Starcraft 2: Multiplayer

Bakurei that's really smart. They won't take damage, but one problem would be stalkers having an easy target on the dropships, and if they have high energy HT can just feedback on their heads too, which could put you out of a lot of units.
Still though, I think it's a great idea if you're certain that you can get away with it.
 
Sniping dropships easy for stalkers, because of their stupid fast movement speed
 
Loading into dropships is a pretty bad idea. Way easier to lose your entire army instead of just a fraction of it to storm/random shots. While it may be good if you have the skills/apm, but that's only top Koreans, Normals like us would just botch it most of the time.
 
****IN amazing, I lost because my computer cant handle a mothership cloak + 4 carriers with full interceptors on my screen
 
****IN amazing, I lost because my computer cant handle a mothership cloak + 4 carriers with full interceptors on my screen

Lol yeah, that happens with older computers.

It sucks, I know.
 
15357, you really need to get a US copy, so we can play together!
 
Loading into dropships is a pretty bad idea. Way easier to lose your entire army instead of just a fraction of it to storm/random shots. While it may be good if you have the skills/apm, but that's only top Koreans, Normals like us would just botch it most of the time.

Dropship sniping was my first worry too and then the fact that you need to redeploy them. But I was thinking, that you wouldn't load every troop to the medivacs, just the marines on storm. I don't think it would be that apm heavy its like four clicks, shift+load+move+unload and maybe kite with the marauders at the same time.
 
Dropship sniping was my first worry too and then the fact that you need to redeploy them. But I was thinking, that you wouldn't load every troop to the medivacs, just the marines on storm. I don't think it would be that apm heavy its like four clicks, shift+load+move+unload and maybe kite with the marauders at the same time.

That's assuming you only have enough marines for 1 medivac.....what if you need 3 medivacs full of marines? That's click / shift + click next / shift + click next / move / undload.

Your best bet is to just EMP the templar.
 
15357, you really need to get a US copy, so we can play together!

Hey, I would, if not for that fact that it costs $59 or something? :p


Blizzard really should get that gateway thing available here. :(
 
I doubt they will. They really just wanted to get the Aussies over to the US where they will have better ping and people who speak their language. Patch 1.2 is going to have chat channels at least...yay, I guess?
 
Dead thread is dead.

ZERG CAN FINALLY REJOICE!! Latest patch notes are coming in...

http://eu.battle.net/sc2/en/blog/761331

We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.

I agree with it all, except for the Supply Depot before rax. While there are very few times they will do that, it pretty much negates any all in early push, which isn't bad, as it stresses your micro and your ability to adjust to situations....
 
Not bad, but I really don't like the barracks change. Even though I mostly do supply to rax, it's nice to have that option available.

I think it would be nicer to have reapers require tech lab and engineering bay, but cut the build time because right now it just takes way too long, and the extra building would delay the timing and give away the tech so people would be able to scout it.
 
Blizz actually nerfed the Terrans? Wow. Stuff seems quite drastic too.
 
fungal growth didnt negated blinks before?

well I havent noticed cuz I got killed so much
 
Not bad, but I really don't like the barracks change. Even though I mostly do supply to rax, it's nice to have that option available.

I think it would be nicer to have reapers require tech lab and engineering bay, but cut the build time because right now it just takes way too long, and the extra building would delay the timing and give away the tech so people would be able to scout it.

I think having the engie bay requirement is a bit too much. The factory needed for speed is pretty good at preventing any sort of super duper awesome fast attacks. The roach range increase is a perfect addition.
 
So by the time you build a factory you probably shouldn't be worried about reapers. Personally, the supply depot thing will do nothing to me. I always build a supply depot first. I build it at 10 and then build the barracks at 11. The shittiest part of all of that is going to be dealing with roaches depending on the range they give them. Marines and Marauder had the range advantage and it helped immensely when fighting the millions of them you encounter. Now there will be nothing but roaches. Might as well just make banshees and forget any other units.
 
Wow, reaper rushes are ****ED. this is gonna change some shit :p
 
Buffs are nice because I might pull more wins than before, but it does not mean that the buffs are necessarily a good way to balance the race or the game.

the changes suck
 
Also, they should make a change to the ladder points. Remove 400-600 points from every terran so they get the proper skill level :p

Getting to 1300-1400 requires nothing more than going 4 gate on toss, MMM/thor tank with terran. By this I mean that they won't change the build EVER. Even if their 4 gate gets scouted, they'll still do it. And when they lose the first battle they'll still do the same f tactic, if they have more than 30 apm (rarely), they will expand.

