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Starcraft II

I don't get that epic feeling after finishing the campaign like how SC1 was. SC2 is great but shortly ended.
 
You have to kinda view it as the first part of a trilogy :p

I mean the 2nd part with the Zerg probably should be interesting given what WOL revealed.
 
I'm personally expecting a LOT of overlap between the campaigns, given the major inconclusiveness the Terran campaign was left with (Raynor's revolution). I mean, he just pissed off his arch-enemy a little bit and sided with his son for a totally unrelated mission. It really seemed like there should be more, but it'll strangely have to happen in the Zerg and/or Protoss stories. Hopefully it will fill is in on the gap left in WoL.
 
So the world's first player to hit 4960 (every single achievement):

http://www.sc2ranks.com/ach/all/
http://kr.battle.net/sc2/ko/profile/305393/1/잉여/
http://www.sc2ranks.com/kr/305393/잉여

I've pretty much stopped getting achievements since hitting ~4250... but damn this guy's got heart,
even though he of course cheesed almost all of it. The most difficult achievement being 800 FFA wins. Mad props. Interesting though that pretty much all the hardcore achievement hunters are korean.
That's insane. I'm at ~1500 and most of the points I picked up by accident. :p
 
Did anyone else get a giddy little nostalgia rush when first playing Starcraft 2? SC1 was my bread and butter back in the day and I loved how familiar SC2 felt interface and control-wise.
 
^not really, as I've been playing SC:BW pretty regularly over the last few years.
 
I got a rush of nerd-excitement when the ghosts of the past trailer launched on Youtube. The story / single player campaign was a bit of a letdown after seeing that video.
 
last night i got promoted from gold to plat after playing 22 games, with 11-11 as my record in Random 4v4. go me... my biggest accomplishment so far :D
 
Thought I would do better than low silver, but I'm having fun not getting absolutely rolled and learning my mistakes. Pretty happy with the ladder system, just wish I could spend more time playing and learning.
 
I accidentally picked Zerg for my first ladder game last night (and ended up getting absolutely crushed by a Protoss). I have a lot more respect for Zerg players after that experience. I don't have the APM to play them; they require so damn much attention and they build up money so fast, and holy shit their buildings are weak. I'll stick with Protoss; chrono boost is easy to stay on top of, unlike those damn queens :).
 
It's funny, my APM goes to shit when I use Zerg even though it feels like they require more clicking. I just use the replay tool to measure APM.
 
I'll wait till the expansions come out so zerg will be more balanced with the other races primarily terran
 
I accidentally picked Zerg for my first ladder game last night (and ended up getting absolutely crushed by a Protoss). I have a lot more respect for Zerg players after that experience. I don't have the APM to play them; they require so damn much attention and they build up money so fast, and holy shit their buildings are weak. I'll stick with Protoss; chrono boost is easy to stay on top of, unlike those damn queens :).
This will be fixed in the upcoming patch, and yeah, playing zerg is a lot of fun. Larva management at the start sucks only a little bit, but it's not all that bad. I'm just so used to playing them, I can't see myself playing any other race at the moment.
I'll wait till the expansions come out so zerg will be more balanced with the other races primarily terran
It's really not as bad as people make it out to be. If the game really does interest you, I think you should take it out for a spin.
 
^ one of my friends bought a copy for both him and his gf, his gf didnt like it so i got to play on that account with him. Can't name how many times when my army is 1.5x times the terrans and no amount of fungal growth and neural parasite could help lol. Whole army gets wiped out and terran probably lost like a thor and 5 marines
 
^ one of my friends bought a copy for both him and his gf, his gf didnt like it so i got to play on that account with him. Can't name how many times when my army is 1.5x times the terrans and no amount of fungal growth and neural parasite could help lol. Whole army gets wiped out and terran probably lost like a thor and 5 marines

See, the thing is, you allowed him to build that army. As a zerg, you have to keep up the pressure in some way -- harassing, baneling bombing, hit and run, etc.
 
I'll wait till the expansions come out so zerg will be more balanced with the other races primarily terran
I love posts like these. While I will say terran is easier to play if you look at the W/L stats across ALL ranks it's almost even with ALL races. If you have trouble with terran then you know what you have to work on.
 
