sien, july baru keluar... after world cup? lol
RTS Starcraft 2 V3.0, Anticipated Launching Date July 27, 2010
RTS Starcraft 2 V3.0, Anticipated Launching Date July 27, 2010
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May 18 2010, 02:51 PM
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Senior Member
3,520 posts Joined: Jan 2003 |
sien, july baru keluar... after world cup? lol
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May 18 2010, 02:52 PM
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Junior Member
660 posts Joined: Jan 2005 From: Legio Titanicus |
QUOTE(set @ May 18 2010, 01:43 PM) Australia, New Zealand, Indonesia, Philippines, Malaysia, Singapore, and Thailand will play on SEA server, wether it is forced or you can still choose to play on the US server remain a question. Will Sendi Mutiara bring in the Collector's Edition?Sendi Mutiara will be bringing in the SEA version, but is it really a different client compare to the US version is still unknown. |
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May 18 2010, 02:55 PM
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Senior Member
4,852 posts Joined: Aug 2006 |
SEA server is still under consideration by Blizzard.
Not sure whether we will be playing in US or SEA servers. |
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May 18 2010, 02:55 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
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May 18 2010, 03:12 PM
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1,137 posts Joined: Mar 2006 |
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May 18 2010, 03:14 PM
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Senior Member
5,367 posts Joined: Jan 2007 From: KL Malaysia |
QUOTE(evofantasy @ May 18 2010, 02:30 PM) the main worry is that if i dun FE, my opponent would FE and my larvae count from a single hatch would nt keep up wit his army/eco... i think you may want 9 overlord and skip the extractor trick, do it once you get pool. why? 80mineral = *SLIGHT* delay in pool. you'll want that pool out ASAP for zergling preasure + early queen to get her energy startedand u usually got for double queen... my usual BO 10 - overlord 10 - extractor trick 13 - pool 14 - hatch 16 - queen (when out larvae the main then start walking to expansion) 17 - overlord 17 - gas 18 - roach tech 18 - 2nd queen (for main) then jz mass around 10-12 roaches with overlords while moving some drones to expansion (while producing some more when i dun have enuff gas for roaches) then these roaches would be enuff to hold off early pushes before counter pushing (with +1 damage upgrade otw)... all these while building up my eco and rally-pointing to the 'head' roach... then i get melted by 2-3 immortals backed wit gateway units assuming if i would avoid FE what would be the suitable BO? and when should i be getting my expansion? and really, i think the main problem with your build is the HUGE vulnerability period where a 10pool or even a 13pool speedlinger would either utterly destroy you, or simply leave you crippled to the point where you may as well just surrender the game. and i noticed (based on ur posted build) how you're very focused on ur macro/econ. thats good if the game drags to mid/late, however, there is NO mid/late game if ur pinned/preasured from the start or worse, steamrolled :/ a recommended BO without FE would be 13 ling and if ur opponents arent doing too well against your preasure, you get the option to speed upgrade to kill them off, or save that 100 gas for quick lair into muta/hydra if you wanna play it a lil more safer. get 1 spine on 14-15 ish if you dont feel like commiting too much on zerglings and wanna go straight into roaches/muta/hydra. the basic idea is that you need to have at least a couple of zergling to 1) take up watch towers 2) scout, better than workers barnone lol. 25 minerals and moves WAAAY faster 3) harrass/preasure opponents alternatively, 10 ling into a steady speedling upgrade if all you want is focusing on zerglings especially when you are SURE (be it scout/opponents playstyle etc) that he is aiming for a mid/late game and is turtling out his balls. while it may slow ur econ a little (honestly, not by much, and most importantly, you get queen earlier know this: when you're commiting into zerglings, you are NOT spending ANY gas at all, in which transition into mutas are MUCH smoother due to their HIGH requirement of gas and would still be damn viable despite the lack of an early expansion (which again, you saved from commiting yourself to said expansion) the best/safest way to determine a good time for a FE, would be a mirror with your opponent. if he does it, you follow suite. or, if he does it, you dont follow, and you roll HIS FE. since he need to commit 350/400/400+worker time (races) and you dont, which means a logically larger army than his considering the money you could've spent compared to him. Added on May 18, 2010, 3:18 pm QUOTE(evofantasy @ May 18 2010, 02:55 PM) ya tried... ei 3 spine vs 3 zealot spine wins dei lol.failed miserably... cant handle the zealots... 3 zealots can take down the spine crawlers with ease... before they even hit you 1 zealot is half hp ady from 3x spine FF somemore ur spine got almost twice the hp compared to zealots >.> and when you have 3 spines, most likely you have a queen for assist This post has been edited by Quazacolt: May 18 2010, 03:18 PM |
