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Canada2764 Posts
On May 05 2015 04:26 Big J wrote:Show nested quote +On May 05 2015 04:22 Soularion wrote:On May 05 2015 04:20 Big J wrote:On May 05 2015 04:14 GreenMash wrote:On May 05 2015 03:52 Big J wrote:On May 05 2015 03:48 SetGuitarsToKill wrote: FUCK
FUCK I SUCK
I'm so fucking garbage at this game holy shit. Just got raped by a gold league player twice in a row. I don't get how someone can be as bad as I am got killed by a (GM) proxy stargate in 5mins... Officially worst player of the tournament. I'm happy to avenge you. He does not play less cheesy in PvT  Thanks man.  Gotta kill em cheesers Speaking of cheesing, took a game off of an ex-masters with sick sick cheese strats. ty TL for giving me baller status sorry for not quite making it =( fk DTs Haha, it's actually funny how TL is trying to repair the lategame, but their fix only applies to like 10% of the games because the rest is still decided by blind decisions in the early game.  #juststarcraftthings I mean, that's sorta how starcraft 2 works! It's what makes it fun.
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On May 05 2015 04:27 Soularion wrote:Show nested quote +On May 05 2015 04:26 Big J wrote:On May 05 2015 04:22 Soularion wrote:On May 05 2015 04:20 Big J wrote:On May 05 2015 04:14 GreenMash wrote:On May 05 2015 03:52 Big J wrote:On May 05 2015 03:48 SetGuitarsToKill wrote: FUCK
FUCK I SUCK
I'm so fucking garbage at this game holy shit. Just got raped by a gold league player twice in a row. I don't get how someone can be as bad as I am got killed by a (GM) proxy stargate in 5mins... Officially worst player of the tournament. I'm happy to avenge you. He does not play less cheesy in PvT  Thanks man.  Gotta kill em cheesers Speaking of cheesing, took a game off of an ex-masters with sick sick cheese strats. ty TL for giving me baller status sorry for not quite making it =( fk DTs Haha, it's actually funny how TL is trying to repair the lategame, but their fix only applies to like 10% of the games because the rest is still decided by blind decisions in the early game.  #juststarcraftthings I mean, that's sorta how starcraft 2 works! It's what makes it fun. One could say the same thing about the shitty economy we have
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mana down 0-1 to captwaffles
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your Country52797 Posts
On May 05 2015 04:30 MrMotionPicture wrote: mana down 0-1 to captwaffles Captainwaffles is ruining everything.
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On May 05 2015 04:06 KrazyTrumpet wrote:Show nested quote +On May 05 2015 04:04 Agh wrote: After spending time in the beta compared to this, I can safely say LotV's way of handling it is much better. This feels more like a band aid fix. It sounds good on paper but plays out too clunky to make for an enjoyable experience.
Worker harass can give you an insurmountable lead by itself. I disagree and feel the exact opposite. =/ LotV is the clunky band-aid fix to me, while this is much more natural and intuitive.
Not sure how it can be clunky when it changes nothing about the game other than lifespan of mining base.
The two main problems with HotS is harassment and early game engagments are limited, and you can effectively turtle out on 2-3 bases and then slowly take the next once one dries up.
The new units combined with the starting economy open a big box for the early game and the mineral changes provide an incentive to take a base at an expedited pace without artificially limiting resources.
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Lalush played the economic gameplan part beautifully, but had some disastrous control. He forgot pathogen glands, built too many Infestors and not enough Banelings, and then rallied the Infestors right into bio. I feel like the value of Mutas is higher in this economy, since it seems to encourage more harass than just building up a strong central army. All those bases just makes for such a wide spread that you can't let Medivacs go nuts like that with only Infestor play to cope with it.
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Captain Waffles is getting demolished by one of the filthiest cheeses out there.
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Italy12246 Posts
On May 05 2015 04:32 Agh wrote:Show nested quote +On May 05 2015 04:06 KrazyTrumpet wrote:On May 05 2015 04:04 Agh wrote: After spending time in the beta compared to this, I can safely say LotV's way of handling it is much better. This feels more like a band aid fix. It sounds good on paper but plays out too clunky to make for an enjoyable experience.
Worker harass can give you an insurmountable lead by itself. I disagree and feel the exact opposite. =/ LotV is the clunky band-aid fix to me, while this is much more natural and intuitive. Not sure how it can be clunky when it changes nothing about the game other than lifespan of mining base.
The 12 worker start changes the game massively, and the lotv model is thought of both the half mineral thingy together with the extra workers.
