Starcraft II Megathread V.1 'Hell, It's About Time'
5,000 replies, posted
[QUOTE=BurnEmDown;24160193]You mean /user/documents? Because I don't have a blizzard folder there. I'm on Vista BTW so it might be different from XP or 7.[/QUOTE]
Mine is Documents/Starcraft II/
Yeah the problem with Zerg is that they simply don't have anything special anymore. They can swarm with Zerglings, but that's it.
All other races got new fun stuff (cliffjumping, for one), Zerg feels meh.
[QUOTE=acds;24160408]Yeah the problem with Zerg is that they simply don't have anything special anymore. They can swarm with Zerglings, but that's it.
All other races got new fun stuff (cliffjumping, for one), Zerg feels meh.[/QUOTE]
You'd really think that cliffjumping would be more of a zerg thing than anything.
[editline]01:44PM[/editline]
I mean their main strength is supposedly being able to "swarm" the enemy so if anything some units should be able to climb up cliffs or something so that way a barracks and a bunker can't stop most of their ground.
[QUOTE=FunnyGamer;24160437]You'd really think that cliffjumping would be more of a zerg thing than anything.
[editline]01:44PM[/editline]
I mean their main strength is supposedly being able to "swarm" the enemy so if anything some units should be able to climb up cliffs or something so that way a barracks and a bunker can't stop most of their ground.[/QUOTE]
Double-deep wall = You're out until T2. Banelings won't cut it with double-deeps.
[editline]05:47PM[/editline]
Also enough with the fucking ramps already, every single map has loads of ramps. Which definitely doesn't favours Zerg, especially since they don't have cliffjumpers.
[QUOTE=acds;24160502]Double-deep wall = You're out until T2. Banelings won't cut it with double-deeps.
[editline]05:47PM[/editline]
Also enough with the fucking ramps already, every single map has loads of ramps. Which definitely doesn't favours Zerg, especially since they don't have cliffjumpers.[/QUOTE]
I also love how holding Zerg out of your base is the easiest thing in SC2 to ever do, just block the entrance and build a few AA turrets around the base, and no Zerg can get in (without wasting a lot , lot, lot, lot resources).
I also love how theres practically nothing you can do against battleships, which are on higher ground behind a ramp.
[QUOTE=acds;24160502]Double-deep wall = You're out until T2. Banelings won't cut it with double-deeps.
[editline]05:47PM[/editline]
Also enough with the fucking ramps already, every single map has loads of ramps. Which definitely doesn't favours Zerg, especially since they don't have cliffjumpers.[/QUOTE]
The map design is generally awful for the way zerg currently work. Honestly, if they redesigned the maps I think we'd see a lot more viability for zerg. As is, it's pretty dumb to have your natural shelled from cliffs you can't reach.
i think bringing back the lurker would help a lot, i mean if anyone played custom maps, the whole unit is completed, they just decided to remove it because apparently their testers didn't use it because of roaches and banelings which is the worst excuse
[QUOTE=Crazy_Farmer;24160684]i think bringing back the lurker would help a lot, i mean if anyone played custom maps, the whole unit is completed, they just decided to remove it because apparently their testers didn't use it because of roaches and banelings which is the worst excuse[/QUOTE]
What.
BUT LURKERS WERE MY FAVORITE UNIT IN BROOD WAR!
[QUOTE=GoldenBullet;24159764]Marines, cost 50. Basic unit, the first unit off the block can shoot anything on the map that isn't cloaked. In a group, all they need is a measly 100/100 upgrade (stimpacks) and they can focus fire down anything. Sure they can be countered, but they are by far the most versatile 'starter-unit' that are useful for the entire game.[/QUOTE]
They also have ridiculously low hp and are vulnerable to AoE which the Zerg has at T1 and the Protoss will have before the Marine ball becomes a danger.
