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Changing strategy/unit-mix mid-game

Forum Index > StarCraft 2 Strategy
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CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
Last Edited: 2010-02-22 13:14:15
February 22 2010 13:13 GMT
#1
Hello. I wanted to post in other threads too, but it didn't quite fit anywhere, so I decided to make a new thread about it.

Now, I haven't played the beta, I just watched a bunch of replays, so I'm actually ASKING this, more than advising it since I don't really know how it works.

Is it possible to just change your unit-mix, like you can sometimes do in starcraft? I don't mean just zerg-wise, although that too, but also for protoss and terran.

I was watching this 40+ minute match between ret and some-protoss, and I was kinda baffled. First of all, the protoss was insisting on going stalkers and immortals vs mass siege tanks and not much else. Why? Immortals are ok, but not when the opponent has double the number of units and 90% of them are siege tanks. As far as I saw, with siege off they dropped like flies. Why no zealots? Is it hard to just pump zealots instead of stalkers? Or dts or whatnot?
Same game, later on, protoss got almost full-air army + some immortals. Ret kept pumping out tanks and hellions (which were cool for raids and such, but died horribly in actual battles). Why couldn't he switch to marines/ghosts with some other kind of air support? I saw A LOT of games where people just stick to their builds no matter how hard they fail and it got me thinking that switching strategies is not as easy at it was in SC.

Also, I know that it's still early on, but come on, you can SEE that your mix doesn't work, why is everyone so stuck on making terran mech with no bio support, and things like that?

Is there an actual impediment in the game that makes it a bit harder to switch builds that I just can't see, or are people just... not thinking enough? I repeat, it's not just one game, I've seen a LOT of them that had this issue, so I just needed to ask this. I know it may sound silly, but please remember that not all of us have the ability to play the game. That's why I'm asking.

P.S.: No offense to ret, he did win the game in the end, it just looked like he really had to struggle for it when instead of 20+ vultures, 40+ marines would have probably cleared the whole protoss army up with no support at all (since there was basically no splash damage in the toss army, and the protoss air-ray-units don't seem to be too effective vs masses of low-hp stuff like marines). Also a few ghosts with EMP would have sounded awesome.
Im not a n00b, I just play like one.
Dr.Frost
Profile Joined April 2009
United States389 Posts
February 22 2010 19:31 GMT
#2
Your right. People have been hesitant. K watched that same return game with the hellions And I was totally confused. It is difficult to change but no more difficult than sc2. I this k in sc2 what people need to do is make a combination of mass buildings rather than 1. For example in regs game. Instead of 10 factories, I think he would be better off with 6 factories 2 starports and 2 tax, or 4 starports 6 factory. That way he can have a good unit combo and focus on one or the other if necessary. Massing one unit combo doesn't seem as good in sc2. You have to adapt.that is just my opinion. When I play zerg in sc2 I find my self going Hydra only and losing because of it. Or I go ultra/ling and die to air units. So I think every player needs to make a healthy balance of units.
They are here to right our fall, they have heard someones troubled call???
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