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Starcraft 2 Beta

Yea but the fact that they can now move and fire means a small group of phoenix can keep a larger group of mutalisk in check by just kiting. Mutalisk have shorter range and are slower. I think this is pretty big especially on Twighlight fortress.

Fortunately phoenix aren't hard to deal with defensively in your base.

What Blizzard did was totally screw up what people meant by adding "moving shot" to SC2. Phoenix build is gonna be used and abused now against Zerg.

Yeah same here its weird hope they fix it by next patch.

And what do you Terran players do vs Zerg they are my main problems right now.

I like to Hellion harass and then pop out vikings to pick off overlords. marines and tanks make up the rest.

I do a BO like this which I learned from a replay of Jinro - http://craftcup.com/uploads/replays/4563.sc2replay

10 depot
12 rax
13 gas
15 orbital
16 depot
Factory
next gas
Reactor on rax
Starport
Factory and reactor should now be done. Swap factory to reactor and pop out two hellions.
use hellions for harassment and scouting. You may find the zerg did a FE and it's unprotected so you can trash quite a few workers
swap starport to reactor and start viking production. add tech lab to factory for tanks

what I see during scouting though will push me towards thors or something like that. I also like getting out a Raven if possible and dropping the turret next to mineral lines.
 
Harass then? Unless you're like a top player, Zerg aren't all that great. One mistake and you're screwed since you're units aren't all that strong.

Your first scout should be telling you quite a bit about what they are going to do, and once you've seen it send the worker to their natural and leave it where they would expand to delay.

Get some early marines out around his base to kill an overlord or 2. This seriously hampers production early on and is worth the risk of losing a few marines. You're original scout should be making a bunker outside of his base as well. If youy don't harass and let them sit, they will make drones and you get out macro'd. Harassing forces the Zerg to get lings instead.

You can't just rely on scans to scout, or you will lose because you have no clue what's going on(which is happening to you). Zerg usually don't wall off so send in an scv, viking or a few hellions to see whats going on. Dropping 2-3 hellions in the mineral lines is pretty effective as well.

If you're going bio you want to have a whole bunch of barracks and hotkey them. I put 5 to techlab barracks, and 6 to reactor. You'll be able to mass up with ease. At around 27-30 supply get an engineering bay and upgrade.

You don't have to kill him everytime you attack, just play smart. If you know he is expanding attack. If he is teching, attack. While attacking take an expansion. Once terran get the smallest amount of map control the game is within grasp.

Last thing.. USE NUKES! they are not expensive, and will seriously mind fuck anyone. Most players don't upgrade overlords until they need to because it's sort of expensive on gas. You have a really good shot at taking out all the drones at an expansion and it's just something else the opponent will have to worry about.

Heh, I do a lot of strategies trust me. Usually the zergs that beat me are rank 1 in their respective platinum league. I have been winning zerg games, but zerg is my biggest problem in comparison to protoss and terran. I also do continuous scouts with scv's through out the match.

I hot key everything, I don't just lump all my units to hot key one either. I micro all my units through out a fight, 1 for rines, 2 for mauds, 3 for med vacs if need be, or 3 for viking/shees.. someitmes 6 for med vacs, 4 and 5 are for my production buildings (I just tab through everything, much easier).

I'm playing in the platinum league, some zergs have some zany strats that I still need to adapt to, heh.

But so far, my timing pushes on 3 rax if they early FE has been working for me. Smart zerg players who use their banelings strategically however.. just tear me apart, even if i stick mauds in front of them to soak up damage.

The strategy you are talking about is the +1 weapons timing push IIRC. I've been just doing straight up stim/shield upgrade on 3 rax coupled with maybe one or two med vacs and attacking. They won't have an army large enough to defend it. I continually rally my rax to their base while I attack. Micro/macro during the fight continually aiming down whats most important that rines can kill fast and what not while producing units in my rax.
 
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I suck against great zerg players too, I just need more practice against them I guess. I'm having a hard time against everyone now.
 
If you're having trouble against banelings then you should just save stim for that ball of banelings and stim kite, works pretty well. Banelings can't hope to catch up to that. Ghosts are also pretty good against zerg since they do their full 20 damage to all the standard units (zerglings, banelings, hydralisks, and mutalisks) except for roaches, but you have marauders for that. I watched a replay where the terran just made a whole bunch of ghosts. 1 ghost literally just chain sniped 3 mutalisk and solo'd them. The zerg was forced to tech switch but still lost.
 
