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Author Topic: Starcraft II  (Read 31551 times)

Darkmere

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Re: Starcraft II
« Reply #360 on: August 08, 2010, 03:24:38 pm »

Ah, I gotcha. Makes sense. I did the same thing you did for the zero hour achievement, and it was pretty amusing. Everyone on the ground is acting really tense as the army of 80 marines gets swarmed by.... 5 zerglings. Brutal sounds like fun though, I need to go ahead and finish those time trials I've been putting off and restart to get rid of the junk tech I bought "just to see what it's like" this round.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Miggy

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Re: Starcraft II
« Reply #361 on: August 08, 2010, 04:20:02 pm »

To be honest, you do get a lot of spare credits, more than enough to get the bare minimum.

In my brutal playthrough I'm about 2/3rds through the game and I've upgraded:

All of the buildings,
Marine, medic and Marauder,
Tank,
Viking,
Ghost/Spectre

Those are what I consider the "Bare essentials", and from those the only real essentials are the marines and medics (stimpack is *always* a must). There's definitely room to get invincibility protocols for thors or splash for banshees if you want. Thing is just, I don't see myself building any of those for any purpose, so it's just wasted credits.

Of course, making it a habit to fulfill every mission with all of the research stuff completed helps a bunch too. It gives 10k pr. artifact or strain you find afterwards, and while it might not sound like the second coming, it does stack up very fast.
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Darkmere

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Re: Starcraft II
« Reply #362 on: August 09, 2010, 12:23:56 am »

Yeah I figured for my brutal attempt I'd try to plan out what I wanted to get for which mission, play them in that order getting every objective on hard, then going back through on brutal with the tech I wanted (I enjoy the 300 energy for specialists, science vessel for free ship/vehicle repairs, and the Hercules transport).

What I resent, I believe, is having to go back one more time after that to upgrade reapers and diamondbacks, etc... the stuff i never used, just to get the armory console achievements. Bleh. But hey, it's a very engaging campaign and I've barely begun to work on MP build orders, so I'm definitely getting my money's worth here, yeah?
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Asehujiko

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Re: Starcraft II
« Reply #363 on: August 20, 2010, 02:22:38 pm »

So I tried playing one of the new custom maps titled "Storm of the Imperial Sanctum" that's been highly recommended all over the place. Turns out it's a dota clone, I got a hero that makes snakes spawn which supposedly do damage and heal, which I noticed nothing of and 2 abilities that have a chance to autocast that ability when attacked/nearby things die. My first opponent is a ghost that has some sort of sniper shot that deals a ton of damage. Which nearly instkills me and then another hero teleports into my face and kills me. I ask for help from my team on how this particular hero is supposed to work and the response is "GET CANCER AND DIE FCUKING NOOB".

I'm currently in the market for a TD or AoS map with a community that isn't terribad.
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Miggy

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Re: Starcraft II
« Reply #364 on: August 20, 2010, 02:58:45 pm »

I'm not really sure if there is any good community in the custom maps section. It's not that there's not any good people, it's just that there are so many friggin bad people. At least, that has always been my observation, with the majority of players being between 13-16 and taking our their teenage anxiety on whoever is available.

That's not something that goes for the entirety of the SC2 community though. I think the actual pro gamers and the people who try to match up to them and follow them closely are mostly renowned for being very friendly and generally good mannered. In the pro scene, it's considered horrible behavior and bad manner to surrender without saying "GG" first. There's this player, Idra, who is an incredibly skilled Zerg player who is renowned for doing this, and every single time he does it, commentators and people seem to imagine him tearing up his keyboard and throwing furniture everywhere in a fit of immense rage... For not writing "GG" after having lost.

Anyhow, does anyone play ladder? If so, at what level, and what race? I'm playing zerg and I'm playing platinum, going up and down as I only have like 20 games under my belt, and I'm still learning the various tactics and matchups. If anyone wants a game, co-op or 1v1, I'm on as long as I can find time to. I'm just starting at uni, so I'm a bit pressed for the rest of this week, but hopefully it'll scale down soon.

