Quantcast

Jump to content


Vegas

Member Since 18 Sep 2005
Offline Jun 24 2015 10:22 AM

Posts I've Made

In Topic: SC2

30 August 2010 - 03:09 AM

argue you finally playing? ozoneee 349

and metigue, whats some of your strats against good diamond zerg players? been running some scrims against a dude who supposedly was known in wc3 and i get decimated. when i do some early aggression and he late expos and does some 1base aggression, its like instead of zerg being reactionary, i have to be reactionary. when i one gate, wall off from natural expo and tech and he techs, his muta play just ruins me.

In Topic: SC2

27 August 2010 - 06:40 PM

Yeah, Unfortunately. The 5 seconds will make so little difference.

Furthermore, the nerf to the zealot will hurt protoss so much.

In fact, I was just starting to play toss and that nerf has made me want to stop.

What blizzard fails to realise is that yes Zealots versus zerg was hard to stop, however, that extra build time will mean toss has no answer to a 6 or 8 pool, and also Terran Vs Toss was enough of a walkover already.

No nerf for EMP unfortunately.

----------------------------------------------------

http://events.mlgpro...?site_id=mlgpro

Starcraft 2 tournament, absolutely massive. Husky, day9, HDstarcraft and JP commentating.


I just hope the reaper nerf will turn off a small % terran players who reaper rush on doing it because it is annoying and slows everything down.

Yeah I read a bit and people are saying early pools will really pwn toss. Is the general toss referring to 9/12(13) or will this affect 10/10(lon/gate) builds also? As a 10/10 toss, either I've never ran into 6-8 poolers in my 150+ 1v1 gold/plat games or the 10/10 makes it safe, because I never have a problem with successfully choking off and defending early ling harass.I was just getting into 2gating zergs also lol.....

In Topic: SC2

27 August 2010 - 02:04 PM

Situation Report: Patch 1.1 and Beyond

Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.



Balance Changes

We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.



Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.



And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!


source: http://us.battle.net...log/692221#blog

only thing I care about is the reaper nerf.

In Topic: SC2

23 August 2010 - 08:38 PM

Will Koreans still rule starcraft 2? I have seen some sick replays of some of their players but there are now a ton of well-known and top ranked players who aren't korean.

In Topic: SC2

21 August 2010 - 11:48 AM

I got the idea of gas starving the opponent when watching TLO vs Madfrog

every time Madfrog scouted him, TLO would quickly build his refineries, because being gas starved as a terran sets you back so hard.

It's highly reccomended as a toss because it delays marauders by so so much, which allows any push with gateways to be much more effective.

And it doesn't set you back much, 150 minerals if you fully go through with it, on both refineries, but you can always cancel for very little cost.

Anyway, I'm winning a lot more now, and Terran has become my best race :p Haha.


What's your general terran strat in matchups?
tvt,tvp,tvz


im guessing you have to delay gate for the gas cap since alot of terrans will build gas at the latest at 13 supply?