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Posts Tagged ‘sc2’

Got all the Blue PVP Gear in WoW Now What?

Yes it has come to that time, where i have farmed all the battle grounds, done tol barad quite enough, made 10,000 gold from daily quests, and there isnt really that much else to do. I log in, do my 5 arena wins on the Hunter and the Priest, thats about 2 hours a week. Now what do i do? PvE? No Thanks, I found Sambas, Karoma and Loc’na(sp?) the other spirit beast.

kruxor wow arena1721.jpg

I have about 20k in gold spread over my characters, nothing to buy really. I could level fishing again and cooking, but i can just buy the food from AH. So what is there to do apart from arenas? Nothing much really. I started leveling a few other characters that i have sitting around, and got all the heirloom gear, but it seems kinda pointless. I guess there comes a point when there isnt really that much else to do, i need to feel like im achieving something, which i guess is why they introduced the achievement system, but for some reason its just not the same as the feeling you get from leveling a toon. I usually top the DPS charts in BG’s as BM or Marks, its kinda fun but i dont need the honor points anymore, so whats the point.

kruxor s4a chain.jpg

And now there going to make honor even easier to farm? why? for alts? idk maybe its good. Recently i just started playing 1v1 on sc2, its kinda cool to play that again. Something different. I guess just keep playing arenas until next content update, least thats still fun.

SC2 Terran 1on1 Diamond League Marine Cheese

I have to say even though this is called a noob sc2 1v1 terran strategy, gotta love its effectiveness. Only prob would be if it was vs protoss or another terran player, that could effectively counter it. Anyway great vid:

SC2 Beat the Rush: Zergling Rush PvZ

I think this is a good strat vs the old zergling rush, just basically get all your workers to kill them as they come in. This can also be done with the terran SCV’s. Just make sure you try and get a barracks asap and get some marines out just to protect against the rush. Just depepnds how soon they go really.

Terran Vs … SC2 multiplayer strategies and tips

Now im no vetran to SC2, i think half of my winning is luck actually (i think). But i still like to try, and when you get pwned, have a look at the score screen and see what they did to beat you and use it to your advantage! Check the build order, check what they specialised in and upgraded to get that win. A Loss can be used to your advantage for the next game.

the Zerg Creep SC2

Terran vs Terran

Question:

They go: Marines / Marauders -> Medivac -> Banshee -> Mass Vikings

Honestly, I don’t know what to do late game, it always seems to end up massed vikings vs massed vikings. My thors always seem too few and too slow and are often out flanked as they simply go around and rape my forces/base/expos. Any tips on late game?

Early on after defending against Reaper rushes or whatever, it devolves into my Marines + Siege Tanks against their Marines / Marauders + Medivacs. That’s fine and all but then they are much more mobile and enjoy dropping on me.
Otherwise, its my Marines + Siege Tanks vs. the exact same thing and I don’t know how to attack a sieged position without going air… which leads back into the massed vikings vs massed vikings.

Basically my build is Marines + Siege Tanks -> Ravens + Thors (for banshees?) and maybe Vikings if we go into air. Help on glaring flaws would be great. How do you guys play Terran?

Answer:

bio opening is ok. But keep in mind what the mid game is going to look like. Mid game you’re going to see a decent stalement of two terrans with tank/thor/some light air (usually viking or raven). Late game you’re going to see even more tanks/thors, or more emphasis on air to finally break the stalement (ie: battlecruisers with yomato).

Bio drop on your tanks: you should have vikings to counter by the time he has medivacs. Yes they are much more mobile, but you opened with tanks which means you have a time frame advantage mid game when they switch to mech. If they don’t switch to mech, laugh as your mech destroys his bio.

Marine/tank mirror: the same idea from SC1 applies. You simply don’t attack a siege position without going air (or massing thors, but you need to have a much better economy than your opponent before doing that). A well played terran will know when to push out and when to turtle. Yes you’re going to see alot of viking wars, but try not to overcompensate too much. Vikings in this matchup are really only good for antiair or harassment. Grounded vikings get pwned by tank/thor.

