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06-30-2014 , 04:26 PM
Quote:
Originally Posted by bobman0330
It's best understood as a 48-minute, 4-base raven/tank all-in.
Doesn't this also describe every "macro" Protoss game?
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06-30-2014 , 04:34 PM
Quote:
Originally Posted by goofyballer
Did you seriously just micro that one muta into the group of ravens? WHO IS THIS GOOFYBALLER?????????
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06-30-2014 , 04:48 PM
don't compare a protoss deathball to mass raven/tank
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06-30-2014 , 04:56 PM
Quote:
Originally Posted by goofyballer
Doesn't this also describe every "macro" Protoss game?
Protoss macro is a 20-minute, 3-base, all-tech-routes-completed and excellent production all-in
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06-30-2014 , 04:59 PM
Quote:
Originally Posted by Kowalski
Did you seriously just micro that one muta into the group of ravens? WHO IS THIS GOOFYBALLER?????????
lol, I think it looks more impressive in the gif than it actually was. I saw that he only dropped one seeker and was like "ok, I CAN DO THIS, I JUST NEED ONE PRECISE CLICK"

Speaking of which, lol @ all these full energy ravens dying without dropping more seekers or PDDs
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06-30-2014 , 06:08 PM
OMG OMG OMG U GUYS ITS NEW MAP TIME

To begin, a retrospective at what I thought about this season's maps:

Quote:
Originally Posted by goofyballer
Overgrowth: looks like it's an easy third for Protoss (wall off the outside path with gateways + cannon, lol at Zerg) so terrible map, also gonna be super easy for Protoss to feint towards Z natural then just put up a wall of forcefields kill the third and recall home
Merry Go Round: somehow doesn't look terrible despite being 3 players, though your 3rd appears a bit exposed if other player spawns counterclockwise
Waystation: total joke map with the bottom left/upper right spawns if Terran is playing, float a quick CC over for a free base, are you ****ing kidding? Other than that looks alright
Overgrowth: I think I was wrong, this map wasn't terribly imbalanced (except in favor of mech TvZ), and while Protoss did have some strong simcity-based attacks on third bases with force fields that we all saw way too often, the map allowing for pretty open engagement probably helped out Zerg just as much.
MGR: Pretty good map
Waystation: I was also wrong here, although I think the problem isn't so much with my predictions as it is with Terran players. Seriously, in close spawns, why would you ever not go fast 3CC and take a free base behind your main? I'm not getting a lot of mutas over there very quickly - with good TvZ play, you're making me stay at home and pressuring my 3rd (which is kinda distant!) and all that jazz, I can't just make 20 mutas and fly over there.


Anyway, removed are:

Habitation Station
Frost (RIP)
Alterzim (yay!)
Waystation (aww)

I kinda like Waystation long spawns but I'm gonna guess the reason they took it out after just 1 season is because not enough people pick it in tournaments, or something, and you know what? **** that, that's a ****ty reason to take a map out, you shouldn't be catering to tournament players who are deathly afraid of a map that you can't just plan out an exact build for since it changes based on spawns. It gave us some crazy good games too.

Staying are:

Overgrowth
Merry Go Round
King Sejong Station

And joining them are:

Foxtrot Labs LE



a bigger view of the original map (dunno if Blizzard changed anything for ladder)

No vertical spawns I think. Looks like a great swarm host map, shoot me. Also looks like horizontal spawns kinda sucks for ZvT - looking at bottom spawns, if you're on the right, Terran has a great angle to drop you from any direction. On the left, Terran can probably do some insanely annoying pushes with like 2 siege tanks parking below the natural, totally protected while you dance around marines. Verdict: don't like it.

Deadwing LE



bigger picture from TL original

Looks almost Zerus Prime-like in your ability to take lots of bases really really fast, unless it's horizontal spawns in which case I guess you need to kill some rocks first. Center area fairly open, I'll go with slightly Zerg-favored even though T/P will have no problem going up to 3 bases very quickly.

