blah701
You are obviously forgetting forcefield. And remember that you ALWAYS take out stalkers in the beginning to help with walling, plus banelings melts easily...And unless the zerg had like... billion multies, you cannot summon enough mutalisk to kill colossi-heavy army. You need Corruptors, and they are REALLY min/gas heavy...And the reason why I said 1cyber, 1gate, and 1lot is because pylons aren't even out in reachable zone. lots are changeable, and there is always forcefield.Not only that... remember that once ultra comes out, you don't have gas spare. And Colossi control can kill ultras, while melting lings like no tomorrow. When all lings melt... well, ultra is screwed by zealots. Plus, you get enough gas to make more Colossi and possibly HT, which... kills muta pretty eas
chamomileess
That being the case... My brother ( a better zerg than I am) would like to put these theories to the test.Would you be willing to go through with t
blah701
but... hmmm... I would have to revise some of my statements. However, I still think that Colossi with Stalkers can take out mutas. But whenever zerg goes muta, you don't usually need Colossi heavy build. I mean the only thing that you need is HT, and mutas gets taken out by Stalker and HT relatively easily... plus you have enough min for lots, which helps out with lings.The point is that unless you start getting some harrass with mutas, you probably won't have enough gas for Ultra. However, if you are successful, you will get ultra out, which makes us go either archons if we are desperate or just plain immortals. SO our army would be more like Immortals, lots, stalkers, and HT, and not Colossi. I love Colossi heavy build, but I'm not taking it out when there is nothing to mesh in the ground...But yes, I usually do take out stalkers and Colossi, unless it is terran... and even then I tend to go forward with it. The point is that once you have Colossi out in the field, you have to take out Corruptors instead of Mutalisks. Mutalisks just doesn't have the range or the firepower to take out well-defended Colossi, which will most likely be guarded by stalkers.Btw, I'm not trying to say that zergs suck. I am compete fan of Fruit Seller (GSL player) and I love zerg... just that I cannot play it well. I just think that because of Vikings, Colossi gets underestimated by many people, and that isn't true. Sure Vikings are hard... EVERYTHING when it comes to air to air, but Colossi can melt EVERYTHING on the ground... given, it takes a lot to kill ultras, but well-defended colossi can kill ultras... just that immortals are better at
plaguexroamer
While I would love to spread my enthusiasm as well, I would prefer not to overreact as my infernal sister does.Rejoice, infidels of humanity! StarCraft II is in our grasp, and you shall know fear from those who know it not!
chamomileess
Still, I look forward to your inputs on what you feel about the game.HAVE YOU FINISHED THE CAMPAIGN YET
plaguexroamer
I've finished my Normal run, and halfway through my Hard run, while Plague's screwing around with the Scenarios, AI Custom Games and Multiplayer. Actually, on the record of Multiplayer, have you tried Storm of the Imperial Sanctum yet? That is one of three Custom Multiplayer maps that I've played thus far (still focused on my Campaign)Thus far with the Campaign (in Normal), it seems extremely well thought out, although the way the missions are almost always tailored specifically around the new unit you get in each is kind of annoying (except the Zombie level, Reapers own anytime).If I may enquire, what's your highest record for 'In Utter Darkness', Normal? Mine got to around 2400 kills before Selendis died from 'not enough minerals' to spawn more Interceptors.