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May 18 2010, 03:23 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
QUOTE(Quazacolt @ May 18 2010, 03:14 PM) i think you may want 9 overlord and skip the extractor trick, do it once you get pool. why? 80mineral = *SLIGHT* delay in pool. you'll want that pool out ASAP for zergling preasure + early queen to get her energy started ya i'm quite macro heavy early game (ala IdrA)...and really, i think the main problem with your build is the HUGE vulnerability period where a 10pool or even a 13pool speedlinger would either utterly destroy you, or simply leave you crippled to the point where you may as well just surrender the game. and i noticed (based on ur posted build) how you're very focused on ur macro/econ. thats good if the game drags to mid/late, however, there is NO mid/late game if ur pinned/preasured from the start or worse, steamrolled :/ a recommended BO without FE would be 13 ling and if ur opponents arent doing too well against your preasure, you get the option to speed upgrade to kill them off, or save that 100 gas for quick lair into muta/hydra if you wanna play it a lil more safer. get 1 spine on 14-15 ish if you dont feel like commiting too much on zerglings and wanna go straight into roaches/muta/hydra. the basic idea is that you need to have at least a couple of zergling to 1) take up watch towers 2) scout, better than workers barnone lol. 25 minerals and moves WAAAY faster 3) harrass/preasure opponents alternatively, 10 ling into a steady speedling upgrade if all you want is focusing on zerglings especially when you are SURE (be it scout/opponents playstyle etc) that he is aiming for a mid/late game and is turtling out his balls. while it may slow ur econ a little (honestly, not by much, and most importantly, you get queen earlier know this: when you're commiting into zerglings, you are NOT spending ANY gas at all, in which transition into mutas are MUCH smoother due to their HIGH requirement of gas and would still be damn viable despite the lack of an early expansion (which again, you saved from commiting yourself to said expansion) the best/safest way to determine a good time for a FE, would be a mirror with your opponent. if he does it, you follow suite. or, if he does it, you dont follow, and you roll HIS FE. since he need to commit 350/400/400+worker time (races) and you dont, which means a logically larger army than his considering the money you could've spent compared to him. Added on May 18, 2010, 3:18 pm ei 3 spine vs 3 zealot spine wins dei lol. before they even hit you 1 zealot is half hp ady from 3x spine FF somemore ur spine got almost twice the hp compared to zealots >.> and when you have 3 spines, most likely you have a queen for assist depending on wut i scouted, i might be building lings or skipping lings into roaches... my opponent bring in 10 zealots vs 3 spine... spine with the previous nerf falls super fast to zealot surrounds... Added on May 18, 2010, 3:24 pm QUOTE(fujkenasai @ May 18 2010, 03:12 PM) i think the 4 warpgate build can burn me down before i can maintain the 5 spines This post has been edited by evofantasy: May 18 2010, 03:24 PM |
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May 18 2010, 03:38 PM
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Senior Member
5,367 posts Joined: Jan 2007 From: KL Malaysia |
QUOTE(evofantasy @ May 18 2010, 03:23 PM) ya i'm quite macro heavy early game (ala IdrA)... 100 min per zealot vs 150 per spine, considering zealot hp/dmg vs spines, its almost equal with spines having range advantage. so quite honestly, it shouldnt even be compared and if he got 10 zealots, you *SHOULD* have equalvalent spine + army give/take and it'll come down to micro/macro + BO (this is only assuming you arent lagging behind too much on econ, and even this, the difference shouldnt be huge considering its an early game with no expansions involved. unless of course ur terribad then nothing to say.depending on wut i scouted, i might be building lings or skipping lings into roaches... my opponent bring in 10 zealots vs 3 spine... spine with the previous nerf falls super fast to zealot surrounds... Added on May 18, 2010, 3:24 pm i think the 4 warpgate build can burn me down before i can maintain the 5 spines |
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May 18 2010, 03:38 PM
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Senior Member
1,137 posts Joined: Mar 2006 |
QUOTE(evofantasy @ May 18 2010, 03:23 PM) ya i'm quite macro heavy early game (ala IdrA)... I doubt that 10 lings can stop 4 zealots. Unless you take your workers but then you loose as he does not have any income discontinuation.depending on wut i scouted, i might be building lings or skipping lings into roaches... my opponent bring in 10 zealots vs 3 spine... spine with the previous nerf falls super fast to zealot surrounds... Added on May 18, 2010, 3:24 pm i think the 4 warpgate build can burn me down before i can maintain the 5 spines |
