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

Spine crawlers are way more popular than cannons and missile turrets at the higher level. I agree with you though, don't make too many static defenses. Except bunkers because they can be salvaged if you don't need them. I personally never use cannons, I only throw some down when I see a spire.

Crawlers are probably used because Zerg cant wall off chokes like Terran and Toss. Also because they can be repositioned, they are re-useable.

I see bunkers quite often in high level replays I've seen, but thats because as you said they can be salvaged
 
Last edited:
Ugh. Desert Oasis is such an imbalanced map, so zerg favoured. That series would've turned out completely different if WhiteRa didn't have to play on that map.
 
'big speech'

I find a nice row of cannons really does help when backed up with a few stalkers and sentrys. Plus the pylons around them provide warp in area for units. I usually can't use my minerals fast enough when I expand so I spam cannons. :rolleyes:

I really need to use zealots more with charge as they are hard as nails and use no gas
 
Last edited:
I find a nice row of cannons really does help when backed up with a few stalkers and sentrys. Plus the pylons around them provide warp in area for units. I usually can't use my minerals fast enough when I expand so I spam cannons. :rolleyes:

I really need to use zealots more with charge as they are hard as nails and use no gas

How did that work for you the other night in the 2v2? ;) :D

Got more mins/gas then you can spend, build more unit creating structures and build more units faster. With the Hotkey Macro mechanics in this game it is so, so easy to have say 6 warpgates, 4 Robos and 4 Stargates and have them pumping out units round the clock, without having to queue anything (provided you have the minerals and gas to do so).
 
Last edited:
Patch 13 said:
General


* Map Publishing is now enabled: Using the map editor, you can upload your custom maps to share with the Battle.net community.
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
* 3v3 and 4v4 formats are now enabled.
* Numerous updates have been made to the Leagues & Ladders system:

o Removed Copper League and added Diamond League above Platinum League.
o Player ratings start at 0, rather than 1000.
o No longer displays loading screen odds in placement or practice league matches.
o Matchmaking system logic updated.

* UDP is enabled to help improve game performance.
* Numerous performance and stability improvements.


Balance Changes


* PROTOSS

o Sentry

+ Force Fields can now be destroyed by Massive ground units walking over them.

o Void Ray

+ Range decreased from 7 to 6.

o Warp Gate

+ Subgroup selection priority changed from 2 to 3 so that it takes priority over Gateways when selected.

* TERRAN

o Marine

+ Stimpack research cost decreased from 150/150 to 100/100.
+ Combat Shield research cost decreased from 150/150 to 100/100.

* ZERG

o Infestor

+ Infested Terran spell removed.
+ Frenzy spell added:

# Costs 25 energy.
# Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.

o Overseer

+ Contaminate spell added:

# Costs 75 energy.
# Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.

+ Infested Terran spell added:

# Costs 125 energy.
# Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.

o Ultralisk

+ Life decreased from 600 to 450.
+ Damage changed from 25 to 15 (+25 Armored).
+ Damage versus structures increased from 60 to 75.


Hotkey Changes (English Only):


* Zerg Set Worker Rally Point changed from R to G.
* Zerg Spore Crawler changed from W to A to avoid conflict with the Select All Warp Gates hotkey.


Battle.net Interface


* Revamped summary pages for player Profiles and Leagues & Ladders.
* Added a Help system with tech trees and other tips and tricks.
* Removed identifier from the character naming process and added the ability to refer friends for invitation into your party or lobby.
* Updated the Battle.net user interface to consistently use a nested menu system.
* Added in-game blocking and player muting.
 
I thought the ultralisk was being made better, not shafted? 'Life decreased from 600 to 450.' Zerg seems to be getting a raw deal here. Yay for custom maps and the biggest yes...

4 vs 4!
 
Just used Dark Templars for the first time. Don't know what my opponent was thinking, but he seemed to be so focused on wiping out a far grab of mine that he forgot/ignored the 25-30 marines, 3 tanks, and half-dozen marauders he massed near my natural...sliced n diced 'em all with just 2 DTs. :D

Funny thing is, if he would've pushed a minute earlier, my base probably would've fell or at least been left very open to that small air force of his (which had a raven that obviously should've been with the ground force! :eek:). ...Oh well. :)
 
Last edited:
I thought the ultralisk was being made better, not shafted? 'Life decreased from 600 to 450.' Zerg seems to be getting a raw deal here. Yay for custom maps and the biggest yes...

