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On June 19 2009 17:32 Assault_1 wrote:Show nested quote +On June 19 2009 17:24 Clow wrote: I'm very worried about the fact that zerg doesn't have scourges :< 'blabla hydra great anti-air blabla'... But how the hell would the Zerg defend against that warp-in? I don't even think hydras were able to reach that... Scourges please <3 Maybe mutas can substitute for the mobility. What other air units does zerg have? guardians, broodlord, muta,.. Broodlord is the new Guardian. Zerg also have Corruptors. It is a anti air flyer.
http://www.scraftwiki.net/Corruptor
On June 19 2009 17:34 hyde wrote: In the first 2 minutes when obs has the Nexus selected, what is that icon next to the probe icon? I can't quite make out what it is. Mothership
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Is it me or could protoss have really benefited from some observers?
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Does anyone else think that the dark pylon's ability to make probes mine better might be slightly imbalanced in relation to the queen's spawn larvae ability?
For example, from what I know you can spend ~150 minerals (the cost of a queen I think) to allow yourself to basically have a dumbed down hatchery of sorts that can defend your base and spread creep, so with proper macro the queen is saving you maybe 150 minerals. Someone please correct me if I am wrong, or you have a different opinion on this.
However, at one point in the BR when they show drones/probes and mineral counts, we can see that David Kim has 40 probes vs 37/38 drones, yet he is mining around +1400 compared to the zerg's +1000. Kim is mining 30% more, with 2 more probes.
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On June 19 2009 17:34 Suc wrote: Just one thing I noticed, this is an older build of sc2, it has the old design of spawning pool, so some things may have changed between then and now.
And since when could you get multiple queens?
woah.. ya.. whats up with that? this means the vid is over.. 4 months old?
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Man, forcefield looks extremely powerful.. I'm betting after players get really good with it, it'll have to be nerfed somehow.
It looks like units can use their abilities a lot more often than in BW. I hope its the same for BCs, I wanna see yamato abused :D
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On June 19 2009 17:39 Mazar wrote: Does anyone else think that the dark pylon's ability to make probes mine better might be slightly imbalanced in relation to the queen's spawn larvae ability?
For example, from what I know you can spend ~150 minerals (the cost of a queen I think) to allow yourself to basically have a dumbed down hatchery of sorts that can defend your base and spread creep, so with proper macro the queen is saving you maybe 150 minerals. Someone please correct me if I am wrong, or you have a different opinion on this.
However, at one point in the BR when they show drones/probes and mineral counts, we can see that David Kim has 40 probes vs 37/38 drones, yet he is mining around +1400 compared to the zerg's +1000. Kim is mining 30% more, with 2 more probes.
I think part of that is because the zerg expanded pretty slow, but so far protoss does seem a little OP with how much early control they get. I'm sure it will be changed a lot.
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last i checked Corrupters only needed a lair, but the protoss build like one phoenix and one warp ray...guess the guy saw no need to go air. The killing blow was probably when the queens were all lost, without the extra larvae zerg couldn't keep up with both economy and unit production. When the late 3rd expansion was taken out the game was over.
still, GREAT moves by both players though. burrowed baneling ambushes should really keep protoss on their toes and force them to spread their units until observers. Infestors neural parasite is also much better than i had origionally thought. Hope blizzard decides to bring its other abilities up to par
again though we see a general lack of mobility and expansion from the zerg, though i think at the later stages of the game a nydus worm was impractical. Protoss had to many units at that point and could have warped in right on top of the spawning worm.
We already knew blink was awesome, but im very impressed with the nullifier. It seemed to to pretty good damage on top of its spell casting abilities. only one of them was shooting at an OL and it went down the half health real quick. Force field is amazing. Beta will tell us how to balance its energy cost/duration. I really like how the phoenix can not only be used as a corsair for OL hunting, but with anti-grav can also really hurt the zerg buy killing the queen's. Killing not only their pop cap, but also their source of extra larvea. Corsairs certainly couldn't do that.
best battle report by far...now just give us David Kim with the zerg so we can see what they can really do
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On June 19 2009 17:43 -fj. wrote: Man, forcefield looks extremely powerful.. I'm betting after players get really good with it, it'll have to be nerfed somehow.
