** Official Star Craft 2 Multiplayer Thread **

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DrunkenSano

Diamond Member
Aug 8, 2008
3,892
490
126
I'll have to try the queen and sunken route sometime. When I do zerg, I usually do a quick Roach push while Lair is going up, then transition either to hydras or mutas with a second base. I've watched a low of pro zerg players go for 14 hatch but I don't think I'm good enough to pull that off yet.
 

JTsyo

Lifer
Nov 18, 2007
11,810
946
126
1v1 TvT-

Biggest balls win or what? fuck. I hate TvT.

I find that tanks make a big difference in TvT. Also having a few vikings to shoot down their medivacs can help.

Also in late game, 2 ravens with hunter seekers can take a big bite out of a MM ball. Though that's a lot of gas.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
I find that tanks make a big difference in TvT. Also having a few vikings to shoot down their medivacs can help.

Also in late game, 2 ravens with hunter seekers can take a big bite out of a MM ball. Though that's a lot of gas.

what do you do against someone who bunkers in? just play map control?

Evidently BC's suck balls.

(i've only been playing 2 weeks)
 

DrunkenSano

Diamond Member
Aug 8, 2008
3,892
490
126
Marines + Marauders + Siege Tanks. Usually comes down who has better position and control with their tanks.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
I don't understand how tanks/vikes works if they got upper ground w/ tanks and turrets backing those tanks up.

You can't win the game by just sitting there and defending. A tank force that sits with bunkers & turrets is going to be really immobile.

But there's no reason to direct assault a heavily entrenched position. You want to force him to move out on you. Take advantage of the immobility.

You should expand like crazy. Take as many expansions on the map as you can. Get upgrades. And build A LOT of production structures. You want to be able to lose your whole army & then replace it almost immediately; have like 10+ rax, 2-3 factories and 2-3 starports. Put down sensor towers that give you vision of his main force--so if/when he decides to move out, you can roll in and hit the tanks while they're unsieged. He'll have to move against you eventually, o/w your economic advantage will be crushing. It could also be helpful to block off key chokes on the map with cheap buildings (eng bay); that will buy you time if he moves out and has to knock down your buildings first.

If he isn't defending inside of his own base, then medivac drops can be effective too. If he's committed to defending location X, it'll take him some time to get forces back to his rear areas.
 

Ns1

No Lifer
Jun 17, 2001
55,418
1,599
126
You can't win the game by just sitting there and defending. A tank force that sits with bunkers & turrets is going to be really immobile.

But there's no reason to direct assault a heavily entrenched position. You want to force him to move out on you. Take advantage of the immobility.

You should expand like crazy. Take as many expansions on the map as you can. Get upgrades. And build A LOT of production structures. You want to be able to lose your whole army & then replace it almost immediately; have like 10+ rax, 2-3 factories and 2-3 starports. Put down sensor towers that give you vision of his main force--so if/when he decides to move out, you can roll in and hit the tanks while they're unsieged. He'll have to move against you eventually, o/w your economic advantage will be crushing. It could also be helpful to block off key chokes on the map with cheap buildings (eng bay); that will buy you time if he moves out and has to knock down your buildings first.

If he isn't defending inside of his own base, then medivac drops can be effective too. If he's committed to defending location X, it'll take him some time to get forces back to his rear areas.

yeah I guess that was my problem, I didn't feel like playing a 50 minute game.
 

eLiu

Diamond Member
Jun 4, 2001
6,407
1
0
yeah I guess that was my problem, I didn't feel like playing a 50 minute game.

haha, if you want short games, then find or design a build order that focuses on lots of early pressure. If you hit them at say the 5-6 min mark before they can set up their defense, you'll improve your chances of avoidng a long game.

That said, if they're set on turtling, you need to know when to back out. It's hard to break a turtling terran early on... not enough firepower. In that case, again expand & get more production power than he has. Contain him in his base as long as possible. You can fight & lose numerically but as long as you're replenishing faster than he can, you'll win.

edit: i should add taht in my experience, 50min 1v1 games are rare. I think both players need to be of reasonably high caliber (or perhaps reasonably low caliber) to make this happen, since neither side can gain too much of an advantage for a pretty damn long time. In these kinds of 'choke them to death slowly' games, I usually win or lose (i.e., they break out & i can't defend it) within 20-25 min tops.
 
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JTsyo

Lifer
Nov 18, 2007
11,810
946
126
what do you do against someone who bunkers in? just play map control?

Evidently BC's suck balls.

(i've only been playing 2 weeks)

I ran into that once. I tried for awhile to sneak a ghost in but in the end just a mass of banshees took out the local turrets and then most of his tanks. He had run out of resources in his base, so it was only a matter of time.
 

Mutalisk

Junior Member
Dec 30, 2010
1
0
0
www.StarCraft2.gr
Was lookin for Sc2 GPU settings and in-general info to optimize settings... found that thread here !

LuNaTiC.377 @ European server

Cheers from Greece ! (If ya want to add me do it and pm me )


Self-promotion edited out

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