StarCraft II Matchmaking Thread

gsl

Spoiler

MVP Out the other night
Nestea and Boxer out from this group tonight… Nestea takes 3rd boxer 4th. Ensnare and SANMOTHERFUCKINGZENITH duking it out for 1st/2nd? That is totally unexpected

pretty awesome to see the game shaken up

and yes, they look really stressed

Looking at your account, you haven’t played in 4 weeks. Well, the new patch may buff infestors some:
infestor is a buff, nice changes

Cybercraft Tournament 5.0 (ft. GSL maps!)

For those of you that live in the NYC area there is a tourney i think its free to play and prize is 100

One think i love about starcraft is that they promote their players like crazy

[media=youtube]og-gULrg1Jo[/media]

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Can you imagine jwong or marn in one of these things? (They market most of their videos towards women)

I’m trying to play Toss and my record is falling to all sorts of shit :confused:

I’m having a hard time keeping zerglings out of my toss base. Here are my issues:

  1. Lings run rampant in my natural, and they run straight through to my main base… That wall of doesn’t work :confused:
  2. I hate having to deal w/ mass mutas as Toss. I’m simply not use to it. Blink stalkers? High Templars? Pheonixes? I dunno.

As toss, these are the things that I have learned:

  1. Units are expensive!
  2. Against Terran/Zerg, better get use to preventing early pressure (early lings/marauders).
  1. Against Zerg, 3 gate FE… I’m not use to this yet.

I’m on a horrific losing streak.

You should save your replays and Head to Teamliquid.net

3 gate FE relies heavily on your sentry usage so if do this build you need to have good reactions and forcefield placement to block lings.

Against zerg you should learn how to 4 gate push since its the easy to do and you can expand behind behind the push.

Edit- Skisonic watches gsl too =D

If you 3 gate expand, you can’t expand until you have enough units to be safe. You basically move out to your natural with 6+ sentries and some zealots/stalkers. Practice forcefields enough to basically make the lings not want to engage.

Otherwise, if you’re trying to do a fast expand, you need a forge + 1/2 cannons to protect the base from lings at your natural. Make sure you don’t expand unless you feel more comfortable with toss, you shouldn’t be expanding until you have enough units that a group of lings isn’t that big of a deal.

As for Mass Mutas, you have a few realistic options. Blink stalkers are good, but still keep you pinned in your base. If you see them getting mutas, get blink up fast.

Another option is phoenix, you can harass overlords with phoenix really well and get an idea of what they’re doing. If you see mutas coming, just get like 4-5 phoenix. Since they can move and shoot, you can completely kill mutas without losing any of them so long as you micro and dance them just outside of muta range. The main problem is Phoenix get shut down by Hydras and spore crawlers so don’t overcommit to them, 4-5 is enough

Your last, and probably the most deadly, option is to just kill them before they get mutas. A 6 gate push at around 9 minutes if they are going ling/muta will be extremely hard to stop, that’s how I started killing Iren when we were playing a lot. Mutas would kill me all the time, so I got my push out faster and started making him not go straight Muta blindly. When you expand, push out with your gateway forces (carefully, don’t lose any sentries!) and put pressure on them. If you see roaches they’re not going for super fast mutas, if there are no roaches you can assume mutas and act accordingly.

Oh my god toss complaining about Zerg… lol but honestly pretty much what Willy said. I am guessing you are not keeping pressure on the Zerg player if he is able to get that much map control. Show him your army make him build units and not drone. The Zerg can’t fight protoss at all once you get colossi so you just have to keep him at bay until that 13min or so mark depending on how you tech.

Make sure you deny bases, him getting lings into your base is a you problem either laziness or poor APM. I mean it happens to everyone once and a while no one is perfect on any of this but if it happens a lot that has to be fixed through lack of practice.

It’s not that I am complaining, it’s just that I am playing them for fun and not sure what to do :smiley: Thanks Pimp for the healthy assessment, and Rooster, and AznPerson :smiley:

Man watching the GSL makes me want to play some SC2

I vow to get some games in this week.

Of course, I may just learn T instead thanks to 1.3 but at least I’ll be playing! (and its also the race I’ve put the least time into, so I want to learn if they’re really as fucking powerful as they seem. Then when I figure out why I keep losing, I’ll know what to do as P again)

It’s awesome that I can come to srk and get some really good advice and input. I can’t thanks each of you enough. On another note:

When playing as toss, what’s the best way to prevent early drops/hellion harass? My friend torches my drones like it’s a bbq. And, how do I break his early wall in? Should I even attempt this is toss?

Thanks :smiley: Love the input!

