Brag if you got into the SC2 beta

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nanobreath

Senior member
May 14, 2008
978
0
0
Did a lot of messing around with the editor this weekend. Making a simple TD map as an exercise to learn the ins and outs of the editor. They certainly made it a lot more powerful, but some things are a lot more complicated. Just creating new units using existing models and animations took the good part of a day to learn the basics. In WC3 editor it was almost as simple as copy and paste to do that. Now, depending on how much I want to customize, I can create a new unit in around 30 minutes. It's just a bit convoluted.

Triggers are very similar to WC3. Probably the only thing I've come across that I didn't really have to relearn how to do. There are definitely some new events/actions to choose from to make the triggers, but they operate in the same way.
 

Ika

Lifer
Mar 22, 2006
14,264
3
81
Can someone summarize the zerg strategies to handle early colossus or void ray rushes? Seems both these units were designed to obliterate zerg units.
Mutas counter both of those pretty well.

Colossi don't do splash damage with their thermal lances, do they? If not, zerglings seem like a pretty good idea... one huge target that does a lot of damage but slowly is always great game for lings. Also, void rays aren't so great against zerg, seeing as how most zerg units are rather fragile but rely on numbers (which is exactly opposite what the void ray is supposed to counter).

Also, is it just me, or are protoss T1 units a lot weaker than they used to be? Specifically, zealots and stalkers... used to be a mass zealot/dragoon attack would be devastating. Now it seems like they're both much more fragile, and zealots are no longer the small unit destroyers they used to be. The only real toss macro attack strategies I've thought of are mass void rays and mass stalkers... maybe I just need to watch some toss replays.
 

dank69

Lifer
Oct 6, 2009
37,352
32,980
136
Colossi don't do splash damage with their thermal lances, do they? If not, zerglings seem like a pretty good idea... one huge target that does a lot of damage but slowly is always great game for lings. Also, void rays aren't so great against zerg, seeing as how most zerg units are rather fragile but rely on numbers (which is exactly opposite what the void ray is supposed to counter).

Also, is it just me, or are protoss T1 units a lot weaker than they used to be? Specifically, zealots and stalkers... used to be a mass zealot/dragoon attack would be devastating. Now it seems like they're both much more fragile, and zealots are no longer the small unit destroyers they used to be. The only real toss macro attack strategies I've thought of are mass void rays and mass stalkers... maybe I just need to watch some toss replays.

A colossus will tear through zerglings, they hit multiple targets with each shot. As for toss T1 I can't really agree. 1 zealot = 2 marines = 4 lings I think is pretty close.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
Colossi don't do splash damage with their thermal lances, do they? If not, zerglings seem like a pretty good idea... one huge target that does a lot of damage but slowly is always great game for lings. Also, void rays aren't so great against zerg, seeing as how most zerg units are rather fragile but rely on numbers (which is exactly opposite what the void ray is supposed to counter).

Also, is it just me, or are protoss T1 units a lot weaker than they used to be? Specifically, zealots and stalkers... used to be a mass zealot/dragoon attack would be devastating. Now it seems like they're both much more fragile, and zealots are no longer the small unit destroyers they used to be. The only real toss macro attack strategies I've thought of are mass void rays and mass stalkers... maybe I just need to watch some toss replays.

Coloxsen are pretty much specificly in the game to kill zerglings/marines. Their attack sweeps in a line in front of them so it's a very huge splash.

Rays work pretty well vs zerg. They're generally very slow to get antiair, so if you can work a quick tech in without dying you can catch them with their pants down, and with the recent void ray buff they're respectable vs light units too.

Yea, Toss t1 is weak, but still has uses; especially with being able to warp in an army anywhere you have power mid game.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
A colossus will tear through zerglings, they hit multiple targets with each shot. As for toss T1 I can't really agree. 1 zealot = 2 marines = 4 lings I think is pretty close.

zealot loses to 4 lings pretty handedly. I think they win vs 2 marines assuming no movement... but when does a single zealot fight 2 marines without something between them and or marines microing?
 

dank69

Lifer
Oct 6, 2009
37,352
32,980
136
zealot loses to 4 lings pretty handedly. I think they win vs 2 marines assuming no movement... but when does a single zealot fight 2 marines without something between them and or marines microing?

On paper, ignoring the time it takes for the lings to surround, the zealot should deliver the killing blow to the final ling before he dies. And once you add micro to the equation balance goes out the window. Good micro can win from either side.

EDIT: nvm I forgot about ling's 'fast' attack speed vs zealot's 'normal' so yeah the 4 lings should kill the 1 zealot. Anyone know exactly what 'fast' and 'normal' actually are?
 
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AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
On paper, ignoring the time it takes for the lings to surround, the zealot should deliver the killing blow to the final ling before he dies. And once you add micro to the equation balance goes out the window. Good micro can win from either side.

EDIT: nvm I forgot about ling's 'fast' attack speed vs zealot's 'normal' so yeah the 4 lings should kill the 1 zealot. Anyone know exactly what 'fast' and 'normal' actually are?

