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BigEgo
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SCVs should be 40 health. That's something i'd address in the next patch.

I'm fine with the reaper debuff, and would love to see something similar as well as a cost increase to concussive shell. stim should definitely damage marauders more. maybe give them a speed debuff too? sure.

10/7/2010 8:39:47 PM

Lokken
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Zerg anti-air is fine if they would just let you train a queen/upgrade to lair at the same time

10/7/2010 8:42:34 PM

titans78
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Interesting ideas..

I like the roach change but I'd rather leave roaches as they are and get hydras some help instead. This will just make hydras more useless and drive people to roaches even more. That is fine, but I hate that we basically have a useless unit.

The depot before barracks is a change that only affects a cheese build, as there is nobody that builds a barracks before depot if you aren't doing a proxy basically. And to be honest, the depot/barracks fixes the fast proxy reaper so I don't think reaper speed should take a factory, makes reapers useless and I don't think that helps anything. The 5 seconds really I think brought reapers into balance. I'd rather see concussion shell require the factory, I think that would balance terran a ton more.

10/7/2010 8:46:42 PM

BigEgo
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hydras work pretty well against most gateway units and immortals, and do well against Voids and Phoenix, and would work well against thors, but thors are usually backed by hellions/tanks both of which rape hydras and by the time zerg get the hydras up protoss will switch to something like Collusi or high temp, both of which kill hydra very easily.

10/7/2010 9:03:53 PM

titans78
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Lets play spend my money.

Someone needs to just post a link to a good online computer deal in the 600-1000 dollar range and I can pick one and get rid of this hunk of crap. Done trying to game on a shitty computer, it is stupid.

10/7/2010 10:41:18 PM

Azaka
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I generally side with anything to help Zerg but the Roach change to me is baffling. Their speed and low range is there to get them close to take the damage while the Hydras dps from behind. It doesn't make any sense to increase their range.

The Hydra is really the unit that needs help. Health is absurdly low, movement speed is frustrating, and cost is too high. Being T2 is also a problem but that's not something that's likely to change unfortunately. They also have no special ability or upgrade. Marines/marauders get stim, stalkers gets blink, zealost gets charge, zerglings gets super speed and 20% haste, roaches can burrow move and regen fast, etc...

My problems with zerg:
-Can't get Liar tech and a queen at the same time without a second hatchery
-No anti-armor unit
-No larva management tool (queen autocast or warpgate style larva count would be very helpful)
-Roach speed requiring a Liar
-Hydra issues


I'm not a fan of the reaper changes. This is going to make helion harass become a lot more of a problem and I would much rather deal with reapers than helions.

10/8/2010 2:38:49 AM

JCE2011
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Hydras have the range increase upgrade

10/8/2010 2:43:36 AM

dzags18
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Played a quick 1v1 before work today - the terran goes for some tank drops with turrets at the high ground, I counter fruitseller style with spinecrawlers then proceed to throw together 30 mutas and a bunch of lings while he is stuck in his one base. After killing off all his tanks with the mutas I move the lings in for the kill and he says "Your mom just gave birth to a sc fag you nerd".

So apparently he just got beat by a newborn?

10/8/2010 6:59:54 AM

JBaz
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been playing colonial wars and doing mass builds with spelling words. lol it's funny to see the word FUCK hit a mass wall of zergs. my teammates spelled SEX and DRUGS, was epic funny and owned the game.

10/8/2010 7:27:33 AM

Lumex
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I have trouble with damaged zerg structures being vulnerable for too long. I often find that, after fighting off a raid on my hatch/pool, I'll be stuck with a very damaged hatch or pool for the rest of the game. A second raid only has to finish what they started, while terran structures are repaired promptly, and toss shields are back to full in a jiff.

So I would've liked a better regen rate than a HP bump. Maybe make queen infusions repair a % of building HP instead of the fixed amount.

10/8/2010 9:37:49 AM

Doss2k
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I agree with that.. I enjoy when I play zerg knowing that if I took a building down into the red that by the time I show back up with another force its still gonna be in the yellow probably at best and ripe for picking off.

10/8/2010 9:49:22 AM

sprocket
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Quote :
"I generally side with anything to help Zerg but the Roach change to me is baffling. Their speed and low range is there to get them close to take the damage while the Hydras dps from behind. It doesn't make any sense to increase their range.

The Hydra is really the unit that needs help. Health is absurdly low, movement speed is frustrating, and cost is too high. Being T2 is also a problem but that's not something that's likely to change unfortunately. They also have no special ability or upgrade. Marines/marauders get stim, stalkers gets blink, zealost gets charge, zerglings gets super speed and 20% haste, roaches can burrow move and regen fast, etc...