(Oh and the ghost sucks. Most people get him because he's got simple and understandable skills, is ranged and has cloak which most people don't know how to detect. I think the best hero, or the one with the most horrifying potential, is the dark templar which has an elite that can potentially one-hit any other player as long as you stack up +damage items. The high templar worm thing is only really any good against enemy melee heroes.)
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Chutney

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Re: Starcraft II
« Reply #365 on: August 21, 2010, 01:33:23 am »

I play the ghost because I'm the freakin' best at it! I just spam snipe and keep my line cloaked. pew pew everythings dead!

I have actually never played any other class, ever since I played the map for the first time and the RNG gave me sniper - at which point I proceeded to hold off 2 people on my lane and end up getting triple-kills galore. I didn't end up winning that map, because I noticed that I'd been the only player on my team for about 10 minutes now and all the enemy heroes were ganging up on me...

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LordBucket

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Re: Starcraft II
« Reply #366 on: August 29, 2010, 01:09:27 am »

So one of my SC1 buddies got tired of me not playing SC2 and bought me a copy so I'd play. It's been a week or two. I have both comments, and some questions for bay12ers. I'm going to be a bit verbose, but if anyone is willing to take the time to read and give some feedback, that would be great.

Question:
Are terrans and zerg both as horribly gimped as they seem? For SC1 I was primarily a terran player until Brood War, then mostly swapped to Protoss because suddenly they were so much better. In SC2 it seems like protoss continue to be the best race. My friend and I have a team and we ranked roughly the middle of silver after our preliminary matches. Playing as terran, after having played almost exclusively terran since I started a few weeks ago, matches tended to be difficult, and we lost the majority of them. So I tried swapping to protoss, and instantly we started winning the majority of our matches simply by mindlessly pumping out zealots. Every match? No. Most? Yes. And the matches we lost were exclusively to protoss players. Coming out of roughly a six hour playing session with most matches lasting about 20 minutes, going back and forth between ranked matches and playing each other to experiment, I counted a grand total of one single match that wasn't won by a protoss player. Over the course of six hours.

Question:
In a  terran vs protoss 1v1, how is a terran player supposed to survive the first few minutes without becoming horribly crippled for the rest of the game? My friend and I spent hours tonight trying different things, but neither of us have come up with a viable solution. The only way we found to stop a zealot rush seems to be for teran to completely wall in...fast. No bunkers, no early factory, just straight supply depots and barracks in the chokepoint to get it closed off in time and start pumping out marines. But that only seems to work on maps with a single chokepoint. A lot of maps have two entrances, whether or not guarded by a destructible barrier, and it seems impractical to wall in two chokepoints before zealots arrive. What...are terrans just supposed to lose on maps that aren't designed to accomodate them? I don' see anyone else depending on terrain so much. But even on a single-chokepoint map, sure, terran stops the rush...but now what? Protoss player controlls the map, stations a zealot at every crystal pile, and starts transitioning from zealots to stalkers, and if need be, void rays. Which brings us to the next question:

Question:
What are terrans supposed to do about void rays? Terran anti-air has all been nerfed. I used to use ghosts as early anti-air defense, but lockdown is no longer in the game. Goliaths are gone, and thors aren't as good vs air, and twice as expensive. So there's no building a dedicated factory air defense. And wraiths have been replaced by banshees, which can't attack air units at all. Missile turrets are much better than they wre in SC1, but being stationary seriously limits their use. In the above scenario, terran has walled himself in and needs to expand. The most effective solution I've found so far is to swarm marines. Marines do fairly well against void rays. But they're often impractical. Their range is poor, so a couple void rays off a cliff can easily pick off buildings and run away with impunity. If terran tries to expand, and uses marines to defend the expansion, void rays simply go back to terrans base, take out a missile turret or two and blow things up from the inside. And saying "oh, well you need to have more maines" isn't a great answer. Remember, terrans is already walled in with a single crystal pile while protoss controls the map. Vikings? They're an option, they do work...but they're not great. Vikings seem like adequete, all around units, but they're not overwhelmingly more effective than marines, and they're expensive for how easily they seem to die. How is a terran supposed to deal with air?

