when i lose at poker i can just blame variance. when i lose at sc2 i pretty much know it was my own fault. especially when i'm playing diamond/low masters level players.
I played a TvT yesterday where the guy just made 6 rax w/ 3 reactors. Nothing else. Then he showed up with a giant cloud of stimmed marines. It was funny.
I played a TvT yesterday where the guy just made 6 rax w/ 3 reactors. Nothing else. Then he showed up with a giant cloud of stimmed marines. It was funny.
I lost. I was macroing up too hard.. he had 59 marines and I didn't prepare well. He basically attacked in that 1-2 mins window where he could roll me over easily.
Destiny was streaming practice games against Masq, where Masq would open up with 2rax+expo, then build 12 rax /w no addon and constantly send marines. Don't think Destiny won any of the 4-5 that I saw.
I keep on binge-playing and then taking weeks off, and it's not helping me be good.
My new nerd-goal is to get into masters playing random. I'm a ways off, but I think it should be doable. I mostly need to work on polishing my openings and getting to the mid-game without crippling myself.
Anyone want any practice games /bo3s let me know, i'll be hanging out in the chat channel.
pwn, I think I'm ready to face the horror of my zvz.
beat: went 9-15 tonight/this morning.
beat: chased losses
beat: sat in matchmaking queue for over 15 minutes before giving up for the night
beat: got frustrated enough to try that ******ed 3 roach+speedling cheese
variance: it worked
So there has been a lot of discussion about new, large maps, and how Terran is affected weak late game etc etc.
Once of my problems with T is that Z and P have mid/late game upgrades that keep early units useful into the late game. Examples: chargelots, blink stalks, cracklings, burrow fast heal roaches.
what i would like to see is something similar on T.
ideas: Thor move speed upgrade requiring fusion core
tank siege/unsiege 50% faster also requiring fusion core
some kind of bio upgrade research out of ghost academy, but requiring fusion core. Maybe a late game melee attack to help with cracklings & chargelots
I'd also like to see a better late game reinforcement mechanic for T. What if, you gave rax a function where they call down bio units like a mule/supply drop? The requirements could be something like they are calling down bio from a battlecruiser, so a BC must be on the field, and teh call down area must be in vision and in range of a sensor tower, so the opponent can see where this is possible?
You have stim and concussive shells. If it makes you feel better, you can make them cost more resources or require other tech to research so you can then call them a mid/late game upgrades.
So there has been a lot of discussion about new, large maps, and how Terran is affected weak late game etc etc.
Once of my problems with T is that Z and P have mid/late game upgrades that keep early units useful into the late game. Examples: chargelots, blink stalks, cracklings, burrow fast heal roaches.
what i would like to see is something similar on T.
ideas: Thor move speed upgrade requiring fusion core
tank siege/unsiege 50% faster also requiring fusion core
some kind of bio upgrade research out of ghost academy, but requiring fusion core. Maybe a late game melee attack to help with cracklings & chargelots
I'd also like to see a better late game reinforcement mechanic for T. What if, you gave rax a function where they call down bio units like a mule/supply drop? The requirements could be something like they are calling down bio from a battlecruiser, so a BC must be on the field, and teh call down area must be in vision and in range of a sensor tower, so the opponent can see where this is possible?
any thoughts on these? Too many Terran tears?
Terran already has a very efficient and versatile choice of units. I don't think they need any help in mid/late... Also if you make tanks unsiege/siege 50% faster you might as well remove the sieging altogether.. managing tanks is a skill and i'd hate to see it dumbed down.
So there has been a lot of discussion about new, large maps, and how Terran is affected weak late game etc etc.
Once of my problems with T is that Z and P have mid/late game upgrades that keep early units useful into the late game. Examples: chargelots, blink stalks, cracklings, burrow fast heal roaches.