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Sweden33719 Posts
A bit late...
Previous Editions + Show Spoiler +
Q: What is this thread?
A: General purpose, SC2 discussion thread.
Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A question you are sure is super common but can't find the answer to via searching? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
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How about that ThorZain
did liquid ever pursue him as a potential teammate, or was he not established enough to warrant that thought : )
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I think Nazgul has said that Liquid isn't currently recruiting.
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I was waiting the May thread to talk about it:
Cross-region play could never come for the same reasons Latin America region is segregated from North America region.
So, if allowing players to get into other regions for free isn't an option, then I ask, is it possible to allow players to play international games without allowing them to play in another region ladder?
Let's say that they make an global/international "region" (just like the public test "region"), but that region doesn't have a ladder, it's for customs only. What bad effect could it have to Blizzard "plans"? I think it could be a solution and maybe we should ask for it more firmly. Futhermore, it would be great to see an ultimate league that have all grandmasters from around the world fighting for the title of "Top X in the world". Then, we'd have a region that only the best of each region would have access to the ladder, so people wouldn't quit their region for the "international" one, but they could also use it for customs.
I think that this is a cool idea and I wanted to share here so people could maybe make it even better and maybe one day Blizzard will actually put it in practice perhaps? ^^
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On May 17 2011 13:34 SDream wrote: I was waiting the May thread to talk about it:
Cross-region play could never come for the same reasons Latin America region is segregated from North America region.
So, if allowing players to get into other regions for free isn't an option, then I ask, is it possible to allow players to play international games without allowing them to play in another region ladder?
Let's say that they make an global/international "region" (just like the public test "region"), but that region doesn't have a ladder, it's for customs only. What bad effect could it have to Blizzard "plans"? I think it could be a solution and maybe we should ask for it more firmly. Futhermore, it would be great to see an ultimate league that have all grandmasters from around the world fighting for the title of "Top X in the world". Then, we'd have a region that only the best of each region would have access to the ladder, so people wouldn't quit their region for the "international" one, but they could also use it for customs.
I think that this is a cool idea and I wanted to share here so people could maybe make it even better and maybe one day Blizzard will actually put it in practice perhaps? ^^
Awesome suggestion. Just to build off your idea, Blizz should implement a system for tournament LAN only on this international server, like keying in passwords that blizz gives out for each successful tournament application. This password is valid for a few days only and allows for virtual LAN between the players instead of connecting through the server? I can see how easily this can work out for both blizz and tournament organizers. No more latency QQ...
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On May 17 2011 14:10 FrozenFrotie wrote:Show nested quote +On May 17 2011 13:34 SDream wrote: I was waiting the May thread to talk about it:
Cross-region play could never come for the same reasons Latin America region is segregated from North America region.
So, if allowing players to get into other regions for free isn't an option, then I ask, is it possible to allow players to play international games without allowing them to play in another region ladder?
Let's say that they make an global/international "region" (just like the public test "region"), but that region doesn't have a ladder, it's for customs only. What bad effect could it have to Blizzard "plans"? I think it could be a solution and maybe we should ask for it more firmly. Futhermore, it would be great to see an ultimate league that have all grandmasters from around the world fighting for the title of "Top X in the world". Then, we'd have a region that only the best of each region would have access to the ladder, so people wouldn't quit their region for the "international" one, but they could also use it for customs.
I think that this is a cool idea and I wanted to share here so people could maybe make it even better and maybe one day Blizzard will actually put it in practice perhaps? ^^ Awesome suggestion. Just to build off your idea, Blizz should implement a system for tournament LAN only on this international server, like keying in passwords that blizz gives out for each successful tournament application. This password is valid for a few days only and allows for virtual LAN between the players instead of connecting through the server? I can see how easily this can work out for both blizz and tournament organizers. No more latency QQ... There would still be latency though because you're playing across large distances.
