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Pirandello
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If you came to this thread looking for the B.net friending thread, that's here.

 

This thread is for general discussion of the game, SP or MP.

 

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SP was okay. Story was okay. Gameplay was okay. Had fun overall.

 

tl;dr: Fun.

 

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Now for MP.

 

I'm not sure if anyone plays it (and consistently online at that), but I've been contemplating getting back into the multiplayer for a while now. However, I do suck at the game, but I don't really want to go out of the way to watch videos and would rather just pick things up as I go. A skill that I picked up from MMOs is that I tend to learn the ropes very quickly (see: matter of seconds) and I'm hoping that'll rub off on this for me (though when it comes to tactical foresight and planning against the opponent, I don't do so well on that).

 

My other friends who play MP religiously say that I should just abandon the practice league matches and go straight into a ranked game to actually learn how well I play. They claim that practice league matches are far too slow and aren't really representative of the MP very well.

 

Thoughts?

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I rather enjoyed the SP, it was nice to have some change in level layouts and some stuff that would carry over like the research instead having to completely start from scratch every single level.

As for the multiplayer it seems extremely intimidating to me so I haven't tried it yet myself but, as far as I'm aware the practice leagues are limited to the novice maps which like your friends say will slow down the game because of rocks blocking all the routes so it'll be like old sc days with no rush stuck in the game name. I do suggest you look at videos like day9's otherwise I guess looking at replays might help you see any mistakes you've made

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My other friends who play MP religiously say that I should just abandon the practice league matches and go straight into a ranked game to actually learn how well I play. They claim that practice league matches are far too slow and aren't really representative of the MP very well.

 

Frankly, playing against a very easy AI is better training that practice matches. Practice matches play on a ridiculously slow speed and the rocks make air units dominant and fast expansions non-existent on those 'novice' maps.

Also; I've been using this to track my progression in multiplayer and it's pretty sweet; also has an auto-save feature for replays;

http://sites.google.com/site/sc2gears/

It mostly only checks for and reads replay files so you can't be banned for using it since it doesn't interfere with the actual game.

 

Been playing a lot lately and right now TvT is my favourite match-up. I've won all my games since I started doing this build a little while ago... http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624

Highly recommend that; it's not as hard as the post suggests.

 

Also; did you guys hear about/are you super excited for the North American Star League?

http://www.nasl.tv/

It's got a bigger prize pool than GSL! Hope it gets enough attention to maybe give a little more fame to esports outside of Korea.

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2 factory, 2 port? Doesn't sound too bad. At the moment, I'm practicing builds. I currently found a working build with marine/medivac/Thors that I'm doing pretty well at. My most recent match could have been better but my Zerg ally was much more advanced than me and quickly expanded to 2-3 naturals by the time I managed to get my first Thors and medivacs out. :P

 

Also, I find that I'm not very good at scouting (rather, it's more like I don't know what to do), I often get supply blocked because I forgot, I don't know when to get an Orbital Command (15?), and I usually can't spend within my own resource max (I usually end up with 1000 minerals and no gas because my build is usually gas heavy due to the Thors and Medivacs).

Edited by Pirandello
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Yay, Terran player!

 

15-17 is fine for an orbital; depending on the build. I think it's typically closer to 16/17 but that's hardly gonna lose you games. I used to do a similar marine/thor/medivac composition in most of my builds; marines are ridiculous in massive numbers with full upgrades but I eventually found it more and more common that people would know how to hard counter it.

 

If you don't know what you're scouting for, I wouldn't bother doing it on two player maps. Maybe on four player maps, just so you know where the guy is, but that scv is going to give you something like 125 minerals in the time it would have taken to circle around the enemy base and come back. There's a Swedish Terran named Sjow whose been doing amazing in tournaments lately who doesn't even use the early scv scout in a lot of match ups. I lurk the TL forums quite a bit and while he was getting popular there was quite a bit of discussion on whether or not it was worth scouting. Honestly though, I prefer to know what my opponent is doing; I'm still not confident enough with my builds to know for sure that I can make them work against any cheese. I started scouting after losing to a couple 2 gate zealot rushes. I'd check the replays and notice that in any game where the Protoss went 2 gate before core I would typically lose. After that, I started scouting for it and was able to time a bunker into my build and wall up if I saw it. It probably saved me from a few losses.

 

Your problems with having too many minerals and not expanding fast enough go hand in hand. Your build seems to have the timing for an expansion, you're just not executing it. But there's usually a reason you're floating a lot more minerals than gas. You could also throw down more barracks/reactors if you like marines; they're a good all-purpose unit that are fun to mass, but expanding is almost always better.

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Yay, Terran player!

 

15-17 is fine for an orbital; depending on the build. I think it's typically closer to 16/17 but that's hardly gonna lose you games. I used to do a similar marine/thor/medivac composition in most of my builds; marines are ridiculous in massive numbers with full upgrades but I eventually found it more and more common that people would know how to hard counter it.

So I think I'm fine on the Orbital, then. For the M/M/T build, I'm using it mostly as a foothold to get into more advanced builds. It works fine for what I need it to right now.

