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-Sprite
PostPosted: 2011/05/03 23:22    Post subject:

Idk sentries are really messed up with forceifelds so zerglings just run... around doing nothing and.... guardian shield is +2 armor so muta dmg is lowered alot and... 1 incredibly well microed phoenix beats an infinite amount of mutas.

I'm still gunna try to adopt the zergling baneling strat vs protoss cause... roaches suck hard.

And also I heard of a dude named Thorzain or something like that and I think he had a good thor build vs protoss so ya might want to check that out.

ya here it is.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=216530

Idk how successful it is but I heard it was successful...

Errr the link is like a super generalized dumbed down version of the build so don't take it word for word

More in depth analysis here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=211014

Game One ya
Emissary256
PostPosted: 2011/05/03 21:55    Post subject:

Nobody really used Thors (except for all-ins) against Protoss in general because Zealots, especially with charge, and Colossi and Immortals are very cost effective against them.

Theoretically, wouldn't choosing Mutas and Zerglings + Queens be better than Corrupter/Roach/Hydra against the Protoss Deathball? Mutas are better than Corrupters against Voids and Stalkers, Queens are surprisingly effective against Voids and Colossus, and Zerglings are a decent mineral sink? The Deathball seems to be effective because Voids are so good against Broodlords and Corrupters (the only threat to the Voids in a standard composition).

Also, I think Spine Crawlers should either get a cost decrease, shorter rooting time, or a shorter build time.
-Sprite
PostPosted: 2011/05/03 21:26    Post subject:

Emissary256 wrote:
I will never understand why Thors are being changed again... Nobody used the Strike Cannons enough to call for such a change. Though, this means High Templars will be able to hurt them with Feedback.

You're missing the best video from that channel....
http://www.youtube.com/watch?v=0EYH-csTttw&feature=channel_video_title


I'm guessing either blizzard wants you to.. get ghosts to emp ur own thors to beat protoss feedback lameness or push/favor high templar tech since the amulet thing is gone protoss might be discouraged to get hts, and bliz also wants zerg to get mass spore crawler against protoss death ball cause spore crawlers have more dps compared to corruptors.
Emissary256
PostPosted: 2011/05/03 21:07    Post subject:

I will never understand why Thors are being changed again... Nobody used the Strike Cannons enough to call for such a change. Though, this means High Templars will be able to hurt them with Feedback.

You're missing the best video from that channel....
http://www.youtube.com/watch?v=0EYH-csTttw&feature=channel_video_title
-Sprite
PostPosted: 2011/05/03 20:57    Post subject:

Bang bang update for PTR

http://us.battle.net/sc2/en/forum/topic/1213111662

Updated 05/03, 6:00 PM PDT

General

* The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.



Balance

* PROTOSS

o Archon

+ Now a Massive unit.

+ Range increased from 2 to 3.

o Cybernetics Core

+ Research Warp Gate time increased from 140 to 160.

o Gateway

+ Sentry train time decreased from 42 to 37.

+ Warp Gate unit train times remain unchanged.

o Pylon power radius has been decreased from 7.5 to 6.5.


* TERRAN

o Bunker

+ Salvage resource return reduced from 100% to 75%.

o Ghost

+ Cost changed from 150/150 to 200/100.

o Thor

+ Thor now has 200 max energy, and starts with 50 energy.

+ 250mm Strike Cannons now cost 150 energy to use (cooldown removed).


* ZERG

o Infestor

+ Speed decreased from 2.5 to 2.25.

o Spore Crawler

+ Root time decreased from 12 to 6.



Bug Fixes

* Fixed an issue where Ghosts could not quickly EMP the same location.

* Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.

* Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.

* Fixed an issue where the APM statistic could be artificially increased.

* Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.

* Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.

* The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.



Ok I think I confused patroling units on top of each other with A-move muta clouds ya.

Also infestors slowed down... what.... I guess that's ok cause people cry imba... rgiht?

And since I'm here....


Emissary256
PostPosted: 2011/04/27 0:26    Post subject:

Thors in moderate numbers seem to be helping against other Zergs and expo defending I guess (pure turrets won't stop mutas)

I'm mainly concerned about air unit clumping for my TvP build because it helps my Banshees reach their full damage output.

