The Glade 4.0

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PostPosted: Tue Aug 24, 2010 3:07 pm 
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I've used that before. I should play around with it some more to work on getting my build orders even tighter.


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PostPosted: Tue Aug 24, 2010 3:38 pm 
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is the consensus that bunkers/turrets=useless?

I see a lot of talk about offense, but little about defense


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PostPosted: Tue Aug 24, 2010 3:41 pm 
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I've found them to be temporarily useful.

If I'm going for an early expand I'll slap down a bunker or two to try & create a new choke in front of my natural expansion. This can often help hold off any harassment attacks made on the expansion until my standing army gets a bit bigger & starts assembling in that area.

Then when bunkers are no longer needed, you can salvage them and get your minerals back.

Other plays have made good use out of them on offense of all things. Such as constructing them right in front of the opponents ramp or sometimes even inside of their base while reapers use them to hop in & out of for harassment.

Edit: Missed the turret part.

I love turrets. I'll usually set up two at each mineral line. They won't do the entire job of defending, but they'll definitely make people think twice or change their approach when harassing my workers. At least in the piddly bronze league.


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PostPosted: Tue Aug 24, 2010 4:34 pm 
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I've found turrets to be useful as detectors, and to buy you a little time to react when fliers get back in around your resources. Most people will go for the turrets giving you time to move/load the workers and get something back there to defend.

Bunkers are useful early to prevent a rush; they can give those 4 marines at your front door what they need to hold off a breakthrough of your depot wall. They also are good early to stop reaver raids; I put one at each end of the mineral field and when the minerals are mined out the bunkers get salvaged and the marines go elsewhere.

The upgrades to capacity and building armor make them a lot more effective, but that may not be resources well spent until you have a surplus. I think the thing is just to not go crazy with either.

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PostPosted: Tue Aug 24, 2010 4:39 pm 
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I'm really horrible at this game...can't believe how skilled some of the players out there are.

I need a few good build orders to study...

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Last edited by Nevandal on Tue Aug 24, 2010 4:39 pm, edited 1 time in total.

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PostPosted: Tue Aug 24, 2010 4:39 pm 
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Khross wrote:
Diamondeye:

Stalker's move in a straight line if you know how to blink. I've always got an Observer with my Stalker's for Sight. Move > Queue Blink > Queue Move and they just blink in order without having to wait ...

That said, it takes 160 Damage to kill a Stalker. It takes 550 damage to kill a Battle Cruiser, which costs 3.5 Times as many minerals and 6 times as much gas.


Yes, but the BC takes that damage more slowly because it has 3 armor to 1 for the stalker. Since units inflict as much damage at 1 hitpoint as they do at full, the stalkers' firepower as a group will degrade more rapidly.

I's also point out that tying to get a large group of stlkers to blink cleanly across an obstale is easier said than done.

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PostPosted: Tue Aug 24, 2010 4:41 pm 
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Except Stalkers deal 4 bonus damage to Armored Units, which include Battle Cruisers. The BC's Damage degrade more quickly over time.

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PostPosted: Tue Aug 24, 2010 4:50 pm 
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Went into the unit test map. I can now micro hellion's. Watch out Zerg! LOL

Edit -

Ok, changing my keybindings to grid, finally learning how to properly work control groups, plus learning how to properly micro with the stop command feels like a light bulb suddenly turned on. Just had a few 1v1 matches and I destroyed my opponents. Typically a match lasted 35 minutes for me to either win or lose. Now though I just rattled off several wins in under 13 minutes a piece. Being able to wade out into the field while still making units to trickle in to my main force or stay for base defense is awesome! LOL


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PostPosted: Tue Aug 24, 2010 6:53 pm 
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Stalkers/Colossi is a potent combination as well. Massing any one unit really leaves you vulnerable.

TheRiov wrote:
is the consensus that bunkers/turrets=useless?

I see a lot of talk about offense, but little about defense

No, but you generally don't want to use mins on turrets unless you see that you wil need them. If you notice/suspect a spire going up, you may want to put turrets near your mineral line. Also, useful if for keeping cloaked/hidden units out of your base. However, it's 100 min you could use on 2 marines or a good part of a tank. Static defenses won't win a game, they'll just help keep you alive.

Bunkers can be salvaged, and can also be used offensively. Building a forward bunker can allow you to harass then retreat back to the bunker. Depending on what they have, the bunker will be just enough that they won't risk units trying to blow it up and you can be annoying and get some kills. Harassment is good.

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PostPosted: Tue Aug 24, 2010 7:05 pm 
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Wwen wrote:
Stalkers/Colossi is a potent combination as well. Massing any one unit really leaves you vulnerable.
You want to throw in a few Immortals in case you're dealing with Roaches or Marauders.

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PostPosted: Tue Aug 24, 2010 7:11 pm 
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Well, it's going to depend on what you're facing naturally. Having sentinels are useful for force fields. There are a lot of possiblities.