4 vs 4!

I'd have reduced the Ultras DPS by 25% but buffed their health by about 100 per patch until they were used, then probably reduce the Health by about 50 per patch until they were balanced.
 
Last edited:
Oh I'm so looking forward to getting a go at the "New and improved" Zerg, I've got so many new ideas in my head I want to try out. Shame I probably won't have time to play until Monday evening :(

Some strange changes inc with the patch. Only one I see is good is the void ray range decrease.

Frankly I am thankful for this, but in many ways I don't feel it was needed (as a zerg player anyway). VRs did outrage my anti-air units, but I very rarely got in a situation where I couldn't deal with the VR push. Maybe this will deter VR Rushes, and that will be a good thing, as it seems to be the only way Toss have played in the last month or so, and considering how effective their ground army is against Zerg (or was, not sure how the patch will change that yet) it seemed odd that so many toss players were opting for their 'weaker' airforce units. I guess it was an easy all in.
 
Last edited:
Yeah it's not so much the mid/late game mass voidrays, because that can be down to the other player not scouting or not getting enough anti air to deal with it. For me the void rays were too strong early on when 1 or 2 could pretty much pick off any outlying building with ease, especially refineries, due to the design of most maps.

Seen some nice 3 or 4 queen action vs early voidrays and hydra's do seem to shred void rays quite well too :)

The terran upgrade cost decrease is one I don't really get, just when I thought more terrans were trying out mech builds more this change may draw everyone back to the bio ball.
 
Last edited:
The terran upgrade cost decrease is one I don't really get, just when I thought more terrans were trying out mech builds more this change may draw everyone back to the bio ball.

I didnt understand this either. We will soon see if terran use the MMM ball more often now
 
Yeah it's not so much the mid/late game mass voidrays, because that can be down to the other player not scouting or not getting enough anti air to deal with it. For me the void rays were too strong early on when 1 or 2 could pretty much pick off any outlying building with ease, especially refineries, due to the design of most maps.

Seen some nice 3 or 4 queen action vs early voidrays and hydra's do seem to shred void rays quite well too :)

The terran upgrade cost decrease is one I don't really get, just when I thought more terrans were trying out mech builds more this change may draw everyone back to the bio ball.

Not sure about the timings, but can't Terran get Vikings out quicker than toss can do Voidrays.

If you scout a Startgate, there is no second guessing which units are coming out of it. You could easily build a reactor on a rax or factory whilst knocking up the StarPort and then doing the olde liftoff swicheroo to put the reactor on the starport knock out 2 vikings per build round and shutdown any VR harass.

This then gives you the option of doing ye olde liftoff switcheroo into a tech lab and throwing out a few banshees + cloak for uber punishment. Also they will be weak against your ground force, so you can just march round to their base and romperstomp them.

The more I think about it, the more I am convinced that fast Voidrays is an all in.
 
Last edited:
Probably, will have to try it a bit more. I've been tending to go for fast ghosts using gretorps mass marine/ghosts + a couple of maruaders as support build early on vs P. It does well against most P builds except mass stalkers probably, can't really tell because I haven't really optimised it fully yet. Just need to learn when to get more or less of one unit or another depending on what Protoss is doing, timing my first push better and when to expand.

It's a bit tricky though, making vikings early would probably be easier plus it'd make scouting easier :)
 
You guessed it, a 'will it run on my system' question.

My system: Dual Core E2180 @ 3GHz, 2GB DDR2 memory (usually about 1.6GB free at desktop), GTX 260 896MB 216, Windows XP 32-bit and I usually game at a resolution of 1680x1050 and I like anti-aliasing if possible.

How well will it run on my system, eg. low, medium or high/maxed graphics settings?

Thanks.
 
You guessed it, a 'will it run on my system' question.

My system: Dual Core E2180 @ 3GHz, 2GB DDR2 memory (usually about 1.6GB free at desktop), GTX 260 896MB 216, Windows XP 32-bit and I usually game at a resolution of 1680x1050 and I like anti-aliasing if possible.

How well will it run on my system, eg. low, medium or high/maxed graphics settings?

Thanks.

Well I'm playing it fine on a C2D 1.8Ghz, 2GB 6800 DDR2 Ram, 7900GT if that answers your question
 
Back
Top Bottom