Hey everyone, how's it going? Today I have class pretty much all day and have a bunch of work to catch up on, so chances are I won't be able to do a video. But I might be able to later on tonight. If I do, I'll probably post it tomorrow! Just letting you guys know that this update will be a quick one full of a few tips.
Terran tips:
-When fighting zerg, if you get an MMM army, be sure to get a raven for detection. When fighting any decent zerg player, there will probably banelings somewhere around the map or even scattered near your base. Use detection to spot banelings before your army becomes mine fodder.
-Don't overlook the usability of the raven. Utilize autoturrets for harass and even tech up for the seeker missle to take out massive amounts of infantry. Especially effective against mass hydra.
Protoss tip:
-If you play tech-wise, always get heat lance for your colossi. It is ESSENTIAL! Giving your colossi the 7 range will help tons with micro managing and keeping them alive that much longer.
Zerg tip:
-Don't forget about the infestors! Infestors play a key role in any zerg army. Fungal growth can cripple an MMM army and infested terrans are great for harass or last minute defense.
Monday, October 11, 2010
Saturday, October 9, 2010
New Patch Announced! Balancing Addressed!
Breaking news! Blizzard has announced that they have been constantly tweaking the game and have seen some flaws in the balancing as well as responses throughout the Starcraft 2 community. There are some major changes coming up in the next patch. Patch ETA has yet to be announced, but I would say probably within the next month or so.
And so, without further ado, here's a quick rundown on the announced specs of the patch:
Terran: Barracks will now REQUIRE a supply depot before it is able to be built.
Terran: Research for Reaper speed will now REQUIRE a factory
Protoss: Fungal growth now restricts blink, making stalkers unable to escape.
Zerg: Roaches are to gain a range buff
Zerg: Zerg structures are to receive an HP buff to make them less vulnerable.
What do I think of these changes? It's about time! We will have to see how this all plays out of course, but I for one, am extremely glad to see these changes coming. This means that reapers will be much more difficult to get out for an early reaper rush and even proxy in general will be more difficult for terran players. The protoss fungal growth point is meh, feels like it should have been that way since the start. As for the zerg changes I am very happy. I have been unsatisfied for a long time as to the imbalances associated with zerg. Roach range buff should help significantly in the mid-later tech stages, and especially in the terran-zerg meta game.
Now roaches will be able to much more easily chip away at terran walls without so much fear from marine/marauder spam behind the wall. I see great things for zerg with this upcoming patch. I have also held qualms about zerg buildings for a long time. For their importance, they die far too easily. If a spire dies, I must completely reconstruct it whereas if a terran player gets a factory and a barracks knocked out, more likely than not he still will have extras to fall back on.
It's interesting the way they talked about this patching though. They brought up some statistics and (not surprisingly) zerg was by far the least played class. This data revolves around the 1v1 universe, as starcraft most always does. Also, it is apparent that protoss beats terran across the boards in all divisions. Some interesting statistics to check out for sure.
Source: http://us.battle.net/sc2/en/blog/882511
And so, without further ado, here's a quick rundown on the announced specs of the patch:
Terran: Barracks will now REQUIRE a supply depot before it is able to be built.
Terran: Research for Reaper speed will now REQUIRE a factory
Protoss: Fungal growth now restricts blink, making stalkers unable to escape.
Zerg: Roaches are to gain a range buff
Zerg: Zerg structures are to receive an HP buff to make them less vulnerable.
What do I think of these changes? It's about time! We will have to see how this all plays out of course, but I for one, am extremely glad to see these changes coming. This means that reapers will be much more difficult to get out for an early reaper rush and even proxy in general will be more difficult for terran players. The protoss fungal growth point is meh, feels like it should have been that way since the start. As for the zerg changes I am very happy. I have been unsatisfied for a long time as to the imbalances associated with zerg. Roach range buff should help significantly in the mid-later tech stages, and especially in the terran-zerg meta game.
Now roaches will be able to much more easily chip away at terran walls without so much fear from marine/marauder spam behind the wall. I see great things for zerg with this upcoming patch. I have also held qualms about zerg buildings for a long time. For their importance, they die far too easily. If a spire dies, I must completely reconstruct it whereas if a terran player gets a factory and a barracks knocked out, more likely than not he still will have extras to fall back on.
It's interesting the way they talked about this patching though. They brought up some statistics and (not surprisingly) zerg was by far the least played class. This data revolves around the 1v1 universe, as starcraft most always does. Also, it is apparent that protoss beats terran across the boards in all divisions. Some interesting statistics to check out for sure.
Source: http://us.battle.net/sc2/en/blog/882511
Wednesday, October 6, 2010
50 Followers!
I have officially reached 50 followers! Thanks a bunch guys! Now onto 100! Tell all your friends about me and remind them that I always follow back!
Unfortunately, I might not be able to get that cast out today like I wanted, but I'll try.
As for a quick tip, scout early and often! Especially around your own base to prevent a proxy rush or even a noob cannon rush! Scouting saves lives!
