Starcraft 2: Legacy of the Void

I seriously almost GG'd out a match...but i decided to play through..i had like 1 stalker and HT in my base...and he had decent amount of marauders.....so he just left my base LOL.....(mind you i had gg'd) so i kept playing...i made a ninja base and then used a lot of storms and came back and won .......lol

i was honestly like "wtf" after i had won
 
On the story: overall, WoL was pretty poorly written. Howevever, I do see a few ways that they could get out of it all and end up with something pretty decent. Whether or not what you saw will indeed be the end to HotS, I know not; Blizzard themselves admitted they're just making it up as they go.

On rankings and what-not: I'd probably be far higher ranked if I just went 4gate every game (or 6gate against zerg, if I felt like it). But then again, I'd be higher ranked if I didn't have an enormous fucking bonus pool, so... eh, fuck it.

On another series to watch: Well, the semis of GSL3 are coming up shortly, with two brotoss and one westerner to cheer for. Other than that, did you watch all of Dreamhack? Because if not, HuK Vs Tarson (starts at 1 hour and 41 minutes) is a pretty damn... unique... game, in the way that only a HuK game can be.

Encoded: Need your account number, too. Hover your mouse over your portrait on Bnet to see it.

Amazing: While your opponent must have had a lot of issues to lose at that point, it's still kinda BM to keep going after GGing. Now, sometimes I'll stick around and do some practice with my opponent, but GG = surrender.
 
[quote name='The Crotch']On the story: overall, WoL was pretty poorly written. Howevever, I do see a few ways that they could get out of it all and end up with something pretty decent. Whether or not what you saw will indeed be the end to HotS, I know not; Blizzard themselves admitted they're just making it up as they go.

On rankings and what-not: I'd probably be far higher ranked if I just went 4gate every game (or 6gate against zerg, if I felt like it). But then again, I'd be higher ranked if I didn't have an enormous fucking bonus pool, so... eh, fuck it.

On another series to watch: Well, the semis of GSL3 are coming up shortly, with two brotoss and one westerner to cheer for. Other than that, did you watch all of Dreamhack? Because if not, HuK Vs Tarson (starts at 1 hour and 41 minutes) is a pretty damn... unique... game, in the way that only a HuK game can be.

Encoded: Need your account number, too. Hover your mouse over your portrait on Bnet to see it.

Amazing: While your opponent must have had a lot of issues to lose at that point, it's still kinda BM to keep going after GGing. Now, sometimes I'll stick around and do some practice with my opponent, but GG = surrender.[/QUOTE]

no doubt and I did surrender...but honestly I thought he was trying to mess around and get like 200/200 like I have had other people do....so I thought well I will just mess around too and pushed out....and i just ended up winning.
 
Watched the video of the HOTS ending.
So I guess Kerrigan ends up reverting back to her zerg form, but doesn't go all psycho bug lady on Raynor. And the implant in her was an interesting development, so Mengsk possibly could have taken her out from the beginning.
 
You know what?

I hate my computer.
I built it in March 2008.

Shortly after it was built...
AMD: AM2+ and AM3 chipsets would come out soon, and my Mobo was only AM2. On top of that, Intel decided to play for real and would kill AMD in the market. It's pretty even now, I hear.
RAM: My mobo supported DDR2 800. After one more speed upgrade, the industry developed DDR3.
This makes it difficult to upgrade.


What does this have to do with SC2?
Well, I used to run my computer with the side-door open because I was too lazy to close it. Several months later, I closed it, and then shortly after thereafter, one of my RAM modules died and my computer would occasionally bluescreen (a cooling issue, maybe?). Now I only have 2GB of RAM.

Every time I play SC2, I am the last person to load, which means all those battle.net kids make fun of me for having a slow computer. I also get the occasional lag spike, and every once in a while, the game crashes when I try to quit. I want to upgrade my computer, but there's nothing to really upgrade (SC2 keeps recommending Ultra settings for my dated 8800GTS) and it'd be better to get a new computer entirely... except that for SC2 and unaccelerated 1080p, it does everything else I need. I used to be able to alt-tab in a game of SC2 to log in to vent. That's not happening anymore.

