The Glade 4.0

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PostPosted: Sun Sep 12, 2010 1:55 am 
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See, this is why I want the orbital drop upgrade in multiplayer. =) Maybe in an expansion.

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PostPosted: Sun Sep 12, 2010 2:23 am 
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maybe not! hehe


ugh...i feel totally out of it today...all I did was watch starcraft 2 replays and mostly protoss strategy videos.

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PostPosted: Sun Sep 12, 2010 3:07 am 
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Nev:

Platinum on my ranking account. Gold or Platinum on my most of my serious 2s. Bronze on my goof off account, but that's going to change soon.

Silver, Gold, or Platinum in my various Randoms.

One thing to remember is that Core Units (Zerglings, Roaches, Zealots, Stalkers, Marines, Marauders) are all very, very useful throughout the game.

Zerg requires micro and attentiveness though. And it's a very gas heavy race.

Diamondeye:

Terran has the best intervening Anti-Air Unit in the Game. It's called Marines. In fact, Marines are pretty much the best counter to every air unit except Cruisers and Brood Lords. But, even Stim and good Micro makes those manageable.

6-8 Medivacs, 30-50 Marines, 15-20 Marauders ...

16 + 50 + 40 = 96 Supply. 2 Bases at full saturation is 54 SCV, so that's 150 total Supply. 25 Vikings go a long way toward Map Control and Air Domination.

And that's just a basic, very basic, 3M + Vikings off 2 bases. 6 Rax, 4 StarPorts, 1 Factory. And if you can micro and time well, never supply block, and constantly produce units. That's a very manageable 2 Base Force.

You can protect expansions quite well with it. 4 Marauders, 8 Marines, 2 Medivacs make a hell of a harass group, too. You can even tweak the numbers nad throw in 4 or 6 siege tanks to use on Drops.

It's hell getting 2 Siege Tanks, 4 Marauders, and 8 Marines with 3 Medivacs out of your back door. And if they have 3 or 4 Vikings as an escort, they laugh at your air.

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PostPosted: Sun Sep 12, 2010 7:51 am 
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Nevandal wrote:
Wow....I gotta say 4 warpgates with proxy pylons = amazingly easy way to start kicking *** as protoss.
I love it.
I can instantly make units anywhere I put a pylon....how is this not amazing? Hahaha
<3

Sometimes I place pylons randomly around the map. I almost always have a pylon start warping in somewhere in the middle of the map right before my first push.

I really need to make myself take time to watch some of my replays. I keep meaning to... I've been playing 2v2s random though, so I can play more of the other races. (I also want the SCV portrait) I'm getting better at making MMM balls at least. If I don't **** up at the beginning and misclick something I can have a good doom ball up. I need to compare myself against others though.

Zerg is still my worst though. I don't see that changing... I'm better with them, but I don't think they'll ever feel as good as toss or terran.

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PostPosted: Sun Sep 12, 2010 2:21 pm 
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Kaffis Mark V wrote:
Diamondeye wrote:
I think Medevacs will heal Zealots too, and allied Zerg units.

Although Terran units don't regenerate, repair or healing is a lot faster than Zerg or Protoss regen.

But repair is tough to manage in the field, as SCVs are horrible front-line units. Also, speed of shield/zerg regeneration isn't the benefit -- the benefit is that you don't have to haul around vulnerable units in order to make your pulling of wounded units out of the line of fire equal a healthy force when the next wave comes.


Exactly, that's jsut the plusses and minuses of the different races.

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SCVs do just fine on the front lines. Unless you specifically target them, SCVs won't be attacked unless they are the only units left or if they get hit with splash damage. They are easily hidden by Thor's and flying units as well.


In theory, yes, in reality they get hit by splash pretty easily or pathing makes them run somewhere exposed when they should be staying with a group. That's the toughest thing about the bio ball, keeping the medevacs over the ball so they don't get slaughtered.

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PostPosted: Sun Sep 12, 2010 2:27 pm 
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Khross wrote:
Diamondeye:

Terran has the best intervening Anti-Air Unit in the Game. It's called Marines. In fact, Marines are pretty much the best counter to every air unit except Cruisers and Brood Lords. But, even Stim and good Micro makes those manageable.

6-8 Medivacs, 30-50 Marines, 15-20 Marauders ...