It looks like units can use their abilities a lot more often than in BW. I hope its the same for BCs, I wanna see yamato abused :D
Yeah, I agree about forcefield. One of it's defining features seems to be that it can be casted on units, which forces them to move out of the way, meaning there is no real way you to stop a protoss from walling anywhere. A good balance point to this would be to not allow this, and to only be able to forcefield where units are not standing I believe.
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On June 19 2009 17:46 Mazar wrote:Show nested quote +On June 19 2009 17:43 -fj. wrote: Man, forcefield looks extremely powerful.. I'm betting after players get really good with it, it'll have to be nerfed somehow.
It looks like units can use their abilities a lot more often than in BW. I hope its the same for BCs, I wanna see yamato abused :D
Yeah, I agree about forcefield. One of it's defining features seems to be that it can be casted on units, which forces them to move out of the way, meaning there is no real way you to stop a protoss from walling anywhere. A good balance point to this would be to not allow this, and to only be able to forcefield where units are not standing I believe.
Or just make it like a BW spell where it takes forever to charge and the unit typically only uses it once before it dies.
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On June 19 2009 17:43 Assault_1 wrote:Show nested quote +On June 19 2009 17:34 Suc wrote: Just one thing I noticed, this is an older build of sc2, it has the old design of spawning pool, so some things may have changed between then and now.
And since when could you get multiple queens? woah.. ya.. whats up with that? this means the vid is over.. 4 months old?
I was wondering about this too... i thought that spawning pool was the old one.
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the zerg player played SO well, my god. yet he lost. :/
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Kentor
United States5784 Posts
is there a way to mute dustin browder?
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On June 19 2009 17:45 lordmordor wrote: last i checked Corrupters only needed a lair, but the protoss build like one phoenix and one warp ray...guess the guy saw no need to go air. The killing blow was probably when the queens were all lost, without the extra larvae zerg couldn't keep up with both economy and unit production. When the late 3rd expansion was taken out the game was over.
still, GREAT moves by both players though. burrowed baneling ambushes should really keep protoss on their toes and force them to spread their units until observers. Infestors neural parasite is also much better than i had origionally thought. Hope blizzard decides to bring its other abilities up to par
again though we see a general lack of mobility and expansion from the zerg, though i think at the later stages of the game a nydus worm was impractical. Protoss had to many units at that point and could have warped in right on top of the spawning worm.
We already knew blink was awesome, but im very impressed with the nullifier. It seemed to to pretty good damage on top of its spell casting abilities. only one of them was shooting at an OL and it went down the half health real quick. Force field is amazing. Beta will tell us how to balance its energy cost/duration. I really like how the phoenix can not only be used as a corsair for OL hunting, but with anti-grav can also really hurt the zerg buy killing the queen's. Killing not only their pop cap, but also their source of extra larvea. Corsairs certainly couldn't do that.
best battle report by far...now just give us David Kim with the zerg so we can see what they can really do
That third expansion didn't seem that late. He built it as soon as he killed a protoss attack which is typical. You can't compare it to SC1 because there they Forge FE so you're free to take really fast 3 gas. That aside Protoss also has a hell of a lot more mobility now... a frightening amount really so taking a quick third seems almost like sure death.
Personally I don't care how many warp rays the guy built... anti air to kill them is mandatory. They are simply far too powerful to leave alone in the belief you could "control it" Their ability to hang over cliffs is just far too dangerous to leave alone. If they stay like this currently Mutalisks will be absolutely mandatory.
I can't shake the feeling that Protoss can simply move too damn fast all over the place. Even if you attempt to drop or something... they can just warp right on top of you. It gives them a seeming presence around the map, especially if they have air control. As far as i'm concerned there is no way a zerg is going to beat a protoss right now without having full air control, warp rays are too much of a threat.
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To bad both players threw away their units...
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T.O.P.
Hong Kong4685 Posts
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this was horrible. The game looks extremely poor compared to bw.
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On June 19 2009 18:15 streampowered wrote: this was horrible. The game looks extremely poor compared to bw.
you just had to be "that guy"
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Awesome, seems its still not played on fastest though. + Show Spoiler +Very cool, the zerg won all the battles but lost the war Superior Protoss econ blah blah 1a2a god its old
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