So I ordered more RAM while I wait for my RMA to go through. *sigh*

Anyway, that was far more than anyone really needs to know about me. =)
 
MC Vs Jinro right now.

The only two players in the RO4 that I really care about (not huge on HongUn
who is now out thanks to some horrible over-aggression against Rain
) are now facing each-other.

http://www.gomtv.net/2010gslopens3/live/

Who the fuck do I cheer for?

Game one:
MC beats Jin on Steppes of War with a zealot/stalker rush.
Game two:
MC goes heavy sentry with a quick expansion. Jinro's expansion is down at nearly the same time. MC uses his bajillion sentries to isolate Jin's bunkers, preventing any repairs. Jin does an all-in after his expansion is crushed, and GGs shortly thereafter.
Game three:
Jinro's reaper misses MC's stargate opening. With a void ray and small gateway army, MC pushes Jin's expansion. Forcefields again go down on the bunkers, and the lone turret and few marines are unable to repel the aggresion. 3-0 MC.
Game four:
Jungle Basin. Jinro goes thor rush. MC blindly does about the best thing possible in that situation, a DT rush. Not only do they base trade, but MC ends up rebuilding a nexus in Jin's natural while Jin floats his orbital command over to MC's main. However, MC's stalkers intercept Jin's orbital at the centre of the map, and Jin's army is pinned in at his offensive missile turrets. Jin surrenders.
Game five:
Each time, MC somehow perfectly countered everything Jinro did. Each of his openings seemed tailor-made to stop whatever it was Jin was doing.
Game six:
This will be the first protoss ever entering the finals.
Game seven:
It will be MC (P) Vs Rain (T).
 
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[quote name='kainzero']You know what?

I hate my computer.
I built it in March 2008.

Shortly after it was built...
AMD: AM2+ and AM3 chipsets would come out soon, and my Mobo was only AM2. On top of that, Intel decided to play for real and would kill AMD in the market. It's pretty even now, I hear.
RAM: My mobo supported DDR2 800. After one more speed upgrade, the industry developed DDR3.
This makes it difficult to upgrade.


What does this have to do with SC2?
Well, I used to run my computer with the side-door open because I was too lazy to close it. Several months later, I closed it, and then shortly after thereafter, one of my RAM modules died and my computer would occasionally bluescreen (a cooling issue, maybe?). Now I only have 2GB of RAM.

Every time I play SC2, I am the last person to load, which means all those battle.net kids make fun of me for having a slow computer. I also get the occasional lag spike, and every once in a while, the game crashes when I try to quit. I want to upgrade my computer, but there's nothing to really upgrade (SC2 keeps recommending Ultra settings for my dated 8800GTS) and it'd be better to get a new computer entirely... except that for SC2 and unaccelerated 1080p, it does everything else I need. I used to be able to alt-tab in a game of SC2 to log in to vent. That's not happening anymore.

So I ordered more RAM while I wait for my RMA to go through. *sigh*

Anyway, that was far more than anyone really needs to know about me. =)[/QUOTE]
My PC is about the same age, though I did upgrade to a GTX 260 before purchasing SC2. It plays just fine, on par with my friends much more expensive system.
 
[quote name='Clak']Interesting bunker rush.[/QUOTE]
That was more like... how to fail at stopping a bunker rush. Horrible micro (not pulling injured stalkers back), allowing Rain to reinforce the bunker easily by letting marines get there for free, not finishing off the bunker when it had low health...

Poor crisis management.
 
I just say interesting because at least in my experience, a bunker rush is a lot harder to pull off than a cannon rush.
 
So after being down for a few days for patch changes and bug fixes, the PTR is now back up. Except they didn't fix one pretty major bug.

Cuntloads of people still can't fucking log in.

God dammit.
 
[quote name='Clak']I just say interesting because at least in my experience, a bunker rush is a lot harder to pull off than a cannon rush.[/QUOTE]

it requires a lot bigger initial investment at the very least.
 
How do you break it to a friend that they suck, that their ideas are completely ridiculous and you'd probably be better off if they just funneled their resources to you? For example, it's one thing when you wall yourself into your own base, it's another thing when your teammate does it without even telling you. Then proceeds to build in your base because they're afraid of being attacked, taking up most of the limited space in the process. Then when they get the fuck out and start a separate base back up right above yours, they leave you to rot while you're being obliterated.

