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StarCraft II

Discussion in 'Gaming and PC Discussion' started by Chaoticblues, Feb 19, 2010.

  1. Joschneide

    Joschneide Groundskeeper

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    343
    SC was patched as often originally as the SC2 beta is now. If you design your strat(s) so rigidly that you're affected by such a small nerf, what happens to you when serious changes are enacted?

    Doesn't seem like a sensible approach to a beta to me. But it's your beta time, not mine. My whole point, which I tried illustrating by saying it shouldn't effect decent games, is that there are much worse nerfs and fixes required by which the Zerg are being effected. Such as ultralisks being quite possibly the most useless unit in the game while Blizz is pushing people to build them. It is(was) strange to me that you're focusing your negativity on one tiny nerf that isn't that drastic compared to what should, can and will happen on the Zerg side of things especially as they fine tune the game before launch.

    I'm personally only taking a casual approach, enjoying the game and feeling out every approach possible during the beta. Because, most likely on release, my strat will have to completely change if only due to the influx of new gamers (thus new strats).
     
  2. Chaoticblues

    Chaoticblues Professor

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    I've been double hatching my main lately and it seems to be working out okay.
     
  3. TSN

    TSN Auror

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    yo chaotic, wana 2v2?
     
  4. Militis

    Militis Supreme Mugwump

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    Good thing about double hatching your main: you can semi-block off the ramp. Put the hatch to one side, leaving enough room for units to get through the other side. Put your long range units (hydras or crawlers) behind the hatch, and when someone comes a-knockin' they'll ignore the hatch for your units. Usually...>.>
     
  5. Havoc

    Havoc Seventh Year

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    Even though this is copper, I still feel proud of myself having scouted his reaper rush, and acted accordingly.

    [​IMG]
     
    Last edited: May 21, 2010
  6. GrandHighPoobah

    GrandHighPoobah Third Year

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  7. Solomon

    Solomon Heir

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    That patch is awesome. Except for the fact that they forgot to nerf Marauders again (there is no reason Zealots should need charge or force fields to counter Marauders, damn it) and instead decided to further buff Terran.

    Seriously. All they need to do to make me happy with my race is make Marauders slightly slower sans stim or make Zealots slightly faster. That's it. Make it so Marauders can't kite pre-charge force field less Zealots and I'll be happy.
     
  8. Klimpen

    Klimpen First Year

    Joined:
    Oct 18, 2009
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    It's not that my builds are particularly rigid, it's just that I've optimised them a lot. I scout, know the timings, know what I need to have for defense and so I do that because it's better than anything else I could do. Games are won and lost purely because of a drone vs 2 zerglings. While my comments might seem like I'm playing up minor points, but I'm merely showing that if 2 zerglings can win and lose games - the Roach supply was a much, much larger nurf in the context of how well balanced the game is.

    There are plenty of high-level games which are won/lost because've a single units in a specific position at the right time being micro'd correctly. The roach change is bigger than a single unit. That's my point.

    Regarding the new patch, I can see myself having a 50/50 Overlord/seer spit. Corruption AND Infested Terran? 3 Overseers can perma take out a building. No workers for you! :D
     
  9. Solomon

    Solomon Heir

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    Your build orders need to be adaptable. This shouldn't be a problem. Adapt it so you have more overlords or less roaches. It's not that hard.
     
  10. Militis

    Militis Supreme Mugwump

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    Awesome patch should be awesome. We need to get together and play some 3v3 and 4v4 and show these nubs how it's done.

    Only problem I see:
    Doesn't this further make it so no one wants to use Ultras? Sure, they do 15 extra damage to buildings...but now all you have to do is get 15-25 marines and they can one-shot an Ultra in the eye like woah. Same with Zealots... Such a large decrease in HP for not a great increase in attack. Just my opinion anyway.

    Also:
    WTF? I don't know about you guys, but when I play Zerg I don't have any warp gates to build...And what happened to W for Worker Rally Point? Oh wait...Those warp gates I have to control. I forgot.
     
  11. Solomon

    Solomon Heir

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    Considering how much armor Ultralisks have? It would take that many upgraded marines and zealots to kill an Ultralisk. Or, more likely, it would take fewer, unupgraded Marauders, Immortals and/or Stalkers. You know, the units meant to counter Ultralisks? :p

    This is a HUGE buff for Ultralisks.
     
  12. Klimpen

    Klimpen First Year

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    Yeah, Silver isn't hard at all.
     
  13. Solomon

    Solomon Heir

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    It's not that bad. That's where I am. :p
     
  14. Havoc

    Havoc Seventh Year

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    It's not that bad in copper, either.
     
  15. Mercenary

    Mercenary Snake Eater

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    Well... MMM doesnt look all that bad any more.
     
  16. Solomon

    Solomon Heir

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    ...How do you mean, exactly? MMM has been standard play forever (just varying amounts of Marines/Marauders). This just made it stronger.
     
  17. Chaoticblues

    Chaoticblues Professor

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    I agree with adding a Diamond league and getting rid of Copper. There really is no difference between Bronze and Copper anyways, but there are plenty of people in Platinum who really should be in something above.

    Also notice:

    [Quote}

    • Marine
      • Stimpack research cost decreased from 150/150 to 100/100.
      • Combat Shield research cost decreased from 150/150 to 100/100.[/QUOTE]
    Doesn't say Marauder, is there hope?

    Also as zerg player I do no agree with the changes to ultralisk at all. Ultras were meant to soak damage and counter light units. I really don't need it to be doing more damage to armored units since Ultras can never even reach said units in the first place. Marauders slow and kite Ultras, and stalkers can just blink the hell away. Zerg doesn't particularly need anti-armor units, and if they were to have one it certainly shouldn't be in the ultralisk which can't get anywhere near them. Did I mention that decreasing its HP makes it even more useless as a tank than before? Sure I can frenzy that fatso but that still doesn't make it immune to slows, which means marauders still pwn ultras.


    Despite that though, this still looks like the most awesome patch ever. I love the changes made to the overseer!
     
    Last edited: May 21, 2010
  18. Militis

    Militis Supreme Mugwump

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    Bleh...Copper division 16. Not bad I guess.

    I got Void Ray'd to death in my last placement. Once those things charge up, there is no stopping them. They can go from building to building to unit to building and never lose their charge. And the counter to them? Hydras? Blah...one shot kill at charged - only takes 5 void rays to do it. Mutas I never use anymore. So easily countered it isn't funny. I usually don't even bother getting a spire anymore; my games aren't long enough for one.
     
  19. Chaoticblues

    Chaoticblues Professor

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    I find that copper division was for people to learn how to counter cheeses. As for void rays, the counter to them is just scouting. If you can scout that he's making void rays then the simple and effective solution is to get evo chamber, build some well placed spores and start getting those hydras.

    The only problem I've ever had with void rays is if they get massed up. That almost never happens unless you play super passive because if they are going early void rays they most likely will not have enough gas for sentries or a large amount of stalkers. Their ground units will mostly consist of just zealots, which is just hydra/ling food.
     
  20. Solomon

    Solomon Heir

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    The Diamond/Copper thing doesn't really mean much unless they decide to make Diamond legitimately hard to get into (maybe impossible from placements?). All it means is that everyone shifts up a league.
     
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