My problems with zerg:
-Can't get Liar tech and a queen at the same time without a second hatchery
-No anti-armor unit
-No larva management tool (queen autocast or warpgate style larva count would be very helpful)
-Roach speed requiring a Liar
-Hydra issues


I'm not a fan of the reaper changes. This is going to make helion harass become a lot more of a problem and I would much rather deal with reapers than helions."


Having the queen autocast would negate its role as a macro mechanic (spawn larva). Warpgate-style larva count - that's not a bad idea!

10/8/2010 9:53:16 AM

Azaka
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Quote :
"Hydras have the range increase upgrade"


Yeah, 80 seconds for 150/150 to go from 5/6 range is probably the worst upgrade in the entire game. I didn't mention it not because I forgot but because it's a shitty upgrade.


Quote :
"Having the queen autocast would negate its role as a macro mechanic (spawn larva). Warpgate-style larva count - that's not a bad idea!"


Are you saying because summon MULE and chronoboost can't be autocast then spawn larva shouldn't be either? The problem with that is if you don't perfectly time your MULEs or chronoboost you can use that saved up energy and get the exact same bonus all at once (unless you go over cap with energy). With spawn larva, every second you miss an injection is a second lost that you will never get back. You can't save up energy with a queen and get the same bonus at a later time with more energy.

10/8/2010 10:06:24 AM

sprocket
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No, I'm not saying that bacuase MULE and chronoboost can't be autocast then spawn larva shouldn't either. I'm saying Blizzard put the three mechanics into the game so that the player would need to macro their base(s) to gain an advantage. Autocasting spawn larva negates that purpose.

You're right that you can call down MULEs or chronoboost later and get the same quantitative benefit, BUT the timing of such casts can be important. Say, if you're saving chronos to warp out alot of zealots early, but you get ling-rushed, you took a chance at not using chronoboost immediately and having at least some army out. I think it's a timing issue. Same w/ MULEs. For example, say I'm terran and building up a bunch of raxes that are going to be reactor'd to go all marines (easy to do if you call down a bunch of MULEs while the reactors are building and mass up minerals). Then, crank out marines as soon as the reactors are done. However, I'm taking a chance that I won't get attacked during that time.

What you're talking about (I think) is that spawn larva is not stackable, which has some merit I think.

Edit: Now that I think about it, if spawn larva did stack, it'd be the same situation as the MULE/chronoboost scenario described above, where you might be punished for such a delay. I'm beginning to warm to the idea of stackable spawn larva

[Edited on October 8, 2010 at 10:43 AM. Reason : ]

10/8/2010 10:38:46 AM

Azaka
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There's one giant flaw with stackable injections though. It's cast by the queen, not the hatchery. If injections were stackable you'd see so many extra queens just stacking injections nonstop. It would be way too hard to balance that.

It would still basically be the same exact problem except I would just need more queens. Even if you limited it to only 2 injections every player would still have 2 queens per hatch and inject both at once.

10/8/2010 10:53:54 AM

Doss2k
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The only thing I could see being ok there is maybe make it where if say you let a queen get up to full energy kinda like a command center or whatever that it can autocast for you only the number of times you have energy saved up for so its like a happy medium

10/8/2010 10:59:13 AM

sprocket
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Maybe just cap a hatchery @ 2 or 3? maximum larva spawns at once. Yeah, massing queens could still be a problem if every hatchery was maxed out all the time

I think another reason Blizz made the macro mechanics so that the user HAS to click on multiple things is so a player w/ a macro-able keyboard couldn't macro the whole thing to 1 key. Consider:
MULE - requires selecting the CC and mule button (which could I guess be macroed to a keyboard), but you have to click a mineral patch, which I doubt could be macroed to a keyboard (but I admit I don't know alot about such keyboards).
Chrono - select Nexus, click CB button, click on a building (same pattern applies here)
Queen - select queen, click SL button, click hatchery (again, same pattern here).

If the spawn larva ability was on the hatchery or other building, I'm thinking it could be assigned to a keyboard macro and eliminate alot of what it was designed to do. Hmm....what to do?

[Edited on October 8, 2010 at 11:18 AM. Reason : ]

10/8/2010 11:13:49 AM

1985
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How do you beat marauders as protoss? I'm rank 12 gold and I do pretty well against almost every build except MMM or some variaent that relies heavily on marauders.

