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

kinda missing the point though, the whole early strat is about getting units fast , the added guff of gas, addons etc delay it. yeh you get all that stuff but its slightly delayed, the constant pumping of suvs keep you economy in check until the first push...like most things its all about the timings i guess.

once you have your 3 rax then you get the gas, oribital etc but by then you would be thinking about pushing unless something crazy has happened. once my 2nd rax is built i have more then enough to pump units from both, same with the 3rd rax and keep on adding more suvs, depots etc.

give it a try, I used to do the whole standard opener but then so does everyone else, imo this gives you the edge to make that early push and at least have a good chance of it landing properly and its something different! sc2 doesnt get anywhere with people trying the same strategys that have been around since day1.

Hmm i don't know, i may have to try this, seems interesting, I could only ever see it working if you hide 2 of your rax though. would think that this build would be falling over to anything that techs to T1.5 fairly quickly. Stalkers will roll marines, as will bling/roach. It also seems to leave you quite open should your first aggression fail, even if your macro is good. a protoss would be building Stalkers/Sentry to combat marines, which directly combat any other barracks unit (in general). For Zerg its a little different, but with the ability to tech switch they can pump whatever they need to combat the other rax units. If you switched to rauder they could just ling/roach.

I still want to give it a try though, wanna see how the timings fair :)

Cheers dude.
 
thors are overrated imo, they get crushed easily and there cost/performance ratio is pretty poor- yet i consistently see players say oh go thors, get more thors...seems to be the 'only' strat people want to use even if it doesnt work well at all.

I don't believe this. I have got into diamond playing around with thors and banshees. Thor drops are amazing most of the time and against zerg and sometimes vs protoss I use a lot of thors and it fairs well. Of course you can't use all one unit and nothing else as that is suicide and any competent player can counter it.
 
Yeah I'd have to say thors are amazing, obviously not against protoss but against zergs its a must have.

As Idra said, a timed thor/helion push can not be stopped even if zerg knows what terran is going for and in my experience that is exactly what is happens
 
New patch is interesting, no more killing thors with a templar and a sneeze :-)

The void ray change I initially hated. But thinking about it, the things are now counterable one charged. I think they might have overdone the speed flux vane nerf though.

Good to see the medivac nerfed too.

Now they just need to nerf the marauder slightly and we might be in business with this game.
 
Which patch is that, 1.1.1 or the upcomming one, in that case gief link please

never mind found them

Also void ray change is very good, its finally going to be anti "massive" units counter, it has a purpose now instead of being gimmick rush option.

Roach buff 3-4 range is good.

All in all I think its a good patch, although nitro packs at factory...overkill.

Also thor change is going to revolutionise TvP in my opinion, factory is not longer a scout!
 
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http://us.starcraft2.com/launcher/patch-notes.htm

StarCraft II: Wings of Liberty – Patch 1.1.2

General

Players will no longer receive achievement toasts while their status is set to "Busy."
The messaging when attempting to load a saved game or replay from a previous version has been clarified
Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.


Balance

PROTOSS
Buildings
Nexus life and shields increased from 750/750 to 1000/1000.
Void Ray
Damage level 1 increased from 5 to 6 (+4 armored).
Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.
TERRAN
Buildings
Barracks requirement changed from Command Center to Supply Depot.
Supply Depot life increased from 350 to 400.
Medivac
Acceleration reduced from 2.315 to 2.25.
Speed reduced from 2.75 to 2.5.
Reaper
Nitro Packs speed upgrade now has a Factory Requirement.
Thor
Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).
ZERG
Buildings
Hatchery life increased from 1250 to 1500.
Lair life increased from 1800 to 2000.
Spawning Pool life increased from 750 to 1000.
Spire life increased from 600 to 850.
Ultralisk Cavern life increased from 600 to 850.
Corruptor
Energy bar removed.
Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
Infestor
Fungal Growth now prevents Blink.
Roach
Range increased from 3 to 4.


Bug Fixes

Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
Fixed a desync that could occur on user-created maps with custom mod dependencies.
 
Phoenix bug fix and nexus life makes me happy. I'm indifferent towards the void ray change since I never used them anyway. Moving nitro packs to factory makes the reaper useless, just as zerg was starting to handle them. :/
 
Seems a bit silly they increase the life of nexus and hatchery to counter the insane stim power of marauders...when they could just ******* nerf marauders.

One good thing though, is the void ray change makes a cold void ray more effective against early marauder play.

A solid counter to 3 rax rauder openings is a 2 gate void ray expand (i'm gonna try it asap). It was good already, but you needed to get a charge first. Now you can kite with the void ray and not have to worry so much about the charge level.

What really hurts though, is the change to corruptors not having energy. It will make it very tough to fight mass corruptors in the late game. And with voidrays losing their speed and armoured late game abilities, it's going to be tough to protect your colossi.

I kinda feel void rays and reapers are now kinda broken and need a more root and branch redesign.

The only really ridiculous unit left now, is the marauder. 1.1.3 hopefully will finally put paid to it. Although I have a feeling Zerg are going to be a bit op now actually. But we'll have to wait to see how things balance out.
 
If they nerf marauders they'll have to nerf roach dmg and then never ending nerf/buff chase begins.

How's Terran play going for your Kar, still playing 50/50 or given up on the idea of playing terran full time.
 
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I quite like the medivac 'nerf'. Will make drops be abit more calculated and it will be easier to keep my medivac with my bio ball :p
 
roach range upgraaade! yes please! we may be once again viable early game without spamming Zerglings! \o/

Thor change is interesting, might make the cannons more "usable" but harder to kill in PvT should they be used!
 
roach range upgraaade! yes please! we may be once again viable early game without spamming Zerglings! \o/

Thor change is interesting, might make the cannons more "usable" but harder to kill in PvT should they be used!

They are already damn hard to kill if they bring 4-5 scvs along with them since zealots just get crushed (they can't hit the thor and they don't target the surrounding scvs (which are obscured by the thor itself), making it enormously micro intensive exercise killing the *******). Stalkers/immortals own the thor but then if they have stimmed marauders...

With templars you could own them a little too hard though, storm the scvs then feedback the thor. I think the strength of feedback was a bit rude tbh, but they need to fix the scv issue.
 
They are already damn hard to kill if they bring 4-5 scvs along with them since zealots just get crushed (they can't hit the thor and they don't target the surrounding scvs (which are obscured by the thor itself), making it enormously micro intensive exercise killing the *******). Stalkers/immortals own the thor but then if they have stimmed marauders...

With templars you could own them a little too hard though, storm the scvs then feedback the thor. I think the strength of feedback was a bit rude tbh, but they need to fix the scv issue.

yeah the scv's hiding under the thor is pretty frustrating, you can't even pick them off. Zerg its not much of a problem as obviously you get banelings which will just explode all over the place ^^

but if you don't have banelings then its a huuuge problem!
 
Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.

Best change in patch

hehe yesss!

Good patch, especially for us Zergies!
hopefully it will prompt more people to start playing the race! :)
 
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