I haven’t seen much banshee usage in TvT. Viking solves her way too easily.

I play TvT by going straight to marauder/tank followed by an expo followed by teching to mech followed by more expos, all while turtling on my protected side of the map (unless my opponent left himself wide open for some reason). Finally when I have a clear advantage (position wise or economy wise), I start to push out.

Terran vs Zerg

Question:

I go Marines + Medivac -> Vikings if I see mutas or zerglings. Otherwise, against roaches + hydras I go Marauders + Siege Tanks. I try to get Ravens either way as a detector. I rarely see banelings.

Advice? FYI I also get Nydrus Wurm raped more often than not Do Hellions help? For Banshees I always feel that I can never get enough to be useful, I’m busy with a ground war and Banshees when I can mass them get shot down by the hydras and mutas in play.

Answer:

We need more information on the type of zergs you play. If it’s muta, usually it’s a fast tech, which a fast expo + mass rines can solve. If it’s a zergling opening, hellions will completely fry lings.

Advice is to harass with hellions anytime you see a zerg fast expo opening. A proper hellion harass against an improper zerg fast expand can sometimes net you an easy win. After that, adapt to your opponent (is he going roaches? hydras? mutas? ??).

Nydus worm: keep vision throughout your base. Usually I build supply depots or random buildings on the perimeter of my base so I can see any incoming overlord asap and send units to take it out. You should only have a problem with nydus worm if your multitasking skills are not up to par.

Banshees: I’ve had some lucky cheesy success with them in TvZ, but I expect it to not work as well against the true top zergs. But actually, if you try it on a map like Scrap Station, there’s almost nothing the zerg can do because it takes so long to run to your base to rush and banshees usually come out before zerg can tech to muta/hydra. Other than cheese though, I find that hydra/muta counters banshee too easily to be useful.

Terran vs Protos

Question:

I always go Marauders to stop stalkers and zealots, marines help too against immortals. However, I’m always puzzled when the toss tech up.

What the hell is am I supposed to do vs. colossus and stalkers? They cut through my infantry like nothing. Siege Tanks? Vikings? Neither seems to work well. Against Immortals I usually just keep stocking up on Infantry, though Marauders take terrible terrible damage from the +armor.

Answer:

vs colossi and stalkers: Ghosts and emp. Use it, abuse it. Also tanks + positioning really helps, and vikings can snipe colossi. Against immortals you really need that emp so your tanks can dish out the dps.

You should actually pressure early with MM before you even get to MMM. If you wait that long, you’re typically too late.

The problem is that the Terran is really strong early game, but weakens out the further the game goes. Terran’s late air game is very very weak compared to the other races. You can still win it, but you need to be crafty.

Therefore you have every reason to end the game as early as possible, especially against a good Zerg player, who will just fast expand across the entire map and manage an economy that you can’t hope to beat nor stop.

I go back and fourth on Reaper Harass mostly depending on how the other player is playing, but honestly, in a game where Reaper Harass isn’t protected against, I’m probably going to already beat the person without having to do the Reaper Harass, so it’s probably worth my while to just get my MM out there and mobile that much faster.

To be fair, that isn’t always the case. I have won a couple games because I groin kicked someones supply line with Reapers and they couldnt get their economy back up fast enough to fight against my income with my main + natural expansion which gave me an easier chance of winning than if I hadnt harassed at all.

You just have to feel it out.

Terran play much much better offensively than defensively, even though we’re the “Turtle” race. If you’re playing against someone turtleing, soften up their Choke with a Nuke before you press in. It’ll typically give you a solid psychological advantage as well.

Parts of this post came via sc2armory.