blah701
the zombie level was fun as heck. I went mass helions, though. Roasting them from safe distance before they could own me... and then marines came around, and I had to stick bunch of SCV there...And the fun part is getting army of FLAME. During the day I built bunkers everywhere, and watched as my firebats made their stand against the army of undead... I have yet to try that on hard, but normal was especially difficult... I just would never have enough tim
chamomileess
For one thing, the massive choice of unique Heroes makes the game dynamic so amazing. Teamwork and Ganking are such big focuses that in the mid-game range, most of the characters are running around the map in packs trying to either A) Gank someone, or B ) Push a lane. Combine this dynamic with the huge range of items, and you have yourself a Legend of SC in and of itself.Since Plague is doing nothing but Customs, and you're doing the campaign, I assume you guys haven't placed in any leagues yet? Oh, and on the subject of Customs:PLAGUE. What's your favourite map so far, and tell me
chamomileess
Master's League? Balance changes? Imba races? (*cough* Terran *cou
day&night
ny one have tips for Protoss, I recently started to actually play SCII.....and I suc
chamomileess
WARPGATES, WARPGATES, WAPRGATES. (If you don't know: Gateway-->Cybernetics Core--> Warpgate research. Then, Gateway--> Morph to Warpgate)Memorize some build orders (or at the very least... builds...), like 3gate expand, 4gate, (proxy)2gate.The simplest and most effective at lower levels would be Proxy 2gate. This build lets you have two Zealots attacking the enemy base in less than four minutes.Here's the build order:6 Scout (In other words, send one probe out as soon as possible to secure a location for your proxy gates)9 pylon (near the enemy base in a place he/she won't see or scout easily)10 Gateway (Save your Chrono boosts, and stop making probes)10 gateway10 Probe11 Probe11/12 Zealot[Chronoboosted] (depending on how the timings work out)14 Zealot[Chronoboosted] (Attack with both Zealots when this is done)16-onwards Spam zealots and Pylons as needed, Chronoboost whenever you can.The key to this build is to NOT BE SEEN. Try to keep your scouting/building probe, First pylon and first Gateway hidden for as long as possible. By the time they see your first and second Gateway, it'll be too late.This build is essentially an ALL IN. It's pretty hard to defend against, and is only really countered by epic scouting and worker micro. If in the event it does fail, you're pretty much hooped. Spam photon cannons and build probes. HARD. Then tech to Carriers or something and pray for the best.If this is executed properly, I see no problems with you getting into Gold League or something. It's certainly not the most play, but it works.A better build would be the (K) 4 gate, which has both early and mid game applications. The K4gate is more of a cheese than the standard 4 gate, but it's faster and more annoying to hold off. I'm still trying to work build orders for it. Teamliquid.net has a lot of these builds all over the place, and they're worth checking
day&night
ill this guide work well against all races? My friend uses Zerg, and another also uses Protoss. Terran also in case. Saying that, will it work well in team? I won't solo for a while and stick with my friends in matches. I would rather solo, but until I get better, I'm sticking with team matches. I understand the (very) basics of using Protoss, and more of Zerg. Terran I don't know about since I haven't completed the campaign(still on mission 2 on normal). The biggest problem is APS(actions per second). I keep messing up and I'm too slow. I need more practice, but since I'm borrowing my friend's disk, I don't have much t
chamomileess
Proxy 2 gate is especially good against Zerg, since they'll have no wall off, and Zerglings are Zealot food anyways. Your one issue with Zerg would be if they managed to get a queen out, but even then, three Zealots should be able to take that down. When he pulls Drones off the line to attack, you've essentially won, since Zergs live and die by their Drone count.This is toughest against Terrans, since they tend to do complete wall-offs very soon. The counter against this is to attack as soon as possible, and be relentless. As long as he doesn't have more than 2 marines out, try as hard as you can to break that wall down. You generally want to aim for Supply depots (300 hp(?) vs 1500? No brainer.) If you can run your Zealots in, then it's game over.Against Protoss, this is reasonably effective. It's really all about timing for PVP, since your gates will finish only a little sooner than his first gate. At a time like this, Chorno boost really helps by shaving off about 15 seconds on your Zealot's build time, allowing you to get in there and wreck some havoc. If you keep him on one gate, then you'll soon overpower him. If he gets 2 gates, work on taking down pylons and probes.NEVER STOP MAKING ZEALOTS. This is pretty much an ALL IN, so give it everything. Don't waver, and just commit to it.--------------As for team games:This works IFF (If and only if) the rest of your team agrees to pull some kind of all in/ cheese as well.Otherwise, the opposing team, after they've held off your one-person attack, will drop the proverbial hammer on you and demolish YOU first, since you'll be the farthest behind.In a team game, I would recommend dropping a Forge when you can while you're attacking, and setting up a few Photon Cannons in your base, just in case of retaliation.--------------4 gate works. PERIOD. Use it anytime, anywhere, any matchup. When executed properly (give or take 30 seconds or 2 supply in the order), it is an extremely annoying build to fend off, as it forces everyone into a low-economy early/early-mid g
plaguexroamer
...*face desk**face desk**face desk*
day&night

...*face palm*...She's referring to one of the three SCII Custom Maps Blizzard just released. Basically? A 2 player co-op version of the zombie Campaign level, with L4D influence.
timbits1o1
P.S. add me as a friend. Username: timbits Player code: 571 North America server, tha
day&night
ey timbits, sorry but I can't add you. I'm using my friends account and I don't have the disk now so, sorry. Thx for tips tho
day&night
I FINALLY GOT STARCRAFT 2!!! W00t!!!!!!!!!! AND NOW I TO WAIT 5 HOURS D: D: D: D: D