StarCraft II Matchmaking Thread

dont know just having the voidray attack ground and air seems a little to much, Ive seen 2 voidrays take out 10 rines and wipe out a base in a few sec. Maybe I dont like the idea of having to worry about 2 units destroying my whole base in a few sec if you not ready for it, nothing is that powerful in SCBW maybe a nuke, but those can be dealt with a lot easier

were the voidrays fully charged? 10 marines should taken out 2 voidrays and the shield of 1 more if they aren’t charged.

If he has 2 void rays, why do you only have 10 marines?

Dude, you fucking suck. Micro and get better and stop whining like a scrub. Actually, keep whining because it cracks me up to see you lose to garbage. Please post a replay.

Unless you find out too late it shouldnt be hard to counter VRs with marines

Heh, dude tried to VR rush me last night in a placement match. I just defended with two queens, and my hydras popped soon after. Got rid of the next few VR’s he sent, then just spammed ling/roach/hydra on his base for the gg. VR’s are managabel, just have to play it safe.

Help me guys
Xel’Naga Caverns - BrettFavre vs. Pissbowlin - Replays - SC2Replayed.com

I never played a rts till a week ago so I suck quite a bit. I would like to know what I should have done to end it faster. I knew I was starving the player but his missiles all around his base were annoying. When he had no where to go I stopped having my queens spit on the hatcheries and became a bit lazzy. I would also like to know if the times I decided to make more hatcheries were good or if I should have done so earlier.

A quick note I realized after re-watching. If I left my zerglings near his base and was a little bit quicker I could have ended it there with benglings but oh well.

You should never be getting lazy with queen injections. Even if i’m 200/200 and 0 mins / 0 gas, i’m going to keep continuing to inject. Make it a force of habit, or you’re going to forget at other important moments.

Also, bengling = banelings???

Higher level zerg players also spread creep over larva. Your queens should never be idle with energy unless you anticipate a void ray attack (for transfuse).

Get out of here with this shit. You’re like the first person in this thread to try and troll it or spread your retardation or whatever it is your doing. No one is interested in reading your text.

Can’t watch the whole thing but I do want to talk about your opening. 7 pool is basically considered an all in play at higher levels…as is almost anything less than 10 pool. He was able to wall off and macro up for free because you decided with that play. The only reason you should build a pool early is when you’re worker scouting and see extremely early aggression. Had you gone 14 hatchery/13 spawning pool and just macroed up instead of throwing a bunch of forces away at his wall at the beginning there you could’ve won the game handily.

Edit: In case you ARE looking for a really aggressive build order against Terran I’ve been loving 13 pool/13 extractor. It allows for early zergling play and the ability to ‘poke’ at their base a little and make 1 of 2 transitions. If they’re too well off on defense you can start to macro up comfortably, or if your harassment is doing more damage than it should you can elect to simply build more zerglings. Generally I recommend building an overlord at 15 but with only 12-13 drones working you can get away with an overlord on 16.

my friend told me its totally possible to void rush your way up to gold. i won two of my placement matches with void rays, then didn’t want to use that as a crutch. its not so much that its overpowered, its that people in lower leagues don’t know how to scout. just like they dont know how to defend against a 6 pool (i got pwned by one in my last placement match lulz)

if you are terran, the counter is to scanner sweep, realize something is amiss when you see a stargate, and build some anti air shit. their range is not greater than a missile turret. done. micro wise, the void rays will typically focus fire a building first to build up firepower; that’s when they are dangerous. until then they dont actually do a whole lot of damage. if you know what angle theyre coming in from then you can park your marines there.

Void rays are actually really good against Zerg too… they allow Protoss to match Zerg’s fast expand so they’re not screwed late game. Same deal against Terran but I actually prefer phoenixes over void rays. Overpowered? Hellll no!

it doesn’t work that way in korea. it’s not ‘well this is the new starcraft so i guess we should play it’. they view it as a completely different game. brood war in korea already has a gigantic financial infrastructure, a strong fan culture, and a clear evolutionary process in the games being played over time. it’s not going to just disappear because ‘the new one is out’.

basically what will happen is the status quo will be maintained until either a) ratings drop to the point where it is no longer profitable, or b) blizzard’s new partner Gretech cannot come to terms with OGN/MBC. whether SC2 takes off as a popular esport in korea is an entirely separate matter.

feel free to add me anyone who recognizes me from teamliquid~

Arrythmia.258 diamond terran ~400pt so far

Well if you think I was trolling you, you would be wrong. I was talking to the other guy

Im not whining I just think there over powered, you on the other hand just keep coming back with stupid shit, and not even trying to explain why there not over powered you just like my dick so much and want to suck it thats why you keep posting stupid shit. And if you want to suck my dick so much just say so.

Void rays are expensive and slow. They’re only hard to counter if you’ve been blindly massing zealots or zerglings without scouting and suddenly you have 2 on your ass. Scouting is so important in this game it makes it feel like an espionage simulator.

Void Rays are really hard to stop once you reach the critical number of 6.

However, they’re so expensive, if you let your opponent get 6 of them, thats 1500 minerals and 900 gas your army should have had over theres bar the void rays. So thats your bad for even letting them get that much.

Basically, void rays counter people who like to turtle and mass instead of scout and keep tabs on what your opponent is doing

I haven’t had a chance to play online yet. Looking at these builds what do these numbers mean?

9 pylon
12 gateway and so on. Don’t know how to read this at all.

Build Order is listed by supply, the number on the left being at what supply you should start building that structure/unit. Typically you keep pumping out workers.

You start off at 7 (I think), build two probes (which makes you have 9 supply), then you build your pylon, then three more probes (12 supply), then your Gateway, etc.


I need help. I am having a hard time vs Zerg as Protoss. First time by mass Hydralisks, and the second time by mass Mutalisks. What counters those units?
Here’s the replay where I lost against Hydras:
http://www.sc2replayed.com/replays/55043-1v1-protoss-zerg-metalopolis

Vs Mutas:
http://www.sc2replayed.com/replays/55044-1v1-protoss-zerg-blistering-sands

I’m still hella bad with scouting and all that but trust me I’m working on it.