StarCraft II Matchmaking Thread

I read this idea on team liquid and love it for fixing game balance…

Instead of addressing the races in general what would happen if you eliminated 2 mineral patches from every mineral line? Bases would saturate much faster (5-6 workers faster) and require everyone to expand much more quickly. Zerg already expand faster than this happens anyways but it would require Terran to leave the safety of their wall behind which would allow for Zerg to play more of a containment game. You’d also get auxillary scouting by seeing what units they use to support the expansion or even run speedlings into their base while the supply depots are still down.

Just a thought.

Why punish the other two races to make up for one?

You can 2 gate FE, 1 gate forge FE, or early tech to void ray and FE if your harass is somewhat successful. Pretty much ALWAYS expand against zerg or you will be so far behind in economy.

Is requiring Terrans to do something other than push a bare bones military into a full-fledged econ for free really too much of a demand? Zerg needs the help more than anyone else.

How do I blink Stalkers up a cliff? I was playing Lost Temple and I had hella Stalkers ready to blink up behind his main, but they would just blink and hit the wall. I could have sworn someone else did it to me on that map.

You’ve gotta have vision, you usually use an observer for it.

Yeah you need vision, so an observer or an air unit (even a hallucinated one) works well.

And yes, you can pick up tanks in siege mode with phoenixes, it’s awesome.

The mineral line idea is kind of interesting, but I don’t know if its really that good of an idea. It really punishes one base play, and on certain maps (Steppes of War) even zerg is afraid to fast expand in some cases. I think it works well for having a map or so in rotation which does that, but not all maps across the board

My Favorite balance idea is to bring back the Academy building for Terran, and make it a requirement for 2 things:

Reapers. Now require an academy, but not a tech lab (you can reactor them now)
Upgrades for Tech Lab. So you can go Marauder, but you need this for Concussive Shells.

The idea is that it gives other races more of an idea what to expect from Terran if they can scout, rather than just see “Well theres a tech lab, now there can be Reapers or Mauraders or Stim Marines”

The best part about that is the Saturn bomberman “we’ll be right back music”

epic ending to an awesome game

part 1 - [media=youtube]qEV9niTmeOU[/media]
part 2 - [media=youtube]4aLBqeKd_lk[/media]
part 3 - [media=youtube]ww_w7sh6NWY[/media]
part 4 - [media=youtube]EOY2ve7zHb4[/media]

Terran is the easy mode/Sagat race.

Lets say early game I have a group of speedlings and roaches. We meet at the center of the map, and the Terran has a group of infantry. The amount of work the zerg player has to do to win that outcome is astronomically higher than the Terran. I have to constantly be spreading my creep tumors out into the map because most zerg ground sucks without a creep highway underneath them. I also have to carefully micro my forces by flanking and spreading them out so they don’t get owned my stimmed infantry. All the Terran has to do is 1a2a3a with his infantry ball and just rape my base if he wants to (oh yea and maybe press stim once). Once it gets to mid-game and Toss/Zerg players get Storm/Fungal Growth Terran has to SOMEWHAT start microing, but it’s still minimal compared to the other races.

Terran in SC1 was considered by Koreans to be the hardest race to play effectively at a high level. A good mech push across the map took at least 200-300 APM…now I feel I can just faceroll across the map if I wanted to with an invincible ball of insert Terran unit. I could see why Idra left Terran, it really does feel easy mode, and wins feel somewhat unsatisfying.

And the problem with Zerg is that, at the highest levels of play, they are a reactionary race. Terran/Protoss dictate how the flow of the game should be, and the Zerg HAS TO follow that or else they will lose. This is especially true for early game. Trust me, at Diamond level play Zerg players will never be able to follow their own pre-set build order…you have to scout your opponent and find a suitable build to counter his build order or else you WILL GET RAPED. While this might sound reasonable ('What’s wrong with always countering your opponent? blah blah blah") , you will find that not having the ability to control the flow of the game is very annoying. Of course, I doubt any of us will ever get to that level for it to matter. I personally still enjoy playing Zerg, coming from a hardcore Zerg SC1 vet. I miss korean muta micro…I miss lurker/lings…I miss defilers…but they have some mechanics that still intrigue me.

I’m trying to learn zerg now so if anyone wants to get in some games, get at me.

this is what i miss the most. its so hard to go through chokes in SC2.

Hecatomb code 298. I only play Zerg and teams. As far as chokes use Mutas and Nydus

This is so true. Terran in SC2 has absolutely no melee units. Hellions don’t really count. That projectile turtle game is really strong.

Really? I figured that title went to Zerg for sure.

I think this is the reason why I’m playing Zerg now. I liked Terran in SC1 (though I’m godawful at RTS games), but I prefer Zerg because they seem to have changed the least from SC1. Like someone said earlier, Zerg doesn’t really have an “oh shit” type of unit. They just do what they always do and try to get there “the fastest with the mostest”. I didn’t really want to have to bother with the new units so much and Zerg just seems very familiar to me. Spreading creep is part of the fun in the challenge, like controlling space with a command throw or something.

Zerg is the Rush Down Race. I find attacking all the time seems to work the best. Harassing is very important as a zerg player. It messes with the players head cause now he has to think about stopping attacks as well as trying to build a army. If the player wants to sit and defend best bet is going air and nydus. I hate building up a huge army as well since id rather find a opponents weak spot and kill him.

You can gain even more by maintaining a minimalistic army while controlling the map. This will allow you to power more drones out and get an even stronger econ advantage. You should harass, don’t get me wrong, but if your opponent just walls in and doesn’t let anything through, expand on his ass. Blow up like a white woman getting off the atkins diet.

Here’s the thing though…zerg harass game is SIGNIFICANTLY weaker than it was in SC1. Mutas are a shell of there former selves, and can easily be stuffed by well-placed turrets and a Thor. Nydus worms IMHO is a gimmick that can work due to negligent scouting, but that’s all it is…a gimmick.

I will say one thing though…speedling harass can wreck FUCKING HAVOC early game if you manage to get them into the opponent’s base. My zergling micro was pretty bomb in SC1…now in SC2 with the improved AI, and the fact that lings can run circles around marines and zealots, it’s almost a free win if I can sneak 6 lings into the opponent’s base. TBH half my wins in Diamond were due to a cheesy early 9pool ling harass to delay their wall-off…transition into banelings to bust down that wall…then micro like fuck. SC2 at it’s current state…the time for zerg to win is in the first 10 minutes, because their end game units just can’t compare to the other two races.

funny you say that, because in SC1 Zergs were the ones dictating the flow almost every game. However the other two races were pretty good at defending so they were ok with that. although ZvP…

loved watching epic darkswarm defenses with defilers in lategame.

i feel like i’m only playign sc2 cuz everyone else is. would of wished that just did BW HDR or something like that.

Shotgun.

Zerg.

And you.

GOT A ZEEEEEEEERRRGG AND A SHOTGUNNN. AND I’M BRINGIN’ EM HOME TO YOU.

Guitar Part