SCV has the lowest health. (as of patch 12, it got nerfed way back, though).
SCV's also don't regen health or a shield, and have to be healed. We're also the only idiots sitting there building a base and able to be disrupted.
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SCV has the lowest health. (as of patch 12, it got nerfed way back, though).
SCV has the lowest health. (as of patch 12, it got nerfed way back, though).
I'm fully aware of that, SCVs still have five more health than all of the other workers. Probes are 20/20 health, drones are 40 health, and SCVs are 45 health. All attacks and movement speed are the same, SCVs are still the toughest workers by default.
That's not true.. zerg is still viable.
Sure, just not with roaches. I've been using the baneling + zergling rush with all my partners in every one of my platinum 2v2 teams and it's working pretty well.
I never liked roaches to begin with. I skip them whenever I can even before the nerf. I still feel bitter about them taking the spot of the almighty hydralisk !
I would disagree, roaches are still very useful as pop cap isn't much of an issue when I play. Of course you have to be more aggressive with food macro, but I still use roaches to some extent in almost every game.
Well pop cap aside, each roach effectively costs 12.5 more minerals since you need an overlord for every 4th roach as opposed to an overlord for every 8th. But this also means you need to spend more larva on overlords which I think is a bigger deal.
I never liked roaches anyway. So whatever. I hope they swap the roach and hydralisk... nerfing / buffing as needed to fit their tech spots. But they probably won't do that
Well pop cap aside, each roach effectively costs 12.5 more minerals since you need an overlord for every 4th roach as opposed to an overlord for every 8th. But this also means you need to spend more larva on overlords which I think is a bigger deal.
I never liked roaches anyway. So whatever. I hope they swap the roach and hydralisk... nerfing / buffing as needed to fit their tech spots. But they probably won't do that
I'm probably not playing the margins close enough to notice the 15% cost nerf as really changing my gameplay. One of my big issues is that I freeform every game, I never have any set BO and play to what I scout.
I think the roach nerf was an attempt to make more players move on to hydras. Not that hydras werent used before but it seemed that so many zergs went lings to roach for ground and then teched to mutas to cover air. It did hurt my inital build because i'd throw out 6 or so lings before getting some roaches out for early game defense. Because of the larva usage I've found myself hitting that wall early on until I get my queen out. I've shifted to get my queen out before I start the roach den now. I think i'll just shift to hydras now.
i think dark templars need a buff. They are more of a late game unit and they are not good in the late game
They actually don't need a buff at all. They don't have to be late game unit, lots of high end plat games have been forcing your opponent to lose to DT's, its a DT fast build.
The ladders and leagues don't seem quite right. My friend and I were pretty good at SC1 (nothing special) but in SC2 in the Platinum division for 2v2 we're 8-0, and we've won convincingly each time. It feels like there are people in the Plat leagues that don't belong there.
Ladders are all screwed up because of cheese openings like a 6 rax or the now nerfed cannon rush. So you get a ton of crappy people that go all-in right off the bat during their placement matches and since they get other newbies they steamroll them. I expect that to go away once the game is actually released and people start to realize that 6 rax doesn't mean auto-win. All those 6 rax people will never get any better.
I didn't know about 6 rax when I did my placement matches...thus why I'm copper league (at least I can say i'm number one in my division ). I'm glad I never knew about it though. I never played BW online really so this is all new to me. While I understand the concept of build orders and what counters what there is a difference between understanding it, being able to apply it correctly, and adapting to your competition constantly. I still forget things I shouldn't be forgetting and that puts me at a disadvantage. Thus why I just keep clicking "Find Match" so that I can continue to practice and actually get better without resorting to something like 6 rax.
I find a lot of opponents we've been playing against don't put enough pressure on us early, and thus allow us to control the map. I'm also seeing some pretty noobish stuff where people completely forget to guard their mineral piles and my buddy (always terran) rolls up with 1 or maybe 2 banshees and lays waste to his harvesters. Also, the general lack of micro is surprising. Units this time around in some ways feel more micro intensive than in SC1, and yet I still see people fail to blink their stalkers when they have that ability upgraded.