If you're having trouble against banelings then you should just save stim for that ball of banelings and stim kite, works pretty well. Banelings can't hope to catch up to that. Ghosts are also pretty good against zerg since they do their full 20 damage to all the standard units (zerglings, banelings, hydralisks, and mutalisks) except for roaches, but you have marauders for that. I watched a replay where the terran just made a whole bunch of ghosts. 1 ghost literally just chain sniped 3 mutalisk and solo'd them. The zerg was forced to tech switch but still lost.

Oh I know, but taking heavy damage from banelings (on my mauds, not my marines) can still hinder me in a battle especially if unit count are about even. Hydras with roaches will tear my army apart after that, even if I stim away.

Ghosts are good like I said a few pages earlier against mutas.

Also infestors.. oh god infestors... :(
 
I suck against great zerg players too, I just need more practice against them I guess. I'm having a hard time against everyone now.

All that means is more Korean players are in the beta now. Honestly they scare me, it's like fighting against a robot with a toy gun.
 
If you're having trouble against banelings then you should just save stim for that ball of banelings and stim kite, works pretty well. Banelings can't hope to catch up to that. Ghosts are also pretty good against zerg since they do their full 20 damage to all the standard units (zerglings, banelings, hydralisks, and mutalisks) except for roaches, but you have marauders for that. I watched a replay where the terran just made a whole bunch of ghosts. 1 ghost literally just chain sniped 3 mutalisk and solo'd them. The zerg was forced to tech switch but still lost.

can snipe one shot a muta? I do not remember it being that powerful
 
can snipe one shot a muta? I do not remember it being that powerful

It does 45 damage and costs 25 mana. It's pretty much instant muta death if you spam it. The ghost itself is pretty good against mutalisk to begin with. The zerg wasn't expecting it at all and fell very behind after losing his mutalisk while literally not doing any damage to the terran.

It's good to see that the ghost is an actual viable combat unit now. The SC1 ghost felt gimicky. The SC2 ghost is still slightly overlooked though. The pro players are starting to get them though. I see them a lot against protoss (emp round = very useful).
 
Did y'all see TLO's infestor use against CauthonLuck in today's HDH Ro8 games? Holy shit :D

He did lots of things that seem obvious/simple but I never see people do; intercepting medivacs on common paths and fungal/sniping.
 
Has anyone noticed they shrunk the model for ultralisks? I wouldn't mind the same happening to the Thor.
 
havent seen ultras in a while.. how small are they now? lol.

I still think battlecruisers need to be huge... so marines can fight in the shade
 
I think blizzard aluded to even more ultralisk tweaking in the future (they got a 40% damage boost in the last patch, but I doubt that's really going to do anything). The problem with ultralisks compared to thors / collosus is that thors and collosus take much less tech to get. I'm not sure it's ever a good idea to tech to ultralisk. If you tech that far you're better off getting brood lords instead. In terms of what they counter, they're pretty similar to a collosus in terms of usefulness - they kill a lot of small units. Hive tech just for that is pretty worthless.
 
Yeah but if you also put it to lair tech, it would be way OP. Zerg would have a huge advantage to something they can amass very quickly heh.
 
The greatest thing that drives me in starcraft to stay to the bitter end after a devastating base loss,


Is Spite.

Last game the protoss player had me beat, but I relocated to my 3rd expo.


He asked why I did not quit, I just told him I couldn't do it. He was upset, he wanted me to raise the white flag. But no. No. I refuse. If I must die, you are going to have to scrape every last section of the map to wipe me out. Not very nice, or sporting, but there it is. I massed battlecruisers at my new base with marines, and proceeded to do as much damage as possible, he came to my base with a ground army while my ships were away, my based was wiped out, all command centers gone save a couple buildings I floated around to keep from dying.


I destroyed all that I could of his, He won. If the contest was unit strength on the map, or who would win the next engagements, I would have taken it, but forces on the field mean nothing, the only thing that matters in sc rules it seems are command centers.

So be it. I congratulate him, but I wanted him to know what it feels like to be beaten. To quote from Khan in his last death throes trying to take Kirk out.

