I didn't realize DC member were such nerds...
That being said - plat 1v1 here
Photon Cannon Rush FTW
yea seriously this is so annoying
I didn't realize DC member were such nerds...
That being said - plat 1v1 here
Photon Cannon Rush FTW
yea seriously this is so annoying
The first month of SC2 I've been playing only as Terran. Now I started playing as Protoss and I'll only play as them for a month. It's so epic to play as the Protoss! The High Templar was my favorite unit from Starcraft 1, I get to use it now. I really like using the Air Force for Protoss, they seem powerful? I like using the Phoenix. What is everybody's favorite race and unit?
I still like watching the Crota videos, but I'll see if I can watch a bunch of Day9 too. Did anybody set up a DC SC2 tournament? Good luck, Yojimgari
yea seriously this is so annoying
hahha noob ![]()
ahhh, scout your base = free win for you
and I don't really tower rush (often)
DC'ers add me on b.net! Bcos #341
I love Day9's video today, #167. He is talking about not worrying as much about getting advanced units and getting the right counters for your opponents units. He is talking more about using constant aggression and expanding many times fast and at the right time. He is also saying stuff like you can get three Warp Gates instead of getting 1 Colossus, which can be great. He talks about an army of almost all Zealots and Stalkers, with some Observers and Warp Prisms thrown in, and even though they don't have something specific like High Templar Feedback on a Ghost or whatever, it beats an opponent because if you macro well you have 40 more food and you just beat him by having more stuff. Great videos by Day9! I'll have to watch them all from the beginning now, plus also watching all the new ones as they come out too. Good luck, Yojimgari
I love Day9's video today, #167. He is talking about not worrying as much about getting advanced units and getting the right counters for your opponents units. He is talking more about using constant aggression and expanding many times fast and at the right time. He is also saying stuff like you can get three Warp Gates instead of getting 1 Colossus, which can be great. He talks about an army of almost all Zealots and Stalkers, with some Observers and Warp Prisms thrown in, and even though they don't have something specific like High Templar Feedback on a Ghost or whatever, it beats an opponent because if you macro well you have 40 more food and you just beat him by having more stuff. Great videos by Day9! I'll have to watch them all from the beginning now, plus also watching all the new ones as they come out too. Good luck, Yojimgari
+1 - very helpful video
Some nerfs going on when patch 1.1 will be relased
Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.
Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.
Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.
Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.
Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.
Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.
Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.
And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.
We'll see you online!
I'm a terran player so I'm not a big fan of these ners but what ever if it throws the game out of balance guys over blizzard will get it fixed soon.
Have to love chat channel.And improved dessert oasis.
They finally changed it so killed friendly units don't provide sight, which is realistic and good. I hear Desert Oasis isn't allowed in many tournaments? Why? Will the rocks changes this?
Interesting balance changes they've done. Maybe they can add in another 1v1v1 map. I really like playing on Elysium, I've been playing a ton of games on there recently. I'm working hard on constantly creating units and using my economic boosters, constantly keeping my money low by spending it, and attacking often plus expanding at the right time during that attack. Are these three the most important things to learn in the game?
What do you think of the Elysium 1v1v1 map? I like it a lot actually. Good luck, Yojimgari
I'm actually starting to get over sc2
These changes are good, it's just unfortunate zerg is stuck the way they are. There really aren't many options for zerg to play, really just like 3 (line+bane) (ling muta) (roaches or hydras)
wow shocking there isnt any sort of MMM nerf. also so crappy they are hosing zealots. extra 5 second build time is a ton, esp when warping in reinforcements.
I'm actually starting to get over sc2
These changes are good, it's just unfortunate zerg is stuck the way they are. There really aren't many options for zerg to play, really just like 3 (line+bane) (ling muta) (roaches or hydras)
erm the nerfs are made for zerg really, just expand early and against toss, 6pool.
EDIT: Wilt, the proxy 2gate opening was imba.
erm the nerfs are made for zerg really, just expand early and against toss, 6pool.
EDIT: Wilt, the proxy 2gate opening was imba.
not really, that strategy doesn't do very hot the higher up you go as other players get much better w/their overall gameplan
and 2v2, zerg is fucked. I had a lot of fun playing random 2v2, got 7 rank diamond and then well, it was either spew lings+bane or......go ultra, mb hydras would be ok
not really, that strategy doesn't do very hot the higher up you go as other players get much better w/their overall gameplan
what strat you mean?
what strat you mean?
proxy 2gate rush
proxy 2gate rush
are you sure?Because this strat is played a lot by high level korean players, so can't understand how much higher up you can go from there.
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