' Wrote:I'm not sure I understand. Are you saying 1 vs 1 is pointless because one race is certain to beat another?
If that is what you're saying can you be more specific with which races are certain to win? That'd be handy knowledge.
With the current balance, it seems to me that terrans have an innate advantage over protoss, protoss have an advantage over zerg, and zerg over terrans.
I'm not saying that means terrans will always beat protoss, but the cards are certainly stacked against the protoss player.
' Wrote:With the current balance, it seems to me that terrans have an innate advantage over protoss, protoss have an advantage over zerg, and zerg over terrans.
I'm not saying that means terrans will always beat protoss, but the cards are certainly stacked against the protoss player.
Really? I've lost almost every game I've played against Protoss. Are you playing as Terran or Protoss in these matches?
' Wrote:Really? I've lost almost every game I've played against Protoss. Are you playing as Terran or Protoss in these matches?
I play as Protoss. It seems to me that the only unit we really have that terrans find difficult to counter are dark templars. Vikings tear the crap out of protoss air units and collosi - it only takes a handful of Vikings to protect any terran army from our void rays, which subsequently are our only real defense against battlecruisers. Immortals - our only real counter to seige tanks aside from those air units - are thrashed by marines quite easily. Our other basic ground units cant stand up to seige tanks / thors without vastly outnumbering them (which costs us more than it costs the terrans due to higher resource requirements for protoss units).
In most situations, a group of terran units will be able to dispatch an equal group of protoss units without much loss, their unit combinations work better together against ours than ours do against theirs.
Similarly, protoss tear the crap out of zerg, everything we have seems to be made specifically to deal with swarms of units. Ironically, the only unit we have that seems to do well against the terrans (dark templars) are useless against zerg due to the overabundance of detectors available to zerg players. I always hated how their primary supply units (overlords) double as detectors, while everyone else has to build cannons/turrets or units for the same purpose.
DTs are brutal. Unless someone has some ravens in the air they've likely burned their energy on mules rather than scans. Or if they have some ghosts are are a rather good shot with EMPs.
Vikings do a very good job against collosi, but are vulnerable to stalkers and mixed pressure from stalkers and voidrays. If you're looking to keep the vikings off of your back a rather good tactic is to, if you've invested in void rays, take advantage of their terrific speed and employ them as a harass unit against the Terrain's main base whilst your main robo/gateway army does its thing.
Alternatively I'd suggest looking into blink for your stalkers. If you blink directly beneath a mob of harassing vikings you'll take a number of them down without any issue at all.
If you're facing a situation such as a Terran army consisting primarily of tanks and vikings (lord help you if they've a few ghosts in there as well, which will vaporize your immortals nicely due to removing their siege shields) which you're finding difficult to get around do remember that you can handily circumvent his entire army with gateways and rip his base apart.
-Always- research thermal lance for Collosi, the range 9 upgrade on those things is essential to get the full use out of the unit.
From your statements it sounds as though an issue you might be facing with your Protoss play is focusing too heavily on one unit. A healthy mixture is really essential to make them work, that and taking advantage of the immobility of Terran mech. As a Terran player I can assure you that your collosi are devastating to my ground infantry, immortals burn through seige tanks like they're not there and stalkers rip my lumbering vikings right out of the air. Zelots likewise make excellent meatshields and never underestimate the lifesaving utility of a few well placed forcefields.
Hallucination is also a lifesaver for dealing with tanks. Having an extra 12 hallucinated collosi mixed in with your regular army is often enough to sound a brown note. Also remember that a hallucinated phoenix can scout and you get 2(+?) hallucinated Zelots. Charging a line of marines/tanks with 24 hallucinated zelots while your main force charges just behind them will give you that critial time to get into place.
Those are a few of the tactics that I've encountered so far. Protoss remains my most challenging opponent as a Terran.
Or, hell, forget all that and just power to warpgates and proxy gate them.
On a final note... Overlords are no longer detectors. They never have been in SC2. They have to be upgraded to overseers which is a T2 unit to get a detection bonus... So... Yeah.
Well a friend sent me a guest pass day SC2 was released. Finally got around to activating it.
