Posted May 22, 2010

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden

El_Caz
Panamaniac!
Registered: Oct 2008
From Panama
Posted May 22, 2010
I'm liking what they've done with the overseer but the ultralisk needed to be a damage absorber. I'm not so sure having a spell that makes it do more damage was the right way to go. I'm fine with the temporary immunity to some of the other spells, but it would have been better to either make the spell give the ultra more armor or make it survive longer somehow (since they took a chunk of hitpoints out of them). They've made it more into glass cannons than they were before.
The greatest setback the ultralisk has is that broodlords is much better. Hell, I guess you can use frenzy on your broodlords, so why waste it on ultralisks?
The greatest setback the ultralisk has is that broodlords is much better. Hell, I guess you can use frenzy on your broodlords, so why waste it on ultralisks?

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden

stonebro
Love Lumberjacks
Registered: Sep 2008
From Netherlands
Posted May 22, 2010
Not yet, but I know of people that have. Battle.net has been buggy and unstable ever since patch 13 was released. I can't really play, since I keep getting booted off Battle.net for no reason all the time. Even when watching replays I get kicked out.
Lots of people having the same issue on the forums. It's either a bug or perhaps Blizzard are doing some load tests on Battle.net because the whole service seems slow and unstable.

stonebro
Love Lumberjacks
Registered: Sep 2008
From Netherlands
Posted May 22, 2010
I have some more thoughts on Zerg and why there will be a relatively low number of Zerg players between the top and the bottom.
They're just too easy to counter, especially with me being Terran. I'm now placed in the silver league after the database wipe, and find plenty of tough opposition in fellow terran and protoss players. Zerg however I have a 100% record vs. since at least a week ago. This is the general development of any game I play vs. Zerg these days.
1. I wall off my ramp to prevent early ling rush with a barracks and two depots. The ling rush comes, and is stopped. If the ling rush is scouted with a drone, it indicates a good player and I can adjust accordingly.
2. I get reapers up and send to his base to investigate the level of defense near his mineral line. Usually there's a queen up which means I can only get 3-4 drones dead before my reapers have to leg it. If not, the game is won right there after about 4 minutes due to the destruction of his mineral line.
3. I continue building reapers, and also some more base defenses in case he sends something. I use scanner sweep + a group of 5-6 reapers to go around preventing any expansion attempt unless escorted by heavy ground forces. I get a starport + reactor up and start producing vikings.
4. I locate his Overlords with the scanner sweep. This is usually easy since an amazingly high number of Zerg players seem to treat Overlords as something big and clumsy that needs to get out of the way, meaning they are typically hovering near the edge of the map behind their main base. A group of only 4 vikings coming back there means they're toast as Zerg just doesn't have a Spire, let alone any anti-air up at this time.
5. Keep preventing him from expanding, at least beyond their first near-base expansion, with a combination of reapers, vikings, and scanner sweep. If he goes in heavy with forces to get an expansion up, hit him somewhere else then come back for the expansion. I have a second starport + tech lab up now which is researching cloak and building banshees.
6. With 6 banshees w/cloak and probably 10-12 vikings up, the game is virtually won without needing to worry about an expansion until now. At this stage, I can keep the harassment at such a level that I can safely expand to my nearest as well as the nearest rich mineral field. The cloaked banshees means all his expansions are done and dusted, and I've yet to encounter a single zerg player who has any anti-air outside his main base at this stage.
7. He can do nothing but turtle up at his main and churn out mutas and anti-air while I prepare for the final strike. Actually, he'll be spending more time replacing lost overlords, and when I come in with 16 vikings and 12 banshees at the weakest angle of his main base, he's toast.
The point is there's very little Zerg can do vs. me now except go straight for spire and mutalisk. Yes I'm getting better, and yes my tactics seem to be very good at countering zerg, I'm just disappointed at how easy it is. A walled off ramp, a few reapers, early vikings is basically a sure-fire way to victory unless you're facing a very good player. I was a zerg-fan in SC:BW, and I really hope they receive some tweaks such that normal mortals may also use them with success, not just the top players and the APM-twitchy koreans.
They're just too easy to counter, especially with me being Terran. I'm now placed in the silver league after the database wipe, and find plenty of tough opposition in fellow terran and protoss players. Zerg however I have a 100% record vs. since at least a week ago. This is the general development of any game I play vs. Zerg these days.
1. I wall off my ramp to prevent early ling rush with a barracks and two depots. The ling rush comes, and is stopped. If the ling rush is scouted with a drone, it indicates a good player and I can adjust accordingly.
2. I get reapers up and send to his base to investigate the level of defense near his mineral line. Usually there's a queen up which means I can only get 3-4 drones dead before my reapers have to leg it. If not, the game is won right there after about 4 minutes due to the destruction of his mineral line.
3. I continue building reapers, and also some more base defenses in case he sends something. I use scanner sweep + a group of 5-6 reapers to go around preventing any expansion attempt unless escorted by heavy ground forces. I get a starport + reactor up and start producing vikings.
4. I locate his Overlords with the scanner sweep. This is usually easy since an amazingly high number of Zerg players seem to treat Overlords as something big and clumsy that needs to get out of the way, meaning they are typically hovering near the edge of the map behind their main base. A group of only 4 vikings coming back there means they're toast as Zerg just doesn't have a Spire, let alone any anti-air up at this time.
5. Keep preventing him from expanding, at least beyond their first near-base expansion, with a combination of reapers, vikings, and scanner sweep. If he goes in heavy with forces to get an expansion up, hit him somewhere else then come back for the expansion. I have a second starport + tech lab up now which is researching cloak and building banshees.
6. With 6 banshees w/cloak and probably 10-12 vikings up, the game is virtually won without needing to worry about an expansion until now. At this stage, I can keep the harassment at such a level that I can safely expand to my nearest as well as the nearest rich mineral field. The cloaked banshees means all his expansions are done and dusted, and I've yet to encounter a single zerg player who has any anti-air outside his main base at this stage.
7. He can do nothing but turtle up at his main and churn out mutas and anti-air while I prepare for the final strike. Actually, he'll be spending more time replacing lost overlords, and when I come in with 16 vikings and 12 banshees at the weakest angle of his main base, he's toast.
The point is there's very little Zerg can do vs. me now except go straight for spire and mutalisk. Yes I'm getting better, and yes my tactics seem to be very good at countering zerg, I'm just disappointed at how easy it is. A walled off ramp, a few reapers, early vikings is basically a sure-fire way to victory unless you're facing a very good player. I was a zerg-fan in SC:BW, and I really hope they receive some tweaks such that normal mortals may also use them with success, not just the top players and the APM-twitchy koreans.
Post edited May 22, 2010 by stonebro