I'm starting to lean towards removing automining or doing something drastic like that. Stupid players are rewarded way too much in this game. Replicating builds is also too easy.

Or put chrono boost and mules on cooldown. Meaning that if you retard macro and then go "HURDUR IMA GOT 20 MULES" you just can't spam them, one out of each base and then wait for cd to finish AGAIN.
 
Also, they should make a change to the ladder points. Remove 400-600 points from every terran so they get the proper skill level :p

Getting to 1300-1400 requires nothing more than going 4 gate on toss, MMM/thor tank with terran. By this I mean that they won't change the build EVER. Even if their 4 gate gets scouted, they'll still do it. And when they lose the first battle they'll still do the same f tactic, if they have more than 30 apm (rarely), they will expand.

I'm starting to lean towards removing automining or doing something drastic like that. Stupid players are rewarded way too much in this game. Replicating builds is also too easy.

Or put chrono boost and mules on cooldown. Meaning that if you retard macro and then go "HURDUR IMA GOT 20 MULES" you just can't spam them, one out of each base and then wait for cd to finish AGAIN.


So you're losing to bad players? Why are good players beating bad players? Doesn't that just mean you're a bad player too?
 
dam aparently heart of the swarn wont come out till 18 months

I dont think it will require that much time since the engine is already done and all

or maybe they plan on adding a lot more of stuff than wings of liberty

still I dont like it,I was expecting maximun half of next year but goddamed
 
dam aparently heart of the swarn wont come out till 18 months

I dont think it will require that much time since the engine is already done and all

or maybe they plan on adding a lot more of stuff than wings of liberty

still I dont like it,I was expecting maximun half of next year but goddamed

It's Blizzard we are talking about. How could you even THINK they'd have an EXPANSION done in half a year. They've said all along it would be between 1 and 2 years for the release.

http://www.youtube.com/watch?v=nW1bVAtiTvM&feature=player_embedded
 
The roach upgrade is going to make Marine Arena a lot more interesting. Looking forward to it.
 
I wish people would try Zerg more. I hate having to play TvT.
 
Actual pro's thoughts on 2.2 Zerg buffs!

Check Prime

Q. So Zerg's finally getting a buff this upcoming patch?
A. I'm glad that Zerg is getting a lot of buffs. I'm especially happy about the Roch range increase.

Q. What do you think will change about ZvT with the 1.2 patch?
A. I'm expecting a lot of Terran early all-in strategies to die out. Early harassment, however, will still be a viable option for Terrans. If a Zerg went for a fast expansion, for example, the Terran can still block his entrance and bunker rush. It's not like not being able to fast rax will totally take away early harassment strategies.

Q. What do you think will change about ZvP?
A. I'm not expecting the Roach range increase to make much difference. To be honest Force Fields were way too powerful. There wasn't much a Zerg could do when most of his units were shut down with Force Fields. Even after the patch, I'm not expecting this to change if the Protoss uses his Force Fields well. I am glad about the Fungal Growth fix, though.

Q. Do you think Infestors will become a popular choice in ZvP?
A. They'll be useful if the Protoss goes for a Stalker-centric build.

Q. What are the people around you saying about the patch?
A. MakaPrime doesn't know about it yet. I'm expecting some commotion when he finds out (laugh).

Q. A word about your stance going into GSL Season 2.
A. I'm focused on passing the prelims at the moment, I'll try my best to get further than I did last time.

Tester

Q. The next patch seems to be primarily about Zerg buffs. What are your thoughts about the patch?
A. I don't think the next patch will change much for Protoss players. If anything, the last patch had a bigger impact as the Force Field and Zealot nerfs made PvT a harder match-up.

Q. Wouldn't the increased Roach range reduce the effectiveness of Force Fields?
A. No, not really. Though Roaches will definitely become more useful.

Q. If the last patch had a bigger impact for Protoss, did it affect your gameplay in the GSL?
A. Yes. Ranged units stuck in Force Fields originally couldn't attack and you used to be able to "trap" units in between Force Fields, but with the 1.1 patch Force Fields lost a lot of their effectiveness in PvT.

Q. What factors played into your failure to advance to the semi-finals?
A. I had trouble carrying out the build orders I had planned. There was the skill difference between me and ITR as well. I had prepared several builds to use, but I had difficulty deciding which one to use once the games started. I think that was the biggest factor.

Q. What is the reaction to the upcoming patch around you?
A. I'm hearing a lot of people say that Protoss is going to get harder. Some are wondering if the Zerg are going back to their beta status.