Air unit clumping also defined Brood War... http://www.youtube.com/watch?v=HJVait72LOU

Mutas were truly overpowered back then.
-Sprite
PostPosted: 2011/04/27 0:12    Post subject:

HERP DERP
Proxy 2 gate all in zelot rush all day long

And bunkers... are still free its all an illusion...
I got this idea of spamming bunkers at all possible expos to delay an expo... still a pry good idea mid - late game to do it cause its OP

And since flying units won't stack/clump up... err what are thors used for again?
...I always thought they were completely useless unless unless... mech play is what... you... like....
Emissary256
PostPosted: 2011/04/26 14:15    Post subject:

At least it will be more logical to 1 base Ghost or go Ghost + Air/Mech on multiple bases :o

Edit: They better not remove clumping air units....
A.Walker
PostPosted: 2011/04/26 12:45    Post subject:

Not quite sure if the patch is the best route to take with dealing with 4 gates.

Even though PvP 4 gate vs 4gate was boring, it least 4 gate was fair to the other races, but with unit production time decreased, and warpgate research increased I don't know if it'll be even with reactored barracks and inject larvae.

But I guess 6/7/8 pool is easier to defend now.
-Sprite
PostPosted: 2011/04/26 0:59    Post subject:

AZ Black Kat wrote:
I miss Sprite D:


i b baq just not tomorrow

Soy wrote:
Lol, don't follow that. It's a joke. There is more to a good game. In the end, it's all the same, can you beat him or you can't?


Noooooooooooo
Well at casual gamer levels yes 4 gate can be beaten by a non 4 gate... its true just look at nib walker's games his opponents just suxed hard like omg the only thing they knew how to do was 4 gate and it wasn't berry gud

At the higher ranks in the ladder properly executed 4 gates beat other builds that were not 4 gates. I saw a bit of the last GSL and in every P v P it was pretty much a 4 gate fest just cause its dsl;kfajsklfj OP

So in response blizzard does this...
http://us.battle.net/sc2/en/forum/topic/1213111662

Balance

* PROTOSS

o Archons are now a massive unit.

o Pylon power radius has been decreased from 7.5 to 6.5.

o Cybernetics Core

+ Research Warp Gate time increased from 140 to 180.

o Gateway

+ Sentry train time decreased from 42 to 37.

+ Stalker train time decreased from 42 to 37.

+ Zealot train time decreased from 38 to 33.

+ Warp Gate unit train times remain unchanged.


* TERRAN

o Ghost

+ Cost changed from 150/150 to 200/100.

+ Salvage resource return reduced from 100% to 75%.


* ZERG

o Spore Crawler

+ Root time decreased from 12 to 6.



Bug Fixes

* Fixed a bug where Ghosts could not quickly EMP the same location.

* Fixed a bug where players were still able to stack flying units on top of each other.
AZ Black Kat
PostPosted: 2011/04/24 20:39    Post subject:

I miss Sprite D:
-Sprite
PostPosted: 2011/04/24 2:42    Post subject:

Oh and I know this video series thing where RootMinigun shows off his anti zerg cheese stuff

http://www.youtube.com/watch?v=tBOBsVi6tYU
manasou
PostPosted: 2011/04/24 2:40    Post subject:

-Sprite wrote:
I think those 4 gates were badly executed they had warp gate research done but they didn't have 4 gates up at the same time what up with that. Also maxed out on chronoboost energy.... I think there's a protoss flow chart somewhere lemme look it upForum Image

Lol, don't follow that. It's a joke. There is more to a good game. In the end, it's all the same, can you beat him or you can't?
-Sprite
PostPosted: 2011/04/24 2:31    Post subject:

OH AND ABOUT the zerg... if the evo chambers finish then they either only scout or block buildings so if you don't care about either of those then just leave them there.
-Sprite
PostPosted: 2011/04/24 2:27    Post subject:

I think those 4 gates were badly executed they had warp gate research done but they didn't have 4 gates up at the same time what up with that. Also maxed out on chronoboost energy.... I think there's a protoss flow chart somewhere lemme look it upForum Image