I can't tell you how many times i yelled out "son of a bitch!"
 
[quote name='Clak']How do you break it to a friend that they suck, that their ideas are completely ridiculous and you'd probably be better off if they just funneled their resources to you? For example, it's one thing when you wall yourself into your own base, it's another thing when your teammate does it without even telling you. Then proceeds to build in your base because they're afraid of being attacked, taking up most of the limited space in the process. Then when they get the fuck out and start a separate base back up right above yours, they leave you to rot while you're being obliterated.

I can't tell you how many times i yelled out "son of a bitch!"[/QUOTE]

I just mine flat out.

He didn't believe me. I tried to coach him, but he'd say "I know what I'm doing"... then when his base would get killed by computers, he'd say how they cheated and how it was humanly impossible to move faster than he did. I ended up deciding if he was going to be oblivious, and then a dick, about it, I just didn't want to play with him anymore.

We don't play together anymore.
 
So terrans.

I use a probe to keep track of army compositions in the early going. So I send a probe for a poke up the base, see a few marines. At this point, two things can happen:

1. He is massing a whole bunch of marines for an early push. Build gateways, have sentry-zealot with a few stalkers, crush the push, expand.

2. He is making a few marines to hold off pressure while he techs. Have a few gates with a robo for detection and immortals if necessary.

The problem is, reacting to 1 means dying to 2 (or at least being pinned for ages while he expands/masses/whatever) due to lack of detection. Reacting to 2 means I don't have the unit count to deal with 1.

"Well, scout how early his gas is."

Well, first of all, four player maps. Good luck getting there before the wall on that. Second, taking double gas costs... what? 150? 200? That's three or four marines. Getting a robo and an obs costs me 300/200. That's two zealots and two sentries, or a zealot, a sentry, and two stalkers.

"Hallucinate a phoenix to scout."
Post-patch, this might be a fair bit easier due to the faster research, and I figure this has the most potential, but if he does go for early pressure, I am hoarding sentry energy like the motherfuckingest motherfucker. Do I really have 100 energy to throw around on a fake phoenix?

Feh.
 
Played an embarrassing game yesterday.
Not one where I get worked over so hard I look like a noob. No, that's fine. I'm accustomed to that.

No, it was one where I had a breakaway dunk and I blew it. And I injured my leg. Shaun Livingston style.

On top of that, I was playing in front of a (virtual) crowd.
I was so frustrated that I had to quit and go for a long walk.

Replay here: http://www.sc2replayed.com/replays/115378-1v1-terran-protoss-xelnaga-caverns

Basically I missed stimming. It was the difference between me obliterating that army and me getting obliterated.

@The Crotch:
The situation is too broad. I need to understand which map, which timings, and what exactly happened. Post some replays.

I think that's true with most strategy discussion: the more you simplify what we see, the less constructive criticism we can give.
 
So it's an embarrassing loss... that you want to share with us?

And I don't think I have those replays anymore, but I'm obviously talking some pretty early timings, given that my key decision making comes when I'm pre-robo. If it happens to me again, I'll save the replay.
 
[quote name='The Crotch']So it's an embarrassing loss... that you want to share with us?[/QUOTE]
the only way to not be embarrassed is to get used to it...
 
[quote name='Clak']In that case you shouldn't be embarrassed at all anymore.

;)[/QUOTE]
I still fear micro situations. Like I'm going to miss stim again. In fact, when I watch most of my replays, I still never directly engage in 1v1. All I do is outmacro, lose battles with superior armies, but just keep pumping them. Eventually they can't break my contain, so they leave. That's been most of my 1v1 games.

In that game...
I forgot I had built a ghost, so I grouped up all my troops and hit T... but ghost is highlighted, so T doesn't do anything. I did EMP both immos and 3 sentries.

As I was watching the fight, I was wondering why I was losing. I had enough troops and I was getting stomped, even with a great EMP. Then I realized that several of my troops still had full health, which means I didn't stim...
 
I haven't seen the replay, though I was in the game, and I recall that the EMP, while well placed, did come after the sentries had done their work with EMPs and shields...
 
