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[Official] Starcraft 2 Strategy & Discussion Thread - Page 83

post #821 of 25315
Quote:
Originally Posted by jcde7ago View Post
A good Terran player will mix in Ghosts with his MM/MMM ball to nullify High Templars/PsiStorm as well as take down your shields with an EMP. The reason they hate PsiStorm is because you still have the battle advantage if you were able to cast a couple storms before either your Temps were focus-fired or before you were EMP'd. It is pretty much always a good idea to have at least 2 High Templars out there, as getting a storm or two off is so key in a battle against an MMM ball, but if you're going to consider the energy charge time and gas cost of a High Templar, you might not have the time to get your Void Rays or much else.

But Immortals and their shields are key in an MMM battle. Without Immortals, you won't stand a chance. They can pretty much 1-shot Marauders who are already being attacked by your Chargelots while your 'Lots and the Immortals themselves tank a lot of damage. Unless you're vastly outnumbered, this composition will work wonders against an MMM ball.
Thanks, I'll try that next. Although to be honest in Silver I have never seen a ghost yet (I just played against someone who did in practice, but he's a platinum).
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post #822 of 25315
Quote:
Originally Posted by thiru View Post
Thanks, I'll try that next. Although to be honest in Silver I have never seen a ghost yet (I just played against someone who did in practice, but he's a platinum).
In anything below Platinum, don't worry too much about anything else but your timing, scouting and unit composition.

If you constantly know what your enemy is doing, you should be able to counter it. Be pro-active about controlling Xel'Naga towers. Use your Chronoboosts. Don't ever have more than 200-300 worth of resources just sitting there (of course less if you can help it), etc.

The macro and micro comes naturally, and over time, once you've gotten used to doing all of the necessary, basic things in every match. Scouting and timing are the two most important aspects of SCII, IMO.
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post #823 of 25315
I just started playing vs. AI as Zerg against Terran and it's pretty frustrating. I think some of the Zerg deficiencies could be helped with better aerial transport. The Overlords are slow and clumsy and they unload too slowly. I get the feeling I could be a lot more dangerous with a fast sturdy transport that unloads quickly. Too bad I can't hijack some medivacs. The Nydus network is okay but by the time you get it the Terrans have all their fancy toys. Their fancy toys are better than my fancy toys.
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post #824 of 25315
Quote:
Originally Posted by Lucas Lamer View Post
I just started playing vs. AI as Zerg against Terran and it's pretty frustrating. I think some of the Zerg deficiencies could be helped with better aerial transport. The Overlords are slow and clumsy and they unload too slowly. I get the feeling I could be a lot more dangerous with a fast sturdy transport that unloads quickly. Too bad I can't hijack some medivacs. The Nydus network is okay but by the time you get it the Terrans have all their fancy toys. Their fancy toys are better than my fancy toys.
... use mutas. Or even roaches lol
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post #825 of 25315
Quote:
Originally Posted by Lucas Lamer View Post
I just started playing vs. AI as Zerg against Terran and it's pretty frustrating. I think some of the Zerg deficiencies could be helped with better aerial transport. The Overlords are slow and clumsy and they unload too slowly. I get the feeling I could be a lot more dangerous with a fast sturdy transport that unloads quickly. Too bad I can't hijack some medivacs. The Nydus network is okay but by the time you get it the Terrans have all their fancy toys. Their fancy toys are better than my fancy toys.
Zerg need a composition of burrowed Banelings that detonate when the Terran army walks over them, a lot of Zerglings + Roaches for a decent surround (a surround is a MUST. Get a LOT of Zerglings) and either Mutas or Ultralisks, provided that you have enough time to get them.

Otherwise, an MMM ball will walk right over your base with no problems.
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post #826 of 25315
Situation Report and upcoming balance changes have been posted!

Quote:
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.
Source.
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post #827 of 25315
Quote:
Originally Posted by jcde7ago View Post
Zerg need a composition of burrowed Banelings that detonate when the Terran army walks over them, a lot of Zerglings + Roaches for a decent surround (a surround is a MUST. Get a LOT of Zerglings) and either Mutas or Ultralisks, provided that you have enough time to get them.

Otherwise, an MMM ball will walk right over your base with no problems.
What is an MMM ball? Is that just a bunch of marines?
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post #828 of 25315
Quote:
Originally Posted by Lucas Lamer View Post
What is an MMM ball? Is that just a bunch of marines?
Marines, Marauders and Medivacs. The bane of many non-Terrans.
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post #829 of 25315
Quote:
Originally Posted by Lucas Lamer View Post
What is an MMM ball? Is that just a bunch of marines?
Marines + Marauders + Medivacs. Basically, a walking counter-everything, Tier 1, ball of DEATH, which requires the other two races to tech up to Tier 2/3 units with a lot of microing to properly fend off, which means Zerg or Protoss are either outnumbered, are behind in economy or both...since all the Terran player had to do was build Barracks/Tech Labs and a Factory/Starport if he got Medivacs.
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post #830 of 25315
Quote:
Originally Posted by thiru View Post
Thanks. Immortals with mass zealots makes sense (and sentries of course).

But I've also been told that terran players hate psy storm more than immortals. High templars have the added bonus (I think it's a bonus...) of being warpgate units. But since I'm going to get a robotics anyway for scouting... argh confused newb is confused.
It was high templars > colossi not immortals. You should pretty much always get immortals until terran makes a lot of marines or just skips marauders entirely.
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