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StarCraft II

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

  1. Solomon

    Solomon Heir

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    The Phoenix patch doesn't harm Terran in any way, Militis. Viking's range is way higher than the Phoenix's, and you wouldn't need to micro too much to take out Banshees with the Phoenix anyways.
     
  2. Mr.Neurosis

    Mr.Neurosis Guest

    It's not so much their effectiveness against vikings that's the problem in PvT. It's the fact that they can force you to go turrets and get a way higher proportion of marines to marauders than any Terran wants to against 'Toss. However, I don't think their new silly automicro feature affects that aspect too much, so I'm not too concerned.

    edit: I just realized that I signed in on a different account. Oops, this is GrandHighPoobah. :/
     
  3. Solomon

    Solomon Heir

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    Phoenixes force higher Marine:Marauder ratio and turrets? You need to have several for them to be effective at harassment, and a viking or two- which you want vs Toss due to Coloxun anyways- would more than manage to hold them off from harassing your base. As for turrets- you want those to kill observers and to detect for DTs anyways.

    I really fail to see how the Phoenix change really affects PvT. All it REALLY does is make them better at countering Mutas (and I guess Overlords, though if you're really worried, Hydras/Corruptors eat Phoenixes alive).
     
  4. Chaoticblues

    Chaoticblues Professor

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    I never see you guys online anymore T_T. I don't find that the new phoenix has that much impact when you play on the gold level and in fact I haven't had them used against me at all.

    In PvZ gold, the protoss seem to just get stalkers, immortals, sentries and some zealots. Every now and then you'll get a void-ray rush but they aren't really that bad since I'm in the habit of getting a couple of spore crawlers in my main and expansions for detect. Last time I lost to protoss I think was against another rank 1 toss player that proxy void ray'd me out of nowhere yet still managed to produce a good sized ground army.
     
  5. Solomon

    Solomon Heir

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    I've been playing other games, mostly. >_>
     
  6. Ched

    Ched Da Trek Moderator DLP Supporter ⭐⭐

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    I still suck at this one. I'm solidly in the Bronze league now for 2v2 random and 1v1, but I fear falling back into Copper.

    I finally figured out that it's a good idea to Control+# buildings and building groups instead of just units.

    Stuff like that... how are you supposed to figure it out? I've read some guides and strategy things, and some ideas about things like shift clicking to queue up a bunch of things for units to make, but how are you supposed to figure this crap out?

    I mean a lot of this is the key to being able to do well, but there doesn't seem to be any good info.

    Watching videos is only so helpful. Also I don't enjoy watching videos. Oh, and streaming sucks when I'm on one of my poorer connections. Grr. All the sites with info only include some stuff that I have seen.

    /end rant.

    SC2 is fun. I don't mind losing I'm just frustrated at the lack of info.
     
  7. Solomon

    Solomon Heir

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    There are a few beginner's guides out there. Again, TeamLiquid does have one. It'll tell you to do all those things.
     
  8. Chaoticblues

    Chaoticblues Professor

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    When SC2 is released they'll have some sort of training program for new players. I think they're putting one where you have to control a couple different groups of army except you cannot click on the minimap, so it forces you to learn how to control group.
     
  9. Militis

    Militis Supreme Mugwump

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    Awesome. I still catch myself using the minimap way too much. I should instead be using the control groups (hitting the number twice centers the camera on said group, I believe) and space bar when something needs my attention.
     
  10. Chaoticblues

    Chaoticblues Professor

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    Omg I'm playing platinum players now and I lose almost half the time. It gets pretty crazy especially when I'm vs Terran >_<
     
  11. Militis

    Militis Supreme Mugwump

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    I played a practice game today as Zerg, and about halfway through my 8-pool/10-hatch plan my opponent just up and leaves. I didn't even get a chance to break down my rocks, break down his rocks, and watch all my little speedlings die. :(
     
  12. Ched

    Ched Da Trek Moderator DLP Supporter ⭐⭐

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    I read several things by TeamLiquid, that was the first place I looked, and I didn't see anything that seemed like what I was looking for.

    Got a link?
     
  13. Chaoticblues

    Chaoticblues Professor

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    I never ever ever ever ever do an 8 pool or early hatch. Those just tend to get pwned very fast. I usually do an 11 pool and something along the lines of a 36-50 hatch XD.
     
