[June] SC2 General Discussion - Page 2
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stalife
Canada1222 Posts
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rastaban
United States2294 Posts
Thanks, | ||
Dreamexpress
80 Posts
On June 17 2010 10:34 stalife wrote: I mentioned this before, but I still think allowing your cursor be visible during the load screen is needed... Sometimes when game starts, my screen keeps going down because my cursor was apparently pointing bottom of my screen. Yes yes! Personally i would also like to have a 2 second countdown after the game is completly loaded because sometimes is can be slow and sitting their staring at the load screen not knowing when its starting i think is annoying for the eyes and i lose focus. | ||
Diamond
United States10796 Posts
Anyways I was listening to Day9 talk about how he likes to open up with DT's in PvT. Now I never wanted to say it in public in fear of being called a newbcakes but it seems like DT FE is a pretty viable build like in BW. Basically you use the same build (replacing stalkers with goons and obvious food adjustments) but use the initial DT's to do a contain on the Terran. I've used this build quite a few times and had great success with it. I normally get about 3 DT's in their natural than I spread them out. The idea is to delay the expansion for the Terran, force them to either tech to Ravens and waste scans, and get a free expansion off. I did it in Rd 1 of the custom map tourney and won with it on Chupung. I kept sniping SCV's with my DT's, and but he time he could expand I already had my natural up and partially saturated, and was adding gates+a robo so by the time he could push I already had like 5 Immortals+Lots/Stalkers/Sentries. Anyone have alot of experience with going this route? I don't think this deserves it's own topic just curious what everyone thinks. This was one of my favorite strats in BW. Mind you if there is an opening for the DT"s to pull the mass/all-kill take it but this is good I think if the opponent is prepared (ie: turret right behind wall). | ||
Fruscainte
4596 Posts
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Neosta2
China117 Posts
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Diamond
United States10796 Posts
On June 25 2010 13:25 Neosta2 wrote: They should implement what race to play against! that way I can practice zvz, zvt, ..etc whatever match up i'm weak with. You know what before I got int he beta I would have agreed with you. Right before I got in I had played over 150+ games straight of PvT in BW. But once I got used to the random element I actually like it. It forces you to be a solid player and learn all the matches. I would however LOVE to have a "no vR matches" button! | ||
knyttym
United States5797 Posts
On June 25 2010 13:14 iCCup.Diamond wrote: Glad this is stickied now! Ty FA! Anyways I was listening to Day9 talk about how he likes to open up with DT's in PvT. Now I never wanted to say it in public in fear of being called a newbcakes but it seems like DT FE is a pretty viable build like in BW. Basically you use the same build (replacing stalkers with goons and obvious food adjustments) but use the initial DT's to do a contain on the Terran. I've used this build quite a few times and had great success with it. I normally get about 3 DT's in their natural than I spread them out. The idea is to delay the expansion for the Terran, force them to either tech to Ravens and waste scans, and get a free expansion off. I did it in Rd 1 of the custom map tourney and won with it on Chupung. I kept sniping SCV's with my DT's, and but he time he could expand I already had my natural up and partially saturated, and was adding gates+a robo so by the time he could push I already had like 5 Immortals+Lots/Stalkers/Sentries. Anyone have alot of experience with going this route? I don't think this deserves it's own topic just curious what everyone thinks. This was one of my favorite strats in BW. Mind you if there is an opening for the DT"s to pull the mass/all-kill take it but this is good I think if the opponent is prepared (ie: turret right behind wall). I think with the current popular strategies in TvP dt sounds like a bad choice. First build is the 1/1/1 that opens up starport play fast. You can go for hellion drop since protoss is rather low on gas for stalkers. The gas that didn't go into teching and DTs will be in sentries that are needed to defend possible allins. The bulk of the protoss army will then be zealots which can't keep up with kiting hellions. CLoaked banshee instant wins as long as he defends the dts and ravens allow for a quick push to punish greedy expands. Second build is the marine ghost attack which can reveal your dts with emp and even