• Some users have recently had their accounts hijacked. It seems that the now defunct EVGA forums might have compromised your password there and seems many are using the same PW here. We would suggest you UPDATE YOUR PASSWORD and TURN ON 2FA for your account here to further secure it. None of the compromised accounts had 2FA turned on.
    Once you have enabled 2FA, your account will be updated soon to show a badge, letting other members know that you use 2FA to protect your account. This should be beneficial for everyone that uses FSFT.

Starcraft II

Playing and trying to learn Zerg, it's very challenging, I have no idea what i'm doing, lol.

Where on the web can I find some good written guides?
 
Last edited:
Playing and trying to learn Zerg, it's very challenging, I have no idea what i'm doing, lol.

Where on the web can I find some good written guides?

Force and Day9 are two of the better "guides" you can use.

http://www.youtube.com/user/ForceSC2strategy
http://day9.tv/

You aren't going to get much from "written" guides, as translating them to how to play, unless specifically looking at build orders wont give you the idea of timing, transition, etc. The videos will give you a much better grasp.
 
Yea you generally wanna wall-off against Z as P or T. Not all maps let you take your natural expansion that easily so you'd have to wall off in your main and push out more carefully.
 
Hmm.. let's try that again, because I didn't get anything :D

What's your username/character code?

edit: You got dropped?
 
Last edited:
in random2v2 im ranked silver i believe 6th right now, i was 2nd couple points behind 1st but then the game kept ranking me 10 times in a row against top gold and plat players for random2v2, so i lost 50% of those and got knocked down to 6th.. is the game testing me now to see if im gonna get ranked up to gold soon? How does that work when and how will I go from top silver to gold? and why is it now matching me against mostly gold and plat players even though im in silver?
 
in random2v2 im ranked silver i believe 6th right now, i was 2nd couple points behind 1st but then the game kept ranking me 10 times in a row against top gold and plat players for random2v2, so i lost 50% of those and got knocked down to 6th.. is the game testing me now to see if im gonna get ranked up to gold soon? How does that work when and how will I go from top silver to gold? and why is it now matching me against mostly gold and plat players even though im in silver?

you haven't seen the worst. Me and my friends are high silver in 3v3, but after 9PM or so (about 30min after we sign on, so we get one good game), we face a splattering of ONLY Platinum, Diamond, and Masters (not kidding you) players against us. And someone on the other side is always masters or diamond :( Not only that, we see the most random crap, "slightly favored," yet one will be masters, and the other two will definately be above gold. Come to think of it, we have NEVER faced another SIlver level (with nothing above Silver) players... Since I only play with my friends, I don't even have 1v1, 2v2, or 4v4 rankings (anymore, otherwise, I'd be Gold :p).

And it's not like we do badly, either. Just when we see the race combos, we already know certain stupid tactics will be done, like double zerg and one protoss... guarenteed to be two early ling/roach combo to break down one of our walls. And on maps that make defending one of the three players very difficult (the new rotation has put MORE of these maps in play), it means whoever get's the hard to defend spawn gets a death warrant. Well, unless if we're lucky and the other side has no concentrated attack :p.
 
you haven't seen the worst. Me and my friends are high silver in 3v3, but after 9PM or so (about 30min after we sign on, so we get one good game), we face a splattering of ONLY Platinum, Diamond, and Masters (not kidding you) players against us. And someone on the other side is always masters or diamond :( Not only that, we see the most random crap, "slightly favored," yet one will be masters, and the other two will definately be above gold. Come to think of it, we have NEVER faced another SIlver level (with nothing above Silver) players... Since I only play with my friends, I don't even have 1v1, 2v2, or 4v4 rankings (anymore, otherwise, I'd be Gold :p).

And it's not like we do badly, either. Just when we see the race combos, we already know certain stupid tactics will be done, like double zerg and one protoss... guarenteed to be two early ling/roach combo to break down one of our walls. And on maps that make defending one of the three players very difficult (the new rotation has put MORE of these maps in play), it means whoever get's the hard to defend spawn gets a death warrant. Well, unless if we're lucky and the other side has no concentrated attack :p.

i completely agree with you and hear you on that one. I don't know what the hell is with the match making.
 
Check out the stats of the guy in my ladder. 33 games in under an hour!

97356642.jpg
 
either that, or disconnect hack...

(with a few losses thrown in to keep suspicion out).

Because even if peon rush, cannot be that much win ratio, unless if in bronze :eek:



IMO




i completely agree with you and hear you on that one. I don't know what the hell is with the match making.