[QUOTE=GoldenBullet;24159764]Marauders, relatively costy 25g/100m. But with another measly 50/50 upgrade, they can slow down anything, and in a group (with stimpacks like before) kiss your armour goodbye. So lets review, only looked at TWO units already and they can easily take out enemy air, bio units and armour. Oh wait, that's everything isn't it? :sigh:[/QUOTE]
Their damage isn't that good and they get killed by air, AoE and anything that can close in on them.
[QUOTE=GoldenBullet;24159764]Vikings, well, 150/75. You can churn out a lot of these, good AA. Oh look at that, they can turn into ground-walking shooters too. Wonderful.[/QUOTE]
Mutas and about any land unit with an air attack will whoop their asses. They're balanced.
[QUOTE=GoldenBullet;24159764]They don't even need to scout. One 50-cost ability and they can see everything your doing (that isn't hidden). All this (along with siege tanks) make them able to just sit in the base, no need to scout, no need to build outside, no need to think about specific build orders (mainly because it's barracks->Factory-> starport, HEY! YOU CAN BUILD EVERYTHING NOW).
:colbert:[/QUOTE]
No, they pay 250 minerals. Compare the costs for the other Races: 50/100 for an Observer, 100 + (100/100 for upgrade) for an overlord. You can't just say "They have an advantage because they can scout everywhere" because every race has unique advantages.
Blizzard has committed an atrocity against all of mankind with this disgrace they call a decision.
[QUOTE=Crazy_Farmer;24160684]i think bringing back the lurker would help a lot, i mean if anyone played custom maps, the whole unit is completed, they just decided to remove it because apparently their testers didn't use it because of roaches and banelings which is the worst excuse[/QUOTE]
"testers didn't use it because of roaches"
And let me guess, they removed the Lurker because Roaches were more useful, and [B]afterwards[/B] they nerfed the Roaches by a lot, right? I think I remember reading that somewhere.
[QUOTE=Krepps;24160720]They also have ridiculously low hp and are vulnerable to AoE which the Zerg has at T1 and the Protoss will have before the Marine ball becomes a danger.
Their damage isn't that good and they get killed by air, AoE and anything that can close in on them.
Mutas and about any land unit with an air attack will whoop their asses. They're balanced.
No, they pay 250 minerals. Compare the costs for the other Races: 50/100 for an Observer, 100 + (100/100 for upgrade) for an overlord. You can't just say "They have an advantage because they can scout everywhere" because every race has unique advantages.[/QUOTE]
Typical die-hard Terran player.
[editline]01:55PM[/editline]
fucking ninjas fucking my automerges.
[QUOTE=Crazy_Farmer;24160684]i think bringing back the lurker would help a lot, i mean if anyone played custom maps, the whole unit is completed, they just decided to remove it because apparently their testers didn't use it because of roaches and banelings which is the worst excuse[/QUOTE]
They didn't use it because of roaches and then they go and nerf the roaches.
[QUOTE=acds;24160742]"testers didn't use it because of roaches"
And let me guess, they removed the Lurker because Roaches were more useful, and [B]afterwards[/B] they nerfed the Roaches by a lot, right? I think I remember reading that somewhere.[/QUOTE]
I know this is far fetched but maybe they're just making excuses because if the lurker was added they'd have to make a second page for larvae "abilities."
OH NO IMPOSSIBLE.
[QUOTE=FunnyGamer;24160748]Typical die-hard Terran player.
[editline]01:55PM[/editline]
fucking ninjas fucking my automerges.[/QUOTE]
"Oh not he has a different opinion than me."
[QUOTE=Crazy_Farmer;24160684]i think bringing back the lurker would help a lot, i mean if anyone played custom maps, the whole unit is completed, they just decided to remove it because apparently their testers didn't use it because of roaches and banelings which is the worst excuse[/QUOTE]
Lurker drops were so much fun in brood war...
[QUOTE=LeonS;24160822]"Oh not he has a different opinion than me."[/QUOTE]
Okay fine I'll point out the obvious in my next post.