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May 18 2010, 03:41 PM
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Senior Member
5,367 posts Joined: Jan 2007 From: KL Malaysia |
QUOTE(fujkenasai @ May 18 2010, 03:38 PM) I doubt that 10 lings can stop 4 zealots. Unless you take your workers but then you loose as he does not have any income discontinuation. 4 zealot equalvalent mineral cost is 16 lings, and 16lings should own the 4 zealots. in fact, if open space when the zerglings can surround, they do stand a decent chance on a 10ling vs 4 zealot fight |
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May 18 2010, 03:47 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
QUOTE(Quazacolt @ May 18 2010, 03:38 PM) 100 min per zealot vs 150 per spine, considering zealot hp/dmg vs spines, its almost equal with spines having range advantage. so quite honestly, it shouldnt even be compared and if he got 10 zealots, you *SHOULD* have equalvalent spine + army give/take and it'll come down to micro/macro + BO (this is only assuming you arent lagging behind too much on econ, and even this, the difference shouldnt be huge considering its an early game with no expansions involved. unless of course ur terribad then nothing to say. a spine = 50 (for drone) + 150 (for the spine) and limtied by ur larvae counta zealot = 100 and can be chrono-ed (usually 2 gateway -> 4 warpgates) QUOTE(Quazacolt @ May 18 2010, 03:41 PM) 4 zealot equalvalent mineral cost is 16 lings, and 16lings should own the 4 zealots. in fact, if open space when the zerglings can surround, they do stand a decent chance on a 10ling vs 4 zealot fight not easy to surround 4 zealot if the zealots are well micro-ed (move -> swing timer reset -> hit -> move -> repeat)...oh ya forgot to mention - the map used for my training is steppes of war since it has the shortest rush distance (thus the best to try to beat 4warpgates) |
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May 18 2010, 03:49 PM
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Senior Member
801 posts Joined: Jan 2003 From: Muar! |
after the roacher nerf, it's even harder to fend off the initial push if u FE in zerg.
usually wat i did is get a bunch of speedling and tower def, and get a few queens to mix in the army size, then quickly tech up to hydra or muta |
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May 18 2010, 03:59 PM
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1,137 posts Joined: Mar 2006 |
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May 18 2010, 04:04 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
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May 18 2010, 04:27 PM
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5,367 posts Joined: Jan 2007 From: KL Malaysia |
QUOTE(evofantasy @ May 18 2010, 03:47 PM) a spine = 50 (for drone) + 150 (for the spine) and limtied by ur larvae count http://starcraft.wikia.com/wiki/Spine_crawler bro, 150 is total. 100 + 50a zealot = 100 and can be chrono-ed (usually 2 gateway -> 4 warpgates) not easy to surround 4 zealot if the zealots are well micro-ed (move -> swing timer reset -> hit -> move -> repeat)... oh ya forgot to mention - the map used for my training is steppes of war since it has the shortest rush distance (thus the best to try to beat 4warpgates) and look at hp and dmg and range comparison. the zealot's advantage = mobility, spine is a defensive structure, and we all know units > structure in general for sc2 (lol mass cannons in sc1) also, swing timer reset? srsly, zealots full stop to hit, 1 single full stop is enough time for a non upgraded zergling to box the zealot considering its size. the only time where a (group of) zergling couldnt surround is a good entry choke point (why else even toss build pylons/gateways in a way to form a narrower choke point? lol) Added on May 18, 2010, 4:31 pm QUOTE(windboy @ May 18 2010, 03:49 PM) after the roacher nerf, it's even harder to fend off the initial push if u FE in zerg. usually wat i did is get a bunch of speedling and tower def, and get a few queens to mix in the army size, then quickly tech up to hydra or muta This post has been edited by Quazacolt: May 18 2010, 04:31 PM |
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May 18 2010, 04:56 PM
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Junior Member
15 posts Joined: Dec 2008 |
I'm a Protoss player, no doubt that zealots can take down zerg easily if the zerg going for roaches straight. By then, I already have 4-6 Zealots (Chrono boost) . But, I have to scout first before i go full force of zealots
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May 18 2010, 05:01 PM
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Senior Member
1,393 posts Joined: Jan 2003 From: Dust |
Hehe .. everyone talking abt Protoss ands Zerg .. where is Terran
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May 18 2010, 05:12 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