TyrantGuardian
Starcraft Addict
Registered: May 2010
From Sweden
Posted May 25, 2010
Thing is, every good player has learned how to scout and stop things like these without any problems whatsoever. The problem with relying on harrassment is that your army will be extremely weak. Your Vikings won't help you much when the opponent has 40 Roaches and 12 Hydras banging on your front door. Obviously as long as harrassment works you will be winning games, but there's a point to practicing very "standard" macro builds as well, alongside different timing pushes and such.
The opponents you beat with a single Reaper in the mineral line, you could beat with a well-executed Marine/Marauder/Medivac push while learning a lot more about the game as a whole (hopefully).
Just to give you a heads-up for things to look out for and be aware of when doing that strategy, I'll point out some specific counters to your tactics.
1. Baneling bust (14pool 14gas, ling speed with first 100 gas then Baneling nest with the next 50 gas) will instantly kill you and make you lose the game. NEVER ever use supply depots against a Zerg player unless you've scouted him definitely not doing an early Baneling tech. Unless you want a quick loss, that is.
2. A good Zerg will have Zerglings up on the cliff ready to greet your Reaper with some instant claws to the face. And as you said yourself, well-placed Queens will completely stop the Reaper in it's tracks. In a way, you are countering yourself with this because Reapers have such a long build time that could be spent on building more Marauders instead. Make no mistake - Zerg players know this and an early Reaper attack could trigger a quick Roach push that will win them the game. Either that or a very safe early expansion.
3. While a few early Reapers are great, especially for scouting and picking off lings/drones, you really shouldn't keep building them. Two Roaches on the expansions and the only thing that gets prevented is the buildup of your army due to the aforementioned long build time.
4. Hunting down Overlords with Vikings is great, but you have to decide which you get first - Vikings or Banshees? I can tell you that the answer is always Banshee if you're going them at all. As soon as the Zerg sees your Vikings you can bet there will be Hydras on the way, if he doesn't already have a Spire (which, honestly, he should. Mutas are SO good against Terran). This means that once your Banshees come out, the Zerg can just roflstomp your huge resource investment with cheap, well-placed Hydras and creep tumors.
5. The second he gets Mutalisks, you won't be preventing anything. You WILL be contained and if you decide to push out while leaving some Thors behind for anti-air, the rest of your army will get destroyed by Roaches due to being outnumbered. This means that you have to stay in your base. This also means that the Zerg can take every single expansions on the map as long as he keeps up with army production while doing so. Reapers and Vikings will die to Mutalisks if they're out on the map, no problem.
And, again, your Banshees have to be earlier if you are going to do any damage at all. Cloak is not a big problem since one Spore Crawler renders it useless. Also, prompting the Zerg to get Overseers since the last patch can be potentially lethal due to Contaminate, especially if he is getting Mutas and you need to get Thors out. If he contaminates your Thor factories, it's lights out.
6. Six Banshees with cloak and 10-12 Vikings means your opponent has about three rows of Roaches and two rows of Hydras in his control group. You have to understand that not everyone buckles under the pressure of harrassment. If you're in his base with 6 Banshees sniping drones and he has a huge ground army, you will trigger a push that will be nearly impossible for you to stop. You'd definitely need Siege Tanks along with a good wall-off, but that will make your air force that much smaller and easier to stop with only Spore Crawlers.
You're playing a very risky game by opting for air superiority without lots of Marauders and/or ground mech at home.
7. He won't be replacing Overlords, since they'll have Overlord speed and be clumped up in the safest area of his base. If you go for his Overlords, you will lose pretty much all of your Vikings. I think the Zerg players you face either have no idea how to build units or they are going way too many Drones (aka are greedy) without knowing the "drone powering windows" by heart. What you can expect from a good player is the Hydras to outnumber your air force by 2 to 1, and boy do Hydras destroy air quickly...
You are however correct about the turtling, any heavy air harrassment will keep your opponent in his base for a while. This is when you have your window to expand (that's what containment is for) but keep in mind that his ground push WILL be stronger than yours so you really need proper defense at your expansion.
So yeah, I'm not trying to tell you that your strategy is crap and that you shouldn't use it. What I am trying to do is point out the flaws that you may or may not be aware of so that you get to know exactly what is happening when you're doing your build. Starcraft is never played in a vacuum (well, except against the Very Easy AI) and whatever you're building, you HAVE to be aware of the weaknesses of that build. You can never construct a build that is safe against everything in the game (that would make for a very dull metagame) but you need to at least know what risks there are when you're doing your build.
The trick is to do your build in combination with proper scouting. If you KNOW your weaknesses, that also means you know what to scout for. If he's going Mutas, stop your air production and get Thors, if he's going Hydras, DEFINITELY stop your air production and get Siege Tanks + Thors.
The big issue here is that you could be so far behind due to spending all those resources and time into your air army that you will never recover, unless you do enough damage to even the odds. You also need to keep in mind that Zerg can tech switch immediately because they make all of their units from the same production facility. Once you actually get those Thors out, you need to expect Infestors with neural parasite to back his Roach/Hydra army up, at which point many pro players are starting to opt for late-game Ghosts as a counter to that.