I really hate glory hogs. Playing with same friend, he makes a comment after the game how he had lots of units left while I only had a handful, never mind that I had been attacking since the beginning of the game while he sat in base building up an army. If I had done what he usually does, which is to turtle like a mad man, I probably would have had a decent army too, but we also would have been attacked often thus making the game that much longer while we defend against attack after attack.

Seriously, early game he sucks. I could have 6 zealots out by the time he gets a few marines and his first marauder. He's only decent late game if someone protects him while he builds early on.Then he always scores higher in the game, partially because of those fuckING MULES.

Seriously, we'd lose if it weren't for me being aggressive early on, but he always wins score wise and that just inflates his already giant ego. He can't even beat the hard AI by himself because he has no one to protect him early on.
 
[quote name='The Crotch']I haven't seen the replay, though I was in the game, and I recall that the EMP, while well placed, did come after the sentries had done their work with EMPs and shields...[/QUOTE]
Regardless of the FFs, a stimmed army would've killed it easily. I'm not sure how long he had the sentries, but I think he dropped 3 FFs and I'm sure he would've been able to drop more had I not EMPed.

[quote name='Clak']I really hate glory hogs. Playing with same friend, he makes a comment after the game how he had lots of units left while I only had a handful, never mind that I had been attacking since the beginning of the game while he sat in base building up an army. If I had done what he usually does, which is to turtle like a mad man, I probably would have had a decent army too, but we also would have been attacked often thus making the game that much longer while we defend against attack after attack.[/QUOTE]
I hate it more when they're random people. At least friends I can make fun of them for sucking.

I played a 3v3 game where I was dual 8-pooled. I held it off, but I lost all my SCVs... but yay MULEs, they let me get up and running quickly. My 2 partners wanted to counter, but they had no sync, and would just attack by themselves at different points of the map, letting their army die, and repeating. One of them complained, "YOU GUYS SUCK, IT'S LIKE 1V3 OUT THERE."

We won once my army moved in sync with one of them.

Had a 3v3 game where an ally 6 pooled on Arakan Citadel, which is a terrible idea because the rush distance is way too long. It obviously failed, one of them cannoned our center, and two of them were slow pushing us with a bio ball. The ally bitched about how we sucked. I held off the 3 armies and took out the cannons and was able to bring the 6 pooler back in the game, but the other guy quit and we lost after a 40 minute macro game.

---

Most of the time I finish with the highest resource score and unit score, because I'm greedy as hell and because I just manufacture units and send wave after wave of my own men until the Protoss reach their kill limit and shut down.
 
MULES need to be nerfed, seriously. Even with twice the number of gatherers a terran can still out gather a protoss by a good margin, all because of those mules.
 
[quote name='Clak']MULES need to be nerfed, seriously. Even with twice the number of gatherers a terran can still out gather a protoss by a good margin, all because of those mules.[/QUOTE]

In the end he's not getting more minerals overall than you, and has less map control. What's the problem?
 
The problem is that the extra minerals are most likely going to go into marines, which get reamed by Protoss later. It's not unusual for Terran players to have 2000 minerals and 10 gas.
 
[quote name='Hydro2Oxide']In the end he's not getting more minerals overall than you, and has less map control. What's the problem?[/QUOTE]
It costs minerals and time to build an expansion, plus defending it too. I ahve to do this just to be able to approach a terran collection rate. You don't find that a wee bit ridiculous? I think Crotch even mentioned how the MULES were ridiculously efficient once before.
 
On marines as late-game mineral sinks: First, you also have hellions, though... mass hellions? Has that ever been done? I... no. No, I don't think it has, and probably for good reason.

Second, so marines die too easily late game to really matter? Now you know how every protoss feels about his zealots all fucking game long Shitty, man. Hope terrans find a way to stay strong in the late-game, 'cause the prevailing attitude is "win by midgame or die to khaydarrin HT/overwhelming zerg numbers".

[quote name='Clak']It costs minerals and time to build an expansion, plus defending it too. I ahve to do this just to be able to approach a terran collection rate. You don't find that a wee bit ridiculous? I think Crotch even mentioned how the MULES were ridiculously efficient once before.[/QUOTE]
Hmm. I don't recall commenting on MULEs earlier, so I shall collect my various disjointed thoughts on the topic into an elegant numbered list.

