I agree, that match was insane. Losira is frigging amazing with what he did in that game. It just seemed to me that TLO had more options at the time and could access them quicker. There’s no way I could fathom multi-stasking like Losira did… No way… It was a great match.
so i am learning to play zerg and pretty much a noob at this. I just watched that match between losira and TLO. What are the options for the zerg against an early helion harass like that? Would roaches be the way to go against those helions? What can the zerg do about about those mauraders?
I think roaches don’t take as much damage from helions, as compared to lings. Helions roast your drones for free!!! Evac as soon as possible. Banelings help against marauders, as well as speed lings. Against Terran bio, def. mix it up with banelings. I’m not that great at the game, but you can look up SC2 on youtube for great commentary as well as go to teamliquid.net for more input.
Question: Whenever I am on team games, my partners BOTH have the same color (usually yellow) so I can’t distinguish between the two. Is there a way to change this? I’d like to see their individual colors…
Press Alt+F
In the transition from BW to SC2 the zergling was the only unit out of the three basic starting units (other two being marine and zealot) to have a reduced dps. This is just really strange to me since zerglings are meant to be a high dps unit. So not only is it’s dps low compared to it’s counter parts, the adrenal gland upgrade is basically the equivalent of a single melee upgrade which is significantly cheaper and streamlines better if for end game bl or ultra. In BW adrenal gland made them attack 33% faster, in SC2 it makes them attack roughly 16-17% faster. So decreasing the attack cool down along with making adrenal gland offer a significant boost would help a lot while not over powering (to be honest it would just buff zerglings back to the way the used to be in BW).
As for spine crawlers, they definitely need a shorter build and root time. The general early game for zerg is to focus on macro while scouting and as soon as you see a push power out some units and lay down crawlers. The problem is that crawlers build so ridiculously slow that they might actually not be done in time. If the zerg is forced to be on the defensive during the early game then at least give them the tools to defend well.
Yeah, if your bases are not far away, your spines won’t be finished before a push would hit your base. In BW, if you built your sunken colonies right when the push starts, you could defend in time. I hate having to make spines against toss “just in case” he tries to push with a 3 or 4 gate.
im sure this is deliberate since unlike in BW1, you dont have to build a creep colony before you morph it into a spine or spore. in addition you can reposition spine’s now so even if you build them early you can still use em to guard your expos if need be.
i think if you make it the same build time as BW you would need to make them weaker somehow or else cheese spine rushes would be broken.
The only times I’ve seen zerg on the early defensive is either against reapers or when they go for an early ling rush that fails horribly. During other times, they usually have a good amount of roaches and lings by the time I get there with my army.
Whoa! A neat little trick was found to boost your econ in the beginning. Works with all races!
[Trick] Early Game +7% Mineral Boost
Ill link the video included in the post. But you should really read the whole post.
[media=youtube]9AGV3y9e9w0[/media]
Thank you sir!!!
neat… thanks
Wait. . .so as your worker is returning to your base with a mineral, you just spam Hold Shift + Right Click on Mineral Patch -> C (x1000000) -> Right Click on Mineral Patch. . .? That’s it? Because I tried that out, and it works, and it seems relatively easy to me to do. Surely I must be doing something wrong, b/c it seems so simple and straightforward. Is there a catch somewhere?
well the catches are, you can only do this one unit at a time so if you have more than 8 workers its gonna take some time. plus the worker will go back to it’s regular slow mining after it goes through all the queued commands. also if there is a worker already at the mineral patch the worker will wait for that mineral patch to open, even if there is an open one right next to it, since it was commanded by you to go mine at that certain patch.
the increase is very minimal in the grand scheme of things so its pretty much useless beyond the very beginning especially since you should be busy microing or macroing more important stuff. however people who want to cheese will find these much more useful since you can get out your units faster than before.
YES I GOT INTO DIAMOND LEAGUES WOOOOOOOOOOOOOOOOOOT IM SO PUMPED! I even nibbled on some weed corn bread before hand and surprisingly, it helped me cause I wasn’t too high, but high enough to calm my nerves and slow me down enough so i thought about all my actions.
http://us.battle.net/sc2/en/profile/1064663/1/Mandelbrot/
these matches are really stressful, one of them included one vs a zerg on kulas where i phoenix harassed and then started amassing void rays and carriers, and dumping spare minerals into zealots. miraculously, i had expanded enough so that i got a big enough army to stop his ultra speedling corruptor. we swapped a bunch of expos but since i had reached critical mass for void rays he had no answer for them. still thought i was a goner and had considered saying GG at one point when his ultras just tore me a new one.
the games are only gonna get more stressful but it’ll help me improve more quickly. i really wish i could play this game more. hope i don’t get demoted!
Why isn’t this thread just renamed to “The Starcraft II Thread 2.0”? :wonder:
Because YOU’RE STUPID. There, I said it.
That’s not a valid reason. >:|
Because you lose to Allen Chang for free in BlazBlue.
I’m just messing around and your suggestion does make sense.
Anyone willing to run some practice games with me?