Some of these units just seemed to be forced in there because they do cool looking things.
Battle Report 3 - Page 21
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Pape
Serbia419 Posts
Some of these units just seemed to be forced in there because they do cool looking things. | ||
Railz
United States1449 Posts
On June 20 2009 06:12 Lobbo wrote: Seriously what speed was this game played on? Seems like it was on the max. The zerglings upgraded are pretty much as quick as they can go. Any faster and they'd probably move faster then a person could react. | ||
heyitsme
153 Posts
Lame. | ||
Rambling.
Canada314 Posts
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Mykill
Canada3402 Posts
its like a permanent arb or something... | ||
ManWithCheese
Canada246 Posts
On June 20 2009 07:06 Fen wrote: I said this earlier, but im going to say it again. Im not arguing that sorcs are overpowered, all Im saying is that they were too viable when massed in many situations. Being a support unit, they shouldn't be soo strong that a bunch of them can hold their own without an army to fight alongside. Yes of course there are units that are designed to kill sorcs (anti-spellcasters), but the fact remains that they are extremely powerful should an enemy not have these units. You look at a unit such as a high templar in starcraft. It has a damn powerful attack. It can change the course of the battle. But you arent going to see a player mass high templar and try to charge into someone's base. Because high templar are support units, not your main army. Alright let me try this again but in a different way, just because a noob masses sorcs against another noob does not make it a viable strategy ever for anyone with competent skill and knowledge of the game, they also can't hold their ground alone ever against someone who knows how to play the game. Now my second point, in s2 the high templar is the same as its counterpart in s1 that it can't attack just like most other casters in s2, and just like in s1 there is an exception which is the nullifier which is capable of being more than just a support caster. Massing nulifiers may very well work against a noob but against someone who is skilled and has knowledge about the game it of course won't work ever as he will be smart enough to get the appropriate counter. Just like other competitive games you base things about the game by those who know how to play the game not those who don't. So just because you have 2 noobs facing each other with 1 not knowing how to deal with a mass unit doesn't mean that it is the least bit effective against someone who knows the game which is what really counts. | ||
BigSausage
Canada194 Posts
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danieldrsa
Brazil522 Posts
On June 19 2009 21:38 Suc wrote: On June 19 2009 21:35 AdunToridas wrote: What the heck?! looks like a complete badass, was it that green thing that was floating at the zerg's natural ? thats just what spaws when a zerg building is destroyed. See in the end of the video when the zeas kill the 3rd hatchery. | ||
Tsagacity
United States2124 Posts
On June 20 2009 07:55 BigSausage wrote: I can see the potential of abusing warp prism, recall is already strong in sc and it is a late game spell. In sc2 you can get it so early and basically just keep warping units every where and rape the shit out of the other guy. Your warp-in ability is limited by your number of gateways though. If you have 10 gateways (upgraded to warp gates) you can warp in 10 units every production cycle. You may have known this already, but your "basically just keep warping units everywhere" gave me the impression that you might not. | ||
KP_CollectoR
United States744 Posts
First player with 3 consecutive wins: David Kim | ||
hugman
Sweden4644 Posts
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Shade692003
Canada702 Posts
On June 20 2009 07:42 Pape wrote: I watched it 3 times and I still don't like the nulifiers! The bubble thing is just too cheesy in my opinion. Some of these units just seemed to be forced in there because they do cool looking things. .... Could you make even LESS sense? God. | ||
520
United States2822 Posts
On June 20 2009 08:07 hugman wrote: What's up with the zerglings? They move super fast and even faster when they're surrounding something. Look at about 16:20 when he warps in the stalkers. Some of the zerglings go CRAZY. Non-Drone, non-air Zerg units move 30% faster on creep. | ||
PlutoNZ
New Zealand410 Posts
On June 20 2009 08:07 hugman wrote: What's up with the zerglings? They move super fast and even faster when they're surrounding something. Look at about 16:20 when he warps in the stalkers. Some of the zerglings go CRAZY. Zerg forces move 30% (?) faster on creep. | ||
Shade692003
Canada702 Posts
On June 20 2009 08:07 hugman wrote: What's up with the zerglings? They move super fast and even faster when they're surrounding something. Look at about 16:20 when he warps in the stalkers. Some of the zerglings go CRAZY. Zerg units runs faster on creep. Edit: Awesome triple post mates :p | ||
Integra
Sweden5626 Posts
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520
United States2822 Posts
On June 20 2009 08:11 Shade692003 wrote: Zerg units runs faster on creep. Edit: Awesome triple post mates :p It was even cooler because we all have different worker icons. | ||
notrangerjoe
110 Posts
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keV.
United States3214 Posts
Forum know-it-alls are so annoying. | ||
keV.
United States3214 Posts
On June 20 2009 08:03 KP_CollectoR wrote: History's been made guys: we have our first big name in the SC2 Hall of Fame... First player with 3 consecutive wins: David Kim GOLDEN MOUSE | ||
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