rainen
So yea, as you can tell I REALLY WANT
chamomileess
sizeo:7/sizeoFUCKINGsizec/sizec imbalanced because of their non-SC1 like overshooting.If I try for three base, then I can't really get an army that's mobile enough to stop Hellion-harrass on my mineral li
plaguexroamer
We still has no SCI
an
I wish I have 100mil like Blizzard to develop a game. It would be so awesom
chamomileess
QUOTE (PlagueXRoamer @ Aug 9 2010, 03:42 AM) quotecWe still has no SCII...QuoteEndQuoteEEndStorm of the Imperial Sanctum may very well be the best version of DotA EVER.I may just be saying that since it's SCII, but hey, a little bias never hurt anyone.SotIS still needs a little bit of balancing, and at the moment, there are only about 9 different heros, but it looks promising. Since it was out during BETA, it's been going through revision after revision after revision after revision after... well, you get the point. At the moment, it's pretty fun /happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />And Plague, you can buy it now... $50 up here in Canad
blah701
To be honest, I'm more of a tos dude. Sentinels usually help with mech, and I usually use stalkers with less Phoenix in my first build. I mean... Thors already give areal superiority to terrans anyways, so mind as well as dominate the ground before taking out carriers. MMM for me is the hardest build to counter, and usually a quick storm or two quickly changes the situation... if only Ghosts were not so early tier, because some of my friends actually use
chamomileess
/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />Ok guys, it's been a couple of weeks since we talked. Has anything changed?Personally, I'd like to refer to the Terran-Imba issue, as perfectly illustrated by the BratOK vs Mondragon game (linked here and caster by everyone's favourite, HDStarCraft! [I personally prefer Husky])Part OnePart TwoPart ThreeEach part is about 10 minutes, for a total 30 minute game. For those of you who don't want to watch it, a Spoiler/Summary is given below.BratOK, the terran, operates mostly on 2 base the whole entire game. He never really gets a third mining expansion up. Mondragon, on the other hand, got an early lead and map control that lead to him being able to expand EVERYWHERE. I think he gets up to about 5 or 6 mining bases at his peak. Time after time, Mondragon attacks with a devastating composition of Ultras, Hydras, Roaches, Infestors, Lings, Banelings. Pretty much everything on the ground. And yet for some reason, BratOK manages to cling to life. On 2 base. I don't think BratOK ever outnumbered Mondragon's army in terms of food. Ever. So how did he survive? Because tanks are stupidly imbalanced. 3 weapon, 5 armour Ultralisk ball < 6 tanks. Essentially, BratOK wins because he's Terran.If any of you have spent any time in the ladder, you'll know how stupidly imbalanced Terrans are. In fact, IdrA and Dimaga, two of the top Zerg players in the world, have said that they considered switching to Terran at one point in time. Blizzard has some explaining (or better yet, balancing) to
blah701
I got Korean beta playing right now, so I'm up to date with the SCII (finally...), so I can talk about SCII more now. So I'll go ahead and say that Terran has WAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYY too many siege units. Marauders can rain down terror on any base, and they are INFANTRY for crying out loud. To be honest, if Bliz actually nerfs down marauders down, then Terran is pretty much equal. What is really the problem is the to be a Zerg player, you have to be perfectionist. Is you look at the vids, Cham, there was a WHOLE LOT of click-misses by Zerg, and that spelled out annihilation of his forces. If that didn't happen, then GG would've been said by Terran, not Zerg. But yes, Marauders are definitely too nerfed up for balanced play...What I was surprised by Zerg player in this game was that there was lack of corruptors, at the very least. Mutas are really click-intensive, so I don't think that would've been any good, but corruptors can do number on Ravens AND Medvacs, so I got no idea why that didn't happen. That would've made Terran switch to vikings or at least create more marines, which can be easily taken out by ultras. What I think Zerg did wrong the most was that in almost EVERY battle, ultra forces were just destroyed. To replenish those units over and over again... that was hurting Zerg by the numbers.Personally, as a full-on toss user, I would've done much better against him... I think Terran did little too less harrass, and that's what made it so hard. If it was PvT instead of ZvT, then toss would've won in a single battle... I suppose you would've had Vikings, but the stalker count would've been too much to be any help...The end-point is that either Marauders needs to be nerfed down, or Zerg needs to be nerfed up. I suggest the Marauder nerf down, because group of those can kill ANY building... and that is seriously hurting gameplays.But Cham, you have to admit that all these infantry play is making it easy for toss players in lower ladder. Colossus, and game over. Seriously. Life is so good because at most there are reaper harass, and that doesn't do ANYTHING against forcefi
blah701
hhh... so there WAS a terminology for that... thanks, dude. I needed t
chamomileess
Marauders really aren't that annoying until they get concussive shells. Then the micro becomes absolutely stupid ( I actually mean this in a positive sense...). I like Marauder-Micro, because it shows that the player I'm playing is actually decent. The only thing is that they could use an Armour Nerf or a Damage Nerf, since they seem to be fairly decent vs their "apparent" hard-counter: Zergli
blah701
The point is that Terran needs to be either nerfed, or its prices rissen. Either way, I actually don't see anything wrong with smart targeting system... it helps tanks fight well and efficient, and it is a new twist to the fi
chamomileess
Details of the patch: General ChangesFriendly units will no longer provide vision after they've been killed. Enemy units previously revealed in vision cannot be targeted. Terran Changes:Reaper build time increased from 40 seconds to 45 seconds.Bunker build time increased from 30 seconds to 35 seconds.Siege Tank damage decreased from 50 to 35, +15 against armored.Siege Tank upgrades decreased from 5 to 3, +2 against armored.Battlecruiser damage against ground units decreased from 10 to 8. Zerg Changes:Ultralisk damage decreased from 15, +25 against Armored, to 15, +20 to armored.Ultralisk Ram attack is being removed. Protoss Changes:Zealot build time increased from 33 seconds to 38 seconds.Warp Gate cooldown time increased from 23 seconds to 28 seconds.Hell, it's about time.New patch changes, DISC
blah701
Man, they should've increased Marauders' build times as well. And reapers don't do shit... people don't know how to control reapers nowadays...Lol... ultra was nerfed HARD. Now they will be less efficient at annihilating Stalkers than before, so I'm so totally happy!!! But I am a little sad that Ultra no longer has ram ability... that was what made ultras so unique...Wait, siege mode dmg decreased, or was that regular tank dmg? Either way, it still kills roaches pretty hard, which is the reason why you need tanks in the first place. But Hydras will be more of a badass in creep than before lol.What can I say? Apart from zealot build time (which I'm little sad about since Marauders didn't get a increase in build time, so toss will be picked on by terrans more than before... ) I am happy. And I guess you are happy about tank chan
plaguexroamer
Does this 'Ram' actually do anything in particular? Like, oh say, crush the terrans underneath a powerful charge, or is it something like the 'melee' alternate attack animation on the Hydralisk?For the record, we still do not own SCII, and we are silently (and by that I mean quite openly whenever I'm online) cursing you all.Enjoy your game.