On another note, you don't need high APM to play Zerg, who told you that? I'm a 60-80 apm player and I only run into apm problems once I have my fourth/fifth base up, at which point I've probably won anyway. Terran is the most APM-intensive race in StarCraft 2, and the most complicated when it comes to army composition. It's pretty much hard mode. Try Zerg and see how you fare. Hotkey your hatcheries and click 4srrrrrrrrrrrrrrr and you'll see how easy Zerg macro is compared to Terran.
The opponents you beat with a single Reaper in the mineral line, you could beat with a well-executed Marine/Marauder/Medivac push while learning a lot more about the game as a whole (hopefully).
Just to give you a heads-up for things to look out for and be aware of when doing that strategy, I'll point out some specific counters to your tactics.
1. Baneling bust (14pool 14gas, ling speed with first 100 gas then Baneling nest with the next 50 gas) will instantly kill you and make you lose the game. NEVER ever use supply depots against a Zerg player unless you've scouted him definitely not doing an early Baneling tech. Unless you want a quick loss, that is.
2. A good Zerg will have Zerglings up on the cliff ready to greet your Reaper with some instant claws to the face. And as you said yourself, well-placed Queens will completely stop the Reaper in it's tracks. In a way, you are countering yourself with this because Reapers have such a long build time that could be spent on building more Marauders instead. Make no mistake - Zerg players know this and an early Reaper attack could trigger a quick Roach push that will win them the game. Either that or a very safe early expansion.
3. While a few early Reapers are great, especially for scouting and picking off lings/drones, you really shouldn't keep building them. Two Roaches on the expansions and the only thing that gets prevented is the buildup of your army due to the aforementioned long build time.
4. Hunting down Overlords with Vikings is great, but you have to decide which you get first - Vikings or Banshees? I can tell you that the answer is always Banshee if you're going them at all. As soon as the Zerg sees your Vikings you can bet there will be Hydras on the way, if he doesn't already have a Spire (which, honestly, he should. Mutas are SO good against Terran). This means that once your Banshees come out, the Zerg can just roflstomp your huge resource investment with cheap, well-placed Hydras and creep tumors.
5. The second he gets Mutalisks, you won't be preventing anything. You WILL be contained and if you decide to push out while leaving some Thors behind for anti-air, the rest of your army will get destroyed by Roaches due to being outnumbered. This means that you have to stay in your base. This also means that the Zerg can take every single expansions on the map as long as he keeps up with army production while doing so. Reapers and Vikings will die to Mutalisks if they're out on the map, no problem.
And, again, your Banshees have to be earlier if you are going to do any damage at all. Cloak is not a big problem since one Spore Crawler renders it useless. Also, prompting the Zerg to get Overseers since the last patch can be potentially lethal due to Contaminate, especially if he is getting Mutas and you need to get Thors out. If he contaminates your Thor factories, it's lights out.
6. Six Banshees with cloak and 10-12 Vikings means your opponent has about three rows of Roaches and two rows of Hydras in his control group. You have to understand that not everyone buckles under the pressure of harrassment. If you're in his base with 6 Banshees sniping drones and he has a huge ground army, you will trigger a push that will be nearly impossible for you to stop. You'd definitely need Siege Tanks along with a good wall-off, but that will make your air force that much smaller and easier to stop with only Spore Crawlers.
You're playing a very risky game by opting for air superiority without lots of Marauders and/or ground mech at home.
7. He won't be replacing Overlords, since they'll have Overlord speed and be clumped up in the safest area of his base. If you go for his Overlords, you will lose pretty much all of your Vikings. I think the Zerg players you face either have no idea how to build units or they are going way too many Drones (aka are greedy) without knowing the "drone powering windows" by heart. What you can expect from a good player is the Hydras to outnumber your air force by 2 to 1, and boy do Hydras destroy air quickly...
You are however correct about the turtling, any heavy air harrassment will keep your opponent in his base for a while. This is when you have your window to expand (that's what containment is for) but keep in mind that his ground push WILL be stronger than yours so you really need proper defense at your expansion.
So yeah, I'm not trying to tell you that your strategy is crap and that you shouldn't use it. What I am trying to do is point out the flaws that you may or may not be aware of so that you get to know exactly what is happening when you're doing your build. Starcraft is never played in a vacuum (well, except against the Very Easy AI) and whatever you're building, you HAVE to be aware of the weaknesses of that build. You can never construct a build that is safe against everything in the game (that would make for a very dull metagame) but you need to at least know what risks there are when you're doing your build.
The trick is to do your build in combination with proper scouting. If you KNOW your weaknesses, that also means you know what to scout for. If he's going Mutas, stop your air production and get Thors, if he's going Hydras, DEFINITELY stop your air production and get Siege Tanks + Thors.
The big issue here is that you could be so far behind due to spending all those resources and time into your air army that you will never recover, unless you do enough damage to even the odds. You also need to keep in mind that Zerg can tech switch immediately because they make all of their units from the same production facility. Once you actually get those Thors out, you need to expect Infestors with neural parasite to back his Roach/Hydra army up, at which point many pro players are starting to opt for late-game Ghosts as a counter to that.
On another note, you don't need high APM to play Zerg, who told you that? I'm a 60-80 apm player and I only run into apm problems once I have my fourth/fifth base up, at which point I've probably won anyway. Terran is the most APM-intensive race in StarCraft 2, and the most complicated when it comes to army composition. It's pretty much hard mode. Try Zerg and see how you fare. Hotkey your hatcheries and click 4srrrrrrrrrrrrrrr and you'll see how easy Zerg macro is compared to Terran.

