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[Official] Starcraft 2 Strategy & Discussion Thread - Page 1098

post #10971 of 25319
Quote:
Originally Posted by Ruckol1 View Post
So ******* stupid I ******* hate ******* Terran nothing ******* works against them

I scout MMM so I go mass splings and banes, with 2/1 upgrades, and next thing I know he's attacking with Blue flame helions which roast my entire ******* ling army and his marines just mow down my mutas. My last 2 times I've been matched against a T in ladder I've just left once it's started. There's no way it can be won, ******* complete bull**** I've tried everything. And the worst part is at the end of the game, the score screen, I completely rape them in every section except units just cause 1 of their units = ******* 10 of mine.
Post a few replays of you playing against these terrans, then we can see what you are doing right, and what you are doing wrong. You can use http://www.sc2replayed.com/ to host them.

MOST of the time if you are zerg, the problem isnt really your composition, its the timing of when you built those attack units and what you did with them...
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post #10972 of 25319
Quote:
Originally Posted by Lucas Lamer View Post
The general problem is that terran has early units (like hellion) that can deliver devastating and even game-ending attacks and they're so cheap that terran can just throw them away. Terran can drop brooframes and stimmed marine/maruader in my base and if I'm not ready for it I probably lose the game because of it. Or, I could slaughter the whole terran attack force, and terran just yawns and remakes it. As a zerg, if I attempt a game-winning attack and it fails miserably I get punished severely for it. Not so for terran.
yup.

T's strong early, normal mid and late game.
Z's weak early, strong mid and late game
P's a weird race where they can be so strong and so weak at the same time in all period of the game.
    
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post #10973 of 25319
Do you know what really put me off sc2?

The fact that the population limit does not increase when your team-mates leave the game.

So if you are playing a 3v3 and your team-mates leave, you not only inherit their resources, their ****ty scvs but you look at your population limit and its like 250/200. So you cant make nothing and are almost garenteed to lose.
Where as your oponents have 200 limit each, which becomes 600 vs 200 which is an absolute joke.
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post #10974 of 25319
Quote:
Originally Posted by andypc View Post
Do you know what really put me off sc2?

The fact that the population limit does not increase when your team-mates leave the game.

So if you are playing a 3v3 and your team-mates leave, you not only inherit their resources, their ****ty scvs but you look at your population limit and its like 250/200. So you cant make nothing and are almost garenteed to lose.
Where as your oponents have 200 limit each, which becomes 600 vs 200 which is an absolute joke.
You can continue making HIS units using his population limit I think.

edit: oh I didn't know it did that. Never had a player quit that late.
So what happens if you make him build a pylon?
Edited by thiru - 2/28/11 at 2:03pm
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post #10975 of 25319
Quote:
Originally Posted by thiru View Post
You can continue making HIS units using his population limit I think.
Yes you can do that. I once had a 1vs2 where my ally dropped. We were both Z and I macroed up 400/400 army having all my and his hatches at one hotkey. It's a bit harder with other races though, but yea you just need to build his depots/pylons.

Quote:
Originally Posted by Lucas Lamer View Post
The general problem is that terran has early units (like hellion) that can deliver devastating and even game-ending attacks and they're so cheap that terran can just throw them away. Terran can drop brooframes and stimmed marine/maruader in my base and if I'm not ready for it I probably lose the game because of it. Or, I could slaughter the whole terran attack force, and terran just yawns and remakes it. As a zerg, if I attempt a game-winning attack and it fails miserably I get punished severely for it. Not so for terran.
It's true to some extent. Terran is the least punished race for failed all-in attempts.
Edited by poroboszcz - 2/28/11 at 2:17pm
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post #10976 of 25319
Man imagine how big targeting a tech lab with stim is in 1.3 :O.
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post #10977 of 25319
Quote:
Originally Posted by poroboszcz View Post
Yes you can do that. I once had a 1vs2 where my ally dropped. We were both Z and I macroed up 400/400 army having all my and his hatches at one hotkey. It's a bit harder with other races though, but yea you just need to build his depots/pylons.



It's true to some extent. Terran is the least punished race for failed all-in attempts.
Ah, I thought that was the case, because even when someone quits early I don't get supply blocked.
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post #10978 of 25319
Quote:
Originally Posted by poroboszcz View Post
Yes you can do that. I once had a 1vs2 where my ally dropped. We were both Z and I macroed up 400/400 army having all my and his hatches at one hotkey. It's a bit harder with other races though, but yea you just need to build his depots/pylons.
Really? In a match I was playing, as terran, both allies dropped out I was pushed into a corner of the map, with an insane amount of resources so decided to spam the battlecruiser built 5 starports and shed loads of supply depots, to discover that I was capped at 200.

Even then If i were to build allies supply depots/pylons do I also need their buildings to build their units in their pop limit?

Because if you do the amount of micromanagement is unimaginable. IMO, if you allies walk out the game should give you their pop limit, not make you play as three players.
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post #10979 of 25319
Quote:
Originally Posted by andypc View Post
Really? In a match I was playing, as terran, both allies dropped out I was pushed into a corner of the map, with an insane amount of resources so decided to spam the battlecruiser built 5 starports and shed loads of supply depots, to discover that I was capped at 200.

Even then If i were to build allies supply depots/pylons do I also need their buildings to build their units in their pop limit?

Because if you do the amount of micromanagement is unimaginable. IMO, if you allies walk out the game should give you their pop limit, not make you play as three players.
You can still have various production buildings under the same hotkeys (e.g. Nexi/CCs/Hatches at 4) and use tab to switch between them.

I think the reason they did it this way is that otherwise it would give an unfair advantage to the player who's allies left the game.The other players, who stay in the team, would have to utilize some perfect resource trading and shared army control to achieve the same consistency in macro and strategy. There are already some strategies which take advantage of one player leaving the game to get extra resources for an early push.
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post #10980 of 25319
Quote:
Originally Posted by poroboszcz View Post
You can still have various production buildings under the same hotkeys (e.g. Nexi/CCs/Hatches at 4) and use tab to switch between them.

I think the reason they did it this way is that otherwise it would give an unfair advantage to the player who's allies left the game.The other players, who stay in the team, would have to utilize some perfect resource trading and shared army control to achieve the same consistency in macro and strategy. There are already some strategies which take advantage of one player leaving the game to get extra resources for an early push.
Yeah I see where you are coming from, but this only works if your team-mates leave early on, before their infrastructure is affected and this rarely happens.

Most players leave when they are being dominated and all of the basses under attack which makes it impossible to salvage them for the extra population.
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