Time for Some More SC2 2v2 Strategy (mostly terran based)

Yeah im focusing on terran cos its the class that i suck at the least ;) (i know its a bad way top start, but im still getting my uber macro and micro skills goin… ;) )

Its quite hard getting your foot in the door in SC2, I keep getting stuck building tons of units only to get pwned, but at least each 2v2 sc2 game you learn from your mistakes, thats why its so crucial to scout your oponent and see what they are up too so you know what to do in each scenario. Usually its best to send out one of your scv’s (if playing terran) or a drone or whatever small class you have available early in the game just to check out your surroundings. Also its quite a good idea to spread out your buildings so that they can provide site to different areas on the map so you can see whats coming. Especially supply depos are quite good for this, as you can just place them around the place and they give you some good range.

With terran work up to 3 barrics, install a reactor on one of them so u can crank out the soldiers and then build the advanced research addons (cant remember the name exactly) so that you can start pumping out marauders. Also note that mauraders are very good for land vs land but not vs air units.

After you get some decent units going and have sent some armies of 15-20 over to the other base, once you have scouted it out, if you can scout anyway as some of the 2v2 maps prevent you from actually sending your workers as scouts, then you have to wait until you can build a reaper and send him around the map to check things out.

People generally these days are quite aware of the reaper rush strategies, and usually have a few units ready for counter these days. the great thing about reapers is that they are quick and can go almost anywhere on the map, so there awesome for the initial hit if the other player is not ready, and getting from a to b with ease. but really if they have a few units ready for them, your just waisting your time, so if you are going to send a couple of reapers make sure that you keep your other units going in the base build and dont just rely on the initial rush strat. I have had a couple of noob moments (yeah i have a lot of them) where i concentrate too much on making reapers 3 mins into the game and then my base gets pwned. (i know im a noob) ;) .

I usually try, depending on whats happening with the other player to add another command center early on in the game, this can be a bad idea if there rushing you but it can go to your favor if you can pull it off. Two command centers upgraded with comms centers, are awesome for massive loads of gold/credit farming. If your feeling keen you can always just build a command center and then fly it to your closest rich mineral deposits for some extra cash. If you happen to fly it into one of these areas early enough, you can protect it for a while quite easily with a couple of turrets close to the command center.

Before i send out a massive load of units to the other base i usually try and upgrade their armor and weapons and also get the stimpak action goin on them. then there ready to kick some ass.

Keep the units pumping out and set the rally point of your new units to ones that you are sending to the enemy base, make sure you leave some of them around to protect you base, if you get your units to the other players base early enough they will be too busy defending against your attacks to send too many your way anyway. But you really need to keep an eye on what they are doing.

Noob Friendly Terran Tutorial – Basic Opener – StarCraft 2

Found this handy vid on a basic opening strategy for SC2 when playing Terran. Showing off the uber macro skills ;)

SC2 fast banshee build order – The Followup

StarCraft 2 - Banshee

So i finally got SC2 installed last night, and played for way too many hours! Eh who need to sleep anyway… Apart from the random disconnects from battle.net it was awesome. I played through one single player mission and then got straight into multiplayer. I might post some replays later. ;) But only me winning Vs Noobs.

As a followup to the video i posted some time ago in regards to the banshee fast build. This can be used usually to success depending on the stragegy of the other team / player.

I have been doing a bit of testing on this build, and you can be pwned quite quickly if they do a rush on your base and you cant protect properly.

I usually like to get one or two marines built just to fend off the initial rush, if possible.

Here is a build order, the number on each list item stands for the amount of SCV’s you have built at the time you build the structures.

  • 10: Supply Depot
  • 11: Refinery (put 3 SCVs on it as soon as possible)
  • 12: Barracks
  • 15: Refinery #2 (put 3 SCVs on it as soon as possible)
  • 16: Factory
  • 18: 2x Starports
  • 18: Supply Depot
  • 18: Tech Lab on Barracks
  • 18: Tech Lab on Factory
  • 18: As soon as the Tech Labs are built, swap the two Starports with the Barracks and the Factory.

A tough new ‘noob’ friendly Starcraft 2 Single Player instructional video

Starcraft II Trooper

Such Smooth Graphics and well voiced video, You can tell it has the polish of blizzard behind it! Check out the video.

Mmm… SC2. ;)

I think my net must be running slow. Dam high quality vids, now how many gig of patches will i need to be able to login to SC2!