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted May 25, 2010
<3 your big posts, guys. Keep it up! :)
It really helps us get a bigger knowledge of the other races.
The Protoss' cannon rush against zerg...
I've noticed that it can work, but only when the Zerg player goes for Roaches. I've tried many times against a Speedlings rush player, but failed almost every time. The creep really makes the cannon rush hard against the Zerg, and with this rush, a Protoss player can only stop the Zerg from expanding.
If you ever try to go with this against Zerg, remember to build Stalkers. You will need all you can get to stop the Zerg from running through your cannons and going straight for your base. Stalkers with Blink should help you a lot.
On another note, I am taking a break until the next beta period. In the middle of an exam week + the problems with the new patch, its not worth trying to play right now.
It really helps us get a bigger knowledge of the other races.
The Protoss' cannon rush against zerg...
I've noticed that it can work, but only when the Zerg player goes for Roaches. I've tried many times against a Speedlings rush player, but failed almost every time. The creep really makes the cannon rush hard against the Zerg, and with this rush, a Protoss player can only stop the Zerg from expanding.
If you ever try to go with this against Zerg, remember to build Stalkers. You will need all you can get to stop the Zerg from running through your cannons and going straight for your base. Stalkers with Blink should help you a lot.
On another note, I am taking a break until the next beta period. In the middle of an exam week + the problems with the new patch, its not worth trying to play right now.
Post edited May 25, 2010 by KavazovAngel