blah701
Ram works only on bulidings, and it is basically a siege ability for zerg. Ultralisks simply rams their heads into buildings, causing immense damage. REALLY useful against Planetary Fortresses and other defensive structures that the Terran has... or if you are up for rushing into Nexus terror or pylon killing spree. The point is, Ram was the ONLY siege ability that zerg had (I want to say that Brood Lord also fits the bill, but they are usually directly anti-siege tanks... never seen a unit that was built so specifically to fit that role.), and I think that all zerg melee users will miss the ability so much... esp. since now us Toss can mass cannons with no tomorrow
plaguexroamer
So it isn't just some sort of alternate attack animation such as the Roaches and the Hydralisks; it's an actual damage modifier, except against buildings....Why am I not surprised that Blizzard is simply trying to encourage more KEKEKEKEKEKEKEKE and less ULTRA TANK CHARGE.Seriously, one of the most popular, and also heavily held in contempt, strategies, and Blizzard is trying to encou-KEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKEKE
chamomileess
Fact: Dimaga does this quite often.Calrify: Dimaga masses speedlings and begins pumping upgrades. He will usually make raids all over the place with his 1/1, 2/2, 3/3 speedlings. Harass, harass, harass. Once they hit 3/3, you are F-ing screwed if you don't upgrade (I find that people don't really upgrade in league games. Funny.)Fact: With all the extra gas you have from pumping lings, you can save up enough to tech all the way to Ultras and build 12+ of them once your Cavern pops.Final Fact: 3/3 lings+ 3/5 Ultras= Death to anyone. Air can't do anything against this, because of the sheer number of units you have on the ground, and ground units just get ROFLSTOM
blah701
You can easily guard against speedlings if you know that he is going speedlings. Once you see that, cancel your multi if you were doing it, guard the entrance with sentinel's forcefields and zealots, and tech up to Colossus... lings MELT from them, even with ups. All you need to up is perhaps armor from forge, so that your zealots don't die as fast. Archon and high temps are also good... but I doubt that you can tech up that fast. You will be pushed by Colossus before Ultra comes out, and... well, once zerg starts melting, minerals go down pretty fast. You will NEED to change tactics or you are pretty fucked.The point is that most toss users blocks the entrance with 1zealot, 1gate, and 1cybernetics. That is hard to pierce using only lings... and when you do have enough, toss has sentinels, which has forcefield that will trap half yer forces for slaughter. All toss needs to do is to defend until Colossus, and then you can advance with zealots and Colossus... and speedlings are pretty much screwed. And even if you take out ultra.... if toss did as I said... held until he had Colossus... then he can probably multi and went voidray build to harass... or go phoenix to make sure that you don't have population. You get shaken a lot if you don't even have ultra out, and toss can take out voidrays once they realize your build. Ultras maybe pretty tanking, but as long as Colossus uses cliff riding as advantage and voidrays target ultra one at a time.... ultra is fucked.The point is that the tech is hard for terran bio build to fight. (you NEED tanks and banshees to get through that... and most don't tech both.) As for toss, who usually will start PvZ with blocked entrance and tech for fast Colossus... not as much effective until Ultra comes out, and even then it is a gamble. I personally think that pure speedlings will not get your way with toss... unless toss did fast expansion and cannot protect his base... in fact, that is the only instance that I can see toss lose, because even fast voidray build will do number on your base due to only anti-air being Queens. Yah... you need to mass queens or go hydra to make sure that phoenix doesn't own your overlords... seriously, three phoenix can own your single queen FAST. And economic harass will prevent you from getting that ultra you need to push the lin
chamomileess
The thing that I love about Zerg is this: they can tech-switch in a heartbeat. Once you have the tech building up, you can build the unit from one production centre, AKA your Hatchery.So, If I see you going for a Crazily-Colossus Heavy army, I'd just pop a spire and spam Mutas with my leftover gas while my ground units steamroll you.The same goes for Early-game breaks. You say that you wall off with 1 gate, 1 zealot and 1 cyber. It takes about 3 Banelings to bust a Zealot, and 5 to bust a Pylon.The main thing I want to point out is this: This strategy is only viable if you have some CRAZY gosu-gosu game sense, and you know/think you know your opponent's bu