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turbomelon 08-27-2010 10:27 AM

regarding thors:



also latest patchnotes out looks like siege tanks wont be as big of an issue anymore:

down from 50 dmg to 35 dmg +15 to armored only.

http://eu.battle.net/sc2/en/blog/554901

Kaolinite 08-27-2010 01:11 PM

i dislike the new patch. made warpgates even slower... and ultralisks are weaker :(

mc. 08-27-2010 01:18 PM

^fml, toss is going to get raped by 6 pools now. On the plus side, we wont get owned by siege tanks anymore

Gt-R R34 08-27-2010 02:15 PM

very interesting indeed....as a toss player, i need those zealots to rush to harass..

now i'll be slower....way...slower.

orange7 08-27-2010 02:29 PM

Quote:

Originally Posted by turbomelon (Post 7082558)
regarding thors:

http://www.youtube.com/watch?v=68H8FeZHkWg


also latest patchnotes out looks like siege tanks wont be as big of an issue anymore:

down from 50 dmg to 35 dmg +15 to armored only.

http://eu.battle.net/sc2/en/blog/554901

cool.. i've never thought about this.

KuSouL 08-27-2010 04:56 PM

wow new patches are really making terrans weaker eh ... as zerg sounds great but i think the changes to protoss are a little unfair

protoss and zerg are pretty evenly matched right now i think ... and if you're zerg and you get proxied it's your fault lol

orange7 08-29-2010 11:50 AM

Quote:

Originally Posted by turbomelon (Post 7082558)


holy shit!! this saved me today.

my friend went thors + dropships and I had mutas + lings + banelings.

shit.. his thors got destroyed when i used the fly over and stop trick on him.

turbomelon 08-29-2010 04:37 PM

yeah this makes thors even worse of a counter to well micro'd mutas. Paired with the next patch siege tank nerf against light units, I hope people won't be complaining about op'd terrans endlessly.

OhSoGood 08-29-2010 06:39 PM

Ive never seen anyone play a THORS only build. They usually have a bunch of marines as well so if you fly over the thors and theres marines under its still GG for the mutas

Kaolinite 08-29-2010 07:09 PM

terran is OP. late game M&M&M with stim/shells are so annoying

orange7 08-29-2010 07:10 PM

Quote:

Originally Posted by orange7 (Post 7084546)
holy shit!! this saved me today.

my friend went thors + dropships and I had mutas + lings + banelings.

shit.. his thors got destroyed when i used the fly over and stop trick on him.

Quote:

Originally Posted by OhSoGood (Post 7084929)
Ive never seen anyone play a THORS only build. They usually have a bunch of marines as well so if you fly over the thors and theres marines under its still GG for the mutas

you're right..

he had a few marines as well, and I had a few roaches.

but the number is so small compared to what we focused on.

turbomelon 08-29-2010 11:26 PM

Usually if the guy has so many marines and so many thors that and marines that they can become a problem for the mutas then obviously you haven't done enough to keep him down.

Mutas are the second fastest unit in the game and the fastest air unit, they're meant to harass and be annoying and if u can mass up enough during that harass then it'll be gg terrans. If you have a group of mutas you can easily exploit the slow terran mech, and if they're outside your base if you've just built a small muta harass army chances are you could get up a sizable ground army after ripping through the terran's supply line and forcing him to commit to missile turrets.

Also bioball it may be op'd for gold league players, but up in higher leagues there's plenty of ways to stop mm with medivacs in its tracks. With the new patch reducing the viability of siege tanks of course you'll be seeing more MM which can be countered. Banelings, forcefields, psi storm, collosi. Sure they can try to emp you with a ghost, but that comes down to micro. Is mm effective sure, but overpowered I wouldn't go that far. Marauders could maybe get their range lowered to 6 to reduce their effectiveness against other ground tier one units, just like how they reduced the void ray's range to 6 to match the marines so they couldn't be kited endlessly.

TRDood 08-30-2010 07:07 AM

I have been getting owned left right and center.

I only know how to use Terran and it seems like no one here likes to build BC. Learned quite a bit here though, it just clicked in my head that I can lift off my CC and expand elsewhere.. lol

Gt-R R34 08-30-2010 11:10 AM

i'm so noob =P

silver lvl player!

dboy 08-30-2010 11:28 AM

Can someone hook me up with a guest pass please?
PM me =D

Narayan 08-30-2010 10:51 PM

Quote:

Originally Posted by dboy (Post 7085730)
Can someone hook me up with a guest pass please?
PM me =D

you have more fails then posts... I'm sure there is more deserving RS'ers out there for passes.

dboy 08-31-2010 02:22 PM

I got one anyways so :D

Timewav3zer0 08-31-2010 06:44 PM

I got 2 guest passes...pm if you want them

KuSouL 08-31-2010 09:45 PM

Game: 2v2
Opponents: Both Random
Map: I forgot

they just happen to both be zerg ... so they 6 pool us ... how do we fight that = = i usually don't scout (i play zerg) until 10 supply ~ we actually fought off the first and second wave but suffered too much damage = gg

any ideas?

turbomelon 08-31-2010 10:13 PM

scout early, it'll hurt your economy a bit, and counter rush, or you could have 1 guy 6 pool and the other tech to roaches. Use your workers if they six pool and have your forces ready to move out keep watch on the watchtowers and throw down a spine crawler even. All depends on your micro of your harvesters, and adjusting your build to incorporate more early units as if you were rushing.

Another thing to note which maps are rush friendly and not rush friendly, on the latter maps you can usually afford to tech and if they do rush it'll be more of a timing push.

orange7 08-31-2010 10:22 PM

throw down a spine crawler right next to your spawning pool and hatchery. When the lings attack, get your drones to surround the other ends of the spine crawler so the lings can't attack it.

never tried this on dual 6 pool ling rush though...

mb_ 08-31-2010 11:10 PM

GTFO CANNON RUSHERS omfg

orange7 08-31-2010 11:21 PM

Quote:

Originally Posted by xclusive (Post 7087886)
GTFO CANNON RUSHERS omfg

ROFL

turbomelon 09-01-2010 12:33 AM

lol easiest thing to do when dealing with a cannon rush is send your forces over to their base or build production facilities near their base with the scv you used to scout.

orange7 09-01-2010 04:28 AM

Quote:

Originally Posted by xclusive (Post 7087886)
GTFO CANNON RUSHERS omfg

QTF

HOLY SHIT!! so many newbs cannon rushing cause they got no skill.

me and my friend played 2v2 (placement matches)

we got cannoned rushed in 3/5 games we played.

-first one (2nd game).. I mis-clicked the rally point (i was using the mini map) for my drone to scout my base, so I missed the probe when my friend told me the toss had only a forge. Luckily, I got my creep to keep the cannons away. We WON cause they only knew how to rush.

-second one (3rd game).. my partner got rushed.. and we LOST after 40 mins of trying to comeback. Appearantly, we lost to a bronze 2v2 team; however their other league records were platinum and gold.

-third one (4th game).. we spotted the probe making a pylon. We killed it and counter rushed. We WON cause they went all in with the cannon rush.



so we won 4/5 placement matches. The one we lost were to a fake 2v2 bronze league team.

Yet, we were still placed into Bronze!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

:flamemad::flamemad::flamemad::flamemad::flamemad: :mad::mad:


this bnet league setup is bs.

our next game (not placement anymore), we beat a team where one of the players was a diamond for one of his 2v2's.


this setup is messed.. There are newbs in the upper divisions, while we got put into bronze.


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