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

I had to go out and buy a copy today! :D

2x 7hr freeplay codes for anyone interested.

Can I have one code please? Im getting a little bored of just playing zerg so want to go random, whilst i decide if im going to buy a alt account =)
 
If you like nydus worms try baneling drops hehe :)

i'm losing mostly to mech play recently as zerg, helion/tanks/thor hurt,
ive started using multiple overseer to Goop up factory's to slow down mech production, and rushing to broodlords which seem to do very good
if i can keep mech terran on 1 base i can easily win but when he gets second and puts a million turrets + planetary fortress it gets tougher as he get 3/3 upgrades pretty quickly.

Zerg one best bits si when you fight of an attack and turn round and produce like 10 drones in one go lol! and get massive economic leads.
 
Just swapped from Terran to zerg with mixed results so far. Enjoying it though. I like how I can mix it up a lot with zerg and particularly like the nydus worm!

I've been doing similar, except as a regular Zerg player I've been playing as Protoss. Solely to get quick match achievements but as a result my ZvP game has improved because I'm learning more about the race.
 
Zerg has too much micro for me, having to make the choice between morphing the larva into drones or military, I can never get the choice right :(

Went with Protos because I love the shields as basically extra regenerating health, makes up for the lack of medivac easily.
 
Zerg has too much micro for me, having to make the choice between morphing the larva into drones or military, I can never get the choice right :(

Yeah... I'd say that's macro rather than micro... And it's all down to scouting and knowing what your enemy has... A few suicidal zerglings are worth it to let you know whether to prevent you from finding yourself with no army being demolished.
 
Argh... Just lost a game against terran... He had a ghost maurauder marine ball against my immortal zealot sentry stalker ball and beat it easily... despite me having 2 bases against his 1, and defeating his previous aggression and therefore a FAR larger army (like 60 supply against 80)... And larger supply = far larger value against MM... Ghosts are seriously ridiculous :-/

So how do you counter them? Only things I can think of is air (which is fail against marines and difficult to transition to) or HT (which can be EMPed too from further range) or collosus with range... So Collosus with range again is the answer

Seriously, is this whole protoss race balanced on the idea that Collosus with range must be absolutely essential in every single situation beyond 8 minutes?
 
Argh... Just lost a game against terran... He had a ghost maurauder marine ball against my immortal zealot sentry stalker ball and beat it easily... despite me having 2 bases against his 1, and defeating his previous aggression and therefore a FAR larger army (like 60 supply against 80)... And larger supply = far larger value against MM... Ghosts are seriously ridiculous :-/

Seriously, is this whole protoss race balanced on the idea that Collosus with range must be absolutely essential in every single situation beyond 8 minutes?

Well if you went for fast expand and he was all in on one base, that would be the main reason he crushed you. Also that composition isn't the best against MMM ball, you have to be crisp with your sentry forcefields if you want to hold off an allin 1base aggresion if you're on 2base with those units.

As for Colossus, they kind of are essential vs Terran mid-late game. You need the reliable splash damage, obviously High Templars work too but they are easily shutdown by good Ghost micro.

Just a tip to deal with Ghosts using High Templar, you can select Feedback and left click on the minimap in the general area where his Ghosts are - you can spam click this and they will feedback any units with energy in range, at max range :)
 
That's why you have to learn to micro better. You need to get your HT at the back of your army and draw EMPs out with small groups. The longer a Terran waits to EMP the more damage you are going to have caused. I can't understand why you would use immortals against that army combination anyway, they're only useful against Marauders (in this case). There's no way you should have been using them instead of pushing to Collosus tech. You need to post a replay.

SC2 is as much about positioning on the map as it is about numbers.

I hate it when people STILL say Terran units are OP or "ridiculous".

You say bait them out as the terran has to use them early, but surely baiting them means only sending a small part of my army, whichhe could just kill it without EMPs. Immortals were left over from when I beat his early maurauder heavy aggression. And to counter ghosts, you say I need HT??? HT are way higher tech than ghosts and have less range than EMP even before you consider EMP has AoE... Also, cloak would mean I need both robo tech AND twilight, AND Templar archives... Getting into very high gas costs hear to counter a relatively low tech unit. Well I had a robo already, but if he got cloak without me knowing and I didn't have a robo bay just in case, it's game over for me.

You also say collosus tech, but that would only work with range... so to counter a mid tech unit (which effectively counters every single protoss unit which exists, which is ridiculous really...), I need either collosus (top tier tech WITH an upgrade...) or HT, again, top tier tech + possibly needing detection
 
Argh... Just lost a game against terran... He had a ghost maurauder marine ball against my immortal zealot sentry stalker ball and beat it easily... despite me having 2 bases against his 1, and defeating his previous aggression and therefore a FAR larger army (like 60 supply against 80)... And larger supply = far larger value against MM... Ghosts are seriously ridiculous :-/

So how do you counter them? Only things I can think of is air (which is fail against marines and difficult to transition to) or HT (which can be EMPed too from further range) or collosus with range... So Collosus with range again is the answer

Seriously, is this whole protoss race balanced on the idea that Collosus with range must be absolutely essential in every single situation beyond 8 minutes?

...You need to post a replay...

pretty much this tbh. Post a replay :).

I would suggest that composition couldve been better though. You do need more than base (i'm assuming) gateway units with a couple immortals. Blink + charge increases utility of gateway units soooo much, as do generic upgrades. And yea sure, add in just one or two colossi and you have a pretty badass midgame army.
 
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