1. MULEs are way fucking different than chrono boost and larva injection. The latter two help you spend money faster. The former helps you get money. One is not necessarily better than the other. We've all been in situations where we had a bajillion larvae or eight warpgates but no minerals for units. We've also all been in the position of having sufficient resources but the enemy is bearing down on us too fast to spend 'em.

2. MULEs help compensate for the fact that it takes a long time for a terran to get a good worker count. I can shit out workers at a pretty ungodly rate with boost, and even I can't keep up with a zerg powering drones. If terrans didn't have MULEs, their early game would suffer heavily.

3. MULEs let you over-saturate mineral lines. That is pretty fucking huge. Like, enormous. A terran's one-base income can exceed the one-base income of a zerg or protoss. See, that's so huge I just put it in all caps.

4. MULEs are a bit more forgiving than the other main macro mechanics. If you missed your boosts, you can generally spam them out on recharging warpgates or whatever, but again, you need the resources to be able to do so. If you missed an injection... well, fuck you, you're out four drones. Enjoy your god damn creep tumor.

5. MULEs let terrans recover from worker-focused attacks easier, especially early on.

6. Similar to 5, MULEs reduce the sting of all-ins, especially those that pull SCVs to the front. Some people claim that the power of the MULE makes terrans too bold and too willing to all-in, and that nerfing it would make games far more interesting. But this is, of course, wrong. A lot of terrans all-in because it is powerful and they don't like to play late-game, not because they have a better fall-back option than the other races. Durr.
 
[quote name='The Crotch']Now you know how every protoss feels about his zealots all fucking game long[/QUOTE]
chargelots are pretty sick, man. i hope that's why you crossed it out. they nullify a lot of units.

as for mass hellions, hellions are just a stupid unit for so many reasons.

1- they look stupid.
2- they're designed stupid. the way they drive and stop looks stupid, like some cheap command and conquer game. and who in their right mind would design a unit with a rotating turret that has to stop when it fires?
3- the ai is stupid. i don't know how many times i got in the back of the zerg base, then they autotarget the queen to do like 2 damage on it. or a photon cannon or something equally stupid.
4- the ai is stupid. the best way to do damage is to get up close and splash a ton of units. but naturally, the ai for the hellion wants to fire as far as possible and just tickle one enemy.
5- the ai is stupid. even if you do manually get close to the enemy and you attack, there's a billion possible directions for the flame to go and they never target the enemy optimally.

this is why i hate hellions.
 
I played some games with my bronze-league friends last night. 4v4s, lost 2 won 1 in placement matches.

I'm so out of practice, I'm sure I botched the games pretty hard, however it was a 4v4 so i really can't tell... I repelled a 3 person attack with my forces a couple times.. but the enemies won because they coordinated and my people didn't... that and 2 of the 4 were obsessed with just making battlecruisers.
 
Zealots are only useful against marines early on. With even numbers the zealots of mow down the marine. Later on they are pretty useless. They're alright against enemy stalkers too. I usually send them out front to take the initial brunt of damage as my more powerful units close in.

On the MULEs issue, that faster collection rate also makes it a lot easier to expand, since the cost of a new base doesn't sting as much with all that extra mineral. If it gets destroyed it isn't as big a deal. Hell, some people build a base to wall in their main if they have a lot of extra mineral.
 
Zealots are not actually useless.

A bunch of zealots Vs a bunch of marines? Useless.
A bunch of zealots Vs a bunch of marauders? Useless.
A bunch of zealots Vs a bunch of hydras? Useless.
A bunch of zealots Vs a bunch of roaches? Useless.
A bunch of zealots and a bunch of sentries vs marines or marauders or whatever? fuck yeah!

I won a game against a terran who went mass marauder-medivac on the basis of zealots and sentries more-or-less alone. Yes, I had a couple stalkers, and yes, I was making immortals, but it was all about the zealots and the sentries. And that one obs, I guess.

http://www.sc2replayed.com/replays/116218-1v1-terran-protoss-metalopolis

Now, I had a much beefier army all the way through, though his upgrades make the army costs a bit closer than they appear. But how many brotoss have had far more expensive armies of zealots and stalkers get harassed and picked apart by stimmed infantry before? Sentries are super fucking boss, and they allow the potential of your zealots to be realized.

