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[SC2]1st hand experience from today! - Page 2

Forum Index > SC2 General
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DragoonPK
Profile Blog Joined July 2007
3259 Posts
May 21 2009 16:16 GMT
#21
On May 22 2009 01:13 LunarDestiny wrote:
Queen is a mineral only unit? that is bs...


Maybe cuz its really low in the tech tree?
Hammy
Profile Joined January 2009
France828 Posts
May 21 2009 16:20 GMT
#22
Thanks for the translation! Sounds pretty good but I hate hearing that fast teching to lair is a bad idea (although I had a similar experience, I was hoping blizzard would change that).
SixSongs
Profile Blog Joined March 2006
Poland1455 Posts
May 21 2009 16:28 GMT
#23
Damn, why does it always suck to be zerg?
The Prince of DroneS
Luddite
Profile Blog Joined April 2007
United States2315 Posts
May 21 2009 16:31 GMT
#24
On May 22 2009 00:28 sky_slasher wrote:

- Main base play is really good! It's incomparable to SC1. In SC1, 7 Marines/1 Medic/1 Dropship play is good, but in SC2, 16 Marines/2 Medivac is even better. Without Banelings or Roaches, Zerg is dead to this strategy.


I don't understand this. He seems be saying, 2 medivacs full of marines is better than 1 dropship full of marines/medic. Seems kind of obvious... Also doesn't the medivac come much later than banelings/roaches?
Can't believe I'm still here playing this same game
Jusciax
Profile Joined August 2007
Lithuania588 Posts
May 21 2009 16:32 GMT
#25
Thanks for info, tho is waaaaaaay too early to talk about balance. Main thing would be to know how exciting it is, is there enough to do with each race, is interface not too easy etc.
wtfhi2u
Profile Joined May 2007
United States65 Posts
Last Edited: 2009-05-21 16:37:13
May 21 2009 16:34 GMT
#26
--- Nuked ---
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
May 21 2009 16:34 GMT
#27
On May 22 2009 01:28 SixSongs wrote:
Damn, why does it always suck to be zerg?

FFFFFFUUUUUU
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2009-05-21 16:45:41
May 21 2009 16:44 GMT
#28
ffs game should encourage expanding

Keep in mind that 1 base plays were really popular in SC for many, many, many years (especially TvZ).

Thanks for the translation!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
May 21 2009 16:59 GMT
#29
On May 22 2009 01:11 Kim_Hyun_Han wrote:
Show nested quote +
Main base play is really good!

ffs game should encourage expanding

The deal is that until you have gotten the timings in the game down to a science it is always easier to play aggressive early than to expand early, you need to know exactly during which phases it is safe to expand and how to counter every possible rush before you can start to play in more macro heavy styles.

You know, the metagame in games evolve from in the early days just consisting of various cheese until people learns to counter it and then it goes deeper and deeper into macro styles.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
May 21 2009 17:00 GMT
#30
They better fix zerg, because I'm planning to play it.

Good read !
I want to fly
spkim1
Profile Joined April 2009
Canada286 Posts
May 21 2009 17:08 GMT
#31
6 zerglings have difficulty killing 2 zealots?! oh man this is bad... I would have thought they wouldn't tweak the original units and instead balance with the new units... and lining lings on top of ramps is useless? sounds like defending with zerg is going to be really hard now
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
scwizard
Profile Joined March 2009
United States1195 Posts
May 21 2009 17:22 GMT
#32
Balancing an rts must be hard. It seems really tricky to walk that line between "lair tech is useless" and "zerg without lair tech is useless"
omninmo
Profile Blog Joined April 2008
2349 Posts
Last Edited: 2009-05-21 17:26:47
May 21 2009 17:22 GMT
#33
Starcraft 2:
"Feels more like SC1 than War3"

if a korean says this. i can rest assured. but im a little disappointed by the 'one base
play is good'. i can be at ease though since this is dependent on the map more than the game itself.
Pufftrees
Profile Joined March 2009
2449 Posts
May 21 2009 17:25 GMT
#34
So pumped!
Chance favors the prepared mind.
Clow
Profile Blog Joined September 2008
Brazil880 Posts
May 21 2009 17:37 GMT
#35
FFFFFFFFFFUUUUUUUUUU

It seems like Zerg is very weak, but I'm not worried, things can get completely different after the beta.

On May 22 2009 02:22 omninmo wrote:
Starcraft 2:
"Feels more like SC1 than War3"

if a korean says this. i can rest assured.


This.
(–_–) CJ Entusman #33
Eury
Profile Joined December 2008
Sweden1126 Posts
May 21 2009 17:38 GMT
#36
Can you people stop whining about balance issues in a game that haven't even reached beta yet?
sexsexpussyhair
Profile Joined April 2009
Canada133 Posts
May 21 2009 17:42 GMT
#37
very good insights
DragoonPK
Profile Blog Joined July 2007
3259 Posts
May 21 2009 17:54 GMT
#38
On May 22 2009 02:38 Eury wrote:
Can you people stop whining about balance issues in a game that haven't even reached beta yet?

exactly!
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
May 21 2009 17:58 GMT
#39
On May 22 2009 02:38 Eury wrote:
Can you people stop whining about balance issues in a game that haven't even reached beta yet?

Truth
twitter: @terrancem
Shade692003
Profile Joined August 2005
Canada702 Posts
May 21 2009 18:00 GMT
#40
I hope they tune down the marauder's hp. 120 hp is way too much for à tier 1 terran unit! ffs, it's as much as a goliath, a mechanic, late tier 2.5 unit in sc1. That quantity of hit points for a tier1 unit should stay with the protoss, it deludes race uniqueness. Way too much for a terran infrantry unit (give it 80 hp max, and adjust unit cost accordingly).
I hate the post below mine because it feels War3-ish.
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