16 + 50 + 40 = 96 Supply. 2 Bases at full saturation is 54 SCV, so that's 150 total Supply. 25 Vikings go a long way toward Map Control and Air Domination.

And that's just a basic, very basic, 3M + Vikings off 2 bases. 6 Rax, 4 StarPorts, 1 Factory. And if you can micro and time well, never supply block, and constantly produce units. That's a very manageable 2 Base Force.

You can protect expansions quite well with it. 4 Marauders, 8 Marines, 2 Medivacs make a hell of a harass group, too. You can even tweak the numbers nad throw in 4 or 6 siege tanks to use on Drops.

It's hell getting 2 Siege Tanks, 4 Marauders, and 8 Marines with 3 Medivacs out of your back door. And if they have 3 or 4 Vikings as an escort, they laugh at your air.


Yeah in theory that's all great. In practie it's very hard to get that many marines plus the medevacs and all that other jazz bcause you have to come up with resources to tech up AND expand AND build marines while hsbanding enough to eventually attack. Also, in the time it takes marines to get around, flying units like Void Rays or Mutas can wipe out a lot of workers or buildings. It's doable, but they aren't that great a counter unless your opponent is on the defensive where he can't micro away his air because he needs to defend his buildings. If he's attacking you, air units can move around a lot easier and dance away from your marines fairly easily. Also, while the marines are threading through a base, the medevacs ahve a bad habit of getting their asses kicked by flying straight into the enemy air unless it's something that attacks ground only.

I've had some good successes with marines too, but they aren't any be-all end-all air counter.

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PostPosted: Sun Sep 12, 2010 3:31 pm 
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What Khross describes isn't all that hard at all. I routinely pull off that strategy, perhaps not that precise in number count of unit composition, but I can execute what he's talking about and I'm just a 45-60 APM player in Bronze.

Stimpack Marines = Best Anti Air IMO.


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PostPosted: Sun Sep 12, 2010 5:16 pm 
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Uinan wrote:
What Khross describes isn't all that hard at all. I routinely pull off that strategy, perhaps not that precise in number count of unit composition, but I can execute what he's talking about and I'm just a 45-60 APM player in Bronze.

Stimpack Marines = Best Anti Air IMO.

Yeah, if you let them build up a doom army of VRs or whatever, then that's your own fault.

Also, can we change the thread title to something more appropriate? "StarCraft 2: Terran are OP!!

Man, people get really upset sometimes. In game three, the zerg player really was offended by my use of DTs. I let him get to me a little at first, but I was placated by the fact that he was clearly still steaming after the chat he sent me after the game.
Image

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PostPosted: Mon Sep 13, 2010 8:25 am 
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I got matched up with my first non bronze player in 1v1. It was a gold protoss player which I destroyed easily.

I'm hoping it'll place me against higher ranked opponents so I might finally advance.


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PostPosted: Mon Sep 13, 2010 8:27 am 
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re: campaign
So the Queen of Blades is a former ghost?

I thought Corrigan was the Spectre? HAHA

yes I know it is Kerrigan

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PostPosted: Mon Sep 13, 2010 8:39 am 
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You are weird and so is your avatar.

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PostPosted: Mon Sep 13, 2010 11:23 am 
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Thank you Willy Wonka.

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PostPosted: Tue Sep 14, 2010 7:44 am 
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When I watch my replays I see so many things I'm doing poorly yet I'm still winning somehow.

I really should play the other races to get a feel for them, but I dont know that I have enough time to devote to that.

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PostPosted: Thu Sep 16, 2010 9:15 pm 
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Here's a weird game for you. PvT on Scrap Station. I go to scout on 9 and notice... nothing is in his base. Obviously he lifted off to start but I wasnt sure wth was coming. I thought he was going to tech air so I rushed to stargate thinking 1 void should be able to get there and kill him before he could do anything. In hindsight I dont know how I should have played it. He said this was the first time it failed for him.

http://www.sc2replayed.com/replays/8206 ... ap-station

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PostPosted: Fri Sep 17, 2010 9:37 am 
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Woohoo Platinum, my first promotion. I still feel like I'm awful but not nearly as bad as I was at least.

