Starcraft 2 - Read Post #2 for a useful beginner guide

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Barfo

Lifer
Jan 4, 2005
27,539
212
106
this is for 7 insane AI FFA achievement correct?

want to know the easy way?

Pick the Lava Flow map, and restart until you spawn near one of the island expands. As soon as the the game starts load your cc with scvs's and fly to the island. Send your remaining scv across the map to the gold expo near the other island. After landing ignore making ground units, tech towards BC's. Use the remaining scv near the gold to build another CC as soon as you have a decent econ, fly that one to the other island. Ring both islands with turrets while you build up your fleet of BC's + upgrades.

When you are maxed, move out and it's GG.

The cpu will make ground units and try to find you and eventually tech to air but they aren't too smart about it.
awesome :D
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
Soooo, APPARENTLY!
Melee doesn't count. It has to be a custom game.
But when I select Custom it wont let me make an 8 player free for all.

WTF?!?
Are they trying to piss me off?
 

rcpratt

Lifer
Jul 2, 2009
10,433
110
116
Soooo, APPARENTLY!
Melee doesn't count. It has to be a custom game.
But when I select Custom it wont let me make an 8 player free for all.

WTF?!?
Are they trying to piss me off?
Do custom, make sure you have an 8 player map, select FFA, then 8 players.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
Soooo, APPARENTLY!
Melee doesn't count. It has to be a custom game.
But when I select Custom it wont let me make an 8 player free for all.

WTF?!?
Are they trying to piss me off?

have to select a map that supports 8 players before it lets you pick 8 player ffa. I would like it to be the other way, pick your game mode and it changes your possible list of maps, meh.
 

Barfo

Lifer
Jan 4, 2005
27,539
212
106
Well it was incredibly easy. I know I could never get that achievement any other way so...heh.
 

shortylickens

No Lifer
Jul 15, 2003
80,287
17,081
136
OK guys, I dont wanna sound ticked off or anything, but I'm not stupid.

When I select Custom game it wont let me select FFA Mode, just custom mode. I can manually enter 8 separate teams, but when I beat it I dont get the achievement.
And yes, floating to an island is all I need to do. Then I spam Battlecruisers and its mostly easy street. Doesnt matter if the AI is insane, once you wipe their main base, they always quit. Always.
Winning is no longer the problem, its getting the fucking game to acknowledge it.

FUCK!
 

Barfo

Lifer
Jan 4, 2005
27,539
212
106
OK guys, I dont wanna sound ticked off or anything, but I'm not stupid.

When I select Custom game it wont let me select FFA Mode, just custom mode. I can manually enter 8 separate teams, but when I beat it I dont get the achievement.
And yes, floating to an island is all I need to do. Then I spam Battlecruisers and its mostly easy street. Doesnt matter if the AI is insane, once you wipe their main base, they always quit. Always.
Winning is no longer the problem, its getting the fucking game to acknowledge it.

FUCK!
You must be doing something wrong. In the multiplayer section select create custom game, then select an 8 player map, after map is selected go to the right panel that appears with extra options and one of those you should be able to change to FFA, I think it's either the 1v1, 2v2 etc. After that just add 7 AI players and change their difficulty to insane.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
You must be doing something wrong. In the multiplayer section select create custom game, then select an 8 player map, after map is selected go to the right panel that appears with extra options and one of those you should be able to change to FFA, I think it's either the 1v1, 2v2 etc. After that just add 7 AI players and change their difficulty to insane.

yea this should work, however I saw a post on the forums about the achievement server going down, so you may just have horrible timing and not gotten credit for it.
 

AznAnarchy99

Lifer
Dec 6, 2004
14,695
117
106
Just did it. The CPU's eventually all killed each other off until there was only one left for me to deal with. I moved out once I had 3/3 upgrades and max 200 supply Battlecruisers. They tried attacking the island a few times but i had like 8 battlecruisers already.
 
Oct 20, 2005
10,978
44
91
I love getting like 5-6 achievements for just doing a few custom games on insane ai :p

There are some really easy/cheese tactics to get some custom insane ai achievements which in turn unlock all the lesser difficulty achievements as well.

1 game: 3v3 insane allies (TZP) vs insane ai (TZP) will unlock 6 achievements.

3 games: 4v4 insane allies vs insane ai (TvP), (PvT), and (ZvZ) will unlock 6 achievements too.
 

rcpratt

Lifer
Jul 2, 2009
10,433
110
116
I love getting like 5-6 achievements for just doing a few custom games on insane ai :p

There are some really easy/cheese tactics to get some custom insane ai achievements which in turn unlock all the lesser difficulty achievements as well.

1 game: 3v3 insane allies (TZP) vs insane ai (TZP) will unlock 6 achievements.

3 games: 4v4 insane allies vs insane ai (TvP), (PvT), and (ZvZ) will unlock 6 achievements too.
Yeah, same with the outmatched ones. Do cannon rush 1v2 Insane and you'll get 1v2 very hard, hard, medium as well.
 

sactoking

Diamond Member
Sep 24, 2007
7,647
2,922
136
OK guys, I dont wanna sound ticked off or anything, but I'm not stupid.

When I select Custom game it wont let me select FFA Mode, just custom mode. I can manually enter 8 separate teams, but when I beat it I dont get the achievement.
And yes, floating to an island is all I need to do. Then I spam Battlecruisers and its mostly easy street. Doesnt matter if the AI is insane, once you wipe their main base, they always quit. Always.
Winning is no longer the problem, its getting the fucking game to acknowledge it.

FUCK!

Looked into this last night: if you select Single Player game the only 'custom' option is a custom game. You have to start a Multi Player game instead.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
patch 1.1 preview

http://eu.battle.net/sc2/en/blog/554901

Greetings, citizens of the Koprulu sector! StarCraft II: Wings of Liberty is celebrating its one-month anniversary and we’re extremely excited to witness the amazing community that’s come together around the game. To that end, we want you to know we are hard at work on the first feature and balance patch, and expect to have it completed and available by the middle of September. Patch 1.1 will contain a number of improvements including additional mod features, Editor improvements and bug fixes, some custom game improvements, support for NVIDIA’s 3D Vision, and more. We'd also like to share some specific plans for this patch with you.

To begin, we've heard a lot of feedback from our global community about standardized hotkey options. We're happy to announce that in patch 1.1 we are going to make the Standard (US) and Standard for Lefties (US) hotkey options available in all regions.


Balance Changes

We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.


Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.



And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!
 

JTsyo

Lifer
Nov 18, 2007
12,032
1,132
126
I rather tanks hit light armor harder than heavy. I have marauders to fight other heavy units.
For the keys, I like grid but having attack as T is pretty annoying. It would be nice if you could customize a specific key like you could in War3.
 

Alienwho

Diamond Member
Apr 22, 2001
6,766
0
76
Welp, not only does this patch not address any true problems, but it has made my desire to play as my preferred race (protoss) even less.
 

Glitchny

Diamond Member
Sep 4, 2002
5,679
1
0
Welp, not only does this patch not address any true problems, but it has made my desire to play as my preferred race (protoss) even less.

What in your opinion are the "true problems" then? I'm very happy that all the toss zealot rushes got changed, fuck that noise.