I love the grid hot keys and would totally recommend them to anyone who doesn’t already have sc1 muscle memory… but it’s way easy to do this kind of hot key silliness. Like the time my muta rush became a corrupter rush… which I have to tell you is really not nearly as effective; although more effective than your overlord rush!
Equis
2043
My favourite is when I fumble rally my workers to gas. Oh hey, why am I low on minerals when I have enough gas. You can’t even tell this is happening at a glance until you click and see all of then spread out from the refinery/extractor.
rossm
2044
My mouse sucks and often double clicks when I only click once (and often lets go when I’m dragging something). So it’s not uncommon for me to send all my workers away somewhere when I mean to send just one. It gets old :(
Reldan
2045
Earlier my partner and I pulled double Zerg on War Zone. It’s a stupidly designed map and per our usual tactic for this particular race combo and map we both 7-pooled. I say it’s a stupid map because the two bases are wide apart, there’s no ramp, and the only “choke” is about 4 barracks wide making walling off early impossible.
I of course finish my pool and immediately build 2 drones. Doh!
We still won, but damn that was stupid.
Yeah, maps where you can’t actually wall off effectively are really frustrating vs Zerg. Any ramp that you can’t block with one supply depot, one Barracks(with tech lab), and one Bunker may as well not be a chokepoint at all.
4-gate + robo as toss is just too good. Using it almost makes me sad, but I’m not good enough to be able to screw around with funky build orders and still have good macro yet.
I finally got a chance to play with my boy Ike the other day-my first experience with another person and absolutely loved it. SC2 is so much deeper than I initially understood and so much fun! I hope to play with more of you guys soon-and maybe even try the campaign!
You know what beats 4gate + robo?
Mass marines. And when I say mass Marines, I mean mass Marines.
:D
Admittedly, if they hit me before I have Concussive Shells, it’s over. There’s that gap for the timing attack where a Protoss player has the guys to overwhelm my mass Marines but before I have Conc Shells to kite with…
You know whats even better than 4-gate robo? 3 gate robo + fast expand.
McKnight
2052
You know what beats 4-gate robo?
Nearly everything, if you play defensive enough. Honestly 4-gate robo makes it so hard to get an expansion up that if you can hold off the initial attack then there is incredibly little the Protoss player can do that prevents you from auto-winning the game. Of course the whole point of this build is to make it nearly impossible to defend against… But the point still stands.
Today’s patch notes.
http://us.starcraft2.com/launcher/patch-notes.htm
As expected, the ones floating around the internet over the last week or two were not real.
Jab
2054
That siege tank change I think is going to be huge with TvZ, at least zerglings and hydras have a chance to get up to the tanks before melting away.
MichaelD
2055
It’s weird that since they took the authentication servers offline for the patch, offline play can’t be initiated. So much for a quick campaign match…
What seems to be upsetting the hardcore SC2 players with this patch is… the addition of the clock to the game. They don’t like it being easier for people to learn timings, I guess.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=154779
TimJames
2057
Yeah I was wondering about that today. It’s not like there’s a quad damage you have to pick up every 60 seconds or anything, but it probably still helps. I wonder if a lot of people had their own clocks and stuff running as separate applications, at least to practice.
I’m still waiting for the nerf to Marine damage vs Armored. As it stands, Marauders are less DPS even vs Armored than Marines are, which is … kinda strange. And dumb.
Awesome bug! My friend can’t flag himself as Ready when we try to play 3v3s. Hurray for new patch bugs. It’s apparently something to do with the Mac client.
Pretty sure that’s intentional. Marines are the core damage unit for terran (bio, I guess tanks and vikings are the core damage units for mech), marauders are for their utility rather than raw damage.
Plus cost vs. cost marauders are only 25 gas more than 2 marines, which you can say is accounted for by the fact that they have armor and almost 3 times the hitpoints, so I’d say they are pretty well balanced.