The Glade 4.0

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PostPosted: Fri Oct 08, 2010 12:57 am 
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http://us.battle.net/sc2/en/blog/882511

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Here are a few of the changes we currently have planned:

• We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.



• Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.



• The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.



• The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.



• We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don't expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.

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PostPosted: Sat Oct 09, 2010 9:21 pm 
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Khross and I vrs some favored opponents. PTvPT, we end up taking it after a pretty epic fight. Money stuff happens about 23 minutes in to 26 minutes in roughly.

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PostPosted: Sat Oct 09, 2010 11:23 pm 
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Mass Stalkers vs. Terran Mech was fun ...

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PostPosted: Sun Oct 10, 2010 8:06 am 
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My biggest issue on the 2v2's is learning the maps. I'm always like... ah i can go this way!

Anyway once again I cringe at watching my own replays. I really have to get better at incorporating more robotics and/or starport units.

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PostPosted: Thu Oct 21, 2010 9:42 pm 
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I hate when people are just sore losers. I win a stupid non ladder game and the guy is ***** at me that I suck and so on. I mean granted, I was rusty and played pretty poorly but uh.. I beat you. So shaddap.

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PostPosted: Fri Oct 22, 2010 10:42 am 
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And suddenly I'm beating zergs again. This guy was funny, I started with "gl hf" to which he responds "**** yourself" lol

But at the end he was cool, probably just a mind game.

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PostPosted: Fri Oct 22, 2010 3:56 pm 
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Hero Zealot at 6 oclock 25:30 in! =P

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PostPosted: Fri Oct 29, 2010 4:17 pm 
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Khross: sorry was playing a quick game then had to rush out. I'll be on tonight early. around 9 eastern or so if you or anyone else wants to play.

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PostPosted: Sun Nov 14, 2010 4:06 pm 
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Anyone used the voice chat thing built into SC2? I think we should use that Khross, I gotta find my headset and mic.

Turns out you saw it too, but one of those last games where that terran loaded up his dropships and.. uh... flew over both our armies... I was longing for a Ventrillo connection to laugh about it.

Also the 420 tanks you had obliterating all the zerg.. and the sweet force fields to pen the bio ball up for the banelings... mmmm.

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PostPosted: Sun Nov 14, 2010 8:02 pm 
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The voice in SC2 is decent. Khross needs to turn his mic up, though.

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PostPosted: Mon Nov 15, 2010 12:30 am 
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I've been working heavily on the Marines, Marauders, Medevacs thing. I might be up to teaming up with some of you guys in a 3v3 or 4v4 at some point.

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PostPosted: Mon Nov 15, 2010 8:37 am 
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Dashel and I have been having a frustrating time with 2v2. Things that work well in 1v1 and make good sense do not always fly in 2v2. It really is a different game. That said, sometimes we win; sometimes we lose. To clarify the 420 tanks comment ...

We'd been playing Protoss/Terran vs. Zerg/Terran. There had been plenty of little skirmishes at the front of our bases and in the middle (near the golds) on Scorched Haven. But for those fights, I was just using my marines. Anyways, we were taking our thirds and doing the slow crawl across the map thing, making sure we maintained map control.

The Zerg player has 200/200 Supply-- All Roaches and Hydras -- and they hadn't scouted my main in so long they didn't know I'd been quietly and gently pushing out tanks. So, I had 4 Vikings, 6 Medivacs, 20 Tanks, and 40 Marines ...

Well, 20 Tanks all sieged up in a nice field contain is kinda cute, when he 1 A's his Zerg army where his overseer just died to my marines.


I've never see so many units die at once.

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PostPosted: Mon Nov 15, 2010 8:46 am 
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Also ...

Watching MLG and GSL and other pro-gaming tournaments quite a bit ...

A lot of people don't make that many (if any) marauders anymore.

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PostPosted: Mon Nov 15, 2010 9:01 am 
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Yeah 2v2 is frustrating. It seems that heavy macro will kill you early. Need to get out a lot of units, quickly. No FE, no being greedy with probes. People constantly mass T1 units and that's not a good situation for Protoss usually. Marines are crazy DPS. I'm thinking I'll have to open 4 gate or 3/robo and tech to charge and +1 attack asap. That has shown to be quite formidable early/mid game. Once I have the timing of that pretty much down hopefully we can coordinate a push around then

After that, transition based on what we've seen I suppose. Colossi/templar/immortal ... whatever.

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PostPosted: Mon Nov 15, 2010 9:05 am 
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Khross wrote:
Also ...