Is 15 Hatch not a safe build for Z anymore in semi-close proximity to T?

uh, it depends how good you are really. If you can defend a 15 hatch then it is your best bet. I usually start my spine crawler in my main base if the natural is close enough so i can move it over the second the hatch goes down. Also it can be beneficial to block the spine crawler with an evo chamber against T and P. As far as terran goes if its an all in and you 15 hatch you probably lost. 2 rax pressure can be stopped it is just tough to do. However if you defend it you are WAY ahead in economy.

If you don’t think 15 hatch is safe enough a good build I like to do is 15 gas and 14 pool. Some people do 13 pool variations but I believe if you are going for non speed zerglings the only way they will be effective is at 7 or 10 pool timing.

drops are really map dependent, you typically just need to park your stalkers (a few of them at least) where the most likely drop path is. Also build your pylons spread out in your main so that you get vision of everything and have more time to react. Stalkers scare dropships away.

Sentries can also block hellion pathways, use the minerals + 2 force fields to pin them in place while your stalkers go to town.

As for breaking walls, it’s really easy so long as you can actually attack and they aren’t repairing. There are 3 methods you can use depending on the situation.

  1. Pylon warp in trick. Build a pylon just a bit away from the wall, near the ramp, where you can warp up into the base. T has to unload units/ try to kill this and you can attack them and defend the pylon. When it finishes, walk up the ramp (so you get high ground vision) and just warp zealots directly into the base. This works if they’re teching with like 1 bunker of marines and you just need to get in and harass some workers

  2. oGsMC bust; get like 6-7 sentries, a bunch of stalkers and some zealots. Run the zealots up the ramp, target everything on the bunkers. When the SCVs come to repair, just forcefield block them all so they can’t repair. The bunkers die, then their units die, then you win

  3. Void Rays. Get 2-3 voidrays to basically chew up the wall, using stalkers to defend from any marines who try to hit it. Charge up, melt their wall, then walk in and win

At least those are the 3 methods that I’ve seen and used versus T

So the no amulet thing seems ridiculous without some other sort of compensation. I suppose I can ‘kind of’ see where Blizz was going with that change as warping in templar with storm immediately was fucking amazing, but if you’re going to just remove the amulet altogether at least change the energy regen time or something.

I guess this does go hand in hand with the faster phoenixes from last patch, but I don’t really see this as really addressing what toss needs regardless. If there’s anything OP about them it’s just the strength of their generic death ball at mid to late game. The templar seem more like icing on the cake after voids and colossi regardless, so what’s the point? If their goal was to tone down toss’ end game I’d think a ‘better’ nerf would be to increase the research time on colossus range or build time on voids. This doesn’t seem very constructive at all in its current state.

i guess i get the amulet change? And with maps being bigger now it was going to get even better in the big picture. But i still wish they were just altering it or something instead of removing it entirely. Since they’ve never done it before (that i can recall) i guess it’s out of the question to just make templars w/amulet researched cost more? i’m think 75/175 or something.

And colossus were the thing everybody thought was the problem and now they’re just ignoring them? i’m guessing they aren’t as strong with bigger and bigger maps?

Well the bigger maps sort of make colossus weaker, but not directly. Basically, when you have the Toss Deathball, all your colossus are hugely important so if you lose any of them, replacing them is hard. With bigger maps, theres more time for your opponent to kill them before they hit their base. But besides that, Colossus are just as strong as ever, and basically the most viable tech route 80% of the time. Nerfing Void Rays last patch, and High Templar this patch, really pushes that closer to 90%. I just don’t get the logic. They are too slow to keep up with an army pushing across the map, take too long to generate energy to use when warped in, and archons are pretty weak (they should be considered massive as to not be slowed by marauders and it’d be a good first step).

Meanwhile, Terrans get to keep Ghosts that come with EMP pre-researched, dealing an instant AOE damage to all of toss’s units and making sentries/high templar completely nullified unless you keep all your casters spread out perfectly. Which is what all of the T players say to do, yet can’t seem to handle doing that to dodge storms themselves.

If instant warp in storms are too powerful, which I don’t even think they are because you rarely see it in high level unless it’s versus T1 Terran, and if you have the nerve to complain that T3 toss beats T1 Terran too strongly then I just don’t know what to say, then maybe increase the cooldown or something. Toss already has to pay huge fees just to unlock any abilities on their units that are necessary (Thermal Lance, Blink, Charge, Storm, Amulet) so if I can get to templars and you’re still on Marine/Marauder, damn straight you should get torn to shreds

noooooooooo they removed the amulet??? but they didn’t remove concussive shell? BULLSHIT. fuck terrans.

checks patch notes

ok at least they’re increasing stimpack research time that’s good. ok hopefully by the time i start playing sc2 again they’ll add amulet back and nerf marauders into oblivion, then i’ll have an easy time playing.

Cancel the amulet change, give Colos the siege tank treatment: 10 (+5 to light), 2 attacks.
Even then i don’t think that’s necessary.

Bring back BW Ultras!!!