^ one of my friends bought a copy for both him and his gf, his gf didnt like it so i got to play on that account with him. Can't name how many times when my army is 1.5x times the terrans and no amount of fungal growth and neural parasite could help lol. Whole army gets wiped out and terran probably lost like a thor and 5 marines

LOL, so what you're saying is that your macro is better than most your opponents but your micro sucks.
 
I love posts like these. While I will say terran is easier to play if you look at the W/L stats across ALL ranks it's almost even with ALL races. If you have trouble with terran then you know what you have to work on.

Actually it seems Protoss is the easiest to play. Blizzard released win/loss stats, and Protoss has a higher ratio at the lower divisions that decreases as you move up to platinum.

I suspect it makes sense due to a combination of warp gate, building warping making macro easier. And there typical mass armies being more forgiving without proper micro compared to Zerg/Terran counterparts. They also have more "cheese" type tactics and rushes that would be harder to counter relative to the skill level required to implement them.

Zerg I suspect is somewhat unforgiving in the macro department due to how spawn larva works. Possibly smart casting option (1 click spawn larva on nearest hive without clicking minimap, I don't think many players know about this option even) or autocast spawn larva would make them more forgiving. Maybe a separate rally option for overlords as well, in my random team games (which sometimes involve pairing with much lower division players), you will sometimes see overlords going across the map since there units are rallied there. Likewise Zerg options to deal with mass armies in banelings and fungal I would say requires more proper micro then Terran (siege tanks) and Protoss (colossus) counterparts.
 
See, the thing is, you allowed him to build that army. As a zerg, you have to keep up the pressure in some way -- harassing, baneling bombing, hit and run, etc.

It's... actually the opposite >_>. Terran have the harassment methods to keep a zerg's macro in check before he gets the scary army. It's hard to harass when your units are so incredibly weak. The only sort of harassment you can do is mutas and maybe poking around with zerglings to see if there are any openings. Hit and run is a very vague and potentially disastrous statement when half your army can die in a few seconds by miss-engaging a line of siege tanks.

From the vague description of a "i had a much larger army, but the terran won" - I'd wager that it was most likely a positional advantage that allowed the terran to win. Picking where, when, and how to engage is crucial. If you just go head first into a terran army that's positioned near any sort of chokes, it's your fault you lost.

Of course without any sort of replay it's hard to say what exactly happened.
 
It's... actually the opposite >_>. Terran have the harassment methods to keep a zerg's macro in check before he gets the scary army. It's hard to harass when your units are so incredibly weak. The only sort of harassment you can do is mutas and maybe poking around with zerglings to see if there are any openings. Hit and run is a very vague and potentially disastrous statement when half your army can die in a few seconds by miss-engaging a line of siege tanks.

From the vague description of a "i had a much larger army, but the terran won" - I'd wager that it was most likely a positional advantage that allowed the terran to win. Picking where, when, and how to engage is crucial. If you just go head first into a terran army that's positioned near any sort of chokes, it's your fault you lost.

Of course without any sort of replay it's hard to say what exactly happened.

True, true and true.

By hit and run, I meant rushing in with few zerglings and killing off as many SCV or supply depots as possible (on the expo) and then escape when the army shows up. It's nice sometimes when the terran is inattentive and leaves his expo unprotected.

Tanks/chokes can be gotten around through changlings, nydus worm and overlord -- I prefer nydus because it's available immediately when you have the building, whereas the overlords take a while to tech to and if you lose one, you lose units + supply.

Also, by harassing, I meant having one or two broodlords around in the back of your army -- their long range really helps out when the terran does a attack-move command instead of focus firing, which makes half of their army go for broodlings -- rather than hydras or roaches -- and thus prolong the life of zerg army by that much. It also helps that broodlings also get the same melee/armor upgrades as hydras/roaches and thus makes them slightly harder to kill.

Of course, I have yet to meet a terran who did not immediately go after my broodlords after seeing broodlings, so YMMV. :eek:
 
Day 9 just reviewed a great ZvT the other day that took place in Xel'naga caverns. The thing I noticed was that the zerg player really exploited his speed advantage over the terran player. He had creep down all over the place and when the terran pushed up to his gold expo he ran around the back and just raped the terran base. The zerg seem extremely effective when they avoid direct confrontation and molest bases left unprotected when armies move out. As a protoss player I often have a hard time against their superior speed as my armies tend to be big and powerful but slow as hell.
 