So long as you actually use your sentries properly, which... I do not always do.

[quote name='kainzero']chargelots are pretty sick, man. i hope that's why you crossed it out. they nullify a lot of units.[/QUOTE]
1: Charge/zealots, being in fewer numbers than marauders, get fucking destroyed by concussive shells if there's room to kite (unlike zerglings, where only a few of the roiling mass will be affected,).
2: Being melee units, their attacks don't scale up in the same way that marines', hydras', etc. do. Hell, even once we've closed the gap and half our boys have been shredded, that just means the marines stuck in the back row can get their shots in, too.
3: As noted above, they are only useful when they receive heavy support from other units (which is a pretty common theme as far as the protoss army goes), and upon entering the "I have a jillion colossii and he has, like, ten tanks and so many fucking MMM my computer slows down when they all stim" phase of the game, they get to be full-on fucking useless as anything but bullet-sponges.

[quote name='kainzero']2- they're designed stupid. the way they drive and stop looks stupid, like some cheap command and conquer game. and who in their right mind would design a unit with a rotating turret that has to stop when it fires?[/QUOTE] The guy who made siege tanks?

[quote name='kainzero'] 3- the ai is stupid. i don't know how many times i got in the back of the zerg base, then they autotarget the queen to do like 2 damage on it. or a photon cannon or something equally stupid.[/QUOTE] This is part of what worries me with the new worker attack priority. In the next patch, anything that is on repair duty will be considered as big a threat to the AI as whatever it is repairing (workers having extremely low attack priority from all units, meaning that at present, they are ignored if any combat unit is around unless they themselves are set to a-move or something), making surrounding a thor with SCVs much less potent. However, rapidly toggling between hold ground and repair may still cause some pretty big issues.

But I wouldn't know, 'cause I still can't get into the PRT.
[quote name='kainzero']4- the ai is stupid. the best way to do damage is to get up close and splash a ton of units. but naturally, the ai for the hellion wants to fire as far as possible and just tickle one enemy.[/QUOTE]
Blame the beta. They USED to wait until enemies got closer, but this was changed in the beta to improve their survivability.
 
[quote name='Clak']On the MULEs issue, that faster collection rate also makes it a lot easier to expand, since the cost of a new base doesn't sting as much with all that extra mineral. If it gets destroyed it isn't as big a deal. Hell, some people build a base to wall in their main if they have a lot of extra mineral.[/QUOTE]
But holding the expansion is very difficult. It is a pretty big deal if you transfer SCVs because those take a while to build up, and depending on your macro it could really slow your production down, 2 gas makes a big difference for Terran.

PF requires 150 gas, and the armor upgrade is another 100 gas, and the build time takes a while. And if you have PF, you can't mule.

Bunkers and turrets are expensive, and you need to walk your troops over to the bunkers which is why you never see them used for expo defense.

Protoss can warp units in, photons hit air and ground and act as detectors, you can chrono probes fast if you lose them, and it doesn't cost any gas for them to set up. It's easier for Toss to hold their expos.

The advantage of faster minerals (which really kicks in mid-game) usually only means more marines and harder to hold expos. It's not advantageous in any way.

[quote name='The Crotch']1: Charge/zealots, being in fewer numbers than marauders, get fucking destroyed by concussive shells if there's room to kite (unlike zerglings, where only a few of the roiling mass will be affected,).
2: Being melee units, their attacks don't scale up in the same way that marines', hydras', etc. do. Hell, even once we've closed the gap and half our boys have been shredded, that just means the marines stuck in the back row can get their shots in, too.
3: As noted above, they are only useful when they receive heavy support from other units (which is a pretty common theme as far as the protoss army goes), and upon entering the "I have a jillion colossii and he has, like, ten tanks and so many fucking MMM my computer slows down when they all stim" phase of the game, they get to be full-on fucking useless as anything but bullet-sponges.[/quote]
Equal chargelots should kill equal maruaders, I think (and Marauders cost more). Kiting is a huge APM sink, a Toss just needs to A-Move and then he can do other things like base management, micro other units, etc.
And even though they act as bullet sponges, they are very good bullet sponges. Unchecked, they will tear through the army if the Terran does not focus fire them down since they have more DPS than Stalkers.