10/8/2010 11:18:21 AM

Azaka
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Yeah I'm not a fan of stackable injections. You'd have to balance around having the max number up always or Zerg would just overrun everyone and then the same problem that you tried to solve with stacking them would still exist.

^Immortals? Collosus? Chargelots? Gateway units get wrecked by Marauders so mass Stalker/Zealot/Sentry is by itself is going to be destroyed. Immortals 3 shot them, Collosus out range them and Chargelots actually do a lot of damage to Terran bioballs.

10/8/2010 11:23:51 AM

Stein
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Quote :
"I think another reason Blizz made the macro mechanics so that the user HAS to click on multiple things is so a player w/ a macro-able keyboard couldn't macro the whole thing to 1 key. Consider:
MULE - requires selecting the CC and mule button (which could I guess be macroed to a keyboard), but you have to click a mineral patch, which I doubt could be macroed to a keyboard (but I admit I don't know alot about such keyboards).
Chrono - select Nexus, click CB button, click on a building (same pattern applies here)
Queen - select queen, click SL button, click hatchery (again, same pattern here)."


In all those cases, you only have to click on one thing. Even if you suck like me, you have that stuff hotkeyed. Again though, Zerg is the only one of those that is penalized if they don't keep constantly hammering spawn larve.

You could make it so that each Hatchery can make one Queen as we know it now, and something Queen-like that just can't spawn larve. But that'd be silly.

10/8/2010 11:27:28 AM

Stein
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"How do you beat marauders as protoss? I'm rank 12 gold and I do pretty well against almost every build except MMM or some variaent that relies heavily on marauders."


Chargelots up front, Colossus in the back.

Then build some stalkers and just make it their job to protect the Colossus.

10/8/2010 11:29:13 AM

Lokken
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I dunno

My problem is never a lack of larva

Its the $ to support it.

I don't see stackable larva as being a huge deal; the zerg player can only financially support a certain amount of them.

10/8/2010 12:17:48 PM

titans78
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As far as the queen mechanic it isn't forgiving at all which is tough. I lost a game this morning where I should have won, was way ahead in macro, but I got behind on larva production and couldn't produce units fast enough to finish the terran and he was just sitting there clicking 2 buttons to keep pumping units. Meantime I'm trying to fight him, micro banelings/mutas, expand my creep, get upgrades, fight him again, scout the map, and larva inject. I think he had to : Make marine, Make Thor, attack move. He wasn't even dropping mules because when I managed to hit his expand he had like 10 mules on one base.

This is why I've started to use the extra hatch in base just so that I can catch up on larva if I mess up and miss some injections.

What I'd love to see is the following : Allow 4 larva at each hatch with the natural larva spawn instead of 3. I'd also like to see a little button on the bottom right, similar to the warp gate indicator that toss gets, that shows when a hatch isn't currently infused. Give that button a hotkey(say F for infuse or some shit) and if you hit F your camera will go to a hatch that isn't infused and you can then infuse. Hit F again and it will take you to another hatch not infused. At the least this would just act as a reminder of how many hatches aren't being infused.

Still need a new computer suggestion, so I can buy it today when I get home.

10/8/2010 12:20:12 PM

Quinn
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i agree with azaka on every thing he has posted!!!!!!!

10/8/2010 12:32:37 PM

Azaka
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If larva management isn't a problem for you, you must be doing something wrong.

Day9 recently did a daily on drone timing/larva management and a developer on SC2 said that larva management was too hard for him so he didn't like to play Zerg. Its a major aspect of playing Zerg and probably the hardest thing to master.

I'm not qq'ing that it's way too hard or saying that it shouldn't be an issue. It's just so much less forgiving and requires so much more effort than the Terran/Protoss counterparts that I think it should be addressed. Even something as simple as a hotkey for hatcheries with no injections like titans78 said would go a long way.

titans78, why not build a computer yourself?

10/8/2010 12:59:31 PM

Lumex
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Maybe implement a queue like in the normal toss/terran unit producing structures, such that the next 5 larvae to spawn will instantly start mutating into the selected unit.

10/8/2010 1:02:25 PM

titans78
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^^ Lack of knowledge and time. I know enough about computers but I haven't bought a new computer for gaming in quite a while. Upgraded an old TWW purchased comp which I use now and work bought me a mac to use for work related things.