QUOTE(Quazacolt @ May 18 2010, 04:27 PM) http://starcraft.wikia.com/wiki/Spine_crawler bro, 150 is total. 100 + 50 its how u micro zealots to deal max damage due to their slower attack while taking minimum damage...and look at hp and dmg and range comparison. the zealot's advantage = mobility, spine is a defensive structure, and we all know units > structure in general for sc2 (lol mass cannons in sc1) also, swing timer reset? srsly, zealots full stop to hit, 1 single full stop is enough time for a non upgraded zergling to box the zealot considering its size. the only time where a (group of) zergling couldnt surround is a good entry choke point (why else even toss build pylons/gateways in a way to form a narrower choke point? lol) Added on May 18, 2010, 4:31 pm if i'm nt mistaken, whiteRa used 2 zealots to solo around 10 lings... its moving back -> moving attack for a swing -> moving back while waiting the swing timer to reset... sure u need to stop to attack but that's like 1 sec before ur zealots start moving again making it hard for zerglings to get a surround... the same concept is used for range kiting (waiting for ur shot timer) @ xeno HDH finals = toss vs zerg HDH 3rd place = random (zerg/toss again) vs toss |
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May 18 2010, 05:13 PM
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Senior Member
5,367 posts Joined: Jan 2007 From: KL Malaysia |
QUOTE(Instinct @ May 18 2010, 04:56 PM) I'm a Protoss player, no doubt that zealots can take down zerg easily if the zerg going for roaches straight. By then, I already have 4-6 Zealots (Chrono boost) . But, I have to scout first before i go full force of zealots roach > zealots lol. charge upgrade just makes it 'much less painful for the zealots'but yeah, if zerg is skippin lings for roach, you'd have a couple zealots before he can even get his first ling. safer way for the zerg is to get a 1-2 spines assisted by couple lings before roaches can come out Added on May 18, 2010, 5:20 pm QUOTE(evofantasy @ May 18 2010, 05:12 PM) its how u micro zealots to deal max damage due to their slower attack while taking minimum damage... 1) did zerg player attempted to box instead of just atk move/atk specific? (refer war3 hero killings wwwwww)if i'm nt mistaken, whiteRa used 2 zealots to solo around 10 lings... its moving back -> moving attack for a swing -> moving back while waiting the swing timer to reset... sure u need to stop to attack but that's like 1 sec before ur zealots start moving again making it hard for zerglings to get a surround... the same concept is used for range kiting (waiting for ur shot timer) @ xeno HDH finals = toss vs zerg HDH 3rd place = random (zerg/toss again) vs toss because zergling speed > zealot by a notch with or without upgrades from both sides (and hell if lings got speed upgrade, uncontested lol) so long that basic criteria is achieved (ling speed > zealot) a box is ALWAYS possible with or without the zealots stopping to attack. dont believe? try it yourself. 2) who is the zerg or rather, how much of a skill difference between whitera and that zerg? 3) if whitera is obviously just kiting, why didnt zerg pulled back, or skip pass the zealots to proceed on a worker harass? 4) do you know, that when ur doing all those fancy micro, you do take out a bit of your base building/micro/econ? while unit queues are no problems by hotkeying them, other aspects like placing a god damn pylon/depot/spirewarrenden etc would be hindered a bit 5) *drum rolls* what is your latency in comparison to theirs? This post has been edited by Quazacolt: May 18 2010, 05:20 PM |
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May 18 2010, 05:34 PM
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Senior Member
2,690 posts Joined: Aug 2005 From: Penang/ Kuala Lumpur |
QUOTE(Quazacolt @ May 18 2010, 05:13 PM) roach > zealots lol. charge upgrade just makes it 'much less painful for the zealots' 1. and 2. : for him to be facing whiteRa at some tournament, he gotta be one heck of a zerg player ritebut yeah, if zerg is skippin lings for roach, you'd have a couple zealots before he can even get his first ling. safer way for the zerg is to get a 1-2 spines assisted by couple lings before roaches can come out Added on May 18, 2010, 5:20 pm 1) did zerg player attempted to box instead of just atk move/atk specific? (refer war3 hero killings wwwwww) because zergling speed > zealot by a notch with or without upgrades from both sides (and hell if lings got speed upgrade, uncontested lol) so long that basic criteria is achieved (ling speed > zealot) a box is ALWAYS possible with or without the zealots stopping to attack. dont believe? try it yourself. 2) who is the zerg or rather, how much of a skill difference between whitera and that zerg? 3) if whitera is obviously just kiting, why didnt zerg pulled back, or skip pass the zealots to proceed on a worker harass? 4) do you know, that when ur doing all those fancy micro, you do take out a bit of your base building/micro/econ? while unit queues are no problems by hotkeying them, other aspects like placing a god damn pylon/depot/spirewarrenden etc would be hindered a bit 5) *drum rolls* what is your latency in comparison to theirs? 3. he wall off his front (blistering sand) 4. keybind ur buildings to maintain production 5. good enuff as i'm playing from uni lol |
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