usually the hide it quite well). As it is now, pheonix are still good v muta, it is just nobody actually micros them, and let's not forget graviton beam is pretty good v small number of hydras.
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is it just me or are 3/3 cracklings absolutely nothing vs 3/3 stimmed marines or 3/3 chargelots? I dont mean like versus but in general 3/3 rines are ridic and 3/3 zealots are nearly immortal with godlike dps on single target. i feel like lings are low dps AND low health. anyone?
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On November 11 2011 08:51 Veriol wrote: is it just me or are 3/3 cracklings absolutely nothing vs 3/3 stimmed marines or 3/3 chargelots? I dont mean like versus but in general 3/3 rines are ridic and 3/3 zealots are nearly immortal with godlike dps on single target. i feel like lings are low dps AND low health. anyone?
I think the idea behind lings is that you are supposed to have MORE of them...also, you should never let the enemy get to 3/3, that's pretty rediculous. You've got banelings too, bro.
But yes. for 25 minerals a zergling SHOULD be weaker than a marine or a zealot.
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You should never let your opponent get to 3/3? Uh.. yeah sure and you should never let your opponent expand out of his main but it tends to happen -_-;;
Of course lings are shredded by 3/3 alternatives. On 0/0 they're shredded too. 2 3/3 cracklings will kill a 3/3 marine and 4 microed 3/3 cracklings will kill a chargelot but in mass both the other sides will win. Zerglings are supposed to outnumber your opponent or be part of the fodder/counter.
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Any mid + masters have thoughts on the protoss version of 1.1.1 in pvp?
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Blazinghand
United States25550 Posts
On November 11 2011 15:00 Neast wrote: Any mid + masters have thoughts on the protoss version of 1.1.1 in pvp?
Going for a quick robo (Gate-Core-Robo) has been done, but traditionally the defense against 4gate is difficult. Recent changes to the interaction of ramps, vision, and power fields has made a robo opening in PvP more viable. As a general rule, rushing up the tech tree like that only works on maps with a high-ground main (which is all ladder maps except Tal'Darim Altar). Once you have immortals out, you're fairly safe-- and you can transition to colossus production easily.
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Today being 11/11.
All terrans should do nothing but 11/11 in celebration. haha.
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On November 12 2011 04:38 wklbishop wrote: Today being 11/11.
All terrans should do nothing but 11/11 in celebration. haha. I am so gonna go for that,
btw what is eveyone's thought on a 14CC build that stops worker production and 14/14 raxes for defense, then resume worker production?
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Can anyone figure out when the GSL Nov. code S finals will be? Like the date. I looked on the website and it cuts off before then. It cuts on like december 4th or something when the new code A is still going. At least thats what i could find.
Does anyone know the day of code S finals? I looked and looked and cant find it on the schedule. Makes sense tho since it is a ways out but i am planning a trip around it and would help greatly if i knew this far back. Find the semi's cant find finals qq
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I was thinking of getting back into Starcraft since LoL is getting pretty depressing these days. How forgiving is the game to someone who hasn't played since the start of Season 2?
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Pretty forgiving in bronze. Not so much in masters.
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I stack my workers on minerals, but sometimes I can't tell which minerals are closer than others. I tried running a return mineral test, but I saw no pattern in my tests. You can see the quick 2 minute replay of my test here: http://sc2rep.com/replays/download/id/15381
Please tell me why the workers behaved the way they did in the replay. Also, how can I find which minerals are closest? I want to order the patches from closest to farthest in order.
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On November 13 2011 06:31 Probe1 wrote: Pretty forgiving in bronze. Not so much in masters. Glad I'm not in masters then. Gold ftw.
Any idea how to speed up the blizzard downloader? it's taking a lot longer than I expected (says 12 hours ) so sad that I lost my SC2 discs.
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Blazinghand
United States25550 Posts
On November 12 2011 04:51 Blasterion wrote:Show nested quote +On November 12 2011 04:38 wklbishop wrote: Today being 11/11.
All terrans should do nothing but 11/11 in celebration. haha. I am so gonna go for that, btw what is eveyone's thought on a 14CC build that stops worker production and 14/14 raxes for defense, then resume worker production?
Actually, I specifically did 11 11/11s, across every matchups, to celebrate 11/11/11.
http://www.teamliquid.net/blogs/viewblog.php?id=284894
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Is leaving 1v1 games in order to play low mmr players for easy wins towards an icon ladder abuse?
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On November 13 2011 14:38 Vei wrote: Is leaving 1v1 games in order to play low mmr players for easy wins towards an icon ladder abuse?
Yes it is, but you are not alone. We have ladder abuse support groups for this very thing.
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Sweden33719 Posts
On November 12 2011 04:51 Blasterion wrote:Show nested quote +On November 12 2011 04:38 wklbishop wrote: Today being 11/11.
All terrans should do nothing but 11/11 in celebration. haha. I am so gonna go for that, btw what is eveyone's thought on a 14CC build that stops worker production and 14/14 raxes for defense, then resume worker production? Seems meh --- does it actually defend anything that 15 cc, 15 rax, 16 rax doesnt...?
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