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Starcraft 2 (Info on first post!)

Zankoku

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People didn't bother playing, afaik. I actually feel like the only way to get an online tournament to work is to make it all happen over the course of a day or a weekend, seeing as how leaving a one-week deadline to play a match doesn't work because people stop caring, and leaving any shorter of a deadline doesn't work because people complain about being too busy over the days to play. In my experience, anyway. If you want to try to run something then feel free.
 

Fortress | Sveet

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People didn't bother playing, afaik. I actually feel like the only way to get an online tournament to work is to make it all happen over the course of a day or a weekend, seeing as how leaving a one-week deadline to play a match doesn't work because people stop caring, and leaving any shorter of a deadline doesn't work because people complain about being too busy over the days to play. In my experience, anyway. If you want to try to run something then feel free.
Yeah i agree. Too bad. I think the SWF Sc2 scene is like dead tho
 

Fortress | Sveet

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blizz said they had the option to buff the mothership or carrier, but chose mothership. LAME

immortals needed the buff, before they were nearly useless because they were FFd first due to range positioning. Now they are harder to target and must be microed to FF down. The range also helps make the previously unstopable 1/1/1 marine tank banshee possible to hold, even if its difficult.

idk, all in all there were very few changes
 

Zankoku

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The coolest change was switching Warp Prisms' building materials from paper to plastic.
 

Fortress | Sveet

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yeah its nice that the race thats supposed to have the most beefy individual units doesnt have the weakest transport
 

Zankoku

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Well, to be fair, the Warp Prism looks pretty flimsy to begin with. It's practically a bigger Probe with sails.
 

rhan

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The rax nerf is dumb. The Hellion nerf is over doing it.

Toss didn't deserve anything passed the Immortal buff.
 

Fortress | Sveet

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mothership deserved a buff too. I am unsure whether warp prism needed a buff, but its pretty minuscule anyways. If you think blue flame didnt deserve a nerf, youre ********. Rax nerf was a minor one to give a few extra seconds to defend 11/11 builds and bunker rushes.

rhan do you keep up with the metagame? (serious question, not trolling)
 

Zankoku

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I keep up with the Smashboards SC2 thread metagame.

rhan complains about every Terran nerf.
 

rhan

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mothership deserved a buff too. I am unsure whether warp prism needed a buff, but its pretty minuscule anyways. If you think blue flame didnt deserve a nerf, youre ********. Rax nerf was a minor one to give a few extra seconds to defend 11/11 builds and bunker rushes.

rhan do you keep up with the metagame? (serious question, not trolling)
I've been in boot camp and I've only been in contact with the outside world for about a month now. Lol of course not.

Obviously Toss deserved all their buffs. I agree that hellions were broken early on with bf. The rax nerf is lame. I still don't ubnderstand why that happened. Someone explain please.



Also it's funny how serious you guys get get when controversy comes around. Lol I started this **** to revive this dead *** thread.. lmaoooo it worked in all honesty.



Anyone some catch me up with all that has gone down in the last 3 months. XD
 

Zankoku

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Terrans were killing Zergs with 11/11 all-ins, because they look a lot like normal Terran openings, but in actuality involve building two Barracks, then they all-in with a bunch of their SCVs and two Barracks' worth of Marines. The +5 second nerf to Barracks is designed to make that all-in hit slightly later. It's 11/11 because you cut an SCV to be able to build two Barracks at 11 supply.
 

Limeee

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So i've been trying this 1:1:1 build
http://www.sc2cheatsheet.com/index/content/safe-tvt-defensive-1-1-1-push

the problem is, that i never have enough gas to produce out of my starport, i put my priority on tanks since tank are the main **** of my army, but I miss alot of starport production, not that i make effective use of my starport

To try and keep constant production, i made vikings, but they've yet to do anything, they just get picked off by stalkers/marines/muta/whatever.
I didn't even put a question: How do i keep constant production out of my starport while having constant tank production? even when i have two base i still struggle sometimes with gas

i second gas on 20
:009:
 

Limeee

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Got any replays?
well the reason i lost this game, was because i had no info and slow reaction to his helion/reaper push, but it shows my problem with starport production

http://www.sc2replayed.com/replay-videos/13873

Give me other tips :)
im open to suggestions

:009:

P.S when i said omg in the replay, its because he almost lagged out haha
and i got that first medivac because i didn't get siege right off the bat
 

Zankoku

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His Hellion/Reaper attack was actually so terrible that you probably wouldn't have lost if you hadn't gg'd. Your macro and army production were pretty much on par, and you were actually like 15 supply up on him before the reapers came in and took out dozen workers. Note here that you lost 13 workers to the reapers, and afterward you were only behind 3 SCVs...

Don't expect constant production on everything out of one base, especially since you were keeping up constant worker/supply construction and playing passively (thus not freeing up any supply to army losses). Vikings are mostly there to guard against drops and provide extra vision for your Siege Tanks, so you don't actually need a lot of them early on. Getting a Viking before Medivac is always a good idea, though, in case your opponent was opening Banshees. Especially since you didn't look like you intended to do any immediate drop harass.

Oh yeah, and Vikings are kind of not a great unit in TvZ unless you need to shut down Brood Lords. Mutalisks are much more effectively cut down by Marines and Thors.

Going Viking/Tank in TvP is such an odd decision that I don't have any real advice there besides letting you know right now that it's a difficult composition to be effective with in the matchup.
 

Limeee

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His Hellion/Reaper attack was actually so terrible that you probably wouldn't have lost if you hadn't gg'd. Your macro and army production were pretty much on par, and you were actually like 15 supply up on him before the reapers came in and took out dozen workers. Note here that you lost 13 workers to the reapers, and afterward you were only behind 3 SCVs...

Don't expect constant production on everything out of one base, especially since you were keeping up constant worker/supply construction and playing passively (thus not freeing up any supply to army losses). Vikings are mostly there to guard against drops and provide extra vision for your Siege Tanks, so you don't actually need a lot of them early on. Getting a Viking before Medivac is always a good idea, though, in case your opponent was opening Banshees. Especially since you didn't look like you intended to do any immediate drop harass.

Oh yeah, and Vikings are kind of not a great unit in TvZ unless you need to shut down Brood Lords. Mutalisks are much more effectively cut down by Marines and Thors.

Going Viking/Tank in TvP is such an odd decision that I don't have any real advice there besides letting you know right now that it's a difficult composition to be effective with in the matchup.
ty so much
i felt like my gg was pretty unneccesary, i shouldn't do that anymore
so what compositions should i use?

:009:

EDIT: can someone critique this ladder game i just had? it was tvz and i had trouble dealing with muta and my pushes were just barely not strong enough
there is obvious mechanical errors, but if there is any horribly wrong decision making i made, it would be nice to know about

http://www.sc2replayed.com/replay-videos/13883

thanks in advance :3
 

Fortress | Sveet

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Im here, im online. If anyone at all wants to play i'll be there... except between 8-10pm since its also dodgeball night
 
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