[QUOTE=FunnyGamer;24160748]Typical die-hard Terran player.[/QUOTE]
I play random. If you have nothing constructive to say, go away.
[QUOTE=Krepps;24160720]They also have ridiculously low hp and are vulnerable to AoE which the Zerg has at T1 and the Protoss will have before the Marine ball becomes a danger.[/QUOTE]
Zerg AoE is T1.5. The same tier you get marauders, which counter banelings.
[QUOTE=FlyingAlien;24160599]I also love how theres practically nothing you can do against battleships, which are on higher ground behind a ramp.[/QUOTE]
Don't worry about that past bronze league.
[QUOTE=Krepps;24160720]They also have ridiculously low hp and are vulnerable to AoE which the Zerg has at T1 and the Protoss will have before the Marine ball becomes a danger.
[/QUOTE]
45 is not ridiculously low, especially since they are the first unit. Also Marines alone aren't much of a problem, but add +50% firerate, shields and large numbers...
[QUOTE=Krepps;24160720]
Their damage isn't that good and they get killed by air, AoE and anything that can close in on them.[/QUOTE]
The problem is that with those cheap, AA Marines nothing will close in on them, if only because the marines are in the way. And damage isn't that good? Stim them and focus them, yes damage is good, very good. Oh and few things will get in range when they have been concussed.
[QUOTE=Krepps;24160720]
Mutas and about any land unit with an air attack will whoop their asses. They're balanced.[/QUOTE]
True, but their range is ridiculous (as in, too much).
[QUOTE=Krepps;24160720]
No, they pay 250 minerals. Compare the costs for the other Races: 50/100 for an Observer, 100 + (100/100 for upgrade) for an overlord. You can't just say "They have an advantage because they can scout everywhere" because every race has unique advantages.[/QUOTE]
You can't compare the scan to detectors since the scan is just point and click, detectors have to get there. Also Terrans have normal detectors too, it's just Terran that get the extra insta-reveal multi-cast ability.
Just make Hydras tier 1.5, cost 1 food and put Lurkers back in
Honestly I don't even know WHY they felt the need to put Roaches in the game
[QUOTE=Krepps;24160720]They also have ridiculously low hp and are vulnerable to AoE which the Zerg has at T1 and the Protoss will have before the Marine ball becomes a danger.[/QUOTE]
"ridiculously low hp."
Zerglings have less and that's BEFORE armor shielding. 45 Is a shitload for the very first unit.
"Zerg t1 AoE"
Yes because a suicide unit that only works when they're humping their target is SO DANGEROUS. Oh wait by the time a zerg player has banelings the terran player has stimpacks and marauders and maybe combat shielding if he plays right.
[QUOTE=Krepps;24160720]Their damage isn't that good and they get killed by air, AoE and anything that can close in on them.[/quote]
Until you get concussive rounds and then that stops the surround weakness. Throw in some marines with them (and stimpacks as you should obviously have them if you're any terran player worth your salt) and their only weakness is AoE which banelings can't even do because marauders counter them.
[QUOTE=Krepps;24160720]Mutas and about any land unit with an air attack will whoop their asses. They're balanced.[/quote]
If you're dumb enough to use nothing but a group of vikings then yes hydralisks with mutas will destroy them.
BUT WAIT throw in some SUPPORT UNITS with them and SUDDENLY hydralisks are dead FAST while mutas get shot down by vikings.
Vikings are the best Air-to-Air killer why would someone put mutalisks against them.
Better yet I think I should be asking you why you would even THINK of putting vikings by themselves with no supporting units.
[QUOTE=Krepps;24160720]No, they pay 250 minerals. Compare the costs for the other Races: 50/100 for an Observer, 100 + (100/100 for upgrade) for an overlord. You can't just say "They have an advantage because they can scout everywhere" because every race has unique advantages.[/QUOTE]
Yes 250 minerals for 12-second detection cirlce ANYWHERE on the map with NO INDICATION THAT IT IS THERE other than a 2 second radar animation.
Plus you still get normal detection units.
