**** Original Starcraft 2 Thread ****

What are the Feats of Strength?

Gosu plays - like feedbacking a full medivac with full mana and killing it outright, along with everything in it :-)

Or, I think there's one for killing like 50 supply of units in 5 seconds or something. Sadly there's none for feedbacking 5 full medivacs in 5 seconds :D
 
Think im going to start playing random. Getting abit bored of just Terran. Can see my me dropping down a few leagues tho.
 
terran are just too simple to play with, they don't have any notable weaknesses except there defences basically take unit space. but seriously, siege tank, bunkers, SCVs to repair (protoss are woeful in this area), stimpacks, there buildings can lift off making claiming new resources a piece of ****. battlecruisers are very very strong as well and the yamato gun outranges all defences making them a nightmare to deal with sometimes, the viking is unbelievably good (use them a lot due to their abilities), the banshee is unbelievably good as well (12 base damage, 2 attacks AND a cloak!).

protoss for example i have found to be far more fragile early game than the terrans, their cannons just get chewed up by light breezes and cannot be repaired, they have no shield batteries anymore, zealots seem tons weaker compared to the first game (seem to get chewed up!) and they still have their achillies heel, pylons (though its a great balance), later in the game if you survive all the pointless rushes they become probably stronger than the terrans, carriers are typically strong (especially if your enemy isn't ready to deal with them), the void ray has its uses and they get the most useful feature on the game, warp prisms and warp gates. units that are definately a miss for protoss are: the reaver, those were nasty things and i can't understand why they removed them, the arbiter (PLEASE BRING IT BACK!) and dark archons (mind-control anyone? maelstrom/psionic storm combos? feedback?) and the scout because lets face it, the phoenix is effectively useless...:rolleyes:
 
I can't get MMM right.

yeah i don't have much luck with it either to be honest, mainly because all you have to do really is nail the medivacs and the whole thing grinds to a halt. they need to bring back the medic, cheaper, smaller and less of an obvious target.
 
I seem to be able to Handle Zerg as Terran without too much trouble by my god I havent been able to beat a Protoss player yet.

They just walk into my base with those large walker things....you know, the "War of the World" bots they have, and laser my n00b ass to hell....

I manage to get walled in, 3 baracks buils, churn out marines and marauders but I still get steam rollered.
Any tips?
 
theres not really any great ways to deal with Colossi, even though i can't use them for my life! everytime i build them they just get gunned down and im like WTF? as terrans though marauders/medivacs seem alright dealing with Colossi, depends how many your referring to?

Edit: also siege tanks pretty much junk them in a hurry if you got lots of them deployed within range.
 
could also build a ton of turrets around your bases outskirt, since they can attack colossi as well due to their ridiculous height! so can vikings as well :D
 
I seem to be able to Handle Zerg as Terran without too much trouble by my god I havent been able to beat a Protoss player yet.

They just walk into my base with those large walker things....you know, the "War of the World" bots they have, and laser my n00b ass to hell....

I manage to get walled in, 3 baracks buils, churn out marines and marauders but I still get steam rollered.
Any tips?

Vikings > Colossi. 4-5 vikings will stop n* number of colossi. Also if you see them going for colossi, favour marauders in your unit composition. Using scans and vikings you can pick them off pretty easily. If they get too close, use stim and run away and let him chase your units into your viking's fire.

It's hard to finance colossi too, they are expensive. You cannot build more than 3-4 on one base. So if he's attacking you with them, odds are he has very little in his base, send a medivac with 4 marines and a couple marauders into his base while kiting his colossi and you should cripple him pretty bad.

Against Terran I don't even bother with colossi anymore and they are useless once vikings are out. And with reactors, it's so easy for a Terran to pump them quickly in reaction.
 
what amuses me a lot is the protoss have the best colossus counter! the immortal, those are mean things. though what exactly does that hardened shield of theirs do? they seem to survive tons of hits from siege tanks that just annihilate everything else! :confused:
 
terran are just too simple to play with, they don't have any notable weaknesses except there defences basically take unit space. but seriously, siege tank, bunkers, SCVs to repair (protoss are woeful in this area), stimpacks, there buildings can lift off making claiming new resources a piece of ****. battlecruisers are very very strong as well and the yamato gun outranges all defences making them a nightmare to deal with sometimes, the viking is unbelievably good (use them a lot due to their abilities), the banshee is unbelievably good as well (12 base damage, 2 attacks AND a cloak!).