The best answer I've been given so far is that there is no counter to void rays, but that as a terran player you're supposed to prevent a protoss player from getting them in the first place by constantly harrassing him and compelling him to do other things. Which brings us to question #3:

Question:
How is a terran supposed to rush/harass an opponent? In SC1 my standard first attack was a couple marines, an SCV and siege tank in a dropship unloaded on or above my opponents crystal pile.  But combat in SC2 happens way faster than that. Games are routinely over before a spaceport is built. I've seen several youtube videos where people try using reapers to destroy gatherers, but having both tried it, and had it tried on me...it seems like a lot of effort to maybe, sometimes, barely get better than breakeven. Protoss and zerg don't need chokepoints. Their armies tend to hang out relatively close to the crystal pile anyway. If an opponent doesn't expect it, you might take out a couple gatherers before the reapers are destroyed, but personally when it's been done it me, as often as not I hear the game say I'm being attacked, and press spacebar just in time to see the wisps of vapor from reapers being blown up, because it's just not that difficult to drop a photon cannon or a bunker in your crystal pile. Certainly way less effort than walling in, and not many protoss players can't spare 150 crystal and two seconds to place a cannon, just in case. So...how does terran harass? Mass marines is not reliably a winning proposition. Yes, I've won some games with it. But not many. And while marauders seem to be more effective at an early attack, they're not so hugely effective that they seem like "the answer." Yes, it works against bad players. But good players just kill them and advance to stalkers and void rays. With protoss, there's no reason not to build 3-4 zealots and go attack your opponent with them. It requires no special effort, just buildings you want regardless of what you'd like to be doing later, they're cheap, and if your opponent doesn't specifically go out of his way to stop it, they'll win you the game. Helions? Ok, but by the time terran gets a factory, protoss can easily have a cybernetics core. You're keeping pace, not getting ahead. But not even keeping pace, because if you're walling in and swarming marines to survive the zealot rush, by the time you have a single factory able to build helions, protoss has three gateways able to build stalkers because he built them anyway for zealots and just needed to add a cybernetics core. What does that leave? Siege tanks guarded by marines? But siege tanks fall very easily to the much cheaper zealots that protoss has laying around in abundance, and require both a lot of micromanagement and the elemnt of surprise or else they end up being a very expensive failure. What does that leave? Anything else and you're no longer talking harassment techqniques because it's a mid to late game unit and you may already be dead.

How does terran deal with protoss?

Grakelin

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Re: Starcraft II
« Reply #367 on: August 29, 2010, 01:47:27 am »

I'm a Terran player myself, but I find going up against all races to be equally challenging. Letting Protoss live until the end game means you lose, though, because Carriers are imba. Seriously, it says they're weak against Vikings, but that's bullshit. Mass Carriers win every time. So do Broodlord + Mutalisk combos for Zerg. Terrans don't get this sort of amazing end-game build, which really is debilitating since it's such a defensive race (if anything, Terrans should have the strongest end game build of all, but they most excel in the mid game). Best way to beat Protoss is to use a biological load out like Marines/Marauders/Medivacs. I've had some success with tanks, as well. It requires scouting, though. Big time scouting.

You're right. Terrans are crippled on two ramp maps. I wall in every time, no matter what build I do. I've never been owned by a zealot rush, though (had a teammate own a terran with a zealot rush during 2v2 the other day, though). Theoretically, you should be able to get up a bunch of marines just as fast as they get up their zealots to rush you. Marines take 25 seconds to build and are 50 minerals, and Zealots take 33 and are 100 minerals. So if you do have a squad of marines before they arrive, then you've not only run, but you've turned the tables and damaged HIS economy if he's stupid enough not to flee. Walling in also helps.