The speeds are a range some units both with fast speed have different actual attack speeds although I assume all fasts are faster than normal.
 

slayer202

Lifer
Nov 27, 2005
13,679
119
106
I've always been bad at RTS games so i never really got into them. never played SC1 so I'm even further behind. can anyone suggest some ways to get better along with just playing games? I'm sure single player will help once the full game is out. anywhere to read in depth about each class with specific stat information on each unit etc etc?
 

rcpratt

Lifer
Jul 2, 2009
10,433
110
116
Jeez, July 27th is so far away. I hope the beta isn't ending this month like some people have said.

Slayer, here's what I'd do. Watch some replays on youtube, get a feel for what race you might like. Then play some custom games with a buddy and just play around with every building and unit to get a feel for them. Then watch even more replay videos of the race you like. Then just start playing ladder and emulate what you saw on the videos. Eventually you'll just kind of get the hang of it.

Off topic but here's a replay of mine and my buddy's that this guy wanted to "shout cast" as practice. It was a pretty good game (TPvTP), and he actually does a pretty solid job of calling the game. You'll see some typical strategies in this game if you're interested in Toss or Terran.

http://www.livestream.com/seven8chance/video?clipId=pla_a48e2af8-6a4c-4707-a6a5-d92e0082bbff
 

jinduy

Diamond Member
Jan 24, 2002
4,781
1
81
as a protoss in late game, how do you handle masses of hydras? yeah i suppose it shouldn't get to that point, but i find myself in this situation at times and get smoked. my zealots, voidrays, stalkers get shredded. immortals get overwhelmed. carriers are pricy and they get owned by the hydras as well. colossi are decent, but pricy and it hurts when they go down.
 

linjy2

Senior member
Jun 30, 2005
319
0
76
as a protoss in late game, how do you handle masses of hydras? yeah i suppose it shouldn't get to that point, but i find myself in this situation at times and get smoked. my zealots, voidrays, stalkers get shredded. immortals get overwhelmed. carriers are pricy and they get owned by the hydras as well. colossi are decent, but pricy and it hurts when they go down.

templars with storm and mass stalkers. gg

i noticed not many people uses storm yet in sc2. in most custom games i dont see it. i did play a few platinum ranked guys that uses it.

storm raped zergs in sc1, so it should do the same in sc2
 

jinduy

Diamond Member
Jan 24, 2002
4,781
1
81
storm is pretty weak in sc 2 compared to sc 1; it's significantly weaker and the radius is way tiny. plus the templars are expensive.

anyhow, i'll give it a shot as i admit i've only used it a handfull of times and they didn't yield good results for me.
 

Dumac

Diamond Member
Dec 31, 2005
9,391
1
0
So I finally re-finished my placement matches, won 4 out of 5. Got put in silver league.

I think I am going to get my ass handed to me. I'm a pretty shitty Starcraft player.
 

Ika

Lifer
Mar 22, 2006
14,264
3
81
So I finally re-finished my placement matches, won 4 out of 5. Got put in silver league.

I think I am going to get my ass handed to me. I'm a pretty shitty Starcraft player.

same here, although I only won 3/5 of my placements. it's quite easy to get good fast if you know what your game is lacking; specifically, I was a bad macro player, and I know I can do a good protoss macro, so I switched from my Terran main (for which I don't know how to attack with) to a toss main (which is much easier on me). I can't zerg macro for my life, especially with the new queens. I just can't multitask fast enough.
 

Pia

Golden Member
Feb 28, 2008
1,563
0
0
as a protoss in late game, how do you handle masses of hydras? yeah i suppose it shouldn't get to that point, but i find myself in this situation at times and get smoked. my zealots, voidrays, stalkers get shredded. immortals get overwhelmed. carriers are pricy and they get owned by the hydras as well. colossi are decent, but pricy and it hurts when they go down.
Stalkers. They aren't a hydra counter by themselves, but a decent army backbone to which you add your power multipliers. You need templar and/or colossi doing area damage. You also want some sentries. Guardian shield drops unupgraded hydra damage by 1/6. Forcefields can corral hydra, reducing their damage output and multiplying the power of templars and colossi. Micro with the spells, watch out for flanking attempts and move around a lot, keep the colossi alive.
 
Oct 20, 2005
10,978
44
91
Have a question about the damage output on some units.

When a unit's damage output says "10 dmg - 2x attacks" does that mean it does 2 attacks in one cycle for a total of 20dmg?
 

rcpratt

Lifer
Jul 2, 2009
10,433
110
116
Have a question about the damage output on some units.

When a unit's damage output says "10 dmg - 2x attacks" does that mean it does 2 attacks in one cycle for a total of 20dmg?
Yes. Units like these also kind of doubly-benefit from upgrades.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
templars with storm and mass stalkers. gg

i noticed not many people uses storm yet in sc2. in most custom games i dont see it. i did play a few platinum ranked guys that uses it.

storm raped zergs in sc1, so it should do the same in sc2

But with a few templar you can blanket the battlefield instantly anyway. Also, with the energy upgrade, you can warp them in anywhere pretty much with a storm ready to make your enemy dance while your main force runs over to help.
 

Fenixgoon

Lifer
Jun 30, 2003
33,285
12,847
136
i'm going to want to play later tonight if anyone is up for it. around 9pm eastern.