SC2 The Launch, and North American Server Access for Southeast Asia/Australia/New Zealand StarCraft II: Wings of Liberty Players

Starcraft 2

StarCraft II launches officially at midnight tonight. While Brisbane will host the official launch, other EB stores around the country will be open on the evening of July 26 and, according to Blizzard, many of them will also be running special competitions and giveaways. So call your local store and find out what they’re planning.

Im not actually going to be out there, but ill see if there are any copies floating around tomorrow. Good luck eh, ah well im unprepared!

Here is the official word on Australians being able to play on both asia pacific servers and the US.

We’re pleased to announce that all players who purchase the Southeast Asia/Australia/New Zealand version of StarCraft® II: Wings of Liberty™ will also have the option of playing on North American servers following the launch. While we still encourage gamers to play on the local servers, which will offer lower latency and more action during peak hours, we recognize that many players have longstanding friendships and rivalries with North American players, and would like to continue playing with them. Because of this, we’re giving Southeast Asia/Australia/New Zealand gamers access to both regions’ servers, so they can choose where they’d prefer to play.

This additional access will go into effect as soon as possible. Our intention is to make it available within 60 days of launch — at that time, players with a copy of the Southeast Asia/Australia/New Zealand version of StarCraft II: Wings of Liberty will automatically gain the option to download the North American version of the game client through Battle.net®. You can check out the FAQ for more information, and we’ll have additional details to share about acquiring the North American client in the near future on our Southeast Asia/Australia/New Zealand community site.

Here is the Q&A about whats going on with the servers…

Q: Who is eligible to play on the North American servers?
A: All players, including those in the regions of Hong Kong and Macau, who purchase the English Southeast Asia/Australia/New Zealand Standard or Collector’s Edition of StarCraft® II: Wings of Liberty™ will have the option of playing on the North American Battle.net® servers in addition to the Southeast Asia/Australia/New Zealand servers if they prefer.

Q: How much will this cost?
A: The option of playing on North American Battle.net servers will come at no additional cost to all players who have purchased the Southeast Asia/Australia/New Zealand version of StarCraft II.

Q: How will access to the North American servers be granted?
A: Our intention is to ensure that within 60 days after the launch of StarCraft II: Wings of Liberty, all players with a copy of the Southeast Asia/Australia/New Zealand version will automatically gain the ability to also access the North American servers — this will be handled through Battle.net account management.

Q: How will I know when I can access the North American servers?
A: We will have additional information on how and when to access the North American servers on our StarCraft II community site.

Q: What will happen with my Southeast Asia/Australia/New Zealand Battle.net account?
A: Once you get access to the North American Battle.net servers, you will have access to both regions for online play. You can choose which one to play on at any given time, and can switch back and forth at will.

Q: How will my friends list and rankings be handled?
A: All account-specific data, including friends lists, rankings, achievements, statistics, titles, and unlockable rewards, will be tracked separately for each region’s Battle.net servers, and will not carry over between them.

Q: If I have already purchased the North American version, can I also play on the Southeast Asia/Australia/New Zealand servers?
A: No. To have the option to play on both servers, you must purchase the Southeast Asia/Australia/New Zealand version of StarCraft II: Wings of Liberty. This solution is specifically targeted to address gamers in Southeast Asia/Australia/New Zealand who have social relationships with North American players from previous Blizzard Entertainment titles.

Q: Will I be able to play on any of the other StarCraft II: Wings of Liberty regional servers?
A: No. Players who purchase the Southeast Asia/Australia/New Zealand version of StarCraft II will have access to the Southeast Asia/Australia/New Zealand and the North American Battle.net servers. No other multi-region play will be available at this time.

Other Starcraft 2 Links:

sc2 fast banshee build order

This can be quite an effective strat, as you can be producing banshees withing 4-5 minutes of the start, only prob would be the initial rush. May want to build a barracks to protect from the initial hit.