 

If you don't know what you're scouting for, I wouldn't bother doing it on two player maps. Maybe on four player maps, just so you know where the guy is, but that scv is going to give you something like 125 minerals in the time it would have taken to circle around the enemy base and come back. There's a Swedish Terran named Sjow whose been doing amazing in tournaments lately who doesn't even use the early scv scout in a lot of match ups. I lurk the TL forums quite a bit and while he was getting popular there was quite a bit of discussion on whether or not it was worth scouting. Honestly though, I prefer to know what my opponent is doing; I'm still not confident enough with my builds to know for sure that I can make them work against any cheese. I started scouting after losing to a couple 2 gate zealot rushes. I'd check the replays and notice that in any game where the Protoss went 2 gate before core I would typically lose. After that, I started scouting for it and was able to time a bunker into my build and wall up if I saw it. It probably saved me from a few losses.

I suppose eventually I'll have to learn how to stop rushes. I remember reading somewhere that ramps aren't allowed to be walled off by 2x2 buildings anymore. I'm not particularly savvy, so I'm not entire sure what that means (it means that Ts can't build barracks to wall of ramps anymore?). In addition, is there just one type of rush they go for (which means if I'm playing against a certain player it'll be easy even without scouting to assume that he's going for that rush), or are there multiple types? I know Zerg has more than a few, like roaches and 6-pool.

 

Your problems with having too many minerals and not expanding fast enough go hand in hand. Your build seems to have the timing for an expansion, you're just not executing it. But there's usually a reason you're floating a lot more minerals than gas. You could also throw down more barracks/reactors if you like marines; they're a good all-purpose unit that are fun to mass, but expanding is almost always better.

Well, that was a one-time case. My Zerg ally definitely had a lot of skill; he expanded to my natural and the natural after that by the time I could finish my first attack group with Thors and medivacs. He also went full Mutalisk later in the game (which I assume is a standard Zerg tactic?).

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I remember reading somewhere that ramps aren't allowed to be walled off by 2x2 buildings anymore. I'm not particularly savvy, so I'm not entire sure what that means (it means that Ts can't build barracks to wall of ramps anymore?).

 

I believe before the patch on some maps the bottom of ramps could be completely blocked with 2 2x2 buildings such as a supply depot or pylon where 2x2 is simply the size of the building which can be viewed if you turn on grids in the options. This meant that a protoss for example could block off the bottom of the zerg's ramp with 2 pylons delaying/preventing a fast expand. This has since been patched and all the ramps have been "standardized" so it's no longer possible with 2 2x2 buildings... I'm guessing it's like 3/4 now?

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I suppose eventually I'll have to learn how to stop rushes. I remember reading somewhere that ramps aren't allowed to be walled off by 2x2 buildings anymore. I'm not particularly savvy, so I'm not entire sure what that means (it means that Ts can't build barracks to wall of ramps anymore?). In addition, is there just one type of rush they go for (which means if I'm playing against a certain player it'll be easy even without scouting to assume that he's going for that rush), or are there multiple types? I know Zerg has more than a few, like roaches and 6-pool.

 

Like Chrno said; it mostly affects bunkers and pylons. There used to be a way that you could throw down 2 bunkers at the bottom of a ramp to contain someone. In games where zerg players would fast expand, it was extremely difficult to counter after the bunkers went up. I'm afraid I can't find a replay of this at the moment, but I'm sure there are a ton out there.

 

There are a few rushes and cheeses for each race. 6-pools, zealots, cannons, and banshees are the ones you'll probably have to watch out for most. I've seen a build for a Battlecruiser rush before but it leaves you defenseless for quite a while. :P

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Pretty entertaining match I had last night;

 

http://dl.dropbox.com/u/9370598/TvT%20-%20Slag%20Pits%20-%20NeoStarr%20%28T%29%5BW%5D%20vs%20Darksun%20%28T%29%5BL%5D%20-%202011-02-28.SC2Replay

 

I don't recommend going 3port BC's off half a base (especially after an embarrassingly late gas), but sometimes you just do what you gotta do.

 

Anybody got replays? I like to watch.

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screenshot2011021823423.jpg

 

Doing things like this is bannable right now, but I really hope they add support for it. If you want to try it anyway, instructions are here...

 

http://www.teamliquid.net/forum/viewmessage.php?topic_id=193365

 

I think since the trick has popped up there has been a lot of interested people emailing Blizzard trying to get them to allow it. Unfortunately right now you have to modify game files to do it, and usually when they check for hacks or cheats they just check for any sort of modification to those files regardless of what they actually do. So I wouldn't recommend it, but I think it's pretty cool. I hear they eventually added support for this sort of thing in WoW, so maybe there's hope; but I think there's also a lot of issues with Battle.net that people would rather see sorted out before UI modifications become important.

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  • 1 month later...
  • 3 weeks later...

Looks like we're still playing as Jimmy, eh?

 

[citation needed]

 

Hey, did you ever play the first game? Because, obviously, with Jimmy, like, not dead and stuff, we're using a special superpower called common sense and follow through into the second chapter of the story assuming we're still playing as Jimmy.

 

Oh, and [citation needed] still.

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I had one of two theories about the expansion.

 

1 - Entire expansion is a series of flashbacks involving the Zerg.

 

I say flashbacks because I highly doubt she would re-infest herself after being "cured"

.

 

However, seeing Jimmy run around in the teaser in his fancy-shmancy black suit basically killed that theory.

 

 

2 - Despite being "de-infested", Kerrigan still retains residual power/control over the Zerg, albeit greatly weakened compared to what it once was.

 

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