CrimsonKnight13
Lord Stabington of [H]ard|Fortress
- Joined
- Jan 8, 2008
- Messages
- 8,439
Brings back memories...
Got this from the newest FilePlanet Fileblog
http://www.fileplanet.com/fileblog/archives/2010/08/entry_3775.shtml
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So now that the game has been out a while, how are the custom maps? If I get the game, most likely I'll play single player and custom map, so is it worth getting?
bnet dictates what maps you can / can't play.
While I agree that the B.net content system is junk at this point, you don't have to use it. You can still go out to map sites and download maps just like you did for StarCraft 1.
I'm not even sure how you would be able to find newer maps (which would be less popular), as they would be buried far down the list, which takes relatively forever to get to the bottom, and would most likely be forever unpopular if no one finds them?.
]|[ Mar']['in ]|[;1036105677 said:When you "host" a game you can search all the available maps for what you're looking for, that'd be your best bet for a new map like that.
I'm having a lot of fun 1v1. I abosolutely hate TvT, it all depends on who can macro harder.
depends on the race
Do you consider yourself a defensive or offensive player? Or, another way of saying it, do you consider yourself an adaptive or proactive player? Do you dictate the way the match will play out or do you adapt your style to what you see your opponent doing?
I find myself playing the defensive/adaptive role more often than playing the offensive/proactive role. It seems to suit my play style better. It does rely heavily on scouting your opponent and being able to react quickly to what he is doing, but I find it so much easier to see what he is building, position my units to best trap his army (I love flanking Terrans so much especially when sieged up with tanks ) destroy his main force and expand or double expand. The last two 1v1s I played the opponents quit without me ever touching their mains or natural expos.
What style do you guys prefer?
Edit: I should add that if I see my opponent expanding more aggressively than me I will typically attack his expos and play a more proactive game at that point.
Do you consider yourself a defensive or offensive player? Or, another way of saying it, do you consider yourself an adaptive or proactive player? Do you dictate the way the match will play out or do you adapt your style to what you see your opponent doing?
I find myself playing the defensive/adaptive role more often than playing the offensive/proactive role. It seems to suit my play style better. It does rely heavily on scouting your opponent and being able to react quickly to what he is doing, but I find it so much easier to see what he is building, position my units to best trap his army (I love flanking Terrans so much especially when sieged up with tanks ) destroy his main force and expand or double expand. The last two 1v1s I played the opponents quit without me ever touching their mains or natural expos.
What style do you guys prefer?
Edit: I should add that if I see my opponent expanding more aggressively than me I will typically attack his expos and play a more proactive game at that point.
More of a pressure player. Usually try to be the first one to attack/harass and punish fast expansions. Absolutely love playing turtles, I get this fluffy funny feeling when I get the entire map to myself.
As Zerg and Protoss, I'm usually completely offensive and often value a mobile force over static defense. Only really build base defenses if an attack were to fail or if scouting reveals trouble. As Terran, I'm a pretty weak defensive player. I do the usual cliche ramp block and all that, then roll out with a late MM blob. Haven't found a groove with them, but trying to find my niche with a Raven/Banshee build.
That leads up to another question. Do you guys stick to one race or do you play multiple races? Outside of a few 4v4 games I haven't played any other race but Protoss. I tried Zerg in the beta and just couldn't manage them. Way to much base micro with spawn larva and creep spreading. I never tried Terran.
wish i could join in on the game... dont have the money right now haha
I like turtlers as well. I think there is a diff between playing defensively/adaptively and turtling though. A turtler, IMO, masses a defense heavy army and holes up and never moves until he has this giant death army. Playing defensively/adaptively is more like judo; I try to use what a player is doing against himself. Going big, slow mech army? Cool, I make a very mobile army and spread your forces thin by attacking you away from your army, forcing you to retreat/defend your base so I can expand.
I guess the turtle mentality just feels like, "I'm staying in my base till I'm good and ready to come out." and defensive/adaptive style mentality feels more like, "I'm going to watch what you do and exploit your weaknesses."
turtle-in
is for the noobs
aggressive push are for gold and up
I like turtlers as well. I think there is a diff between playing defensively/adaptively and turtling though. A turtler, IMO, masses a defense heavy army and holes up and never moves until he has this giant death army. Playing defensively/adaptively is more like judo; I try to use what a player is doing against himself. Going big, slow mech army? Cool, I make a very mobile army and spread your forces thin by attacking you away from your army, forcing you to retreat/defend your base so I can expand.
I guess the turtle mentality just feels like, "I'm staying in my base till I'm good and ready to come out." and defensive/adaptive style mentality feels more like, "I'm going to watch what you do and exploit your weaknesses."
turtle-in
is for the noobs
aggressive push are for gold and up
Well they commented on balance and upcoming patch changes
http://us.battle.net/sc2/en/blog/692221#blog
Well they commented on balance and upcoming patch changes
http://us.battle.net/sc2/en/blog/692221#blog
Well they commented on balance and upcoming patch changes
http://us.battle.net/sc2/en/blog/692221#blog
Can someone please post the full details, Cannot see it here and thanks in advance
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
This is bullshit. If they should nerf anything it should be vrays.
This. Nearly all of protoss air is just glass against stim marines.But they are honestly so easy to counter.
This is bullshit. If they should nerf anything it should be vrays.