Reaper Rush Strategies, Starcraft 2 Reaper Rush Build Order

Step one: Build a refinery right after barracks, upgrade barracks with tech as soon as it is done, start spamming reapers, build new tech barracks, spam more, and attack once you have about 5 or 6 with upgrade. you will need to have 3 SCV’s on each gas to make sure you have enough.
Step two: Keep pressure on their mineral line.
Step three: Start mixing in marauders in your production and then move in for the kill with your marauder army.
Step four: GG

I would have to say this works because you are in the bronze league. I use to do this all the time before the recent wipe. I was also in the bronze league but after the wipe, I placed into the gold league and I can tell you that it’ll hardly work. Against P you really have to hope that they don’t attack you first because if they do, your reapers as base def won’t matter. The couple of toss I played against only attacked with 4 stalkers but because of that my reaper rush got killed. Against zerg, either they rush the hell out of you with zings and u don’t have enough units to defend or they go roaches and your just screwed.

Against terran, I would say that instead of getting 8 reapers (takes way to long to build all 8 of them from 2 racks) I’d go with 4 and try 2 bypass their def and get the scvs, If they have marudars i’d give up and try 2 get mmm. If they got marines though and not alot of them then you can hit and run them. Doing this will eventually wear out their forces but that gives enough time to build marudars.

The reaper rush is good but under different circumstances. I don’t think that their OP as they take way to long to build and are kind of expensive off the gas side. By the way keep your 8 reapers alive because later on they work as great for taking out cc.

Mr-Trib said: Reapers are really good at kiting units but this is where being Zerg is a huge advantage. Zealots are extremely slow and get kited, and killed, very quickly by the reapers. Lings do too, but with metabolic boost, they can move very quickly and get reapers. Usually a mass reaper rusher will tend to forget about control towers and move straight to your base, so keep your lings on the towers to see it. Marines can catch them pretty easily with range and if you’re protoss it’s all over when you get stalkers. Unless you’re horrible at micro and don’t bother mixing in zealots (because honestly if you’re firing at someone with a stalker he’s gonna try to get it right? well let your zealots attack them since they’re not gonna be able to kite the stalker and must engage it. Get a few stalkers it stops them, especially if you get a few cannons up).

Dude I know you play teams and so do I (1v1 as well) but I’ve found reaper rushes one of the least effective rushes from terran. They always fail vs me (not saying Gold league players would do differently, or someone that gets them towers) but hey, some people counter with the wrong stuff.

I’m gonna lay it out nicely. 10 zealots > 1 nicely microed reaper. 1 stalker and a few zealots and half ass micro > a whole bunch o reapers (not like a dozen).

As for Platinum reaper rushes (people still do that cheese in PLAT!?) though, I wouldn’t know how to counter that level of micro… and cheddar.

Uebermann.dantheman said Go to kill the scv at the crystal, the reaper kills workers and the marauder is out and in the base ready to kill the stalker while the reaper finishes off the zealot. Doesn’t need the bunker then because the game is over.

Go to kill the Reaper (even with split forces) and you still have no resource collection going on and a bunker in your line now and if the reaper gets in trouble, he just hauls ass to the bunker, gets it, and kills everything (especially once the marauder) shows up.

And even if you do manage to fend it off somehow, your production will be so slow, you’ve already lost the game. No matter what, the protoss loses. Those saying that they defended a proxy reaper rush in this manner is either

1. lying
2. unsure what this really is and has never encountered it
3. playing against a bad terran

Even if you know for sure its coming, there’s nothing you can really do.

Early reapers have to be an imba. No race should have a near 100% win against the other. Kinda defeats the purpose of having 3 races.

Some other Links:

Starcraft 2 how to win with terran sc2 1v1

So ive been playing a bit of sc2 lately, and getting slightly pwned. dam myself for being a noob.

Anyway i found the following, which i hope will assist me in my strats… and winnings, unless other people read this.

This thread is to highlight what was originally used in a 2v2 strat, but has now been optimized for use in 1v1s

When I previously tested out Terran Infantry I found that while building Ghosts early was powerful it suffered from a lack of scouting and on occasion would wipe due to low energy or if your opponent built a hard counter right off the bat.