  14. Militis

    Militis Supreme Mugwump

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    lol, and had my opponent stuck around, I probably would have witnessed said pwnage first hand. I'm very disappointed in that match though. I should go through the replay and see what he was doing, if anything, because I didn't even bother scouting him. He never scouted me either, and I was playing random. This begs further review.

    Edit: Alright, so I watched the replay. It wasn't 8 pool, it was 12. I can't remember when I got my hatch, but it was before my first zerglings I think. In any case, I was in no risk of being defeated. My opponent didn't even build more probes. He did, however, get a gas, a gateway (two zealots after that was done), and a second nexus. Maybe my next match wont be so bad...
     
    Last edited: May 10, 2010
  15. Klimpen

    Klimpen First Year

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    Not the best advice right here.

    One of the major reasons you get a relatively fast expand as Zerg is because Hatcheries are your production building. If you're going to get a leg up on your opponent, you need to be producing more units than him.

    Generally I go for a 13pool and ~20hatch. Usually I chuck it down just after my pool pops.

    13pool->16ovie->17Queen+Extractor+Roach->@300 Hatch->Lair at 150/100.

    With micro, this build is good against Reapers, early timing pushes from both Toss [2x10gate] and Terran and transitions extremely well into macro lategame.
     
  16. Militis

    Militis Supreme Mugwump

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    Just played a rather...fun...game. Random gave me Zerg again - I think it's trying to tell me something here.

    [​IMG]

    Tear it apart...let me know how I can improve. One of my major problems is supply. I keep forgetting to check it, so I usually only make overlords when the game tells me not enough...

    About the two hatches: I wanted to try a zergling rush in the beginning, but after starting the second hatch, and still no sight of my opponent, I figured what the hell...macro game it is. Got bored after third hatch and still nothing from him/her/them, so I pushed.


    So basically, while/just before making your 14th? drone, lay down your pool, make 3 drones then an overlord, another drone, then pool should be done? After making that Roach, save up 300 and expand?

    What's the suggested build order for Hydra/Roach/Crackling? I think this is my most favorite yet.
     
    Last edited: May 10, 2010
  17. Chaoticblues

    Chaoticblues Professor

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    The reason I don't get an expansion early is because it usually gets raped by platinum players, the same way I'll rape theirs if they get it early XD. I get my expansion when I start having a bit of trouble spending my minerals, because more often than not I'd rather have 4 more roaches to attack with in the early stages.

    EDIT: I also get it when I need to be teching to lair and getting those hydras, so maybe at 40 food depending on what I scout. Of course if I scout my opponent and he's passive as hell I'll expand early, or if he's just playing like a normal lower silver player I'll definitely fast expand.

    You are right in that the expand is your production, so I'll have to work out some way to safely do it if I want to move up a league.
     
    Last edited: May 10, 2010
  18. Solomon

    Solomon Heir

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    I just did a quick (google) search, got this: http://wiki.teamliquid.net/starcraft2/How_to_Practice

    Should be useful. I remember finding this other guide before, but I don't know where that went. :(
     
  19. Militis

    Militis Supreme Mugwump

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    Watch my replay...Probably one of many solutions you can use. ;) (Or, if you don't want to watch the reply: second hatch goes down as close as possible to the first. Bonus of this is it helps shelter your drones from possible attack.)

    I just played a most satisfying 2v2...My partner was brand new, but was pretty damn good. He always seemed to know when I was going to send units in, and we kept constant pressure on one of the guys. He quit soon after I took down his probes+Nexus with speedling+hydra. The other guy basically tried to help his partner defend whenever we attacked, so when we broke down his door he had next to nothing to defend himself with. It was probably one of my better games. I think I've officially joined the Overmind...

    I do need to keep working on the overlord problem stated above, and I need to micro my hydras more effectively. Those little buggers are expensive.

    All-in-all, I think I'm ready to quit practice matches and go get my ego raped in the ladder.
     
    Last edited: May 10, 2010
  20. Vesvius

    Vesvius High Inquisitor DLP Supporter

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    Alright. Since this is the only place I go that seems to talk SC2, I gotta ask for some advice. Right now I'm playing Terran. I'm firmly in Copper (sadly), but getting better and am starting to win more then I lose.

    Sadly, Zerg Rushing seems to be making a comeback with players. Just Zerglings, but I can't seem to defend myself against it. My strategy is usually to block my entrance ramp with Supply Depots and then starting to mass produce marines. But they usually get there before I finish my third depot. What's DLP's take on this?
     
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