Unfortunately, I might not be able to get that cast out today like I wanted, but I'll try.
As for a quick tip, scout early and often! Especially around your own base to prevent a proxy rush or even a noob cannon rush! Scouting saves lives!
Quick update for today
Hey everyone, didn't have enough time to throw up a cast today with school and all, but I think I'm gonna cast a replay tomorrow so stay tuned!
As for a strategy, here's a quick tip. As zerg, be sure to use your overlords to drop creep around your base making it faster for your units to move around. Also utilize creep tumors from your queens!
As for a strategy, here's a quick tip. As zerg, be sure to use your overlords to drop creep around your base making it faster for your units to move around. Also utilize creep tumors from your queens!
Monday, October 4, 2010
Zerg - Quick Roach Video
Video is officially live! Thanks everyone for being so patient!
Hey everyone, here's the video I promised for the quick roach, check the post before this one for a full text rundown on what to do! Don't forget to check back everyday and subscribe to my videos!
Sunday, October 3, 2010
Zerg - Quick Roach
Today I'll be going over a zerg strategy for a really quick roach push which I find to work exceedingly well in multiplayer games, especially 3v3. For this strategy to work, you need to stay very on top of your macro.
Ordinarily with a zerg strategy with a macro base, you might do a 13 or 14 pool to 15 hatch, but with quick roach, you will skip the second hatchery altogether, at least until later on when your economy can support it. With this strategy you want to make sure that you start off mining and making drones until you hit 9 food. Once you hit 9 food, make an overlord, do not wait until 10 as this will hurt your economy just a bit. Keep training drones until you hit 14 food and then make a spawning pool. When it's about halfway done, make an extractor and as soon as that finishes throw 3 drones on it to start mining gas. All the while, keep making drones
By time your pool finishes you should have an excess of around 300 minerals. Normally this would go to an early expo for a macro based game, but you're going for a quick roach. So with those 300 minerals, make a queen and a roach warren immediately. You should keep making drones and overlords when you're about 2 away from your population cap. Once your queen finishes, spawn larvae right away and you might want to start making roaches. But for sure once those larvae pop, throw out roaches immediately. Roaches cost 2 food, so they will eat up your population very quickly. When possible make excess overlords which are also good for scouting and creep dropping.
When you have a decent amount go out for a push, or pool with your allies and go for a push. Don't forget to keep making roaches in the process, and eventually get a lair. Once the lair finishes, make sure you upgrade roach speed, it is ESSENTIAL. Then later on tech to hydras for a roach/hydra army which is very effective against pretty much anything.
I do not recommend this for single player games because it leaves you open for a wide attack, as quick tech does for any race, but you do not have a wall to protect you since you are zerg. IF you do this in single player, you should use a combination of quick tech and early speedlings to fend off any sort of early attack. Video is officially up, stay tuned and good luck! Also don't forget to subscribe!
Ordinarily with a zerg strategy with a macro base, you might do a 13 or 14 pool to 15 hatch, but with quick roach, you will skip the second hatchery altogether, at least until later on when your economy can support it. With this strategy you want to make sure that you start off mining and making drones until you hit 9 food. Once you hit 9 food, make an overlord, do not wait until 10 as this will hurt your economy just a bit. Keep training drones until you hit 14 food and then make a spawning pool. When it's about halfway done, make an extractor and as soon as that finishes throw 3 drones on it to start mining gas. All the while, keep making drones
By time your pool finishes you should have an excess of around 300 minerals. Normally this would go to an early expo for a macro based game, but you're going for a quick roach. So with those 300 minerals, make a queen and a roach warren immediately. You should keep making drones and overlords when you're about 2 away from your population cap. Once your queen finishes, spawn larvae right away and you might want to start making roaches. But for sure once those larvae pop, throw out roaches immediately. Roaches cost 2 food, so they will eat up your population very quickly. When possible make excess overlords which are also good for scouting and creep dropping.
When you have a decent amount go out for a push, or pool with your allies and go for a push. Don't forget to keep making roaches in the process, and eventually get a lair. Once the lair finishes, make sure you upgrade roach speed, it is ESSENTIAL. Then later on tech to hydras for a roach/hydra army which is very effective against pretty much anything.
I do not recommend this for single player games because it leaves you open for a wide attack, as quick tech does for any race, but you do not have a wall to protect you since you are zerg. IF you do this in single player, you should use a combination of quick tech and early speedlings to fend off any sort of early attack. Video is officially up, stay tuned and good luck! Also don't forget to subscribe!
Saturday, October 2, 2010
Quick announcement!
Hey guys! I was able to get up my first video. Check it out on the speedling rush post and don't be afraid to give me a comment or subscribe to me on youtube. Lots more videos should be coming out soon! Stay tuned!
Decided to put the first video here in case you don't get a chance to check the other post.
Decided to put the first video here in case you don't get a chance to check the other post.
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