From Hells heart, I stab at thee, for hates sake, I spit my last breath at thee.

http://www.youtube.com/watch?v=VYPsoxpt0BU&feature=related
 
Played some 2's, abuuuuuuused neural parasite really bad. Seemed pretty OP to me, by the mid/late game clashes I had enough infestors to NP every battlecruiser or colossus sent against us. Sure, maybe their unit comp needed to be different (which it did) but any zerg player can pretty much deny any hero unit.

Thoughts?


edit: i should clarify, its the air NP reintroduction I'm talking about
 
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Played some 2's, abuuuuuuused neural parasite really bad. Seemed pretty OP to me, by the mid/late game clashes I had enough infestors to NP every battlecruiser or colossus sent against us. Sure, maybe their unit comp needed to be different (which it did) but any zerg player can pretty much deny any hero unit.

Thoughts?


edit: i should clarify, its the air NP reintroduction I'm talking about

I'd figure someone on the other side would take down your infestors fast enough, what races were you playing against?

Infestors go down pretty quick heh.
 
Interesting does this affect your supply?

I know for sure it doesn't add to mine, and pretty sure it still occupies their supply. Since you can NP friendly unites my partner and I tried NP'ing motherships to see if he could build another; no luck :p

I'd figure someone on the other side would take down your infestors fast enough, what races were you playing against?

Infestors go down pretty quick heh.

I had a pretty decent mix of units with a bunch of roach/hydra in front, using them as bait to lure the BC's out. From there its just a matter of 9 NP range and abusing vision (distance or height.) I guess he could just bring some banshees and flank?

The thing (to me) is that I don't have to check if he's going battlecruisers or thors anymore, I can simply get infestors to deal with the inevitable tier 3 tech; if he tech switches, no problem. Maybe I'm just getting more competent with infestors and haven't played enough games to see people counter them well.. Against protoss NP isn't as strong vs tier 3 though its nice to have against robo units.
 
Woops cant believe I didn't read colossus so it was T and P hahaha, reading fail.

Anyhow, infestors really adds to the terran frustrations (along with banelings :p).
 
has anyone been experiencing technical difficulties with the latest patch? When I attempt to exit the game, it basically freezes.
 
Also crashing every time I exit; really annoying. Now I just leave sc2 open and alt-tab out since when it crashes it covers up task manager too :\
 
anyone know how to remove selected unit from a group?? or do i have to go through the trouble of moving that one unit away from the group and regrouping everything?
 
I use alt f4 to exit now due to the freeze from normal exiting. I've been having a graphics glitch while having crossfire on (at least I think that's what causes it). Parts of the map become 'invisible zones' where units inside of it become invisible to me (but I can still see them on the minimap). Very annoying since I can't select anything inside these invisible zones. Unfortunately, I rallied my hatchery to one. Fortunately (or unfortunately...) my ISP hiccuped and I d/c'd from that game. Sigh, that just wasn't my game at all.

I'm curious... if you neural parasite a drop ship, what happens to the guys inside of it?

While neural parasite is good, it's one of those things that depends on how each player micros during the battle. You have to react quickly and kill the infestors. You can always EMP to drain mana as well. NP now costs 100 mana instead of 50.
 
anyone know how to remove selected unit from a group?? or do i have to go through the trouble of moving that one unit away from the group and regrouping everything?

Just deselect it and with the group you want -- press ctrl - #
 
dang I just found out that map publishing isn't available yet. The only thing you can do with custom maps is 'test it' in single player mode. I was wondering why the publish option was greyed out for me... oh well.
 
So I got dropped to Silver rank 60 after wins in Gold. Weird stuff.

Just had a few games as Silver and it was funny. ZP vs PP... the Protoss cheesed the Zerg and I ended up taking out both of them (=
 
Also crashing every time I exit; really annoying. Now I just leave sc2 open and alt-tab out since when it crashes it covers up task manager too :\

Try selecting logout and then exit. I've tried it twice and it worked both times. If I just try to exit, it hangs. Worth a shot.
 
The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.

Or ZvZ, or PvZ. That's the reason they nerf it, a canard unit?

Seldom seen: Ultras, late reapers, hallucinations, sentry cannons.
 
I've never seen Carriers or a non-gimmick use of the Mothership either.
 
honeslty its far too fugly to warrant screenshots. Its fun, yes, but god is it fugly.

Yea my initial reaction was disappointment with the graphics, but it's grown on me lately. Anyway, here's a screen I took of an early version of a custom map I'm making. Just messing around and getting familiar with the editor:

SC22010-05-0801-44-05-54.jpg
 
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