Saw this on Craiglist for $400

Intel Core2 Duo Extreme X6800 Dual Core CPU Running at 3.2GHZ
4GB DDR2-800 Memory
150GB Western Digital Raptor (10,000 RPM) Hard Drive for the operating system
500GB Westerna Digital Black Edition Drive (Brand new) for storage
Nvidia 8800GTX 768MB Graphics Card
750i SLI Motherboard
700 Watt Power Supply with 4 PCI-E Express Connectors (Supports 2 x 8800GTXs in SLI)
DVD-RW Drive (Dual Layer)
Microsoft Windows 7 Ultimate 64bit
Office 2003 Professional
Antivirus Software
Nero Software

Thoughts? I bet I could get him down to like $375.

10/8/2010 1:14:27 PM

Azaka
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I've never had much experience with used computers but that seems like an alright deal. I have another computer with similar specs to that one and it runs SC2 at high settings just fine.

10/8/2010 3:17:21 PM

titans78
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Going to consider it especially if he is willing to deliver it.

Been watching the IEM today. Some pretty entertaining games. The Huk v. Drewbie series was great. Really back and forth... amazing what Terran is able to do with one base, a few medivacs and maurader. Several times HuK looked to have games in hand and somehow drewbie would battle back.

There are no zergs left though, which sucks. Hopefully it is at the least a TvP finals, TvT is painful to watch.

10/8/2010 3:47:38 PM

sprocket
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Quote :
"In all those cases, you only have to click on one thing. Even if you suck like me, you have that stuff hotkeyed."


Yeah, you can hotkey units, but you still have to click on another item to activate the mechanic:
CC then mineral patch
nexus then w/e building you wanna do
Queen and Hatch

And since there's 2 units involved, there's no way for someone to macro it to a key on their keyboard and negate the whole point of the mechanics.

10/8/2010 3:50:59 PM

Lokken
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"If larva management isn't a problem for you, you must be doing something wrong."


why?

Larva aren't valuable unless you can afford to produce off of them, same as building 6 rax off one base is a waste. Even if they automated the inject larva process you still need to expand enough to take advantage of it. Its not like unlimited larva immediately means unlimited army.

10/8/2010 4:32:00 PM

Azaka
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The ability to produce units isn't valuable? Do you make units one at a time as if you were playing as Terran/Protoss?

10/8/2010 4:51:20 PM

Stein
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The only way larva management isn't a problem is if you don't build enough drones and therefore have no money.

10/8/2010 4:59:14 PM

Lokken
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^^ I didn't say the ability to produce units isn't valuable, did I? The point is that the 'ability to produce units' != larva count. You can spit out 40 larva every inject cycle but you're going to need the appropriate economy to actually enable you to produce off of them all.

Larva management is annoying I agree; but its not like automating it just magically gives the Zerg an easy i win button. They still have to expand and fund those larva.

10/8/2010 5:11:05 PM

titans78
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The issue is more like the game I was describing... I was way ahead in macro, but messed up and missed my injection while I was attacking. If I was toss or terran it is easy to have just a lot of units que'ed up and after my attack ended I go back to my base and guess what, there is a nice size army ready for the next attack.

With zerg, since I missed my injection I had 6 larva ready, but had to wait 45 seconds for more larva, had tons of resources to make units because I'd done the "zerg" thing and got way ahead in economy, but because I missed those injections I had no larva to build to send a force to finish him off. During that time he was able to get more units out, and by the time the injection was done and I used up the larva I had already saved up a ton more minerals and had to wait again.. the cycle continues.

As I stated the terran messed up his economy tool as well, I know this because of the number of mules he had one on base that he had saved up energy from. However, he gets to drop 8 mules while I sit there with the money to make tons of units but watching a little timer count down till I get more larva. It is just a very unforgiving mechanic as it stands now, and there is little done by blizzard to help. There SHOULD NOT be auto cast for it. However, some sort of indicator would go a long way just to help remind you, because it is equally as annoying to go to infuse to soon.

10/8/2010 5:13:53 PM

JBaz
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Quote :
"Saw this on Craiglist for $400

Intel Core2 Duo Extreme X6800 Dual Core CPU Running at 3.2GHZ
4GB DDR2-800 Memory
150GB Western Digital Raptor (10,000 RPM) Hard Drive for the operating system
500GB Westerna Digital Black Edition Drive (Brand new) for storage
Nvidia 8800GTX 768MB Graphics Card
750i SLI Motherboard
700 Watt Power Supply with 4 PCI-E Express Connectors (Supports 2 x 8800GTXs in SLI)
DVD-RW Drive (Dual Layer)
Microsoft Windows 7 Ultimate 64bit
Office 2003 Professional
Antivirus Software
Nero Software

Thoughts? I bet I could get him down to like $375."

