Archive for the ‘Uncategorized’ Category

How to Play TVT without Exploding Of Boredom

Tuesday, May 8th, 2012

TvT is the best and most exciting matchup. If you continue with air play, you are immediately struck down for one false movement, while the other player can simply sit on their fat! Trying to break a siege line cost effectively is a good way to stop the boredom.

Below are just some of the stuff you even add reactions to your opponent into the equation:

3 reaper rush into 2 port banshee

3 reaper rush into Ghost / Medivac / Nuke

3 reaper rush into MMM

Proxy Marauder rush

Proxy in base Marauder bunker rush

Marauder / Medivac rush

Blue Flame drop

Thor rush (Thor drop) (mass repair)

3 nuke orbital snipe

Planetary Fortress rush

2 tank rush with proxy barracks to see up ramp

Mass Hellion / Thor

Reaper / Hellion / Medivac elevator

Playing a build isn’t the same thing as playing the game. Set up your own siege line next to his like normal, and then pull 2/3 of your army away. He still can’t engage because 3-4 sieged tanks will be really hard to break, and he doesn’t know you don’t have more. Then, doom drops his main with the rest of your army, pulling back the moment he retreats with his tank line. Use this time to resiege further forward. Rinse and repeat.

Pros and Cons of Starcraft 2 Races

Monday, May 7th, 2012

This is my own opinions of the Pros and Cons of Starcraft 2 Races.

Terran

One of its advantages is easy to learn. You can create large armies early game. It is less dependent on expansions than other races. There are Lots of unit choices, leading to great adaptability. You can build anywhere and lift off buildings and land them elsewhere.

With only one con, Terran may seem OP, but that one con is so bad, that it gets even with the pros. Terrans can do it all, still. Their amount of units gives them a solution to any instance.

Zerg

One of the great things of zerg is to create massive armies late game. Overlords can be hidden and used to scout and spot. It has very fast army production rate. Spawn broodlings when buildings are destroyed.

It is a Very good game overall. They have their rushes and late-game, and their army growth rate allows them to make large armys late game, and mid-size rush armys. However its units are weak. Lots of resources are needed to get army, so 2 bases are necessary. It takes longer to tech than other races. Buildings depend on creep, makes tech hard to hide.

Protoss

One of the good things is that you can warp in units making reinforcements faster. Also you can finish units and upgrades faster with chrono boost. It has the most powerful units. Shields regenerate automatically and quickly out of combat. Probes can build more than 1 building at a time.

This race can beat you with a powerful early game rush, or be that late game juggernaught the rofl-stomps everything. However, Units are expensive. A lot of micro is needed to make them cost effective. It Depends on a Robotics Bay or Forge for detection. Besides, it has Bad anti-air abilities.

How to Improve the Game Speed of Starcraft 2

Thursday, May 3rd, 2012

Indeed, the faster the game speed the better player you are supposed to be to excel at it. In game terms, you would pay less attention if you don’t have to. Improving yourself is the key of Starcraft 2 and unless you are constantly challenged you are not going to do it. It might sound bit ridiculous but when people are under stress they perform better and that is the whole point.

The challenges in the single player campaign are artificial, they throw more units at you and they do it faster. If we look from theory-crafting point of your success is based on amount of your army and ability to function well with that army. Your army part of the equation is limited by the game mechanics like production and economy: set amount of mineral patches, set amount of workers can mine one patch, army size of 200, time that it takes to train a unit, etc. No amount of skill from player can change that. Therefore the ability to function well is the only part that can be modified. Naturally the more time you have to think and perform the better the end result will be. On top of that Starcraft is a micro intensive game and with enough micro any battle is manageable. Hence the game speed limitation. Brutal, insane or however you want to call it would be easy if you could do all of it in slow motion and pauses in between. In order to make the game harder they make it more difficult to perform well aka increase the speed at which you must react.

Games played on that custom setting wouldn’t bring any achievements. But as it stands, for a player like me who doesn’t play much, if any, multiplayer games and is not interested in the competitive aspect of the game, just the strategic and tactical challenge, the faster speed of the Brutal setting is really too much.

Blizzard should implement a way for one to set a custom difficulty setting, mixing and matching AI level and game speed. A warning should be displayed when creating such a custom setting that games played using it will be ignored for gathering achievements if the settings are incompatible with the Hard and Brutal requirements. That is, if one plays hard games on Normal speed, or Brutal games on Normal or Fast, they can’t be taken into account. That would provide us with the best of both worlds.

Tips for Starcraft Universe – Mposg

Wednesday, May 2nd, 2012

MMOSG – Muiti-Player Online Stragedy Game -this is different than world of warcraft there is no questing or raiding aspects. You are a commander of a posing faction, just like the game is built now.

Terrian – You have your very own space crusier – where you can buy upgrades, and units that’s can you can build.

Zerg – You’re a Queen. Or Brutalisk tasked with defending Hive.