Catallena LE



larger TL view

Three player maps are just all the rage these days. With more bases around the edge of the map than Merry Go Round (which has the ones closer to the center watchtower), I feel like this looks like it favors the player who gets to expand clockwise away from their opponent over the player who has to take their clockwise natural but then go counterclockwise away towards a 4th base that's screaming "please dual-pronged attack me".

Like, which ground area would you rather be responsible for defending to keep your 4 bases intact?



Verdict: do not want.

Nimbus LE



bigger TL view

Map screams "please go CC/hatch/nexus first, every time", so there's that. Doesn't look too noteworthy otherwise.

Predicted Zerg vetoes: King Sejong, Foxtrot, Catallena
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06-30-2014 , 07:39 PM
How do I make gifs? I have a great LOL protoss one.
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07-01-2014 , 08:07 AM
I tried it but it came out all green. Maybe I'm doing something wrong..
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07-01-2014 , 11:35 AM
It may also be weird doing it over Starcraft, I run the game windowed fullscreen, maybe it won't work if you aren't? Or graphics drivers or something etc etc. You can PM me the replay and what time to make a gif of if you want.
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07-01-2014 , 11:41 AM
waitin for some true protoss skill to be shown!

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07-01-2014 , 11:54 AM
Quote:
Originally Posted by goofyballer
Clicked this link and my anti virus went off fwiw.
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07-01-2014 , 12:03 PM
Google led me here: http://www.reddit.com/r/software/com...gram_that_was/

I think it's probably fine.
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07-01-2014 , 12:08 PM
OMG It keeps getting crazier.



Leaving this here, but this was the wrong thread for that post.
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07-01-2014 , 02:15 PM
http://us.battle.net/sc2/en/forum/topic/13273357790

Blizzard clueless as always. Instead of focusing on two units that already see plenty of play, how about changing some other units that, you know, actually do suck?
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07-01-2014 , 02:44 PM
This is incredible.

Quote:
Medivac harass has been getting weaker since the beginning of HotS due to players improving at defending against them.
I can't even believe this. Players are good at defending against something, so we need to make it even better?

What the **** is their goal with balance changes, exactly? Is it their mission statement that no matter how fast medivacs are, or how well Terrans can use them, if players can defend medivac harass, medivac harass isn't strong enough? Players adapt over time, so we need to make them adapt more?

There's no logic here at all. This is mind-numbingly stupid. First response says it all, SayYesToStim with the medic avatar ****ing loves these changes.
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07-01-2014 , 02:52 PM
Somehow Terran figured out how to drop effectively in WoL with no speed boost at all on medivacs, and now this ****, all because mutalisks are 6.7% faster? You have got to be ****ing kidding.
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07-01-2014 , 03:11 PM
Fast drop speed seems ok, faster or longer boost seems ****ing rly stupid.
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07-01-2014 , 03:14 PM
I think the opposite. Faster or longer boost isn't terribly game-breaking, but faster unload means
a.) mutas may not be able to cost effectively kill medivacs if the Terran can just unload all the marines inside quickly
b.) Terrans would no longer have to give any ****s about dropping marines on top of zerglings as long as they have decent simcity protection behind mineral lines/buildings or w/e
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07-01-2014 , 03:20 PM
Goofyrage exceeds all expectations. Maybe think about buffing Terran units somehow maybe, but we didn't even bother to think up an actual proposal? HAVE YOU GONE TOTALLY MAD DAVID KIM???
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07-01-2014 , 03:23 PM
There is a general proposal, and the medivac one is exceptionally stupid.
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07-01-2014 , 04:35 PM
This will do little to nothing to solve the atrocity that is TvP
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07-01-2014 , 09:04 PM
medivac buff appears to be excellent since it has goofy all frothy
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07-01-2014 , 09:04 PM
also lol @ well widow mine splash radius is ridiculous, let's make it tiny. Followed by, widow mine splash radius is way too small. let's make it larger.

BLIZZARD
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07-02-2014 , 02:20 AM
Terran buffs get all the haters mad. I love it.
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