I'd say not to shabby for a $400 system, but you have to realize that it's a 4-5 yr old system by now. Even though the 8800gtx can keep up with games fairly well, I would say that starting from a good modern chipset will deem you more value out of a computer for today's games that will last you more than a year. You can probably build a system for 800 that would be like 10x faster then that. Shit, plenty of modern $80 cards are faster then that used to be expensive 8800gtx.

Go over to the tech forum and check out the pc build thread. Lots of good help and info there. It's not that hard to research or build and u can make a fairly stout system if you shop right and know what parts to get. Takes maybe an hour or two to put it together, then put a win 7 cd in and follow the directions.

Also, tons of articles on how to build a pc is all over the place. pc gamer, maximum pc, extreme tech, andantech, tom's hardware, and tons more.

10/8/2010 5:19:12 PM

BigEgo
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"How do you beat marauders as protoss? I'm rank 12 gold and I do pretty well against almost every build except MMM or some variaent that relies heavily on marauders."


There are basically 3 decent to good ways to deal with MMM: Macro style, Templar, and Collusi.

Macro style's success relies on getting an early expo usually something like a one gate expand. It works best on a map that the toss can more easily defend their natural. You work it properly and you'll be able to just have too much stuff for the terran to deal with. You can get enough early to deal with most early pressure and even put a little on yourself. Day 9 covered this build in one of his casts.

Templar can take a while to get to sometimes, and take the most micro to be successful. However, if you have the micro skills to use them effectively, this is the best solution since storm is the ultimate anti-ball cast. Feedback any drops they try before they get down, make sure to morph archons when in battle and out of energy. Archons are excellent against Marines, and okay against Maruaders. You'll need to get charge pretty early with this build to deal with early game marauders, and zealot/sentry/stalker to keep the templar from taking the damage.

Collusi are the easiest way to deal with it, but it's also the easiest for the terran to take advantage of if the terran is actually good. (Gold and below and probably even platinum you won't have to worry about a strong counter) 2 gate robo opening. early game you'll want no more than 4 stalkers. Marauders wreck stalkers, but you'll need some to range things while your zealots play meatshield and get on top of the army. A couple sentries are a must as well. Mid game you'll up it to about 6 stalkers, and late game you don't wanna get more than 8. Keeping that number is critical. You'll need plenty of chargelots but an early immortal should keep you from having to rush it. Positioning is key, do NOT forget thermal lance. Range 9 is key to keeping those collusi alive, and without it you'll be left with 300 mineral 200 gas piles of nothing. Also don't let him get his viking number too high if you wanna keep the collusi. Having to get more stalkers to deal with them severely weakens your army to marauders. Dealing with them by getting air does the same as well as keeps you from getting as much stuff out

10/8/2010 5:24:17 PM

Lokken
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"With zerg, since I missed my injection I had 6 larva ready, but had to wait 45 seconds for more larva, had tons of resources to make units because I'd done the "zerg" thing and got way ahead in economy, but because I missed those injections I had no larva to build to send a force to finish him off. During that time he was able to get more units out, and by the time the injection was done and I used up the larva I had already saved up a ton more minerals and had to wait again.. the cycle continues. "


Right, thats annoying and has happened to me.

The only point I was trying to make was that even if the inject was autocast, or you could inject multiple queens at once, that alone would not really mess up balance in my opinion. Just like building a dozen barracks isn't unbalanced for terran since they have to make sure to have the income to support it.

What if a queen was required to go lair, but you could build queens while the lair was building?

10/8/2010 5:37:55 PM

titans78
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Actually it is pretty funny when you just look at all a command center can actually do. I mean I'd argue that a command center might be the best single entity in the entire game. Talk about putting a lot of development time into one building.

Like I don't understand what role the planetary fortress fills in the game aside from just a bonus addition that terran gets that neither of the other races have anything similar. Is there really a need for that aside from allowing terran to save themselves in games they should be eliminated from? I'd love if my hatchery would throw larva at attacking units. Or if a Nexus shot laser beams. I think the abilities of the command center make the deficiency of the queen just seem that much worse. Put a cooldown on Mules, at the very least. Between flying, both upgrades, picking up scvs... I mean a CC is like the Cadillac of worker producing buildings, probably even has the rust proofing.