I usually go with a 2 barracks build as my standard (sometimes I go for a factory to rush hellion harrass), which helps me build up a lot of marines quickly, though.


Terran anti-air isn't nerfed. It's all about Vikings. Vikings aren't just adequate, they're actually a staple of a mechanized Terran army now. I have demoralized my enemy many times by sweeping across the map with an entire screen filled with Vikings from dual reactor starports. Going into walker mode isn't really for anything except harrassing. I use it to drop into the back of the enemy's base, slaughter their workers, and then go back to air mode and fly away before they bring their units in. Vikings are the best anti-air in the game, in my opinion, hands down.

They also tear void rays into a million pieces.

Some Terran harrass methods I have found in the past:

Flying Vikings in the back of their base as mentioned above

Flying a Raven in the back of their base and dropping a turret. Even one turret from one Raven will blow up their shit. It has a long life on it, so unless they pull their army back to kill it, they're losing resources. I had an enemy Terran imitate this in a 2v2 after he saw me do it, and I had no idea what to do about it, except drop more turrets in his base to compensate. I have massed Ravens in some 2v2 games in the past.

Hellions. Especially against Zerg, whose Zerglings will all die to the flame attacks, though I have won against Terrans this way too. All starting units are classed as light units. If you do a build where you rush out Hellions and send them into the enemy base, you cause harrassment AND open up the way for a mechanized army.

Reapers shouldn't go to the worker pile. They're siege units. They should hit the stuff at the fringes of the enemy base, like a pylon. Then they should get out. They're a micro-heavy raid attack, and I haven't personally used them much since I finished the Practice League.

Siege Tanks are great if you already control the map, because you can sit them around their base and use orbital command centers to let them shoot. I usually get a few for base defense.

Ghosts are potentially good, but I haven't used them much.

Harrassing in the mid-late game is still good, by the way. In fact, it's necessary in close matches. They're still losing resources at that point.

I played one game of 2v2 where my random partner dropped out after getting his first expo. He was Protoss, but I had no idea what to do with his units, so I stuffed his immortals in the back of the base and walled up. My enemies both made a lot of units (They were Zerg and Terran), so I ended up using the Protoss's resources to build ghost academies and factories and some reactor barracks. I stuffed countless marines behind my wall, placed siege tanks all along the cliff line, and sent the ghosts to nuke their massive armies. I even got battlecruisers, and I harrassed with those by attacking all their expos with it. It was good stuff.

When they made their final push after all the resources on the map were drained, I defeated them handily, and then pulled all the Immortals out of the back of the base and cleared the map. It felt so good.
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Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Miggy

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Re: Starcraft II
« Reply #368 on: August 29, 2010, 02:46:11 am »

If you're playing at the silver level, then the reason you often win with protoss is probably that you're better at playing protoss than terran. :P It's very possible for a terran to hold off a zealot rush (even a 2-gate zealot rush), as a matter of fact Terran vs. Protoss have often evolved into the protoss playing on the defensive as terrans can often crank out a marine/marauder army that rolls all over anything protoss can muster in the early game. It often comes down to protoss relying on sentries and their force fields to guard their ramp, and if they have two ramps or a fat ramp they're pretty screwed.

If you're finding difficulties holding off a zealot rush, the only tip I can give you is to just build more stuff. Build a supply depot at 10 supply, a barracks at 11, then just build marines out of that barracks. By the time zealots would be arriving you have enough marines to tear them to pieces. You even have enough time to whack on a tech lab and start pumping out marauders too.

