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 Post subject: Re: STARcraft 2
PostPosted: October 12th, 2010, 7:43 am 
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Kevin wrote:
You should be able to fit a supply depot + barracks on most maps and have a little area of space for units to go in and out of your base. I'd stick an scv or two into that choke until a marine is out to kill the zealot then block off the rest with another supply depot then the zealot thread is gone. This is usually how it goes in matches against my friend


The point i was making is theres several maps you can't block off in time. Pehraps it's map balance over zealot OP but it's still to much that they 2 hit a marine. They can also smash down a depo fairly quickly as well and again it comes down to can i get more scv's on it than he can get zealots. All comes down to where it's placed and sometimes it can't always be placed in a convient place.

Last time i ran into this i can't remember the map but you both spawn opposite sides of the map but it's tiny. I had a supply depo and a barracks up and had to place one more down to block the ramp and that's when a zealot hit. The protoss kept reinforcing with more zealots, the depo that was being built got blown up (nothing i can do) and they got into my base. Quickly cut through my marines and in the end i had to run a few away and shoot with the others while the zealot chased them. While this worked trying to multitask that and build more marines when they get freakin 2 hit is not an easy job.

Not when a zealot can take a beating from marines and he keeps pumping more out and bringing them in.

Looking back at it the only other thing i could have done was pull an SCV off mining and get him to build a bunker. But again zealots can just run past and hit my line so it doesn't help matters. On the bigger maps they just build a proxy near by and do the same thing. At times you can stop it, at times you can't. Feels far to random and far to lucky.

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PostPosted: October 12th, 2010, 7:43 am 
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 Post subject: Re: STARcraft 2
PostPosted: October 14th, 2010, 5:51 pm 
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well terran just got the nerf bat

Quote:
General

• Players will no longer receive achievement toasts while their status is set to "Busy."

• The messaging when attempting to load a saved game or replay from a previous version has been clarified.

• Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.



Balance

• PROTOSS

o Buildings

• Nexus life and shields increased from 750/750 to 1000/1000.

o Void Ray

• Damage level 1 increased from 5 to 6 (+4 armored).

• Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).

• Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

• TERRAN

o Buildings

• Barracks requirement changed from Command Center to Supply Depot.

• Supply Depot life increased from 350 to 400.

o Medivac

• Acceleration reduced from 2.315 to 2.25.

• Speed reduced from 2.75 to 2.5.

o Reaper

• Nitro Packs speed upgrade now has a Factory Requirement.

o Thor

• Energy bar removed.

• 250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

• ZERG

o Buildings

• Hatchery life increased from 1250 to 1500.

• Lair life increased from 1800 to 2000.

• Spawning Pool life increased from 750 to 1000.

• Spire life increased from 600 to 850.

• Ultralisk Cavern life increased from 600 to 850.

o Corruptor

• Energy bar removed.

• Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).

o Infestor

• Fungal Growth now prevents Blink.

o Roach

• Range increased from 3 to 4.



Bug Fixes

• Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.

• Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.

• Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.

• Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.

• Fixed a desync that could occur on user-created maps with custom mod dependencies.

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 Post subject: Re: STARcraft 2
PostPosted: October 15th, 2010, 2:11 am 
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Protoss nerf was needed. None of the terran nerfs was required.

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 Post subject: Re: STARcraft 2
PostPosted: October 19th, 2010, 6:18 pm 
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I bought it this weekend, and I enjoy it a lot. I'm new to the multiplayer part and have trouble keeping up with the more experienced players though :(

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 Post subject: Re: STARcraft 2
PostPosted: October 20th, 2010, 3:42 am 
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Check these guys out;


They've got like 5 SC2 songs like that one there pretty good. If they released an album of SC2 I'd be tempted i have to confess.

Been playing a lot of 2v2 lately me and a mate both going protoss. Such a broken game in 2v2. :lol: 2X4 gate = them ****. Tested out the void ray nerf as well and ouch. Those things suck on buildings now in small numbers. Which is great. Still deadly in large numbers tho.

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 Post subject: Re: STARcraft 2
PostPosted: November 4th, 2010, 10:01 pm 
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shane mike and i did some 3v3 last night. whew we won them all after starting a new strategy. hit them very very fast

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PostPosted: November 4th, 2010, 10:01 pm 
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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 12:15 pm 
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http://us.battle.net/sc2/en/forum/topic/1213111662

New patch notes are out. Haven't played in a while so really have little to no opinion on them right now. Needs moar terran buffs.

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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 12:23 pm 
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I think I might play some tonight. I have not had time since school started. I plan on beating the campaign over Xmas break.

I like the update that lets me change my screen name.

Anyone want to play me tonight?

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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 3:59 pm 
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I don't like the phoenix buff. It's way too fast to produce and they are already so annoying when you are zerg and the enemy decides to get them. They move too fast to kill with anything. That can currently be solved with a fungal growth to freeze them in place, but when this patch hits public, that wont be possible either because of the infestor nerf.

Edit: They are going to revert the fungal growth nerf thankfully. http://us.battle.net/sc2/en/forum/topic/1306100875


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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 5:54 pm 
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i don't believe they really intended to remove funal growth from hitting air units. i think they only did that to test some of the mechanics out. it would almost be a terrible terrible nerf if they did that.

on the bright side, creepy, ranging, you MUST try the space battle custom map. it's totally sick.

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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 6:20 pm 
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trekkie wrote:
i don't believe they really intended to remove funal growth from hitting air units. i think they only did that to test some of the mechanics out. it would almost be a terrible terrible nerf if they did that.

on the bright side, creepy, ranging, you MUST try the space battle custom map. it's totally sick.


It is a Use Map Settings or a regular game?

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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 6:31 pm 
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Does that mean that there is no speed upgrade at all for VRs, or is the speed upgrade put in as a buff instead?

Ranging God wrote:
trekkie wrote:
i don't believe they really intended to remove funal growth from hitting air units. i think they only did that to test some of the mechanics out. it would almost be a terrible terrible nerf if they did that.

on the bright side, creepy, ranging, you MUST try the space battle custom map. it's totally sick.


It is a Use Map Settings or a regular game?


It's a Use Map Settings, however it really is an amazing one. I haven't done a ladder game since I discovered it. XD

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 Post subject: Re: STARcraft 2
PostPosted: December 7th, 2010, 6:50 pm 
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King Kulla wrote:
Does that mean that there is no speed upgrade at all for VRs, or is the speed upgrade put in as a buff instead?

Ranging God wrote:
trekkie wrote:
i don't believe they really intended to remove funal growth from hitting air units. i think they only did that to test some of the mechanics out. it would almost be a terrible terrible nerf if they did that.

on the bright side, creepy, ranging, you MUST try the space battle custom map. it's totally sick.


It is a Use Map Settings or a regular game?


It's a Use Map Settings, however it really is an amazing one. I haven't done a ladder game since I discovered it. XD



I will definitely check it out tonight then

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 Post subject: Re: STARcraft 2
PostPosted: December 13th, 2010, 3:42 pm 
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went to the starcraft tournament in the bay area. had nothing better to do on sunday so i went.

met some pros like painuser (who's like 6' 5") and i will probably make kulla jealous. i met HDstarcraft there as well and just for fun we were cheering him on when he was playing and we heard our voices over the live stream.

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 Post subject: Re: STARcraft 2
PostPosted: December 14th, 2010, 12:29 pm 
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That is pretty neat. I doubt they have anything like that out here, but I might look into it. I imagine I could learn some pretty impressive strategy's there.

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