protoss for example i have found to be far more fragile early game than the terrans, their cannons just get chewed up by light breezes and cannot be repaired, they have no shield batteries anymore, zealots seem tons weaker compared to the first game (seem to get chewed up!) and they still have their achillies heel, pylons (though its a great balance), later in the game if you survive all the pointless rushes they become probably stronger than the terrans, carriers are typically strong (especially if your enemy isn't ready to deal with them), the void ray has its uses and they get the most useful feature on the game, warp prisms and warp gates. units that are definately a miss for protoss are: the reaver, those were nasty things and i can't understand why they removed them, the arbiter (PLEASE BRING IT BACK!) and dark archons (mind-control anyone? maelstrom/psionic storm combos? feedback?) and the scout because lets face it, the phoenix is effectively useless...:rolleyes:

I found out last night that a marauder in a bunker outranges a photon cannon. QQ :(

The most infuriating thing about Terran is it seems like every unit deals splash and or has utterly obnoxious range. That said, versus protoss at least, Terran is beatable. They just have such an advantage going into the mid game because of the strength of their tier 1, and the ability to be aggressive without compromising their base too badly to counter attacks.

If they do have one weakness, it's very early in the game up until ~ 3 minute mark. But even then, if they feel scared they can build a bunker and turtle any pressure out.
 
How to play well as Terran (against any race) (from a bitter Zergs perspective)

Mandatory Steps
1) Build Marauders
2) Build More Marauders
3) Keep building Marauders
Optional steps
4) Build Medivacs
4) Build Tanks
4) Build Vikings
 
holy hell you can put marauders in bunkers? :confused: never thought that would work...but yeah terrans a pricky proposition at the best of times. they are by far for me the most rounded team, they don't really suffer in any real area, hell they even have the best scouting tool, the comsat though im not sure if its called that these days. something i have noticed is that terran players don't tend to take detectors along with their attacks very often, so dark templar can be a nightmare to deal with (though they can simply scan you which is bad). i tend to play as protoss, just personal preference though it usually gets me killed and i have found the following to be true:

1) immortals are by far the death of siege tanks, they just tear them apart, siege mode or not.

2) photon cannons are useless, they just get tore up by tanks and even if there are no tanks, marines seem to do it quite well as well since they seem to have paper armour and no way of repairing!

3) colossi are immensely powerful if used correctly, imagine this scenario: terrans have totally sealed off a choke point, making ground attacks into their base almost impossible, solution, get a bunch of colossi to simply walk up the cliffs and bypass the defence.

4) remember to use all your best qualities, send a bunch of zealots/sentries to attack their main line, get observer to reveal a raised cliff and blink a bunch of stalkers up there, cause a bit of havoc.

i don't play competatively much (and when i do mixed results) but with protoss especially their units need to work together to bolster eachothers unique abilities and strengths, immortals, stalkers, zealots and sentries for example are horrible to face. especially if they get into the heart of your base (mothership, mass recall)
 
what amuses me a lot is the protoss have the best colossus counter! the immortal, those are mean things. though what exactly does that hardened shield of theirs do? they seem to survive tons of hits from siege tanks that just annihilate everything else! :confused:

Any damage over a certain number will kick the hardened shield into play and the damage will be reduced dramatically. So low damage, high rate of fire units like marines are perfect against immortals. Colossus with range are actually very good against immortals as you will never get the immortal in range, especially since colossus are faster and can walk up cliffs.
 
Immortals against a small number of unsupported tanks are pretty buff. Problem is siege tanks come with these little bugger marines which with stim and a medivac quickly tear immortals to shreds. Combined with the splash damage from the tank fire immortals against a comparable food size mid game Terran force of marines marauders and tanks don't cut it.
 
Yeah, exactly. Just don't see how he could say it's more like TA, when the original SC was obviously very different to TA and SC2 is indeed pretty much the same formula.

imo its closer to TA than it is C&C. never said it was similar.
 
Immortals against a small number of unsupported tanks are pretty buff. Problem is siege tanks come with these little bugger marines which with stim and a medivac quickly tear immortals to shreds. Combined with the splash damage from the tank fire immortals against a comparable food size mid game Terran force of marines marauders and tanks don't cut it.

thats why i tend to pair up immortals with sentries and zealots/dark templar. dark templar absolutely chew up marines, even with medivacs! though i never knew you could put marauders in bunkers, im shocked by this! can't get the firebat to fit in bunker mind (custom map), anyone know what attribute it is that prevents this? also fancy trying to re-make shield battery for protoss as well if i get bored..! funniest thing i have done in the editor so far is make a super-yamato cannon with a nuclear explosion effect! gave void rays interceptors, etc. loads of mad stuff you can do :D
 
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