Both of these problems can be elevated by the simple addition of adding in an SCV. The SCV is fast enough to scout alternate routes so your base doesn’t get flanked when you push out and can also setup proxy Bunkers to let you continue to pressure an opponent’s base when you would otherwise have to retreat:

http://www.youtube.com/watch?v=6SEdetbTHIE

That Terran Player had the counter built before I got to his ramp and obviously didn’t have to push out so what should you do against an opponent who is less eager to engage?

The answer is usually going to be a soft transition from Marines to Marauders with Concussive shell upgrade:

http://www.youtube.com/watch?v=Zqg1H_X1ZY0

The Protoss Player had his army Emped once previously, but just fell back. Trying to provoke a fight with a proxy Bunker worked with some limited success, but ultimately it took the upgraded hard counter to force the fight and end the game.

So what should you do if you get to their ramp and you’re terribly out matched. . .You even fell back to the proxy bunker and that got destroyed along with all your ghosts; now what?

Well chances are you’d be looking to transition out of MGS, but if your opponent is a Zerg not only are you going to stay with it, but you’re going to wait for your Ghost’s energy to hit full so you can hit them with it hard!

http://www.youtube.com/watch?v=YiQt1uRzUJw

Download the Replay of the above clip

Since all Zerg units are biological it makes MGS one of the best matchups. If you do get pushed out the natural transition from MGS is simply going to be to get an expo so you can get more MGS.

-=Matchups and Transitions=-

MGS vs other Terran Openers:

  • Fast Banshee: Very Favorable
  • MMM: Favorable
  • Pure Marauder: Even
    “Fall back to the Proxy Bunker and reinforce with Marauders. Keep pressuring with snipe to eventually push in and win”
  • Fast Mech: Countered
    “Keep threatening to push in and salvage bunkers to rebuild them farther back if you need to. If some of your original Ghosts are still alive put down a Factory for Nuke while you research Cloak. If your Ghosts are dead Expand and spend your gas to get Banshees or Mech of your own.”

MGS vs Protoss Openers:

  • Zealot + Sentry: Very Favorable
  • xGate + Robo: Favorable
  • Fast Voidray: Even
    “Focus Fire the Rays, but if they run put up an Eng Bay to pressure with Turrets instead of Bunkers”
  • Pure Stalker: Countered
    “Place extra Bunkers to hold while you wait for Marauders with the Concussive Shell Upgrade”

MGS vs Zerg Openers:

  • Speedlings: Very Favorable
  • Fast Lair: Favorable
  • Spinecrawler Spam: Even
    “Contain any expansion if possible and put down a Factory so you can nuke ASAP or if there are only a few of them sacrifice a unit to walk past them up into the Zerg’s main”
  • +X Roaches: Countered
    “Build an extra Bunker and keep pressuring until you lose all your Bunkers and Ghosts. Expand and let your new set of Ghosts fill up their energy before you push in again”

-=Taking no Risks=-

For the best chances of winning play Random or use this build against someone who is playing Random themselves. Open with a Barracks at 9 following by a Depot and Orbital Command at 11. This will allow you to get Marines out early enough to stop any attempts on your base by rushes without sacrificing economy.

Later remember to add an SCV to your army when you leave your base so you can scout any possible flanking attempts and setup proxy Bunkers to hold the line against an unknown foe.

-=Tips for Better Timing=-

  • Your first Ghost should be your on your 20th supply being produced from your only Barracks immediately after your 3rd Supply Depot Finishes
  • Start building a second Barracks soon after you start producing your first Ghost
  • If you want to wait for your Ghosts energy to build you can start a +1 upgrade soon after the ghost finishes. . . when that upgrade finishes is when you should move across the map since your ghost will be full on energy by the time you reach your opponent’s ramp
  • When you build a Factory leave the SCV unqueued. This way you will be alerted that there is an idle SCV when it finishes and can start building a nuke immediately.

Hope this was a good read. . .

this came via here