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PostPosted: Tue Aug 24, 2010 7:26 pm 
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TheRiov wrote:
is the consensus that bunkers/turrets=useless?

I see a lot of talk about offense, but little about defense


Bunkers are ok. But only because you can salvage for the full refund. Turrets, on the other hand, are **** amazing. You should always build a couple in your mineral lines to prevent air harass. Missile turrets sucked pretty bad in Starcraft. They got majorly beefed up in Starcraft 2.

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PostPosted: Tue Aug 24, 2010 7:32 pm 
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You want 5 Turrets in your main for Detector purposes as it is.

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PostPosted: Tue Aug 24, 2010 8:32 pm 
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Khross wrote:
Except Stalkers deal 4 bonus damage to Armored Units, which include Battle Cruisers. The BC's Damage degrade more quickly over time.


Yeah, if the stalkers and BCs are fighting each other, but I don't see where that 4 damage is enough to overcome the mitigation of the greater armor, not to mention that each BC gets one free stalker kill from it's Yamato cannon.

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PostPosted: Tue Aug 24, 2010 8:35 pm 
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Raltar wrote:
TheRiov wrote:
is the consensus that bunkers/turrets=useless?

I see a lot of talk about offense, but little about defense


Bunkers are ok. But only because you can salvage for the full refund. Turrets, on the other hand, are **** amazing. You should always build a couple in your mineral lines to prevent air harass. Missile turrets sucked pretty bad in Starcraft. They got majorly beefed up in Starcraft 2.


Thankfully. You had to build a wall of them as tightly packed as you could and 3 deep to get any value out of them in SC because the range was so pitiful. Actually, one thing I'm really glad to see not present (well, yet, and hopefully never) is the money maps with essentially unlimited minerals and gas that encouraged fixed static defenses so thick that they could actually be replenished faster than you could punch through them.

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PostPosted: Tue Aug 24, 2010 9:28 pm 
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Great videos Uinan thanks! Although I cringed when I heard him say ZEElot.

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PostPosted: Tue Aug 24, 2010 10:00 pm 
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Went to practice stuff from the video but now I can't play against the AI. As soon as the game starts it says "Player 2 was victorious". I even clicked 'back to game' and blew up the enemy command center and nothing happened. Score screen says we both had no actions.

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PostPosted: Tue Aug 24, 2010 10:11 pm 
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Hokanu wrote:
Great videos Uinan thanks! Although I cringed when I heard him say ZEElot.


I cringed at that as well. LOL Though I can't deny watching his video's has helped me pick up a slew of wins today.


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PostPosted: Tue Aug 24, 2010 10:17 pm 
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Derrr I was in custom not melee mode.

Yes those vids had a ton of great info. Ill be watching the rest..

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PostPosted: Tue Aug 24, 2010 11:39 pm 
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Diamondeye wrote:
Raltar wrote:
TheRiov wrote:
is the consensus that bunkers/turrets=useless?

I see a lot of talk about offense, but little about defense


Bunkers are ok. But only because you can salvage for the full refund. Turrets, on the other hand, are **** amazing. You should always build a couple in your mineral lines to prevent air harass. Missile turrets sucked pretty bad in Starcraft. They got majorly beefed up in Starcraft 2.


Thankfully. You had to build a wall of them as tightly packed as you could and 3 deep to get any value out of them in SC because the range was so pitiful. Actually, one thing I'm really glad to see not present (well, yet, and hopefully never) is the money maps with essentially unlimited minerals and gas that encouraged fixed static defenses so thick that they could actually be replenished faster than you could punch through them.


They have those maps in custom. But you'll never see them in ranked games.

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PostPosted: Wed Aug 25, 2010 6:35 am 
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I'm getting matched up with such a wide variance of players. I'm either completely dominating them or getting beat by an early rush. I need to get better at identifying what I see when I first scout.

I did a few of the challenges last night too, they are pretty fun.

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PostPosted: Wed Aug 25, 2010 6:39 am 
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By the way, marines and marauders can stim inside bunkers. If you're ever in the situation where you have bunkers with marines and marauders inside, keep it in mind.

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PostPosted: Wed Aug 25, 2010 7:16 am 
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Diamondeye wrote:
Thankfully. You had to build a wall of them as tightly packed as you could and 3 deep to get any value out of them in SC because the range was so pitiful. Actually, one thing I'm really glad to see not present (well, yet, and hopefully never) is the money maps with essentially unlimited minerals and gas that encouraged fixed static defenses so thick that they could actually be replenished faster than you could punch through them.


I like those maps...base defense is more fun than the rest of the game.

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PostPosted: Wed Aug 25, 2010 7:22 am 
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I have the most fun when I crush my enemy, see him driven before me and hearing the lamentation of the women.

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PostPosted: Wed Aug 25, 2010 8:02 am 
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Honestly, I'm trying to figure out why bad Terran rage when my first timing attack turns into a Speedling Stomp. It's high-larry-us ...

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