I think zerg needs to be able to do overlord drops once they tech to lair, if anything just make them have to upgrade speed of the overlords. Right now I still feel medivacs have a bit too much advantage.

As of now I rarely see zerg opponents doing drops, with this they will have more viable options instead of just having to map control surround their opponents.
 
True, true and true.

By hit and run, I meant rushing in with few zerglings and killing off as many SCV or supply depots as possible (on the expo) and then escape when the army shows up. It's nice sometimes when the terran is inattentive and leaves his expo unprotected.

Tanks/chokes can be gotten around through changlings, nydus worm and overlord -- I prefer nydus because it's available immediately when you have the building, whereas the overlords take a while to tech to and if you lose one, you lose units + supply.

Also, by harassing, I meant having one or two broodlords around in the back of your army -- their long range really helps out when the terran does a attack-move command instead of focus firing, which makes half of their army go for broodlings -- rather than hydras or roaches -- and thus prolong the life of zerg army by that much. It also helps that broodlings also get the same melee/armor upgrades as hydras/roaches and thus makes them slightly harder to kill.

Of course, I have yet to meet a terran who did not immediately go after my broodlords after seeing broodlings, so YMMV. :eek:
unless I 6 pool everytime which is all in cheese to me and does nothing to improve my game they just block off the ramp and I can't even get into the base. Also muta harass gets owned by turrets. I also have to suicide an overlord every few mins just to scout and see whats going on.
 
unless I 6 pool everytime which is all in cheese to me and does nothing to improve my game they just block off the ramp and I can't even get into the base. Also muta harass gets owned by turrets. I also have to suicide an overlord every few mins just to scout and see whats going on.

When someone blocks a ramp, sac a zergling so you can see what he's got at the top. Bunch of marines and rauders? Must be going bioball. Bunker with a few marines? He's probably teching to something like banshees or thors; go expand.

If he builds a bunch of turrets to fend off your mutas he's not building units or expanding with that money. You can exploit that knowledge.

instead of sacking an ovie, could you not drop a changeling in his base with an overseer?
 
zergling dies before it can even get to the top of the ramp

1-2 turrets is enough to fend off muta harass unless i mass them, but when the marines get to the turrets to help out its gonna destroy mass mutas anyways.

changeling?? It only worked on really bad terrans that dont notice a unit moving on its own when you're not controlling it.

honestly the only thing that really works as a harass is burrowed infestors spitting up infested terrans to the back of their base
 
unless I 6 pool everytime which is all in cheese to me and does nothing to improve my game they just block off the ramp and I can't even get into the base. Also muta harass gets owned by turrets. I also have to suicide an overlord every few mins just to scout and see whats going on.

Baneling open that front door. Baneling drops are also tons of fun as well on the defensive Terrans.
 
New patch. Tons of awesome changes.

StarCraft II: Wings of Liberty – Patch 1.1.2

General

Players will no longer receive achievement toasts while their status is set to "Busy."
The messaging when attempting to load a saved game or replay from a previous version has been clarified
Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.


Balance

PROTOSS
Buildings
Nexus life and shields increased from 750/750 to 1000/1000.
Void Ray
Damage level 1 increased from 5 to 6 (+4 armored).
Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

TERRAN
Buildings
Barracks requirement changed from Command Center to Supply Depot.
Supply Depot life increased from 350 to 400.
Medivac
Acceleration reduced from 2.315 to 2.25.
Speed reduced from 2.75 to 2.5.
Reaper
Nitro Packs speed upgrade now has a Factory Requirement.
Thor
Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

ZERG
Buildings
Hatchery life increased from 1250 to 1500.
Lair life increased from 1800 to 2000.
Spawning Pool life increased from 750 to 1000.
Spire life increased from 600 to 850.
Ultralisk Cavern life increased from 600 to 850.
Corruptor
Energy bar removed.
Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
Infestor
Fungal Growth now prevents Blink.
Roach
Range increased from 3 to 4.


Bug Fixes

Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
Fixed a desync that could occur on user-created maps with custom mod dependencies.
 
Interesting patch... Hmmmmmmmm, all things look good I guess. Nothing too game changing excpet for reaper rushes will be harder. Which is good for me since I play zerg, I welcome the roach range :)
 
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