Q. Finally, your thoughts going into the GSL Season 2?
Though I failed to break into the semi-finals the last season, I'll prepare harder this time and try to show a better performance.

Cool AKA FruitDealer

Q. The 1.2 patch preview is out. The Zerg race will be getting a lot of buffs, I hear?
A. Yes, I was glad to hear that. I'm not sure how the patch will affect gameplay, and I don't want to make any conclusions until it is actually out. Though I don't play Protoss, it was somewhat disappointing to see nothing on improving PvT, where Terrans seem to have an advantage.

Q. What do you expect to change in ZvT and ZvP?
A. The Roach range increase will make Roaches much more viable in ZvP. With Terrans no longer able to fast rax, I'm expecting fast hatcheries to become a safer option for Zergs. It's up to the Terrans to scout it quickly to try harass it.

In short, Zerg players are much better off for no longer having to worry about 10rax or Reapers. Zerg is turning decent, I'd say.

Q. What are the reactions to the patch around you?
A. There's a lot of commotion about having to build Supply Depots for Barracks among Terran players. Zerg players seem overjoyed.

Q. How do you think the patch will affect you personally?
A. I'm not expecting it to change my gameplay much. The Roach range upgrade will help a lot in my ZvP though, I think.

Q. Which units do you think need buffs in the Zerg arsenal?
A. Brood Lords. Right now Brood Lords die too easily, are very hard to tech up to, and don't have much impact even if they do come out. I'm not at all fond of both Brood Lords and Ultralisks, but the Ultralisk is the only unit that has any viability in the higher tech levels of the Zerg tree.

Ultralisks are good as a game-ending unit when you're ahead, but are hard to utilize when you're behind and need to catch up. I'd say the Zerg need a unit like the Protoss High Templar.

Q. Have you received your prize money from the GSL Season 1 yet? If so, where are you planning to use it?
A. No, I haven't received it yet. (laugh) I haven't thought about where to spend the money yet.

Q. Your stance going into the GSL Season 2?
A. I'm focused on passing the prelims for now. Zerg Fighting!
 
It's official, boys and girls. The Terran Emperor, Lim Yo-Hwan (better known as SlayerS_Boxer) has changed his main game to Starcraft 2 from Starcraft 1.

He'll be competing in the GSL season 2.
 
Look at his hands. It looks like a rhythm game rather than a RTS.
 
Boxer makes it through, Tester "sSKS" gets knocked out. I was really looking forward to some Tester games, too!

TLO is in as the 3rd Foreigner also.
 
Patch 1.1.2 is out!

General

• Players will no longer receive achievement toasts while their status is set to "Busy."

• The messaging when attempting to load a saved game or replay from a previous version has been clarified.

• Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.



Balance

• PROTOSS

o Buildings

• Nexus life and shields increased from 750/750 to 1000/1000.

o Void Ray

• Damage level 1 increased from 5 to 6 (+4 armored).

• Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).

• Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

• TERRAN

o Buildings

• Barracks requirement changed from Command Center to Supply Depot.

• Supply Depot life increased from 350 to 400.

o Medivac

• Acceleration reduced from 2.315 to 2.25.

• Speed reduced from 2.75 to 2.5.

o Reaper

• Nitro Packs speed upgrade now has a Factory Requirement.

o Thor

• Energy bar removed.

• 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

• ZERG

o Buildings

• Hatchery life increased from 1250 to 1500.

• Lair life increased from 1800 to 2000.

• Spawning Pool life increased from 750 to 1000.

• Spire life increased from 600 to 850.

• Ultralisk Cavern life increased from 600 to 850.

o Corruptor

• Energy bar removed.

• Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).

o Infestor

• Fungal Growth now prevents Blink.

o Roach

• Range increased from 3 to 4.



Bug Fixes

• Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.

• Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.

• Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.

• Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.

• Fixed a desync that could occur on user-created maps with custom mod dependencies.
http://us.battle.net/sc2/en/blog/936928
 
Sweet, zerg building life upgrades. Thor strike cannons available right away. Was the barracks change done to slow down marine rushes?
 
Sweet, zerg building life upgrades. Thor strike cannons available right away. Was the barracks change done to slow down marine rushes?

Proxy Reaper rushes probably.

Also, you still have to research the Thor cannon...bleh.
 
Yeah but you can use it right away once it is researched. When randoming Toss I really liked the energy bar on Thors because it allowed for a very nice feedback. :(

And wow that is quite the nerf on the void ray. From 25 to 16(vs armored)
 
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