Overall, I think the 3 races come up to something like this:

Terran: Extremely fast at teching and extremely versatile. Has the best choices for harassing and the most early-game options. Is best at coming back from near-defeat.
Protoss: Has the most solid core of units, and is generally a good all-round race. Protoss armies often end up being a balanced mix of units, making it difficult to attack a single section or devise some sort of "hard counter".
Zerg: The race with the highest "potential". A zerg left dormant is a zerg that will win, since the more bases a zerg has the exponentially stronger he becomes. Is weakest in the early game, but if allowed to do as he wants to, will roll over anything you can make.

Of course, all of this is applying in 1v1. In 2v2s, things get funky. :D Doing a coordinated double zealot rush in 2v2 is often extremely powerful simply because of the gank factor. If you're always fighting 2 of your versus 1 of them, then you're always going to win every single battle. And in coordinated rushes, that's almost always what ends up happening.
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DJ

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Re: Starcraft II
« Reply #369 on: August 29, 2010, 06:32:57 am »

Letting Protoss live until the end game means you lose, though, because Carriers are imba. Seriously, it says they're weak against Vikings, but that's bullshit. Mass Carriers win every time. So do Broodlord + Mutalisk combos for Zerg.
I'm guessing you just don't have enough Vikings. If you spend as much resources on Vikings as a Protoss does on building and equipping Carriers, you'll tear him a new one. As for Mutas, you have to have some Ravens and use Seeker Missile on them. Since they cluster a lot, they'll die horribly to it, and what survives will be mopped up by Vikings easily. All in all, I'd say that Banshees + Vikings + Ravens is a very solid army.
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Miggy

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Re: Starcraft II
« Reply #370 on: August 29, 2010, 06:42:56 am »

Letting Protoss live until the end game means you lose, though, because Carriers are imba. Seriously, it says they're weak against Vikings, but that's bullshit. Mass Carriers win every time. So do Broodlord + Mutalisk combos for Zerg.
I'm guessing you just don't have enough Vikings. If you spend as much resources on Vikings as a Protoss does on building and equipping Carriers, you'll tear him a new one. As for Mutas, you have to have some Ravens and use Seeker Missile on them. Since they cluster a lot, they'll die horribly to it, and what survives will be mopped up by Vikings easily. All in all, I'd say that Banshees + Vikings + Ravens is a very solid army.

It definitely is, however it's also a horribly expensive army. :D

If you want to go all-in on the air front, just make lots of cattlebruisers, that'll work. Although simply making many™ marines/marauders with a dash of ghosts and medivacs will server you well for just about any composition. It's vulnerable to banelings, collossi and psi storm, but you can EMP high temps, throw in vikings vs. collossi and put your marauders up front while you snipe banelings. all in all, an infrantry ball is really the best staple unit composition terran has, imo.

EDIT: Oh, and it's also not really ideal against tanks, but you just don't attack sieged tanks then.
« Last Edit: August 29, 2010, 07:01:02 am by Miggy »
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Grakelin

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Re: Starcraft II
« Reply #371 on: August 29, 2010, 12:07:18 pm »

Going mass infantry in TvT is a great place to earn somebody the meatgrinder achievement.
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Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Grakelin

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Re: Starcraft II
« Reply #372 on: September 02, 2010, 11:14:54 pm »

I made the silver league in 1v1. And my team is rank 5 on Bronze in 2v2.
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I am have extensive knowledge of philosophy and a strong morality
Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?

Time Kitten

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Re: Starcraft II
« Reply #373 on: October 01, 2010, 12:23:06 am »

Very much raging that I even have to ask this question... and deffenetly don't want to touch battle.net forums for it.

How the hell do I download custom maps? Thank Zaros I get this handy wiki link to... an article saying there will be support... eventually.
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Grakelin

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Re: Starcraft II
« Reply #374 on: October 01, 2010, 12:45:00 am »

You click on the custom map in the list under 'custom games'.
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Okay, so, today this girl I know-Lauren, just took a sudden dis-interest in talking to me. Is she just on her period or something?
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