Fortysixter
New User
Registered: Oct 2008
From United Kingdom
Posted May 25, 2010
IS anyone able to answer the following SC2 queries :
Will it be a game that only plays if you have a permanent online connection ( Like CnC4 ) ?
What is the copy protection ? Will it be overly invasive ?
Will it be a game that only plays if you have a permanent online connection ( Like CnC4 ) ?
What is the copy protection ? Will it be overly invasive ?

AndrewC
Code Ninja
Registered: Sep 2008
From Romania
Posted May 25, 2010

You'll be able to play single player offline after a one time authentication with Battle.net. For multiplayer a constant internet connection is required.
Battle.net will be the authentication server, somewhat like Steam only it won't be a separate program. You can only have the game registered under one account and only one profile per registered game (think it the lines of you can't have multiple characters like in WOW under one game account). From the beta there doesn't seem to be a limited number of installs or a limit on the number of machines you install it (you can't play online from more than one machine though).

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted May 25, 2010

Will it be a game that only plays if you have a permanent online connection ( Like CnC4 ) ?
What is the copy protection ? Will it be overly invasive ?
There will be two modes in the final version.
Mode one: Battle.Net play - You will be required to have a constant internet connection when playing multiplayer games and when playing singleplayer if you want your achievements to be obtainable.
Mode two: Offline play - You will be able to play singleplayer only, but your achievements will not be obtainable, similar to how Steam works right now.
Against AI, will there be offline play or not, I don't know right now. ;)

TyrantGuardian
Starcraft Addict
Registered: May 2010
From Sweden
Posted May 27, 2010
Just wanted to inform you guys that I've been playing a LOT of Rocket Arena on the EU custom maps. It's like a top-down version of Quake, completely fantastic! Try it out, it's the most fun I've had with the custom maps as of yet.