Protess – You have your very own mothershipObject is take over lands, win requires, each planet is a grid 1-10 across – A-K. 3 factions’ battle 4v4 battles like you would in starcraft with limited use of units and upgrades

Each planet will unlock when you earn enough credits through victory. There total of 8 worlds to battle in explore each offer full upgrades

This game allows you use all tarren units, zerg units, protess units ever made in starcraft series… however each player is limited set. For instant barricks can only hold 4 units. This makes it no tarren player is the same

Commanders earn experience points and are caped each level and can earn passive abilities that effect there armor, commanders also have abilities thaw can help there army in battle they can only use 3 and each once per battle.

Tips for Disabling In-Game Chat Option

Wednesday, May 2nd, 2012

Some of us can BM in the heat of the moment, especially when we’ve taken a pretty bad loss or string of losses, and sometimes this BM can breach Blizzard rules.

That way, in order to prevent offensive language from being thrown around and to prevent admin from having to moderate these sorts of situations, there should be an option to do this.

Think about it. It’s a win-win situation to have this option enabled so that:

Admin can avoid giving out bans for offensive language/”harassment”; instead they can give out mutes.

It gives an easier option than trying to control BM and keep a straight face after say… a 20 loss streak on ladder.

Don’t like listening to players call you every offensive slur under the sun? Disable in-game chat and make sure only friends can whisper you.

There would be no need for GOMTV or later KeSPA to enforce a player chat rule. They can just set the option to “DISABLED” or “GLHF/GG ONLY”

That’s not the only use for this system. But it was a suggestion and one that could probably prevent the sending and receiving of BM. And with less reports going around for it, that would save a lot of customer support time.

If you are too immature to actually write a constructive comment about why this is a good or a bad idea or how to improve it or why it’s so good/bad then please just leave this thread.

A Fix to Underpowered Zerg

Friday, April 27th, 2012

As we all know playing Zerg is too weak and too heavy! Here is quick fix for the race to ensure Zerg get the win, they deserve to play the most difficult race is intense and apm!

First of all, is too weak against the Zerg early basis for all INS! So we should do to creep damage-radioactive over time to ensure the Terran and Toss will think twice before engaging their troops in March in the lawn Zerg!

Zerg units are unprofitable, so here is the way to fix it. To Zerg units in a position to mate with each other and produce progeny single.

There is a roach with attack speed 2x faster and the ability at short intervals, take two pieces and a cockroach, fly to produce a Roaching. You even get an animated short of matching as seen on the verge Zerglins Roach.

Now you can invite canker in Mutalisk and drop another bomb as an option is that you’ll be falling Bane muta muta, the more canker, but can be a suicide bomber and 300 damage. It costs a lot, but it might be worth it if you have balls of death come and see your way.

You can make an offender with a mixture of fungicides Infestor-and-drop from the air, even those giants’ unfair neurons from behind. After mating, nesting Infestor empty no more spoilers Infested Terran infested it creates radiation.

You can mix 2 brood lords and a Ultralisk the device instead of 2 Ultralisks unit fry most expensive unit and most powerful in the shooter. When you mix two Mutalisk again, it is the speed crazy, trying to stop it with your trollrays!

A major problem for the Zerg is the Colossus, a unit rather unfair that we are all agreed. So to fix the match-up we need for good against the situation when the user wants to troll us Protoss and more than 2 of them. Yes, we can now fight with infesotrs corrupt, but it is not hard enough against! So we need to build a trap behemoths called you, trap and sacrifice two Ling for work and u get 2 zerglossus just watch as it shoots Protoss Colossus, but in black and cannot lazors rather take acid and use precisely the same damage and its counterpart Protoss.

Another problem for the Zerg, the power of the sea! For these small nightmares we need to do something special. For 25 minerals, you can convert a regular Zergling unnecessary jumping Mariner killer! Jump cannot attack anything other than the sailors, but they kill in one shot after the jump and then after a hearty sailor brain ready to jump again! This should fix the problem.

Article source: http://www.gameholds.com

A fix to Balance TVP Out

Friday, April 27th, 2012

Give protoss a cyber core upgrades that gives stalker +1 range. The upgrade would cost 150 and would take 80 seconds to research, which means that it isn’t cheap at all and it will delay gate tech by quite a bit. So what basically happens is that the protoss player stays on gate tech longer but he can then have more early game dominance. We have a slower teching protoss and a less dominant early game terran. The game can go into a macro stage without protoss completely overrunning terra late game because of the slower tech.

Now to what the upgrade would actually do in game, so protoss gets out about 3-4 stalkers when the upgrade is done and then he can outrange a bunker. Now this isn’t op. This is very good because now terran cant push out with a small marine marauder ball and is contained in his base and HAS to get a bunker thus losing the early game dominance. Now the terran cant kill the feing protoss with a 2rax and the protoss can’t get colossus super early so we then progress into the late game and macro stage.