Watching MLG and GSL and other pro-gaming tournaments quite a bit ...

A lot of people don't make that many (if any) marauders anymore.

I've been saying since release that the marauders aren't the DPS. They're just damage sponges.

It's why I've been trying to work out a reactor marine/tank build that works for me.

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PostPosted: Mon Nov 15, 2010 9:34 am 
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If I keep seeing more and more marines I'll have to get charge and Colossi faster.

They really are crazy dps but they also melt really fast.

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PostPosted: Mon Nov 15, 2010 9:44 am 
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I think we just need to iron out the kinks in my Baneling/Infestor Build ...

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PostPosted: Mon Nov 15, 2010 10:21 am 
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+1 Chargelots and:
banelings/speedlings or
Stim Marines

Would be pretty sick.

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PostPosted: Mon Nov 15, 2010 10:27 am 
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Actually that brings something up. I've mostly been playing 3v3 (and you're right that teams is different than 1v1; the biggest thing in 3v3 I've seen is having everyone be ready to defend if your opponents mass on just one of you, especially early. Conversely, if you can mass on one opponent, or even just kill his early workers off once, you get a huge advantage) and with my MMM builds, I've been getting 2 barracks up fast, putting out marines until I have a reactor and a tech lab, then, getting the factory and starport while trying to put out 2 marines to 1 marauder until I can get a 3rd barracks up with another reactor and then I generally go 4-1.

Am I making too many marauders or not enough? and about what medevac-ground ratio should I look for?

As to the colossi, I try to get a second starport up when I can and build a few vikings (6-10) to have in place to beef up antiair. I know Colossi aren't air units, and I rarely see them, but since air-to-air can hit them I figure vikings should work well in countering them too.

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PostPosted: Mon Nov 15, 2010 10:37 am 
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Yeah vikings destroy Colossi if you have enough of them and they are unprotected. I've been seeing very few Medivacs actually. I think last night the one guy had 50+ marines and maybe a couple of medivacs if that. I'd have to rewatch it though.

4-1 marines to marauders sounds about like what I've been seeing. Sometimes just pure marine.

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PostPosted: Mon Nov 15, 2010 10:39 am 
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There's really no need to make Marauders as part of your core army until you need something to soak damage for your marines.

I don't make Marauders until I see Banelings, Colossi, or a prohibitive amount of Thors and Siege Tanks. And, unless it's simply an amount of carriers you should have never let get on the table, Marines are the best Anti-Air in the game. In equal Supply, Marines beat Battle Cruisers, Void Rays, Phoenixes, Mutas, and even Brood Lords with good Stim Micro.

The only two units that require vikings at any point are Carriers and Brood Lords.

Marauders are good against ground Armored Units, but you have to consider that 2 marines will kill a Stalker faster than 1 Marauder, and unsieged tanks provide better anti-Armor.

The Thing about Marauders is that you're exceptionally good against Robo. If your Toss opponents are doing the whole Stalker/Colossus thing ... 4 Vikings and mass Marauder with Stim is just hilarious. You stim and focus the Colossi and they go down so quit. It's also important to remember that 4 Marauders with Stim can kill pretty much any number of Ultralisks not on Creep.

Terran's huge advantage is mobility. And, as Dashel can attest, in a 3v3 if my partners are doing the right things, it takes little more than Roach Baneling to stop any 3 on 1 early pressure.

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PostPosted: Mon Nov 15, 2010 11:18 am 
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I haven't seen an Ultralisk in so long I can't remember.

I've been slowly cutting down on Marauders for the main reason you cite - antiair- for a while. The problem I see is that the marauders don't seem to ever actually soak damage. People always go for the marines or medevacs first, and I'm often left with the marauders at the end. They seem to survive a pretty long time even without the other units, often long enough to knovk out a building or two, but I don't see how you get them to soak damage.

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PostPosted: Mon Nov 15, 2010 11:40 am 
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It's all about positioning.


You lead with Marauders, have Marines follow, put your vikings and ravens and medivacs at the rear.

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PostPosted: Tue Nov 16, 2010 8:59 am 
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Also ...

Depending on who or what I'm playing, I might totally transition out of my Marines, Marauders and Medivacs ...

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PostPosted: Tue Nov 16, 2010 11:09 am 
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Khross wrote:
Also ...

Depending on who or what I'm playing, I might totally transition out of my Marines, Marauders and Medivacs ...


To what? Thors and tanks? Banshees? I know you're not terribly fond of battlecruisers.

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