kill you before DT tech gets online. Actually Brat_ok's marine ghost opens up port pretty fast as well for marine drops that are quite difficult to defend. He can delay the expo quite handily with his mobility. If however you can get the expo online here you are in a good position because HT isn't too far a branch. So the actual reason I came here was to share a cute drop tactic that I think may be useful with HT based compositions in PvT. So in BW when you hotkeyed units and loaded them in the shuttle you would lose your original hotkey if you press it will loaded. Ex: Hotkey 3 HT to #4. Load them in shuttle then click #4. Your hotkey is erased now. In SC2 though your hotkey changes as you unload units from the shuttle. Ex: Hotkey 3 ht to #4 and load into shuttle. Unload one of them and click #4 and you have 1 ht in your group. Unload another, click #4 and you will have 2 HT in your group. So what you can do is load hotkeyed high templar into a shuttle to prevent them from being emped. Then unload while flipping between T and your hotkey. Ex: High templars on hotkey #3. Do a moving drop and click 3t storm. 3 t storm. 3t storm | ||
qoolqop
Sweden71 Posts
with a with razer gear and high enough APM you can clearly build two: + Show Spoiler + also i think zerg advisor voice should be discussed more, its sooo annoying, but you still need to have it so you can't turn it off? meeneralzzzzzzz! | ||
Shron
United States162 Posts
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Hikari
1914 Posts
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Number
United States21 Posts
On June 25 2010 18:01 Hikari wrote: There is a "hit to kill" chart for sc2 lying around somewhere in these forums. I am not talking about http://www.teamliquid.net/forum/viewmessage.php?topic_id=117949, but a chart/spreadsheet that tells you exactly how many hits unit A takes to kill B, and also tells you the effects of upgrades. Can anyone find it? http://www.teamliquid.net/forum/viewmessage.php?topic_id=116789 | ||
risk.nuke
Sweden2825 Posts
On June 17 2010 10:26 jamesr12 wrote: id vote for a nerf and back to 1 supply, zerg needs to be brought back to the swarm It's not that simple since the zerg balance has their base in the larva which sets a limit to how many units can be produced earlygame without disturbing the economy Also I'd just like to remind you that blizzard told us that they were gonna try out new things in the beta and I'm pretty sure that when phase 2 starts there is gonna be some significant changes to the balance aswell as to bnet | ||
Tristan
Canada566 Posts
Half their health and cost, then make them 2/larva but still 2 supply. Same amount of power but more roaches. Maybe make them a little smaller. | ||
GoDannY
Germany442 Posts
On June 25 2010 21:09 TheElitists wrote: When I interviewed Day[9] he thought of a cool idea for the roach. Half their health and cost, then make them 2/larva but still 2 supply. Same amount of power but more roaches. Maybe make them a little smaller. All my honor to Prof Nine but don't you think that half of it's health would totally destroy the "cheap tank" purpose the roach has? | ||
Tristan
Canada566 Posts
On June 25 2010 21:27 GoDannY wrote: All my honor to Prof Nine but don't you think that half of it's health would totally destroy the "cheap tank" purpose the roach has? well the idea works where you have 2 half roaches instead of one roach for the same cost, int eh end the only way they would be less of a cheap tank is if you're dealing with splash damage. | ||
Madkipz
Norway1643 Posts
zerg needs a massable unit that fares decent, roach can be that unit yes. But at that cost it would never be made in zvz or zvt. even massing baneling would be better | ||
Zoltan
United States656 Posts
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moon`
United States372 Posts
On June 17 2010 10:34 stalife wrote: I mentioned this before, but I still think allowing your cursor be visible during the load screen is needed... Sometimes when game starts, my screen keeps going down because my cursor was apparently pointing bottom of my screen. Agreed. It's really annoying when you start the match and you're preparing by spamming mouse1 when suddenly the cursor moves you to the corner of the map and you lose a few seconds to get back to your base and start mining.. | ||
GoDannY
Germany442 Posts
On June 25 2010 22:59 moon` wrote: Agreed. It's really annoying when you start the match and you're preparing by spamming mouse1 when suddenly the cursor moves you to the corner of the map and you lose a few seconds to get back to your base and start mining.. This is very true, I cant keep my hand cool when the loading takes like forever. | ||
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