At this point the upgrade is then completely not important. You won’t be kiting whole mmm balls and the contain on the base can easily be broken when stim is researched so the upgrade then has no more meaning and the game just progresses from then on into the late game were we have a much lower tech protoss so they just won’t be able to a move.

In PvP this would be awesome because defending 4gates would be so much easier with this upgrade actually being able to kite enemy stalkers and zealots without getting hit at all would make for more macro game. In ZvP some stalkers more will be able to shoot from a stalker ball and this would also allow for safer 1 gate fes so that protoss wouldn’t be bound to the ffe opening anymore.

Article source: http://www.gameholds.com

Why Terra Is So Hard In Starcraft

Thursday, April 26th, 2012

Since terran doesn’t really have anything to tech towards to like the other 2 races you benefit hugely from being active in the early and midgame. Once you get your medivacs out you are set, time to do some damage or you’ll probably fall behind in the long run.

For new players, the most common advice or “mantra” is probes and pylons. Gets your macro going and everything else will fall as you will have superior numbers. For terran this doesn’t really apply, because our units do not work that well in large numbers and just relying on good macro doesn’t get you very far.

Thanks the the medivac, terran units get amazing mobility. Medivacs also mean that the units work really well in small scale battles, where the healing effect really makes a huge difference. However, once there is a big enough battle with splash damage everywhere, the medivacs will never be able to keep up and the army just evaporates. So what do you do as terran? You drop everywhere at once, force your opponent to split his army and look for any place of weakness. Now if you are still learning to produce pylons and probes, this will obviously be pretty hard to pull off.

The micro aspect of terran is a little overblown. Marine splits aren’t that tough once you get the hang of it for example. The difficulty comes from trying to control multiple armies around the map at once, and not falling prey to colossi/storm/banes/fungals while doing so.

The cool thing about terran is that once you are actually decent at multitasking, you can force your protoss/zerg opponents to multitask and suddenly they need to play a lot better too. That way it evens out at higher levels, but in the lower leagues terran being the hardest race makes perfect sense.

Article source: http://www.gameholds.com

Suggestion for New Command Order in Starcraft

Thursday, April 26th, 2012

That order should be: “remove one unit from a group” with only pressing 1 key. It would be faster than shift clicking that unit in the group.

When you have a control group of the same kind of unit, there should be a command order (on the keyboard) to remove 1 unit from that group.

Bring workers back to vespeen and mineral after an harass. You could select them all, right click one vespeen right click on the other vespeen then right click on a mineral patch.

Send scouting zerglings to xelnaga towers and scouting. You selcet a small group of zergling, then could right click on a Xel’Naga, then X, then another xel’naga, then X, then a medivac droping corridor, X, etc…

Split marines versus banelings. You could stim your group of marine, then alternate X and right click to split them very effectively.

There should also be a command order to make baneling landmines easier to use. You could select a bunch of banelings and use a shortcut that send 1 baneling to the spot where you click and burrow him when he is there automaticaly. Burrowing banelings right now is way too micro intensive and reduce the time you have to do other micro intensive things such as harrass with mutalisk.

Article source: http://www.gameholds.com

When to Start Getting Upgrades for Starcraft 2

Wednesday, April 25th, 2012

You may be wondering when to start getting upgrades. Just start upgrading when the other players upgrade or have a direct timing on when you should start?

It depends on the match up and the style you’re choosing. When in doubt, get a forge relatively early and keep one upgrade going all game.

Just starting upgrades when you see your opponent starts his upgrades is the wrong idea. You want your upgrades give you an advantage in the fight. If you plan on doing a timing attack on 10 or 12 Minutes you can check whether you can start upgrades before, so that they finish in time for your attack. This gives your army much more power. Otherwise if your plan is to get safely into the late game, going double forge is a good idea, because your late game army will be much stronger with high upgrades. In general you want your upgrades faster than your opponent, because it gives you an advantage which can result into your victory. The most important thing is that you constantly upgrade, when you started upgrading, which means starting 2-2 as soon as your 1-1 is finished. Keep in mind, that you require additional tech for the higher upgrades, so the upgrade timing should fit with your overall plan.

Basically, once you are on your second base, you should have the gas to do a full production cycle of units with some leftover. This depends on how many production buildings you have up, but basically you should have the resources at 7-8 minutes. Cutting units to start earlier leaves you vulnerable. Investing in upgrades is investing in a longer game. Be sure to start your twilight before the first upgrades finish, so you can start 2/2 right when 1/1 is done.

For PvT you can either rush double forge or try to hit timings where you’re up by a few upgrades or you can choose to forgo forges for a bit. If you’re consistent with chrono you can start 1/1 after Terran starts 2/2 and still finish 3/3 earlier. The Terran will have about 2 minutes where he is 1/1 to you being 0/0 and then some timing for when he’s 2/2 to you being 1/1 but with later upgrades you should have spent the money on something else to make that ok.

Also if you’re postponing ups then it’s important to make sure you don’t engage with an upgrade 30 seconds away from finishing. You can stall that out with force fields.

Article source: http://www.gameholds.com