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted May 28, 2010
Update:
We previously announced that the first phase of the StarCraft II beta test would be coming to a close in all regions on Monday, May 31. In order to prepare for the final phase of beta testing, we plan to extend the current phase in all regions until Monday, June 7. After this date, the beta test will be unavailable for several weeks while we make some hardware and software configuration changes for the final phase of the beta test and the release of the game. We plan to bring the beta test back online for a couple of weeks prior to the game’s launch to complete our testing. We’ll have more details to share about when this final phase will begin at a later date.
We’d like to thank all of our beta-test participants for your enthusiasm, dedication, and valuable feedback during the beta test, and we look forward to hearing more of your thoughts on the StarCraft II beta test as the game’s July 27 launch approaches.
We previously announced that the first phase of the StarCraft II beta test would be coming to a close in all regions on Monday, May 31. In order to prepare for the final phase of beta testing, we plan to extend the current phase in all regions until Monday, June 7. After this date, the beta test will be unavailable for several weeks while we make some hardware and software configuration changes for the final phase of the beta test and the release of the game. We plan to bring the beta test back online for a couple of weeks prior to the game’s launch to complete our testing. We’ll have more details to share about when this final phase will begin at a later date.
We’d like to thank all of our beta-test participants for your enthusiasm, dedication, and valuable feedback during the beta test, and we look forward to hearing more of your thoughts on the StarCraft II beta test as the game’s July 27 launch approaches.

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted June 02, 2010
StarCraft II Beta -- Patch 14 (version 0.16.0.15580)
The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.
Balance Changes
PROTOSS
Archon
Build time decreased from 17 to 12.
TERRAN
Viking
Ground damage decreased from 14 to 12.
ZERG
Corruptor
Corruption energy cost decreased from 100 to 75.
Infestor
Burrowed move speed increased from 1 to 2.
Peristalsis upgrade removed.
Overlord/Overseer
Pneumatized Carapace cost increased from 50/50 to 100/100.
Overseer
Infested Terran energy cost decreased from 125 to 100.
Roach
Organic Carapace upgrade removed.
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.
Ultralisk
Anabolic Synthesis upgrade removed.
Health increased from 450 to 500.
Speed increased from 2.25 to 2.9531.
Bug Fixes
Map Publishing: the default Battle.net host now points to the correct server.
Time Expiration notices that were added for testing of the Guest Pass functionality have been removed.
Fixed a crash when trying to open an old replay by double-clicking it in Explorer.
The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.
Balance Changes
PROTOSS
Archon
Build time decreased from 17 to 12.
TERRAN
Viking
Ground damage decreased from 14 to 12.
ZERG
Corruptor
Corruption energy cost decreased from 100 to 75.
Infestor
Burrowed move speed increased from 1 to 2.
Peristalsis upgrade removed.
Overlord/Overseer
Pneumatized Carapace cost increased from 50/50 to 100/100.
Overseer
Infested Terran energy cost decreased from 125 to 100.
Roach
Organic Carapace upgrade removed.
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.
Ultralisk
Anabolic Synthesis upgrade removed.
Health increased from 450 to 500.
Speed increased from 2.25 to 2.9531.
Bug Fixes
Map Publishing: the default Battle.net host now points to the correct server.
Time Expiration notices that were added for testing of the Guest Pass functionality have been removed.
Fixed a crash when trying to open an old replay by double-clicking it in Explorer.

Stuff
Resident Old Man
Registered: Dec 2008
From United States
Posted June 03, 2010
Seems to have DRM I can live with. Now if they will just put LAN play back in . . . =)

Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted June 03, 2010
Same as with WoW and WC3. Lots of people will play it on private servers and Battle.Net emulators, but in the end, a lot of them will buy the game because of its high quality.
And what DRM is there? None for single player, though if you want ranked multiplayer, you need a Battle.Net account.
Seems like a fair deal to me.
Post edited June 03, 2010 by KavazovAngel