The guy who made siege tanks?
At least with a tank, the gigantic turret's rotational force might affect the aim and movement.
A hellion has a tiny ass flame cannon on it! Can you imagine in WW2, a Sherman stopping so that the gunner can squeeze off a few bullets?

I think they only reason they make it stop is so it doesn't look as stupid as Phoenixes.
 
[quote name='BattleChicken']any time people talk about phoenix, I end up thinking about how I miss corsairs...[/QUOTE]
when people talk about phoenix i think about the last spell in soul blazer.
0.jpg
 
On zealots vs marauders: marauders cost 25 more gas, build slighlty faster, have a bit less HP, and a bit more armour.

One of the key things from the protoss point of view in this little rivalry is this: terrans generally get stim and concussive as fast as they can. Protoss generally get charge when they're not afraid of dying because they spent 150/100 on the council and 200/200 on charge.

As far as targetting the zealots over the stalkers... eh. There are times when you want to, and times when I think dropping the stalkers makes more sense.

Equal zealots will always kill equal marauders that don't kite or have a terrain advantage. Marauders that kite or have a significant terrain advantage will always kill equal numbers of zealots. I think you're overestating the difficulty of kite micro when you have stim+concussive against protoss gateway units.

On missile turrets: frankly, I'd take 'em over cannons. Why? They do more damage and they're cheaper. Yes, cannons hit ground targets... but it's not all that often that I feel that I need static defences against ground targets. I build cannons to fend off air units and detect, and that's about it. Cannons do their job, and I'll use 'em from time to time even against ground troops, but I always feel a little off whenever I do so.

On phoenixes: I kinda like how it looks. Kinda Battlestar Galactica-y. I wish to fuck they had splash damage, though.
 
[quote name='The Crotch']Equal zealots will always kill equal marauders that don't kite or have a terrain advantage. Marauders that kite or have a significant terrain advantage will always kill equal numbers of zealots. I think you're overestating the difficulty of kite micro when you have stim+concussive against protoss gateway units.[/QUOTE]
It is difficult. Once charge kicks in, the zealots get a free hit and the marauders have to be very careful when they kite. If they don't move enough, they get killed.
On top of that, it's APM intensive, like I said. You can't do anything BUT kite in that situation. The Toss can A-move and do other things.
I'm thinking of them in small engagements... not massive battles that kill everyone's computer. Like in the beginning of the game, or during a harass.

On missile turrets: frankly, I'd take 'em over cannons. Why? They do more damage and they're cheaper. Yes, cannons hit ground targets... but it's not all that often that I feel that I need static defences against ground targets. I build cannons to fend off air units and detect, and that's about it. Cannons do their job, and I'll use 'em from time to time even against ground troops, but I always feel a little off whenever I do so.
For expos, I like cannons because they delay the enemy. I don't expect them to stop anyone, but throwing two or three down will usually buy just enough time so that my army can get back. Unless they roll with their entire army... but generally that doesn't happen unless they like being caught out of position.
PFs do the same thing, but they cost gas. =)
 
[quote name='kainzero']It is difficult. Once charge kicks in, the zealots get a free hit and the marauders have to be very careful when they kite. If they don't move enough, they get killed.
On top of that, it's APM intensive, like I said. You can't do anything BUT kite in that situation. The Toss can A-move and do other things.
I'm thinking of them in small engagements... not massive battles that kill everyone's computer. Like in the beginning of the game, or during a harass.[/QUOTE]
Aye. Basically, what I'm getting at is, "charge creates a window of usefulness for your zealots between when they get kited with extreme ease (just after stim and conc are done) and when they get mowed down by large armies". The size of this window varies depending on the strategies used in each game, but in my case, it's usually a pretty fucking small one.
 
[quote name='The Crotch']Aye. Basically, what I'm getting at is, "charge creates a window of usefulness for your zealots between when they get kited with extreme ease (just after stim and conc are done) and when they get mowed down by large armies". The size of this window varies depending on the strategies used in each game, but in my case, it's usually a pretty fucking small one.[/QUOTE]
I'm thinking it's useful on bigger maps when they make an unprotected expansion.

