StarCraft II Legacy of the Void multiplayer thread

Started by Sinitron, March 13, 2013 04:37 PM

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RichChap

they shouldn't be able to win by just massing up one big ol babby ball. if thats the intention its good, but giving them more options instead of forcing them to be more clever by making the babby ball less powerful doesn't seem like the best idea imo.

rtil

i approve of this patch

less deathball more skillz

cipher

Still though, I don't really think it will stop toss from doing deathball stuff if it's working, but it gives more options to players who, as suggested above, have skillz

rtil

i would rather deal with warp prism harass than sit around waiting for a protoss to max out on 3 bases and a-move

zwimmy

right now my strat vs toss is to NUKE EVERYTHING AT THE SAME TIME

RichChap

Illusion vs Tilea - Game 3 - WCS America Challenger League Group D

tilea has a really cool style of playing zerg, building hatches all over the place and just taking tons of bases, getting tons of constant production and mining. in one of the games i think she loses like 500 units and still wins.

cipher

I have successfully one a game [against toss] by utilizing zerg forcefields, aka mass changlings on hold position. I'm going to try this more often




also fuck zvz


again

RichChap

Quote from: cipher on June 23, 2013 01:43 AM
I have successfully one a game [against toss] by utilizing zerg forcefields, aka mass changlings on hold position. I'm going to try this more often




also fuck zvz


again

that is hilarious
you should post the replay

rtil

Quote from: RichChap on June 22, 2013 08:51 PM
Illusion vs Tilea - Game 3 - WCS America Challenger League Group D

tilea has a really cool style of playing zerg, building hatches all over the place and just taking tons of bases, getting tons of constant production and mining. in one of the games i think she loses like 500 units and still wins.

it's fairly normal for a zerg unit lost count to be much higher than the other 2 races. zerglings come in pairs of two and you might be surprised how many pop out of larva during a macro match.

also, tilea only built 2 macro hatches - one in the main and the nat. i wouldn't really call that building hatches "all over the place".. but it is good practice. more hatcheries = more larva, and that's never a bad thing.

fun fact - tilea plays random professionally. might be the only person in WCS who plays random.

zwimmy

Quote from: cipher on June 23, 2013 01:43 AM
I have successfully one a game [against toss] by utilizing zerg forcefields, aka mass changlings on hold position. I'm going to try this more often




also fuck zvz


again
Heheh, did you get that idea from the TL Attack episode?

Also yes ZvZ is abysmal. Come to think of it, one of the main reasons I play Terran is because it's the only race with an interesting mirror matchup. Hell, TvT is probably one of the best matchups there is.

cipher

Yeah I saw.. someone do it on reddit not too long ago, as well as a few other loose examples in the past. Might be able to find the replay, but I played a ton of games today so I dunno

zwimmy


RichChap

i want to use swarm hosts but i feel like it's hard to pull them off, allowing locusts to spawn enough to warrant the cost of them without getting them killed. I haven't been using drops as zerg in ages so maybe dropping swarm hosts with overlord speed and then picking them up would be a good way to get them around quickly.

overall though i'm pretty disappointed with the zerg units in this expansion, it's pretty difficult to pull off anything with vipers unless you're a really high level player, and i just never use swarm hosts, I feel like they're kind of crappy brood lords.

also I heard they aren't adding any new units to multiplayer in the next expansion which i find a bit surprising/hard to believe...


rtil

i'd be surprised if they didn't add at least one

swarm hosts are situational and should only be used if you plan on getting at least a dozen. then they need to be backed up by a defensive line for when they're on cooldown. it's a gambling unit.. if you invest heavily in to them and it doesn't pay off from the get go you're probably in a lot of trouble. you should also plan ahead for their inevitable tech switch in to whatever their swarm host counter is. and you should be expanding behind it if you're containing them. swarm hosts can be fun but people are getting better at reacting to them. there are definitely safer builds.

vipers are awesome and not that hard to use. i get about 4 or 5 in zvp and use the pull spell on colossus or any other high priority target unit. it significantly turns the tides of battles in my favor. binding cloud is good vs tanks in zvt and not much else. vipers with pull is basically the new fungal growth.. everyone should be using it and it's almost a crutch for winning the late game.

RichChap

interesting, I'll definitely try to start making use of vipers more, although ive always been really bad at micro. I never got good at using infestors in WoL (so i dont feel like its worth it now), but ill try to focus on getting vipers (and learning to use them) for the inevitable protoss death ball in future pvz games

rtil

just keep them on a different hotkey from your army, and keep them out of fire as they are really fragile. if you want to use the pull spell, just shift click the spell on colossus, and keep the vipers away so that they will use their maximum pull range. once the colossus land, your army will attack it simultaneously as suddenly there's an enemy unit of high priority sitting in the middle of everything, and it will die in a split second

RichChap

Quote from: rtil on July  6, 2013 10:41 PM
just keep them on a different hotkey from your army, and keep them out of fire as they are really fragile. if you want to use the pull spell, just shift click the spell on colossus, and keep the vipers away so that they will use their maximum pull range. once the colossus land, your army will attack it simultaneously as suddenly there's an enemy unit of high priority sitting in the middle of everything, and it will die in a split second

shift click? does that do something different from just clicking it?

and i don't need to tell my units to attack the colossus? that's handy. im not really sure how the ai system works but i guess that makes sense. this is making it seem easier.

what kind of units are best to have in this situation? usually i don't get hydras, my compisition against toss is generally something along the lines of ling muta, sometimes roaches, with ultralisks in the late game.

rtil

it's literally holding down shift while clicking. you're queueing commands to be done in that order

roach hydra viper is fine. don't overcommit on hydras though. should be a 2:1 ratio of roach hydra

cipher

Quote from: RichChap on July  7, 2013 04:48 AM
and i don't need to tell my units to attack the colossus? that's handy. im not really sure how the ai system works but i guess that makes sense. this is making it seem easier.

Usually you don't need to do anything, but if the colossus isn't dead within a few volleys of attacks (~3 seconds), then make sure to target it down. Every now and then I'll pull one and it will just sit on top of my army attacking, or just run away.


cipher

I think I missed an opportunity to troll the fuck out of someone here, oh well. Behold, the Lomion Saga






:wile:

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