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Thread: Supersonic SC2 Q&A

  1. #121

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by pure.Wasted View Post
    Can't Marauders take them down? Especially once Medivacs come into play (and with Blink being pushed up, this should be roughly around the same time).

    I mean, sure they can Blink around your army to take down the Medivac, but if you're quick on your feet you'll get it out of harm's way fast enough, and now they'll have wasted their Blinks, too.
    See the thing is that Stalkers are just strong attack wise, and reasonably hard to take down because of how cheap they are and how many hits they take, they would rock a Medivac right away, because you can blink 20 Stalkers right under it. I never had a problem with Marauders although they cost about the same and are a little weaker than the Stalker, and slowing something down that has range doesn't really effect it that much.

  2. #122

    Default Re: Supersonic SC2 Q&A

    what? marauder have fewer hp than the stalker? stalkers are really imba! massable! and no real counters. the zealots will be less played as well. i can easily imagine mass blinking and microing stalkers being hard to bring down and winning all the time against combinations of any of these terran units marines/viking/ hellion/siege tank/ marauders/ even banshee with similar numbers.
    Last edited by electricmole; 08-26-2009 at 07:56 PM.

  3. #123

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by Islandsnake View Post
    How often did the "yellow" minerals come into play.

    Do you like the double gas thing at each base. Is only using 1 early viable?

    Do you feel like there should be "yellow" gas?

    Any Funny/successful cheese builds that you saw/did?

    ( once again sorry if these have been asked, im just sitting on the last page thinking outloud)
    Well for Protoss I didn't really need the yellow minerals as I was quite content with having the blue ones+PC, but letting other races such as the Zerg get it for a extended period of time is a big mistake (and I'm sure if PC was balanced it would be the same for Protoss). You didn't really notice at first and you didn't really fight over it too much in the amount of games we played, but after a while once you found out how much of a difference it made it started to get sought after a lot more.

    Never did I only get one gas so I really don't know, The assimilators were only 75 minerals so I didn't really mind. Although I don't get why they are doing this as it's essentially the same 4(new)+4=8(old) and getting gas is slow enough as it is with one, so I don't know why people would go with just one, or even see any real benefit from that.

    Yes I strongly think there should be "yellow" gas because it felt weird only having High yield minerals and no high yield gas. It was weird I was only getting benefited mineral wise, and high yield gas would make the bases even more valuable.

    There was one game I went pure Stalkers and ROCKED people, nothing could possibly stand in my way, I easily pushed through Terran defenses, Tanks and all. Another build I fast teched(or as fast as you can) to Carriers and crushed my opponent that way(because of how strong they are now), I didn't find much resistance. Another build I did was full Colossus and they pretty much each up anything on the ground regardless of what it is, because their damage is splash, 9 range, very high, and can climb up cliffs the unit is basically unstoppable unless you already had a air fleet prepared.

  4. #124

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by electricmole View Post
    what? marauder have fewer hp than the stalker? stalkers are really imba! massable! and no real counters. the zealots will be less played as well. i can easily imagine mass blinking and microing stalkers being hard to bring down and winning all the time against combinations of any of these terran units marines/viking/ hellion/siege tank/ marauders/ even banshee with similar numbers.
    Yup the Stalkers have quite a bit more hp+shields, and they do more damage and I think move faster as well (not counting Blink of course). The only thing that really stopped me from beating people with mass Stalkers was cloaked Banshees and that's only because I wasn't expecting it and didn't build Observers. Although Carriers would probably make short work of them as well, but I could see stalkers very easily taking out BCs and Mutalisk(which they did).

  5. #125
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    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by pure.Wasted View Post
    Can't Marauders take them down? Especially once Medivacs come into play (and with Blink being pushed up, this should be roughly around the same time).

    I mean, sure they can Blink around your army to take down the Medivac, but if you're quick on your feet you'll get it out of harm's way fast enough, and now they'll have wasted their Blinks, too.
    Yeah marauders can take down stalkers, but blink lets stalkers escape death most of the time, and they still do very good damage; they certainly are not uncounterable, they are just a bit too strong, weakening either hp or damage (or maybe a slight bit of both) would probably fix them.

    Quote Originally Posted by Islandsnake View Post
    How often did the "yellow" minerals come into play.

    Do you like the double gas thing at each base. Is only using 1 early viable?

    Do you feel like there should be "yellow" gas?

    Any Funny/successful cheese builds that you saw/did?

