Official TBA StarCraft II Thread

Started by Sinitron, August 29, 2011 02:02 AM

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Crabarms

Yeah I would rather have actually playable units then static defense ones or one that mimics a different one.

rtil

QuoteThe most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway
yesss

cipher

#642
Overall I'm actually very satisfied with their ideas so far. Especially regarding some of the new units, all my uneasiness is now gone. I wonder if they'll still have them in the map editor




now that I think about it, with the new blind ability for the viper, ZvZ will just turn into two roach/infestor armies clashing, being heavily fungled and blinded, then just sitting there too far away from each other to attack.

Crabarms

A lot of stuff could change.
- Maybe zerg would wan't to make a few air units to try to stop vipers before the armies meet.
- Lings could be decent all game.
- Ultras would be a bit more effective against roach heavy armies. (if games last that long)
- Burrow plays a bigger role, maybe taking out detectors or pulling them away.





rtil

lings are already great all game because of their speed for sniping tech, expansions and drones. unless you mean in direct engagements, where with the blinding ability a roach blob would be a lot less effective because of the range reduction. in fact, the lings would most likely slaughter them all

cipher

Quote from: Crabarms on April 11, 2012 11:27 PM
A lot of stuff could change.
- Maybe zerg would wan't to make a few air units to try to stop vipers before the armies meet.
- Lings could be decent all game.
- Ultras would be a bit more effective against roach heavy armies. (if games last that long)
- Burrow plays a bigger role, maybe taking out detectors or pulling them away.


And don't forget about that new ultra burrow-charge thing, assuming it's still in the current build

Crabarms

Yeah was thinking of engagements where lings wouldn't do much to large roach base armies. Enough lings to surround the roaches in place and then the ones in the middle could get fungaled or something. Probably could be less effective depending on how much area it would effect and duration. They might not even allow fungal to work in the cloud if it becomes too good.

Gladius

Quote from: rtil on April 11, 2012 10:43 PM
QuoteThe most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway
yesss

did they borrow this idea from portal 2?



sounds ok but i hope it's temporary
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BluPhoenix

[12:59 AM] elm: yea honestly if you dont want to cum on elmer fudds bald head whats wrong with you
[07:49.46] <+slack> cum erupts from the dick at an alarming rate
[07:49.59] <+slack> it will blast off and slap the wall at like 40 mph

Gladius

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rtil

google zerg rush


271apm 114 kills

psi43

Quote from: rtil on April 27, 2012 11:38 AM
google zerg rush


271apm 114 kills

hahahaha, upon losing i was like "wtf are the Os doing there?" after 5 seconds i saw it and was like : D

cipher


psi43

Quote from: cipher on May  5, 2012 02:25 AM


so guys how are things

lmfao I remember when MarineKing Prime (I think it was him) did this vs. IdrA - he killed off his own command center by accident. Shortly after, MarineKing Prime (if it was him, can't remember) was extremely fucked and IdrA could've won with a single push (he had the units) but IdrA just GG'd. In the next round, IdrA was able to kill MKP's scouting SCV and Day9 said "It wouldn't surprise me if IdrA would GG right now".

Crabarms

You might have been part of helping us test the new balance changes coming to StarCraft II, and these most recent adjustments will be coming to the game very soon. What's different is that, for the first time ever, they won't be applied as part of a patch.

On May 10, after a brief maintenance period in each region, the following balance changes will take effect globally:

Protoss

Observer build time decreased from 40 to 30 seconds
Zerg

Overlord movement speed increased from 0.4687 to 0.586
Queen anti-ground weapon attack range increased from 3 to 5
Again, to be clear, these changes will take effect after a short maintenance in each region is complete, and neither a patch nor any other special action will be required to experience them in-game.

Thank you for your feedback, and see you on the ladder.

rtil

i think that queen change will mean an no-micro battle between a queen and a zealot, the queen will win with 1 extra hit. not sure though. but with a little micro should be able to beat a zealot no problem. this is also awesome for combating early marines.

and the overlord speed increase is awesome, too. scouting on large maps should be a lot less frustrating to do, and not scouting tech before it's too late and playing a game based on assumptions cuz of wall-offs and scout denying.

Crabarms

It will be a lot harder to lose a queen to a hellion.

Sinitron

*a* hellion? nigga i park 20 hellions in your shit FUCK queen hoes (RIP clawing anim)

cipher

Having already played a bunch of games since the patch, I'm liking the changes a lot. The overlord speed thing actually pretty noticeable too.

One thing people are forgetting about this queen buff is how it relates to scouting. Or rather, if you have a queen at the front of your base, it will be able to kill a single scout worker if it tries to run by (since now the queen can get in 2-3 extra hits)

Gladius

Quote from: Sinitron on May 12, 2012 02:56 PM
*a* hellion? nigga i park 20 hellions in your shit FUCK queen hoes (RIP clawing anim)

hellions are pretty fuckin ninja and bats will make them even more so
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