I thought it was just due to ladder reset, but it's still happening! :(

Oh, well. Play earlier, I guess :p
 
GO CARRIER WOO!

lol.. i wish they made the protoss's carrier a bit stronger... the void ray is cheaper.. but seems more usful now.. sigh =(

=)

well, the void ray was a wee bit overpowered in large groups, and as a harrassment unit, so I know it's currently been nerfed down a bit, in multiplayer.

I don't see a lot of people using carriers, as killgroups of vikings really wreck havok when they snipe out carriers (and all the interceptors die). Same applies to voids being primarily targeted at massive units, like the carrier, though I'm not as sure about the corruptor, since I never seem to get to that point in Zerg play...
 
the curpoters holds its onw fairly well.. but mass voids.. man.. they cut right through the,.. since its special abbility is not auto cast.. its hard to get a chance to use it properly before the mass void rays cutt you to shreads.. you kinda have to run

I agree. Best way is simply prevent mass voids from ever occuring, since a reactionary measure is always too late (IMO).
 
Not multiplayer related, but I'm about to go back through campaign on Hard. Wondering about towards the end, when you choose between taking out the Zerg air units or the Nydus worms, any recommendations? I took out the air units first play-through as I figured I'd have more trouble from them, but the Nydus worms sure gave me a hell of a time at first(enough to have to replay the mission twice... I'm no expert at this game by any stretch). My final strategy worked like a charm and only real losses were to Kerrigan. Are the waves of Mutalisks and Brood Lords as high a frequency as Nydus worms? I may have had a good strategy for the worms on Normal, but I'm not a fast paced strategy gamer and I'm not expecting what I did to work as well down the line.
 
i agree 100%..

thats what the masters on battle net furoms said.. and thats what i see in games

Do you actually still see mass VRs? I haven't in ages. Not even sure why someone would go that route. They could have a standard ground army with colossus and HT tech in roughly the same time and have been much safer on the way.
 
Do you actually still see mass VRs? I haven't in ages. Not even sure why someone would go that route. They could have a standard ground army with colossus and HT tech in roughly the same time and have been much safer on the way.

Probably in FFA / 3v3 / 4v4 ...
 
Not multiplayer related, but I'm about to go back through campaign on Hard. Wondering about towards the end, when you choose between taking out the Zerg air units or the Nydus worms, any recommendations? I took out the air units first play-through as I figured I'd have more trouble from them, but the Nydus worms sure gave me a hell of a time at first(enough to have to replay the mission twice... I'm no expert at this game by any stretch). My final strategy worked like a charm and only real losses were to Kerrigan. Are the waves of Mutalisks and Brood Lords as high a frequency as Nydus worms? I may have had a good strategy for the worms on Normal, but I'm not a fast paced strategy gamer and I'm not expecting what I did to work as well down the line.

I put siege tanks behind triple bunkers in a "L" formation. Also added in one zerg slowdown tower where I could. I added tanks on the middle platform, to help shell the main attack lane, and to draw kerrigan's fire.
 
I put siege tanks behind triple bunkers in a "L" formation. Also added in one zerg slowdown tower where I could. I added tanks on the middle platform, to help shell the main attack lane, and to draw kerrigan's fire.

Hmm, will definitely try that, had triple bunkers and triple flame turrets and they worked surprisingly well at each ramp until Kerrigan shows up, then it was kill and rebuild. In my infinite wisdom I thought the mind control tower would be a better choice, but never came into a situation where it was useful.
 
Take out the nydus tunnels and then spam mind control towers, with a few bunkers and tanks, maybe even PF to deal with the ground mainly early on. 100+ mutas is basically lol...
You can hotkey all the mind control towers into 1 group, so the closest one will target the muta you pick.
 
banshees for nydys worms, bunkers and SPAM siege tanks make rows of them behind the bunkers. use 2-3 groups of banshees to split the nydus load. its a piece of cake, even on brutal.
 
banshees for nydys worms, bunkers and SPAM siege tanks make rows of them behind the bunkers. use 2-3 groups of banshees to split the nydus load. its a piece of cake, even on brutal.

Ok, guess the major thing I would need to do is build more siege tanks. Did have attack groups of banshees.

Wasn't sure how difficulty ramped up in that regard. Thanks for those responses.
 
Yup, on Brutal especially, if you take out air, never stop building Seige Tanks, like, ever. I think I had like 15 of them on each side, positioning is important, upgrading is ultra important.

Kerrigan is easy early on, but then she goes uber and can wipe out half your base in an orgy of destruction.