So far just playing in offline mode so I don't use up any hours (Dont care about achievements and friends list, all that I have Steam/xfire overlay for). So far its pretty fun. Doing a Hard campaign right now.
Good Variety so far early in the campaign, good to see some new and old SC1 units I have't seen while playing the Beta. Presentation is pretty darn good as what the reviews say.
Personally loved the campaign. Everything about it.
The new theme songs for all the races, epic as well, I really like the music and for me that's important.
Graphics? Don't really care if they are fancy or not, but it's nice to see that they upgraded the graphics a bit (naturally) but didn't focus on it like it was the most important aspect of the game.
Which Starcraft was never about, it was about an awesome story-line combined with balanced RTS feeling.
Don't really see how people can complain about balancing really, I managed to reach Diamond League and currently reside around mid-rank (60-40). I have played about a hundred league games so far and have lost about 45% of them. I have lost multiple times to each race by trying to use different strategies and tactics - so far the best thing I have learned is to respect scouting. It's essential that you scout your enemy constantly, to check what builds he goes for. Starcraft 2 is a rock-paper-scissor type of game. Every race have an unit specifically designed to counter an unit from the other two races.
This recent talk about Protoss being weak is in my eyes utter nonsense. I have faced some sick Protoss players who know their stuff (and for the relevancy of those posts complaining about that particular "balance problem" - I'm a Terran player.) Safe to say, I have been trashed around plenty of times - and sometimes I have manage to return the favor.
And here's another thing that's great about Starcraft 2 on a competitive level, even if you face units designed to counter the ones you have built during a game. You can easily switch to a new build if you are fast enough, but with proper microing (how well you use your units) the same thing can be achieved.
For example - Zealots utterly rape Reapers but if you properly micro the Reaper units, you can defeat unimaginable amounts of Zealots. Assuming they don't got the charge ability.
Just a minor example. I'm sure there are plenty that comes to mind.
All in all, a great RTS game. And man, I can't wait until people start making funny custom maps for this sucker. That editor Starcraft 2 got running, is one hell of a modding tool.
I found the Protoss "missions" in the middle never impact upon the game, I mean you get to know stuff that where important, and in the end it isn't even mentioned?
Some character things that you get to know does seam important to bring to light in front of the character in question (Like Tychus Power Armor)..
Stuff like that:)
But the favorite thing I noticed off the campaign was the music and general style of things reminded me so much about Firefly..
I can tell you there was more then once I felt like I was watching some upped version of Firefly..
Like it so far, in most areas it's as good or better than SCI.
LAN support, well when SCI came playing over internet was rather problematic, so the best way to get some fun was to invite friends over with their computers and run a multi day Lan-party. This was indeed extremely fun, but also not that easy to arrange all that often.
Today with internet everywhere and free voice communication, it's much easier to just arrange to meet online. So imo missing LAN support is not that big deal.
What I personally don't like is how fights last much shorter. There's more focus on having the right unit mix to counter what enemy uses and quickly overwhelm him, the rock/paper/scissors character of most units contributes to that as well. At the same time there aren't as many spells/abilities that need micromanaging during the fight itself as there were in Brood War.
Related issue is how singleplayer difficulty is linked with game speed. If you want to play on harder difficulty, speed also gets increased. Can't there be harder difficulty which will be hard because enemy uses more units/ does better micromanaging etc instead of increasing speed?
To me there's some speed at which the unit behavior looks believable, i.e. their moving speed in relation to terrain features looks about right, when speed is increased it becomes difficult to "believe" the movements.
Imagine a man in a 200kg? armor suit turning 360 degrees in under a second.... sounds a bit weird no?
Nevertheless, it's still well worth playing.
Igiss says: Martin, you give them a finger, they bite off your arm.
' Wrote:Today with internet everywhere and free voice communication, it's much easier to just arrange to meet online. So imo missing LAN support is not that big deal.
I think that having the ability to play with people you live near/with is important, especially if you don't want to rely on the seemingly fluctuating Battlenet Lag.
JihadJoe Wrote:Xelgion, you have done a marvelous thing. Eppy is begging for mercy, in full caps.