[March] SC2 General Discussion - Page 7
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gorchiza
Bulgaria200 Posts
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pzea469
United States1520 Posts
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Liquid`Jinro
Sweden33719 Posts
Mehhhh I want them back, don't want to re-play placement games and then a couple of days later... play placement games AGAIN when they do the full reset t.t | ||
The6357
United States1268 Posts
Just wondering if anyone else play game with high gamma setting... | ||
On_Slaught
United States12190 Posts
On March 03 2010 10:34 sith wrote: Can we just have a nice summary of how people are feeling? Protoss: Sweet new stuff, feels pretty cool to play. Everyone is doing it! Terran: May need some minor tweaking but pretty balanced and playable. Not as interesting as toss still. Zerg: Many threads complaining about staleness and uninteresting mechanics. Needs work. How accurate does everyone feel these are? Oh mannnn. How a few patches change everything! Lol. | ||
sashkata
Bulgaria3241 Posts
On March 26 2010 06:38 FrozenArbiter wrote: Bah bnet bugging out - lost my friend list and stats for a while, now my friend list is back but no games played. My account is still visible in the ladder as rank 3 tho lol Mehhhh I want them back, don't want to re-play placement games and then a couple of days later... play placement games AGAIN when they do the full reset t.t Same thing happend to me too. At first I thought it was the expected restart, but than my friend said his stats weren't reset. | ||
Liquid`Jinro
Sweden33719 Posts
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raga4ka
Bulgaria5676 Posts
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CauthonLuck
United States93 Posts
Marauders easily crush all but heavily massed and supported static defenses early game, and I feel they're even more imbalanced than Immortals for building sniping once stim and drops come into the picture. One of my favorite tactics in mid game TvP is simply to snipe the observer floating around with scan/rines then load up 2 dropships with marauders and dump them in the corner of the protoss main. Unless the protoss has their army waiting at nearly the exact location of the drop, there is no way to stop 8 stimmed marauders from dropping your nexus in the blink of an eye then zooming away safely in the medivacs. Even as a terran player, I must admit it is ridiculous how quickly and safely this can be done. On the zerg side, though not quite as bad as the other 2 units mentioned, Roaches really tear through static defense far too quickly as well. Considering you can have 7 of them up in your opponents main somewhere in the 5 minute mark (replay time), even quicker in actual games, they tear through multiple cannons and bunkers full of marines with ease, making the static defenses fairly worthless as people tend to rely on building blockades as the only effective means of stopping this. This may lead into a larger question, such as should any unit other than specialty units like void rays and reapers etc, deal bonus damage to buildings? At the very least, I feel that these 3 units should be looked at closely as it is mainly their incredible building destruction potential in the early-mid game that causes static defenses to seem so weak. I'd like to see blizzard try removing the bonus damage of marauders and immortals against buildings, or at least, specific static defense structures, and changing the Roach's attack to 8+8(against all unit types). Try this out for a patch and see if static defenses have a little more viability or if the larger problem is something else like increased army mobility. | ||
PREWTAHS
Armenia24 Posts
A (sort of) (somewhat) common (ok ok, sometimes used) opening in TvP is a single reaper rush to take out probes / scout / establish threat early on. So before heading to bed, conflicted by my sleepiness and the U.S. beta servers coming back online, I did a bit of testing to see what was the fastest possible way to get a reaper out. It's relatively risky, but might suit some players looking for a more aggressive playstyle vs P. Here it is: 9 - Barracks (to maximize income you'll want your 9th SCV to go to minerals and take an SCV from mineral patch once you hit 140ish minerals) Refinery SCV SCV 11 supply depot tech lab With this build your reaper should pop out around 3:10. On a map like Blistering Sands, it's possible to get a reaper in the enemy's base well under the 4 minute mark. No idea if it is actually viable, but just a tidbit someone may find they want to mess with. Here's the replay of the build in action (vs AI) | ||
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