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

Sounds like you want all races to be identical.

No I want them to be fair.

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It takes 248 seconds (assuming perfect macro) and 950 minerals to
14 hatch
13 pool
crawler

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It takes 174 seconds (assuming perfect macro) and 700 Minerals to
9 pylon
Gate
Zealot (pops out 5 seconds before the forge completes)
Forge (provides a barrier even whilst building)

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It takes 191 seconds (assuming perfect macro) and 600 minerals and 25 gas to
9 supply
Rax
marine(pops out 5 seconds before bunker completes, assuming bunker started after Rax)
techlab
bunker
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NB these costs do not include further drone production after build order starts nor additional buildings created.

So what does this show? Well zerg are the most prone to rushes and cheese out of all the race.
Zerg Need a fast expand just to keep up with the macro (this is not shown above, but is the widely accepted consensus view at the moment), without it they have no ability to compete. Yet by doing so they cripple their ability to defend against anything.

NBB lings are being built in the Zerg BO but by the time the first harass/timing attack occurs there are not in sufficient numbers to hold off what the opponent has.

I never noticed things were faster when moving on creep (I take it creep is the crap on the floor?)
How can you not notice this?
 
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What a waste. With all the hand holding auto-casting in SCII you don't need to do that. Just like with units like the queen and templar, hotkey them all to one key and it then stacks up their spells "intelligently".

Having casters on a separate hotkey is way more efficient. I don't like having to look at the bottom right and tab to see if I'm choosing the right spell.
 
I concentrate on trying to win or watch and where my opponent is instead of watching things moving around faster on creep or counting seconds it takes to build things :p

But surely when your playing as zerg and you do a ling rush against zerg you must notice your lings completely spaz out as soon as they touch your enemies creep. or that if your queen comes off the creep she suddenly goes from a crawl to a virtual standstill
 
I have noticed the massive speed increase of lings when you do the metabolic boost upgrade and that the queen is slow as hell when not on creep.

When your lings move onto enemy creep, do they slow down or speed up?
 
I have noticed the massive speed increase of lings when you do the metabolic boost upgrade and that the queen is slow as hell when not on creep.

When your lings move onto enemy creep, do they slow down or speed up?

Speed up into absolute nutters especially once they have the metabolic boost. In theory as Zerg you want to do as much fighting on the creep as possible, to gain 30% better movement speed ( I also heard somewhere that units regen faster on the creep but I cant find anything to substantiate this claim)
 
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What a waste. With all the hand holding auto-casting in SCII you don't need to do that. Just like with units like the queen and templar, hotkey them all to one key and it then stacks up their spells "intelligently".

it is quite lame how that works now, much prefer the old way!
hotkeying terms its much better but this smart-casting im not a fan of
 
I have noticed the massive speed increase of lings when you do the metabolic boost upgrade and that the queen is slow as hell when not on creep.

When your lings move onto enemy creep, do they slow down or speed up?


they have done quite interesting things with the zerg creep in SCII.
Zerg units move much faster on it, which, from a defensive point of view, allows you to micro around the enemy and surround much easier with lings, Also allows you to move wounded ones from battle to allow full health ones into the fray much more efficiently

Furthermore i normally start spewing out the gunk outside the enemies base or in key map points., so as soon as they come out my units have an increase in speed over the enemy, Allowing me to surround. this is extreamly usefull vs Terran, as they all attack from range. Increasing your speed, means you reach them quicker, and in greater numbers as you won't lose as many :)
 
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DL the beta now:D
Ive never played starcraft before, also ive only played about 10 rts games and i would say im average at them. Any tips at all, i like the look of thoes purple aliens is that a good team to play as?
 
DL the beta now:D
Ive never played starcraft before, also ive only played about 10 rts games and i would say im average at them. Any tips at all, i like the look of thoes purple aliens is that a good team to play as?

Some people find them hard but I find them the easiest in SC2 and the first one. Dont worry, ive only played about 5 RTS games (if that)

It is a very hard game to master because there is so much to do at once but you will get faster. Just have to remember small things (that I often forget) Like setting the waypoint of the main base (hatchery for 'purple aliens') to minerals. Or remembering to build supply.

So many times I build drones and have forget to set a waypoint so they sit there doing nothing, then I max out supply :rolleyes:
 
DL the beta now:D
Ive never played starcraft before, also ive only played about 10 rts games and i would say im average at them. Any tips at all, i like the look of thoes purple aliens is that a good team to play as?

you will enjoy it :) Its quite competetive though!

Each race has its weaknesses as with any RTS

you have 3 races in total
Terran, which are basically your bog standard human race. Marines, Tanks, Helicopters, stylee! :)

Protoss, which are your ancient alien race, with mad technology such as beaming units onto the battlefield... strong individual units etc

Zerg, "purple aliens" ^^ which are your standard evil mass alien race. If you have ever seen Starship Troopers (film) thats what i kinda compare them with ^^.. huge mass army of smaller/weaker units, with the odd massive strong unit in the mix.
 
Ah krono you scrub, factor in travel time to your opponent, and you don't need a crawler for 1 zealot.

Just because one race can't rush as fast as the other doesn't make it unbalanced.
 
What a waste. With all the hand holding auto-casting in SCII you don't need to do that. Just like with units like the queen and templar, hotkey them all to one key and it then stacks up their spells "intelligently".

Could you explain this please. Like how to i auto vomit on hatchery and select all certain hatcheries to hatch larve?
 
Having casters on a separate hotkey is way more efficient. I don't like having to look at the bottom right and tab to see if I'm choosing the right spell.

Whoooooooooooosh!

All casters go on ONE hotkey. Set all CC's to 4, then do: 4 e click e click e click etc.
 
Whoooooooooooosh!

All casters go on ONE hotkey. Set all CC's to 4, then do: 4 e click e click e click etc.

Yea but when we're talking about micro-ing blinking stalkers, sentry force fields and templar storms at the same time then surely it's more of a pain to tab through than split hotkeys :p (EDIT: although having written this i think i've totally missed the context of what you said :D)

In the general macro scene, I like to keep stuff separate, but I do put CC/Nexus on the same one though to make life nice and easy :D
 
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There's no tabbing involved, all HT's on one hotkey is my point, not one per hotkey.

Granted, I could have been more specific reading it back now.
 
Ah krono you scrub, factor in travel time to your opponent, and you don't need a crawler for 1 zealot.

Just because one race can't rush as fast as the other doesn't make it unbalanced.

Thats not what I said. I was just indicating that by the times I suggested above (assuming perfect macro) the Terran and Toss main bases were well protected with just one unit.

Zerg can not even make a half arsed defence for more money and more time.

Even on Kulas Ravine (the largest map in 1v1 ladder play) a toss player can get 2 zealots + 2 following, to your expansion before your crawler is up. 2 Zealots can beat 6 lings.

I'm not suggesting I am a good player, but the fact is at the moment playing as zerg is an uphill struggle, and I feel that playing against equally unskilled toss and especially terran, I am at a disadvantage from start to finish.

There have been a number of changes to the zerg army. The most significant one I think is the roach nerf a few patches back... It needed doing to be fair, as Zerg v Zerg more or less boiled down to who could macro/micro mass roaches the best, it never progressed past tier 1.5. So having nurfed roaches massively ZvZ has become a more dynamic game and there are a number of options available (which mostly result in Mutas).
 
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