OH WAIT but you're not even SPENDING minerals it's just the same amount of energy to call down a MULE that would get you only 250 minerals over 90 SECONDS.
Wow a whole extra 2.78 minerals per second for 90 seconds "wasted" on seeing ANYTHING for 12 seconds.
[QUOTE=FunnyGamer;24161217]
Yes 250 minerals for a command center upgrade and then every 25 seconds they can see a large portion of the map for 12 seconds and detect cloaked units, while the only thing giving this away is a large and faint yellow circle going for two seconds and then nothing.
And did I mention that this ability costs them EXACTLY 0/0? Whoah![/QUOTE]
The 250 minerals is the cost of casting Scan. Orbital Command costs 150 minerals.
[QUOTE=gparent;24161274]The 250 minerals is the cost of casting Scan. Orbital Command costs 150 minerals.[/QUOTE]
What.
Well I am really confused.
[editline]02:18PM[/editline]
Fixed that last point now.
[QUOTE=FunnyGamer;24161295]What.
Well I am really confused.
[editline]02:18PM[/editline]
Fixed that last point now.[/QUOTE]
He means that when you cast Scan, you're using energy that could be used on a MULE, which would get you money a lot faster. Although, in the long run, it might not matter that much (especially when your lines are fully saturated)
[QUOTE=GaLm121;24161386]He means that when you cast Scan, you're using energy that could be used on a MULE, which would get you money a lot faster. Although, in the long run, it might not matter that much (especially when your lines are fully saturated)[/QUOTE]
I -think- MULEs can mine nodes being mined by a SCV, but either way, if they can't, you should be expanding if you're fully saturated, leaving you with plenty of nodes to cast MULE on.
[QUOTE=Krepps;24160720]
No, they pay 250 minerals. Compare the costs for the other Races: 50/100 for an Observer, 100 + (100/100 for upgrade) for an overlord. You can't just say "They have an advantage because they can scout everywhere" because every race has unique advantages.[/QUOTE]
Nope, it doesn't work like that.
Just because that 50 energy could have been used to call down a MULE it doesn't mean it costs 250, not at all. First of all you are losing a [B]potential[/B] 250 minerals over 90 seconds (and yes, the time it takes to get those 250 is [B]very[/B] relevant). Second of all, if we go by that principle then each Creep Tumor costs me upwards of 1000 minerals each time I spawn one (because I could have spawned 4 larvae, which could have morphed into drones, which could have gathered a lot of minerals in the span of an entire match), or each Zerg building costs me X minerals (like before, it could have been gathering instead).
Also lets assume it's trua and it really costs 250 minerals, then:
Terran need: 150 for barracks, then 250 minerals for a detecting insta-scan of any area of the map for 12 seconds.
Zerg need: 100 minerals for the Overlord, 100/100 for the Lair, then X/X for the Overseer (can't remember the exact numbers), then move it to wherever they need to see, and not get it killed (which against a good player is hard, impossible if you want to see the middle of his base). Not only does it cost more (remember, gas is way more valuable than minerals), but it also takes ages more (and again, time is very important in Starcraft).
[QUOTE=FunnyGamer;24161217]
Vikings are the best Air-to-Air killer why would someone put mutalisks against them.
[/QUOTE]
Vikings aren't actually too great against mutas because mutas aren't armoured.
[QUOTE=X-Neon;24161593]Vikings aren't actually too great against mutas because mutas aren't armoured.[/QUOTE]
So wait vikings are better against the zerg flying Anti-Air corrupter than against mutalisks simply because the corrupter has armor?
Well holy shit.
[QUOTE=FunnyGamer;24161973]So wait vikings are better against the zerg flying Anti-Air corrupter than against mutalisks simply because the corrupter has armor?
Well holy shit.[/QUOTE]
Yep. Look at the strong and weak against bit (I know it's quite simplified, but it gives the general idea).
[url]http://eu.battle.net/sc2/en/game/unit/viking[/url]
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