Or even in a fight where most troops on both sides die, charge zeals become useful again.
 
Roaches are the bane of my existence. By the time I can get 6 zealots out zerg can have about the same number of roaches, it's bullshit. I could never get immortals out that quick.
 
[quote name='Clak']Roaches are the bane of my existence.[/QUOTE]
Really?

Not...





...banelings?







One thing I don't like about laddering is that if there's a specific strategy that's beating me, I might not run into it for a while. If I vary my build, then there's a billion permutations of situations I may lose against that I will not know how to prepare for next time.

I want to play one person.
5 times in a row.
I'll use the same build. I'll even tell it to you in advance.
 
[quote name='kainzero']One thing I don't like about laddering is that if there's a specific strategy that's beating me, I might not run into it for a while. If I vary my build, then there's a billion permutations of situations I may lose against that I will not know how to prepare for next time.

I want to play one person.
5 times in a row.
I'll use the same build. I'll even tell it to you in advance.[/QUOTE]
Well, seeing as how I need practice in a very specific PvT opening...

Wanna practice? My tomorrow is open after I finish my Cocksmas shopping.

EDIT: After getting a whole bunch of normal-to-super-manner players, I FINALLY got a rager who said something along the lines of, "How to play toss in three steps:
1a
2a
3f"

In reality, his resource collection rate NEVER got above mine, and his army value was above mine for about five seconds right after his first or second ling batch popped.

And he got my hotkey setup wrong. 3 is reserved for either colossii or air.

And he STILL GGed after all of that.

EDIT2: And why do people always forget guardian shield? It's really more like 1a2a2ffffffgg until I get higher tier units. And once I get blink, sentries get bumped down to hotkey 1 with my zealots and immortals.

EDIT3: Just watched my replay. His entire army (roach/speedling) was on one hotkey. God fucking dammit.
 
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[quote name='The Crotch']Wanna practice? My tomorrow is open after I finish my Cocksmas shopping.
[/QUOTE]
ah. i'm actually busy till next monday...
 
GSL finals, motherfuckers. MC (protoss) vs Rain (terran). Many are predicting MC will totally walk over Rain.

EDIT: Game one,
MC goes for stargate into expand. Rain focuses entirely on a one base push with marines, tanks, vikings, and a medivac or two. MC builds up an army and pushes out after adding immortals to his army, crushing Rain's force. Rain sends another army with a great big pile of SCVs behind it, but it is mopped up in a similar manner. Rain GGs. MC wags his finger at the camera.

Aaaaaaaaaand massive BNet/hardware failure.

EDIT2: Alright, now shit's going again.
Go MC!

Game two,
Pretty crazy. MC had robo, stargate, DTs, and four warpgates off of one base before he double expanded. Rain had him in a brutal contain and killed off one of MC's expansions before MC broke it with immortals and chargelots. Ten billionty DT, HT, zealot, marine, and marauder drops later, colossii rip through Rain's main army and he GGs.

Game three,
Rain opens 2rax, but cancels his second barracks when it is scouted and switches to cloaked banshee. MC's detection is super late, allowing the banshees to go unopposed for some time. They annihilate a huge pile of sentries before moving onto the probes, paving the way for a heavy infantry/banshee/raven push. MC barely holds with colossii, but when his army is annihilated trying to keep Rain from taking his third, MC surrenders. Both players predicted they would 4-0 their opponent. For a while, it looked like MC would do it, but 'tis now impossible.

Game four
on Steppes, MC builds a pylon outside Rain's base on 7 and a gate IN his base on 8. Rain spots it.... but opts to get his gas anyway, hoping that marauders and a bunker will save him. They do not.

Game five
on Jungle, MC's beautiful forcefields to keep the SCVs away from the bunkers let him roll over Rain. MC lost virtually every probe he owned to a pair of blue flame hellions in the protoss main, but there was just too much damaage done to Rain.

Game six
DNE. MC wins 4-1, the first protoss to win a GSL.

Game seven
Holy fuck there were a lot of commercials/filler shit, especially with all the commercials.

If you watch any, I recommend game two uber alles. Pretty bitchin' game, that one.
 
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