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Hey guys how have the games been going? I am stuck at work with no twitch access, sorry for being that guy asking for a rundown haha. When I tried the DH10 model I felt like there was a lot of opportunity for strong 2-base all ins. Just curious if you are seeing any of that or just thoughts in general.
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On May 05 2015 05:21 Ctone23 wrote: Hey guys how have the games been going? I am stuck at work with no twitch access, sorry for being that guy asking for a rundown haha. When I tried the DH10 model I felt like there was a lot of opportunity for strong 2-base all ins. Just curious if you are seeing any of that or just thoughts in general. 50% of signed up players were Zergs, there was a fair share of all-ins.
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United Kingdom31935 Posts
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50% of people were Zerg
I got only TvT
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Aotearoa39261 Posts
On May 05 2015 05:42 Barrin wrote: "In the DH mod, you can actually all-in with very little probes, because 8 probes is just all you need." - MaNa after denying LaLuSh's expansion. Not quite the quote, but words to that effect. (It was more about 8 probes giving better saturation). This isn't a bad point of the model, it means that players can play aggressive if they want to and things like scouting and whatnot is still important in order to defend from various strategies (just as it should be). After all, the current model is tuned so that it doesn't blow up the early game but starts to really show itself 3+ bases in.
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To me it feels pretty much the same as Heart of the Swarm. The early game timing attacks might pack a little more punch, but only marginally so. The better my opponent was the less comfortable I was deviating from standard HotS expansion patterns.
The pacing is similar. In practice it doesn't feel like you can go crazy and take a million bases. It feels very risky to expand unless you absolutely smashed your opponent's first attack or did some early damage to set them back.
I just don't feel very comfortable spreading out my economy and spending 300 minerals on 4ths and 5ths when I'm at around 120-150 supply and me and my opponent are both powering towards larger armies and towards 200 supply.
I do think this mod would have helped attack super turtly compositions like the old swarmhosts. But there aren't really any such cancerous compositions remaining (except maybe mech TvZ, but that's imo a more active composition than swarmhosts).
So, a summary of my impressions:
- Feels very much like HotS, with slight timing differences.
- Don't feel like I can make 4ths 5ths or 6ths any quicker or any more safely than I could in HotS.
- Even if I ignore my instincts and make 4ths 5ths and 6ths quicker and am allowed to get away with it, I'm not actually sure I'm being given enough time to benefit from the expansions before it's time to fight.
- Once armies have become big it doesn't really cross your mind to expand and spread yourself thinner. Especially not against a good opponent.
Disclaimer: Didn't play much SC2 the last year (maybe 10-20 games total) and I feel sucky at the game. But it felt pretty much like SC2.
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On May 05 2015 06:05 LaLuSh wrote:To me it feels pretty much the same as Heart of the Swarm. The early game timing attacks might pack a little more punch, but only marginally so. The better my opponent was the less comfortable I was deviating from standard HotS expansion patterns. The pacing is similar. In practice it doesn't feel like you can go crazy and take a million bases. It feels very risky to expand unless you absolutely smashed your opponent's first attack or did some early damage to set them back. I just don't feel very comfortable spreading out my economy and spending 300 minerals on 4ths and 5ths when I'm at around 120-150 supply and me and my opponent are both powering towards larger armies and towards 200 supply. I do think this mod would have helped attack super turtly compositions like the old swarmhosts. But there aren't really any such cancerous compositions remaining (except maybe mech TvZ, but that's imo a more active composition than swarmhosts). So, a summary of my impressions: - Feels very much like HotS, with slight timing differences.
- Don't feel like I can make 4ths 5ths or 6ths any quicker or any more safely than I could in HotS.
- Even if I ignore my instincts and make 4ths 5ths and 6ths quicker and am allowed to get away with it, I'm not actually sure I'm being given enough time to benefit from the expansions before it's time to fight.
- Once armies have become big it doesn't really cross your mind to expand and spread yourself thinner. Especially not against a good opponent.
Disclaimer: Didn't play much SC2 the last year (maybe 10-20 games total) and I feel sucky at the game. But it felt pretty much like SC2. Not incredibly surprised. Its one thing to have an economy that can support more than three bases and altogether a different thing to have gameplay design (units, maps, pathing) that could enable players to take, protect, and keep more than three.
I still see it as beneficial, just not as a silver bullet.
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LaLuSh's post sums up exactly what I thought this DH thing would feel like. You have to tweak the economy way more to justify spending 500+ minerals several times for expands that make your workers more and more vulnerable. LotV at least justifies the need to expand: you're broke if you don't :D.
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Yeah after going from DH 10 to 9 if feels really normal again. I think we should start with more workers again if we go with DH 9 now.
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