Only way I was able to cope with her was to spam Banshees (I had a group of like 15 of them, which insta-kills those Nydus tunnels in one volley) and then tease her as she made her way down, so I force her to use her levitate-and-murder ability plus that electric storm before she reaches my defenses.

Frigging hard, though... my Artifact exhausted from taking out Kerrigan during her final spawn, I barely beat it by building three HQs around my artifact to block the mobs which were pounding on them when the time ran out.

edit: and buy the mercs, especially the tank and air ones.
 
Last edited:
Well, I had tanks on the upper plateau, typically 3-4, just to draw Kerrigan's fire. Also at least two tanks and three turrets in the mining area, to prevent the inevitable harrass. Also helps close up the nydus worms that spawn in your base. I did relatively little in this mission, other than spam tanks and bunkers. Repair when necesary, and had about one SCV per bunker for repair. I think the only SC2 video I uploaded was me playing this mission on hard or brutal, on an 11.6" laptop.
 
1.4 PRT
Balance

General
- Unit vision up ramps has been reduced by 1.

PROTOSS
Immortal
- Attack range increased from 5 to 6.

Mothership
- Acceleration increased from 0.3 to 1.375.
- The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

Stalker
- Blink research time increased from 110 to 140.

Warp Prism
- Shields increased from 40 to 100.

TERRAN
Barracks
- Build time increased from 60 to 65.

Hellion
- Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Raven
- Seeker missile movement speed increased from 2.5 to 2.953.

ZERG
Infestor
- Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

Overseer
- Morph cost decreased from 50/100 to 50/50.
- Contaminate energy cost increased from 75 to 125.

Ultralisk
- Build time decreased from 70 to 55.
Not bad. I welcome the Ultralisk change. Maybe I'll start using it again. Overseer cost change is well overdue.
 
Protoss player here. Overall I like the changes. Immortals have been retarded to use for a long time and I hope the range 6 will improve their derpiness.

At the same time I don't understand the blink research nerf. It feels as though Blizz is doing it for two possible reasons. 1) to make robo more viable vs blink stalker builds and 2) to make blink less effective vs. Zerg. Honestly I don't agree with either of those reasons. You can pump out a couple of by about the time they can blink into your base, especially if you ff the bottom of your ramp. As for zerg, if they prepare properly (spines and speedlings) they can pretty easily hold off blink stalkers while droning heavily.

I'll be curious to see what impact this has on the meta game. I think this is going to have a few unintended consequences. I'm really looking forward to trying some immortal drops using the newly buffed prism.

Edit: Just had a thought. With the new range 6 I wonder if cliff abuse will crop up with immortals. At the very least popping an immortal or two along with an observer and sitting at the bottom of a Terran walled off ramp is going to be very powerful, more so than doing the same with a void ray (due to Stargate tech being almost complete shit). Mauraders won't be able to touch the immortal as it hits the depot/barracks. That seems pretty scary for Terrans since if you push out you risk getting FF'd and punished.
 
Last edited:
Edit: Just had a thought. With the new range 6 I wonder if cliff abuse will crop up with immortals. At the very least popping an immortal or two along with an observer and sitting at the bottom of a Terran walled off ramp is going to be very powerful, more so than doing the same with a void ray (due to Stargate tech being almost complete shit). Mauraders won't be able to touch the immortal as it hits the depot/barracks. That seems pretty scary for Terrans since if you push out you risk getting FF'd and punished.
Not really. Mauraders inside the bunkers have a range of 6(+1), so that won't change much.
 
Maybe. But unless you're rushing to Immmortals, chances are good the Terran player will have siege tanks by then. Plus, how often do the Terran players wall-in against Protoss anyway?

I play Zerg and all my units are outranged. I'm sure Terrans will adopt too.
 
Which makes immortals all the more scary against terran players :O. Immortals usually eat tanks for breakfast O_O.
 
Maybe. But unless you're rushing to Immmortals, chances are good the Terran player will have siege tanks by then. Plus, how often do the Terran players wall-in against Protoss anyway?

I play Zerg and all my units are outranged. I'm sure Terrans will adopt too.

I still see diamond/masters players do it on a fairly regular basis, especially when they want to tech and keep me out. 2 depots and a bunker at the top of the ramp. But yeah they should have a tank by then, although, even if they do they'll have to hit the immortal 10 times before they even start to make a dent in its health.

If people start rushing for immortals I'd think it'd be pretty safe as a terran to pump a few banshees, a raven, and some marines. That should be able to roll the composition a Protoss would have if going heavy robo.
 
Back
Top