All that said, I'm sure I've got a fat 5 loss streak coming my way soon.
Protoss players have swine written into their souls I think. One recent char/fire planet game, I was building my base as normal, but did not see the typical scout snooping around my terran base and attacking my builders forcing extra scv off the line to defend them.
So I check the left of my base, and see a warp gate and pylons... He sent his probe along the top of the land section in my base to avoid sight detection, went to the far end and got a beachhead into my base.
Instant loss.
I wonder, I know what my biggest issues are, at least some of them.
I never attack early, EVER. To counter this I have been trying to find the optimal way of base defense and unit composition to protect my base early on, with mixed results.
Here are ways my base has been compromised.
fast void rays with only a handful of marines to defend, with less range.
ultra fast lings before my supply barrier is erected
terran drops into my mineral line
reapers on certain maps getting into mineral line
early banshees with cloak on mineral line
canon rushes (usually beat these)
most recently, hidden protoss gateway
Boxed into base and beaten through attrition and lack of map control - done with siege tanks on the ledge of that one map that pelts your expansion
Early Mass mutas that almost one shot everything, and cut through marines like tissue when massed exclusively to a more mixed force from myself
Now part of these compromises can be dealt with from better base defensive positions, to deal with banshees I could place a turret between the mineral line and the gas, units can be placed in the mineral line to discourage reapers reign on the line.
supply depots can be erected earlier to prevent ultra fast lings, early thors can effectively halt early muta rushes, especially with 2 or three of them, they splatter clusters of mutas like lings against hellion flames, but this is not the biggest issue.
At best that stops the early steam roll.
The later game often comes down to resource collection denial acquisition and map control. And that is where I am weakest. The best times I have sent an early base off to some far off corner unmolested for long enough to keep me ahead.
Since I don't early harass, I want to becomes as good at humanly possible to stop the early harass, but I think my game needs more radical changes.
I play protoss and I eat pork, I am also not a cannibal.
I'm glad phase 1 is ending, I'm looking forward to a better build of this game. I'm starting to get bored with the maps and mechanics.
Protoss players have swine written into their souls I think. One recent char/fire planet game, I was building my base as normal, but did not see the typical scout snooping around my terran base and attacking my builders forcing extra scv off the line to defend them.
So I check the left of my base, and see a warp gate and pylons... He sent his probe along the top of the land section in my base to avoid sight detection, went to the far end and got a beachhead into my base.
Instant loss.
I wonder, I know what my biggest issues are, at least some of them.
I never attack early, EVER. To counter this I have been trying to find the optimal way of base defense and unit composition to protect my base early on, with mixed results.
Here are ways my base has been compromised.
fast void rays with only a handful of marines to defend, with less range.
ultra fast lings before my supply barrier is erected
terran drops into my mineral line
reapers on certain maps getting into mineral line
early banshees with cloak on mineral line
canon rushes (usually beat these)
most recently, hidden protoss gateway
Boxed into base and beaten through attrition and lack of map control - done with siege tanks on the ledge of that one map that pelts your expansion
Early Mass mutas that almost one shot everything, and cut through marines like tissue when massed exclusively to a more mixed force from myself
Now part of these compromises can be dealt with from better base defensive positions, to deal with banshees I could place a turret between the mineral line and the gas, units can be placed in the mineral line to discourage reapers reign on the line.
supply depots can be erected earlier to prevent ultra fast lings, early thors can effectively halt early muta rushes, especially with 2 or three of them, they splatter clusters of mutas like lings against hellion flames, but this is not the biggest issue.
At best that stops the early steam roll.
The later game often comes down to resource collection denial acquisition and map control. And that is where I am weakest. The best times I have sent an early base off to some far off corner unmolested for long enough to keep me ahead.
Since I don't early harass, I want to becomes as good at humanly possible to stop the early harass, but I think my game needs more radical changes.
Nice didn't realize Sirlin plays SC2
I really don't see this game being ready for release as far as multiplayer goes, I still feel like there needs to be a decent bit of balancing. Considering how vast the splash damage, thor resizing, and roach nerf was I really feel the game should be monitored a little longer.