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Much better than connecting through blizzard's server. A little hassle to definitely improve latency... i dont see why this isnt good.
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Thorzain was awesome in that series, such an epic series
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Zergs going for infestors instead of mutas are really wrecking T v Z for me...
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I think that blizzard knows that when they put a LAN then that's the point when the game becomes easily hacked, not exactly easily but i think some good hackers can pull out something and then blizzard losses and everyone who bought the game originaly losses as well naturally. anyways blizzard is aware of the problem of the regions but still want to make some money, and they know that if they seperate it into regions there will be some people that will buy US and EU version for example, then they get more money, and more than that the latency between the regions in B.NET, but where there is other regions and not that much of a latency problem, so they allowed, as someonesaid to america both north and south. so i am not sure about ther LAN thing, while i am sure that international server is not yet availble any time soon.
anyways i wanted to talk about the buffs zergs gets while terran and protoss nerfed, u realize that while toss and terran got nerfed 20 seconds and 30 seconds for stim pack for terran, it's automaticly more time for the zerg to drone, so there's ur buff zergs players for the recent patches, huge buff for my opinion, because the most problem for zerg was 4gate and MM push. anyways i think that the new archon is great for toss very late game, and it's not making deathball much more stronger, not more than it should be because zergs has broodlords and ultras which are pretty much effective against the death ball if used correctly, but archons against terran are pretty much very good unless u get EMPed, so yeah still terrans can pwn toss with archons, if microed correctly with his ghosts.
what do you guys think?
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On May 17 2011 14:51 Techno077 wrote: anyways i wanted to talk about the buffs zergs gets while terran and protoss nerfed, u realize that while toss and terran got nerfed 20 seconds and 30 seconds for stim pack for terran, it's automaticly more time for the zerg to drone, so there's ur buff zergs players for the recent patches, huge buff for my opinion, because the most problem for zerg was 4gate and MM push. anyways i think that the new archon is great for toss very late game, and it's not making deathball much more stronger, not more than it should be because zergs has broodlords and ultras which are pretty much effective against the death ball if used correctly, but archons against terran are pretty much very good unless u get EMPed, so yeah still terrans can pwn toss with archons, if microed correctly with his ghosts.
what do you guys think?
I'm going to stick to the zerg-buff topic. I completely agree with this statement. Zerg is, as Idra has recently pointed out in SOTG, largely dependant on blindly picking a tech since their scouting abilities are no where near as good as those of T and P. I think this is a reasonable change which hopefully will lead to a longer "safe-period" early on. This will also I believe, lead to T and P more often FE but the change is especially good for Z where one-base-play isn't really a desirable option...
I think the change is good for those of us who prefer games to continue into mid-game more often than not!
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How do you know when to use a timing attack? How do you know if your timing will be effective? (These are two questions I could really use some indepth knowledge on. My macro/strategies in general are top notch but my attacks are sloppy and uncoordinated)
Siege tank pushes, how to do them effectively against zerg opponents (toss i find much easier due to their lower mobility in comparison to zerg). Mine are always hit or miss and I watch pro's do them so effectivley everytime.
(3500 masters last season if this helps. Not great, but far from bad. As I mentioned my attacks are my problem.)
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On May 17 2011 15:33 Talack wrote: How do you know when to use a timing attack? How do you know if your timing will be effective? (These are two questions I could really use some indepth knowledge on. My macro/strategies in general are top notch but my attacks are sloppy and uncoordinated)
Siege tank pushes, how to do them effectively against zerg opponents (toss i find much easier due to their lower mobility in comparison to zerg). Mine are always hit or miss and I watch pro's do them so effectivley everytime.
(3500 masters last season if this helps. Not great, but far from bad. As I mentioned my attacks are my problem.)
I want to at least try to give you some thoughts about it, I'm not going to claim I'm a better player than you, I'm not, I'm a theorycrafter.