Sorry just watching these games all day here at work and there are no zerg, and it is all Terran and getting old watching Terran make hardly anything but Mauraders, Meds, and Vikings and winning/hangin in games that both other races would have had no chance in. One of the games today, can't remember who, but made an epic comeback by defending his expansion with a planetary, scvs, and 2 vikings against like 10 stalkers and 2 colosi. Game should have been over but the vikings hit the colosi, the stalkers would move up to hit vikings and the fortress would hit them, the scvs were repairing.

10/8/2010 5:50:55 PM

Azaka
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Lokken, seriously dude? Everything I've said has assumed that you and I both know how the base mechanics of the game work, we know that the ability to produce units = larva count + resources = larva production*time + income*time, we know that expanding is how to increase your income and we know that larva production (spawn larva injections) punishes you for delaying the injection.

Now with that in mind, please reread what I've posted with the knowledge that neither of us are idiots. Everything you've said has been completely beside the point I was making.

Now, about your last question. I would also like the ability to make a Queen and the Liar at the same time. Zerg has the slowest tech path and the most difficult time switching tech so it would really be nice to get out a Liar sooner.

Planetary Fortress is OP as hell. I'd love to make a Super Crawler with 1500hp and splash damage.

10/8/2010 5:58:05 PM

Lokken
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Azaka said

Quote :
"Yeah I'm not a fan of stackable injections. You'd have to balance around having the max number up always or Zerg would just overrun everyone and then the same problem that you tried to solve with stacking them would still exist."


My point was I dont see huge balance issues. Either way, like you said, regardless of the scale you still need to DO the injection. The control for excess larva is the economy of the player, which opponents obviously can impact.

The reason I am describing all of the economy stuff is because when I said

Quote :
"Larva aren't valuable unless you can afford to produce off of them"

you asked
Quote :
"The ability to produce units isn't valuable?"


Obviously larva aren't the only part of the ability to produce units.

My point was never that larva management isn't annoying or that it cant limit you.

[Edited on October 8, 2010 at 6:13 PM. Reason : *]

10/8/2010 6:11:40 PM

Azaka
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When I said Zerg would just overrun everyone I didn't mean that it would happen every time or early in the game just because you had extra larva (though extra larva early on is really helpful which is why fast in-base hatcheries have become so popular).

Maybe stacking would work, I just don't like it because it's requires even more time/APM than injections already do.

10/8/2010 6:34:08 PM

Lokken
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Fair enough

As far as the planetary fortress goes. The only explanation I can give is that in general Terran armies are not very mobile.

Zerg have very mobile armies generally (at least on creep) and Protoss have warpgate technology that let them move around and defend expansions. Terran don't really have that.

10/8/2010 6:41:49 PM

Azaka
///Meh
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Man I've been playing like shit tonight. First game put me against a 1200 level Diamond. I need to do more 1v1's.

10/8/2010 7:12:42 PM

titans78
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Ended up getting the new computer off craigslist. Think it was a good enough deal when it was all said and done.

However I now have to DL the game client again, which still has 10 hours to go. Looks like I might not be playing tonight.

10/8/2010 7:25:49 PM

BigEgo
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best build ever: dt harass into mighty morphin power archons

10/9/2010 2:34:41 AM

Specter
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Quote :
"The Huk v. Drewbie series was great. Really back and forth... amazing what Terran is able to do with one base, a few medivacs and maurader. Several times HuK looked to have games in hand and somehow drewbie would battle back."

ZOMG MOTHERSHIP RUSH!!!one

10/9/2010 7:08:26 AM

titans78
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New computer is great. Around 100FPS even in 4s. I could have left the settings at Ultra but actually found it hard to see the game... was to much detail I'm use to the game at low settings. Turned them down to medium for now. Makes such a difference in longer games, seems like the units even move faster and are more responsive getting rid of some lag.

IEM games continue today at 2:30.
HuK vs. QXC
Fenix vs. Drewbie.

Fenix has been pretty fun to watch, HuK only toss left all others are terran. HuK should win it all... but he did look beatable at times yesterday.

10/9/2010 11:06:18 AM

titans78
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Wow fuck planetary fortresses. What a stupid thing to have in a game.

Hey terran, I know you've just got your ass kicked for 20 minutes, but here, you've saved up 200 energy on your command centers and we'll let you build this awesome defensive unit that isn't possible to kill with ground units. You can drop 8 mules and make mauraders and win.

Brilliant. What do I get? A queen that shoots straws at things. Great.

10/10/2010 10:23:49 AM

BigEgo
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Anddd protoss get chronoboost, which doesn't make much of a difference below like 1100 diamond, and even pros often to start to forget about using after about 8 minutes in game.

10/10/2010 7:12:32 PM

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