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starcraft 2? (pg. 6)
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ooscar1237
StarCraft II: Wings of Liberty features approximately the same number of units as the original game.Some units from the original game are returning, some featuring new upgrades and abilities. For example, the Protoss Zealot, a melee unit from the original game.
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stren
quote:
Originally posted by Darkarbiter
Well by the time they have speedlings I have enough zealots to wall off the ramp with just zeals.

and yeh, that'd be good.


good luck walling off the ramp at scrap station :) so huge, this map has long rush distance though.
Its best to wall off on small maps though
Spam
quote:
Originally posted by pkcRAISTLIN
battles are over so ing quickly i dont know how people manage to cast any spells at all.


Well, as you get better those early rushes will begin to do less and less damage, which will result in a longer game where end-game tactics are viable. Trying to jump the tech tree too early will leave you exposed to early rushes.

What race are you feeling good about playing right now?
pkcRAISTLIN
ive been playing RTSs a long long time, my APM hasn't improved much in that time :p never been good at casting and targeting quickly. is why i loved supcom so much; very few abilities requiring micro.

playing terran atm, mostly campaign. will venture online when im done.
Darkarbiter
quote:
Originally posted by pkcRAISTLIN
ive been playing RTSs a long long time, my APM hasn't improved much in that time :p never been good at casting and targeting quickly. is why i loved supcom so much; very few abilities requiring micro.

playing terran atm, mostly campaign. will venture online when im done.

I reccomend playing the unit type challenges and the anti rush challenge. So many bronze players don't even know what units beat what.

The usual build for TVP is marine and marauder spam (with a few medivacs for support). Add siege tanks or vikings if the enemy builds colossus(instead of immortals), and snipe them first. Probably similar for TVZ, with a few hellions if the enemy builds a lot of zerglings.

(Bearing in mind the below is based on cost as well)
Hellions>Zerglings
Marauders>Zealots, Stalkers
Marines>Most air to ground units (Mutalisks, void rays, carriers, probably not battlecruisers though)
Vikings>Colossus
Vikings=Void ray
Marauders+Thors>Mass roaches
Most air to ground units (except muta)>Thor
Vikings>Carriers
Vikings>Battlecruisers
Battlecruisers>Carriers

Add ghosts if the enemy has infestor (or sometimes add them v.s. protoss for the emp, it takes away ALL of protoss shields)
Spam
quote:
Originally posted by pkcRAISTLIN
ive been playing RTSs a long long time, my APM hasn't improved much in that time :p never been good at casting and targeting quickly. is why i loved supcom so much; very few abilities requiring micro.

playing terran atm, mostly campaign. will venture online when im done.


Well so far in my experience micro isn't nearly as tough or intensive as SC1. It's much more macro focused than the first entry. Get your economy running, make the right units, put them in the right position, and most of the rest of the work is done for you by the AI. Micro will always help, but it can only do so much in this entry. Most units seem to have a command to help give them an edge (burrow,charge, blink, stim pack), but so far there's no need for one particular unit to stay on top of all the time that are as game-changing as say, science vessels, defilers, or templars
Darkarbiter
quote:
Originally posted by Spam
Well so far in my experience micro isn't nearly as tough or intensive as SC1. It's much more macro focused than the first entry. Get your economy running, make the right units, put them in the right position, and most of the rest of the work is done for you by the AI. Micro will always help, but it can only do so much in this entry. Most units seem to have a command to help give them an edge (burrow,charge, blink, stim pack), but so far there's no need for one particular unit to stay on top of all the time that are as game-changing as say, science vessels, defilers, or templars

That isn't true at a higher level for some certain situations.

Watch PVT games where the terran goes 3 barracks MMM. Sentry micro is absolutely crucial.

You do have a point though, for the most part I agree.
pkcRAISTLIN
thanks guys! have also downloaded a few replays to check out the general game play at the top. wont ever be great at this but should manage to have fun when the campaign ends. gonns miss some the units though.
Spam
quote:
Originally posted by Darkarbiter
That isn't true at a higher level for some certain situations.

Watch PVT games where the terran goes 3 barracks MMM. Sentry micro is absolutely crucial.

You do have a point though, for the most part I agree.


Oh for sure. There's always going to be situations where a few moments of good micro can turn the entire game. My point is only that it's not nearly as intensive as SC1... Yet

I'm sure we're going to see some awesome game-changing units in the expansions that will turn the game into a micro-fest like the good ol' days :p
Darkarbiter
quote:
Originally posted by Spam
Oh for sure. There's always going to be situations where a few moments of good micro can turn the entire game. My point is only that it's not nearly as intensive as SC1... Yet

I'm sure we're going to see some awesome game-changing units in the expansions that will turn the game into a micro-fest like the good ol' days :p

Supposedly the first expansion won't have any new units.

I'd expect an extra one for zerg though, they sortof need it.

Spam
quote:
Originally posted by Darkarbiter
Supposedly the first expansion won't have any new units.

I'd expect an extra one for zerg though, they sortof need it.


Zerg is hurtin' for a late-game unit. Ultralisks only do so much for ya, and BLs and Infestors need support.
stren
quote:
Originally posted by Spam
Zerg is hurtin' for a late-game unit. Ultralisks only do so much for ya, and BLs and Infestors need support.


Brood lords
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