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Forums - PC - Dear Blizzard, please fix Starcraft II

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libellule said:

http://www.youtube.com/watch?annotation_id=annotation_402250&feature=iv&v=5TgOYE3SwE8

amazing game !


Ugh, my other post got messed up.

The whole series is a must-watch for any serious SC2 player

http://sc2casts.com/cast1032-Cool-vs-IntoTheRainBOw-Best-of-7-GSL-Finals



Terrans need a major nerf:

* Marauders are very VERY strong and fast for their cost

* MMM upgrades cost too low and are quick to get

* Ghost's EMP range is enormous

And the Zerg need some buffing:

* Hydra back to tier1 and 75 minerals - 25 gas

* Roach beef up and Tier2

* Queen speed up

* Bring back the Lurker!

Other than balance, rushing works in 80% of the games (especially 2v2, 3v3, 4v4), which is laughable for a sequel to the greatest RTS of all time...



libellule said:
r505Matt said:

You just simply misunderstood, it's fairly balanced, the problems are small. Just because there are numerous small problems doesn't mean it isn't pretty close to fully balanced. It's not like 1 problem blows the whole thing completely out of the water.

true true true

I was nipticking ;)

I know what u mean : it is overall quite balanced

As a zerg I have fucking problem to deal with marine ball ;


Ah, well I have 2 pieces of advise for you. First, early game, banelings, mid/late game Infestors banelings. In TvZ, always always tech banelings, even if they go mech, you want to make sure you're ready for MMM if they go that route. Second, scout, send a lone ling into their base, and keep a few lings at different spacing intervals outside their base. This was you can see that the Terran is making marines and marauders, and when he starts to push out.

Even if I see a hellion rush, I still make baneling nest, it's just sooooo important to have. Even if you never make a baneling. Just like Cool does, you kind of want to make every tech building at some point, and it's great to make banelings early.



libellule said:

http://www.youtube.com/watch?annotation_id=annotation_402250&feature=iv&v=5TgOYE3SwE8

amazing game !


Did you watch sSKS vs... that something dude, who did a gateway proxy on sSKS in Metalopolis?

CRAZZZY MICRO.



Bet with Dr.A.Peter.Nintendo that Super Mario Galaxy 2 won't sell 15 million copies up to six months after it's release, the winner will get Avatar control for a week and signature control for a month.

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Rushing has always been people's strategy at winning in RTS games...Look at WCIII, lol



Just waiting for that PS Vita to come out so I can play some full featured games on the go with that beautiful screen and control scheme...

routsounmanman said:

Terrans need a major nerf:

* Marauders are very VERY strong and fast for their cost

* MMM upgrades cost too low and are quick to get

* Ghost's EMP range is enormous

And the Zerg need some buffing:

* Hydra back to tier1 and 75 minerals - 25 gas

* Roach beef up and Tier2

* Queen speed up

* Bring back the Lurker!

Other than balance, rushing works in 80% of the games (especially 2v2, 3v3, 4v4), which is laughable for a sequel to the greatest RTS of all time...

I agree with the 1st and 3rd T comments, but I don't think they're completely game-breaking. As for zerg, hydras are actually pretty awesome, except against Terran. Hydras just rip apart tier 1 Protoss. I mean, it's kind of sad. Faster and cheaper hydras would mean ZvP would just break apart completely. Their dps might be only slightly better than marines, but the range goes a long way. And actually, if the Terran doesn't get tanks, hydras own there too. Even thors aren't that big of a deal. This is of course assuming your hydras aren't getting hit. Still, a speed bonus would be nice.

Lurker won't happen pre-HotS. It may come back then, but we don't know yet. As for queens, they're meant to be defensive support units (abilities aside). If you want to use them aggressively, either nydus or creep highway. They don't need a speed bonus.

And rushing fails in team games at a higher level. It is easily the weakest strat. When I play 4s, and a teammate gets hit by all 4 (or if I do), we rejoice. While they finish off the first player, the other 3 of us counter their rush (tanks, banelings, coll, HT, whatever) and by the time they try to hit another player, we destroy the army, and push into their bases. Their econs are shot so they cant even catch up while we take out 1-2 players. Again, don't mistake rushing and timed pushes. A coordinated timed push is devastating, and if it isn't countered right away, it usually ends the game.



r505Matt said:
libellule said:

http://www.youtube.com/watch?annotation_id=annotation_402250&feature=iv&v=5TgOYE3SwE8

amazing game !


Ugh, my other post got messed up.

The whole series is a must-watch for any serious SC2 player

http://sc2casts.com/cast1032-Cool-vs-IntoTheRainBOw-Best-of-7-GSL-Finals

i m looking it on youtube

i have seen the first 3 match, and I must say, 1 of the players is AMAZING !



Time to Work !

This human player RainboW is good but he needs to scout and put very early pressure on the zerg player

the zerg is macroing like crazy !



Time to Work !

The Terran comeback ...

despite being so much dominated ....



Time to Work !