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PostPosted: Fri Sep 17, 2010 10:55 am 
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Here comes the Blizz Banhammer!
Quote:
StarCraft II players using unauthorized hacks and modifications to get a leg up on the competition might want to give fair play a try, as a Blizzard statement indicates the end of the line is in sight for cheaters.
Blizzard is a company that takes cheating quite seriously. Regularly banning massive numbers of players for using hacks and mods to get ahead in the company's games, we've seen as many as 350,000 accounts suspended in a short period when the time comes to take action, and that time is now.
Here is the warning issued today by Blizzard.
"Blizzard Entertainment has always taken cheating in any form in Blizzard games very seriously, and that's no different for StarCraft II. If a StarCraft II player is found to be cheating or using hacks or modifications in any form, then as outlined in our end user license agreement, that player can be permanently banned from the game. This means that the player will be permanently unable to log in to Battle.net to play StarCraft II with his or her account.
"Playing StarCraft II legitimately means playing with an unaltered game client. Doing otherwise violates our policies for Battle.net, and it goes against the spirit of fair play that all of our games are based on. We strongly recommend that you avoid using any hacks, cheats, or exploits. Suspensions and bans of players that have used or start using cheats and hacks will begin in the near future. "
Going by the company's history, we fully expect to see the Blizzard ban-sledgehammer going into action any day now. You have been warned!


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PostPosted: Mon Sep 20, 2010 8:04 am 
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So, I played a game against a serious map hacker last night and lost, but I should upload the replay to show you guys. It was TvT, so I had a marine at each possible expansion/unused main on Metalopolis. This guy hadn't expanded at all. He attacks the first time and he's shelling my mineral line with tanks, but doesn't have a spotter. I fight it back with my marauders, and build up a counter tank army. +1 Attack finishes, so I make a timing attack. And just as I get to his main, he drops 6 tanks, 12 marines into my base except ...

They never show up on the mini-map and he's only got 2 Medivacs total.

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PostPosted: Mon Sep 20, 2010 8:11 am 
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can't you use sensor sweeps to spot?


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PostPosted: Mon Sep 20, 2010 8:20 am 
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Medivacs can carry only 8 supply worth of units. 6 Tanks and 12 Marines is 36 supply, which would take 4 Medivacs. As for spotting with scans, that would wear off after one or two blasts depending on timing. He's got full view of my base. I checked for a banshee I might have missed, but he never teched Banshees. More to the point, he was moving units without them showing up on the minimap.

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PostPosted: Mon Sep 20, 2010 8:22 am 
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You can see with a sweep but a replay would show it. I'm not sure what the deal is with units once they are revealed though. According to the 1.1 patch preview:

http://us.battle.net/sc2/en/blog/692221

Quote:
One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable.


So maybe something funky going on there not sure.

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PostPosted: Mon Sep 20, 2010 8:27 am 
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They'd still have to move into vision range for that to work.

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PostPosted: Fri Sep 24, 2010 5:49 pm 
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Had something funny happen earlier. I was doing TvT on Kulias Ravine I think it was. So game is proceeding along like normal, but I was getting out micro'd.

So my initial push & expand failed, and so they followed up with an attack. They broke through my re-enforcements, started killing some barracks when a poorly adjusted rally point, sent 2 med vacs down to the front door of their base.

So there I am, about 3 marines and 4 marauders and 2 med vacs all the way across the map. They pull their entire force out of my main, go down there thinking it's a drop, allowing me time to rebuild and end up pulling out the win.

I know I should of lost, but I got a kick out of me being so bad to re-adjust my rally point that it got me a win.


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PostPosted: Sat Sep 25, 2010 10:14 am 
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That's funny because the computer AI will do that a lot. You can be about to get steamrolled and 1 zealot hitting them in the main will drag the whole army alllll the way back across the map.

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PostPosted: Wed Sep 29, 2010 5:29 pm 
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Anyone have any tips for how to deal with a 6 pool zergling/baneling rush?

Sent a scout after a 9 supply depot, got there to see their pool was soon to pop. Didn't really know what to do.


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PostPosted: Wed Sep 29, 2010 9:32 pm 
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Check out today's Day9 daily 189.

http://day9tv.blip.tv/

I dont play terran but if it were me, use some of your SCV's to tank for your marine if you have it out. If not run the scvs around til it pops out and then tank for it. If you can wall in, do it. Dont get supply blocked or forget to pump marines.

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