    ( once again sorry if these have been asked, im just sitting on the last page thinking outloud)
    Yellow minerals definitely come into play (at least for zerg/terran..), I had a couple of opponents rush for expansions there and it certainly helped them, but generally they were either quick expands out to them, or only late game, as mid-game moves tended to end up in the loss of them really quickly, and even then, the min-increasing macro mechanics seemed to not make this incredibly necessary(especially proton charge...).

    I really like double gas, as for 1 being viable it would probably depend on build and race, it certainly is viable for a short time, I only really used 1 gas with terran when rine rushing (as you need the gas for reactors for mass rines, and eventually tech) but hard to say how long said time is.

    Gas seems alot more scarce in sc2, hard to say if high yield geysers should be added or not, definitely would increase the value of expansions with those to probably a greater extent than the yellow minerals currently do, though i do rather like this scarceness atm.

    Someone "rushed" a CC at me, landed in my base and started upgrading a planetary fortress while they assaulted the front with mass rines, didn't work too well, though i will admit those planetary fortresses sure take out mass zlots pretty quick :P

  6. #126

    Default Re: Supersonic SC2 Q&A

    Do you two feel like the added "yellow" gas would be better added at certain blue bases or with the yellow minerals?

    Is salvage imbalanced with bunkers?

    How do stalkers do vs Mass Marine w/stim? ( The idea here is you stim right after the blink to pick off the ones that tried to get away...perhaps after they take some tank fire as well)

    Any games get to the super late game? Map mined out...etc. ( If so did it feel weird running out of gas completely)

    Forge Fast expansion workable? ( Necessary?)

    14cc into fast Planetary Fortress with marines on ramp viable?

    Did the shields on marines with shield upgrade make a difference?

    How dose EMP fair vs protoss?


    Hmm just tossing out questions that come to mind.

  7. #127

    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by Islandsnake View Post
    Do you two feel like the added "yellow" gas would be better added at certain blue bases or with the yellow minerals?

    Is salvage imbalanced with bunkers?

    How do stalkers do vs Mass Marine w/stim? ( The idea here is you stim right after the blink to pick off the ones that tried to get away...perhaps after they take some tank fire as well)

    Any games get to the super late game? Map mined out...etc. ( If so did it feel weird running out of gas completely)

    Forge Fast expansion workable? ( Necessary?)

    14cc into fast Planetary Fortress with marines on ramp viable?

    Did the shields on marines with shield upgrade make a difference?

    How dose EMP fair vs protoss?


    Hmm just tossing out questions that come to mind.
    No I think it's better to have mostly normal bases, and to keep 1 or 2 bases high yield.

    I didn't really see much of this although I would assume so, in longer games at least, or early bunker rushes.

    Mass Marines do decently vs Stalkers, the only problem is that the Protoss gets resources faster than than Terran so they can almost match them unit for unit in a Stalker vs Marine situation.

    Almost every game I played I ran out of minerals in my main base, and it was kind of weird still having probes getting gas that had about 1000 left in them each.

    Not sure, I didn't really try.

    PF has been nerfed a lot and is only really useful to small amounts of weaker units, just basically to stop persistent Econ raids. Although it is possible to use them more aggressively early game, but Terran have mineral trouble as it is.

    Didn't really notice the shield upgrade much when I got it, as other higher tier units would 2-3 shot Marines regardless.

    Never used it, although I heard a friend say he couldn't find it on the Ghost and we kept forgetting to check if it was still there, Ghosts are expensive and other units and abilities took priority anyways, it also only did 100 dmg to shields and would really be most effective vs Immortals.

  8. #128

    Default Re: Supersonic SC2 Q&A

    Yup the Stalkers have quite a bit more hp+shields, and they do more damage and I think move faster as well
    That would require a pretty dramatic shift in the Stalker's damage. Previous versions of the Stalker did 10+4 vs. Armor damage. The Marauder previously always did at least 16 damage (16+6 vs. Armor was one version, 10x2 was another).

    It seems like a simple adjustment of attack strength is in order. Marauders are ground specialists; they should do more damage, or have more Hp or be cheaper.
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  9. #129
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    Default Re: Supersonic SC2 Q&A

    Quote Originally Posted by Islandsnake View Post
    How dose EMP fair vs protoss?
    very well, ghosts in general are very useful, emp against stalker masses really helps (both drains shields and prevents blink.. briefly at least) and snipe is just generally good; used ghosts alot, but you do have to be careful with them as they die quickly if left unattended and are quite costly, but they are definitely worth their price when used well.

  10. #130

    Default Re: Supersonic SC2 Q&A

    Carrying on a question that Matt raised in the Zerg Problem thread -- have you guys seen the Overlord's creep drop used offensively for battle purposes? How viable is it in this perspective?
    http://img687.imageshack.us/img687/7699/commun1.png

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