To start with, are you familiar with the way the other races work? Timing-attacks are highly dependent on your knowledge of the opponents. Are you able to scout when the opponent is going to tech? Can you tell the amount of warpgates 10 min into the game based on the amount of units the P has, do you know the basic timings of a zerg? I'm just brainstorming now but to me when to attack is so dependent on the opponents choice in the specific game I doubt there are any given times. You need to be able to get a feeling of the opponents choices based on what you can scout. I don't know if this is helpful but at least think about it.
About the siege tank pushes against zerg. I cannot strain how important scouting is once again. If you can keep track of where the zerg is positioned, that will help a lot. Apart from that, don't unsiege your tanks at the same time. I know the pros does it, but I believe that's due to their magical skills. Either move your tanks 1/3 at a time, or 1/2 at a time. Use your flying units to keep track of the edge of the siegetanks that are still positioned range, I like to pull the tanks not sieged back behind the sieged ones and behind the bioball before sieging them if I'm under attack.
Could you be more specific on what you do, how you move your tanks, what composition you're scared of and I may be able to give more advice.
I hope this was helpful!
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What are your go-to PvP builds after the patch? Is everyone still going 4gate and trying to use multiple pylons to get in the ramp? Is there a new staple? I've been experiencing 4gate over and over, same thing. Share your thoughts =)
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On May 17 2011 16:01 Kishuu wrote: What are your go-to PvP builds after the patch? Is everyone still going 4gate and trying to use multiple pylons to get in the ramp? Is there a new staple? I've been experiencing 4gate over and over, same thing. Share your thoughts =)
I believe that a 3 gate Robo, will be the to-go-to build against T and Z. I found it incredibly strong against anything. It leaves you in a great position for either a 2colossi-all-in or a safe expand...
For PvP and your actual question. I still think that 4gate will be used quite a bit. I don't see a build close to as good and as standard as that 4gate used to be. I think this is going to be awesome for the match-up on the proscene, however, in lower leagues I believe that the pylon change isn't enough to nerf this build enough and therefore I still believe it will be used a lot on those levels.
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^pretty sure sentry expand is still gonna be standrad v Z
and v T some kinda of FE is generally the go to build.
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I'm feeling that PvT is kind of weak to T's early pressure right now. Maybe it'll clean up a little once some new P pressure builds are developed, but when I was watching the 3rd place matches of the TSL it felt like I could predict every game just by asking myself "is Kas going for early pressure this game?"
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On May 17 2011 16:01 Kishuu wrote: What are your go-to PvP builds after the patch? Is everyone still going 4gate and trying to use multiple pylons to get in the ramp? Is there a new staple? I've been experiencing 4gate over and over, same thing. Share your thoughts =) I tend to to 2 Gate -> Robo -> 3 Gate now, but I have not been laddering enough to say if it is safe enough. The 2 gate opening (for quick 2 or 3 stalker) does allow me to make sure no proxies are placed, and perhaps even pressure a bit if my opponent opens with zealot / sentry. Usually this leads the opponent to think I transition into Blink Stalkers which is fine cause he'll generally start turtling to hold of the push or hard-tech to DTs which are denied by Robo This is unless he tries a 4-gate, but as I said the stalker opening leaves me relatively safe against this.
Can still be somewhat problematic if you miss the pylon, but you can get earlier sentries now and you can shoot the pylon which is used to warp in on high ground with stalkers from within your base so it can be held.
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On May 17 2011 17:46 L3g3nd_ wrote: ^pretty sure sentry expand is still gonna be standrad v Z
and v T some kinda of FE is generally the go to build.
Yeah, obviously, on maps that this is suitable for, where the forcefields can win an early battle, with a more open natural you may consider otherwise. But yeah, the sentyexpand opening hasn't changed enough to make a difference.
Against T though, FE is so dependent on rushdistances. I don't think FE is a go-to-build on a map with short rushdistances since an early 2 or 3rax push can punish such play heavily...
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