Sunday, June 27, 2010
Random links...
Thursday, June 10, 2010
How to watch replays in SC2 without logging in, and integrating Steam with SC2
Sunday, June 6, 2010
"How do I fight mass mutalisks as terran?"
Protoss 10 gate vs. Zerg
Saturday, June 5, 2010
A glimpse as pro gaming in South Korea
Kittens! ...and Battle.net 2.0
Thursday, June 3, 2010
7/3/2010 Patch 15 notes
Balance Changes
TERRAN
Hellion
Weapon upgrade bonus decreased from 1 (+1 Light) to 1.
Reaper
Nitro Packs research cost decreased from 100/100 to 50/50.
Siege Tank
Siege Mode damage decreased from 60 to 50.
Thor
Anti-air weapon upgrade bonus decreased from 1 (+1 Light) to 1.
ZERG
Brood Lord
Weapon upgrade bonus decreased from 3 to 2.
Wednesday, June 2, 2010
Mothership rush!
http://www.youtube.com/watch?v=XUxF4XWtj4g
Go to about 6:10 and notice that Artosis is pretty much annihilating his opponent, then see what happens.
Q: "What do I do against siege/tanks and hellions as protoss?"
Unit Speeds
Tuesday, June 1, 2010
7/1 Patch 14 Notes and Analysis
Patch notes are at the bottom of this post.
Overall, this patch only really affected zerg, and in a small (but not insignificant) way.
The changes to archons makes them easier to warp in in battle, but still doesn't make them a viable unit in anything other than an emergency situation.
The nerf to viking ground damage was to prevent a lot of hard to counter viking play- for example, going into ground form and target firing a hatchery or nexus. 14 straight damage at a high rate of fire is pretty vicious, even for the relatively high viking cost.
The zerg changes really nice (of course! I play zerg... :-) ) and needed in my opinion. The corruptor change wasn't necessary, but the burrowed infestor speed increase (removing the upgrade and giving it to them innately) increases their survivability and promotes more infestor usage.
The combination of tunneling claws with organic carapace is the biggest change by far, turning roaches into a very survivable and cost efficient unit for zerg. Giving them the ability to move while burrowed while increasing their health regen at the same time is huge.
Ultralisks, in the same theme as infestors, were given their upgraded speed for free and had their health increased. Ultralisks with 2.9531 are now the same speed as unupgraded zerglings (2.95), which makes them pretty dangerous on creep. Will this make them viable? Still probably not, but it's a step in the right direction. I just wish Blizzard made it clear exactly what they wanted us to do with ultralisks. They're too expensive to be used as cannon fodder and don't do enough damage and have too large a collision size to make for good DPS. I can see them being used in flanking maneuvers with even more effectiveness because of the speed boost (bonus damage to structures and AoE damage will make killing workers and expansions a quick job, not to mention being able to beat out most units in the same in small numbers) but that's a huge gas and time investment for something that can be done really well by a small pack of speedlings.
A friend of mine pointed out that you can use ultralisks to realistically bust forcefields now with their speed upgrade and the recent massive unit patch, which is something I'm considering trying. Force fields in the late game are brutal.
Balance Changes
- PROTOSS
- Archon
- Build time decreased from 17 to 12.
- Archon
- TERRAN
- Viking
- Ground damage decreased from 14 to 12.
- Viking
- ZERG
- Corruptor
- Corruption energy cost decreased from 100 to 75.
- Infestor
- Burrowed move speed increased from 1 to 2.
- Peristalsis upgrade removed.
- Overlord/Overseer
- Pneumatized Carapace cost increased from 50/50 to 100/100.
- Overseer
- Infested Terran energy cost decreased from 125 to 100.
- Roach
- Organic Carapace upgrade removed.
- Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.
- Ultralisk
- Anabolic Synthesis upgrade removed.
- Health increased from 450 to 500.
- Speed increased from 2.25 to 2.9531.
- Corruptor
Zerg Unit Overview
- One of the fastest units in the game with their speed upgrade, and have phenomenal DPS for their cost (good DPS value).
- Great at early harassment before the enemy can lock down chokes, remains effective in later game by hitting poorly defended expansions and through drops/nydus worms
- Massing and attacking unexpectedly with them in the early game can sometimes win games easily
- They're really cheap and build quickly.
- They can be morphed into banelings cheaply.
- Any unit the lings can't surround they suck against. Since packs of units are harder to surround than lone units, as unit numbers increase zerglings become harder to use. This also applies to chokepoints. Zerglings suck at attacking or defending chokes.
- As the game progresses, lots of units can instantly kill zerglings (colossi, zealots, siege tanks, high templar, hellions...) and they switch from a front line staple to a gas-free meat shield and flanking force. They can still take damage cheaply, but their overall damage plummets even with more zerglings because many of them will die before even reaching the enemy.
- Splash damage
- Automatically explode when killed
- Bonus against light applies to all sorts of spammable units like zealots, zerglings, other banelings, hellions and hydralisks (if they can reach them)
- With the speed upgrade they can outrun most of their intended light targets
- Fairly cheap- the cost comes out to 50 minerals and 25 gas
- Transforming from zergling to baneling leaves them vulnerable
- Damage against non-light targets isn't cost effective
- Requires flanking or surprise to be effective, especially later on
- Requires more micro than standard attack-move units
- Can't hit air units (duh)
- Easily avoidable by faster units
- Techniques exist to mitigate damage, such as "feeding" units to the banelings one by one
- Completely dominates vanilla zealots and marines. Even zealots with charge and stim/combat shield marines have trouble with roaches still, though the amount of damage the roaches take won't make it quite the slam dunk it was before.
- Effective deterrent against stalkers and hellions. Roaches will easily beat hellions in a straight fight and do well against stalkers (despite the armored damage bonus) but the range of 6 on those units (vs. 3 for roaches) can make fighting a well microed force a nightmare for roaches.
- Similarly, roaches can beat marauders that aren't able to kite them. Marauders do more damage, but roaches are cheaper and much easier to build. However, in the open field concussive shells + kiting can easily pick off roaches with no losses to their force. Mixing in zerglings is advised.
- Their high health makes them a great unit for tanking in general, especially for certain late game units and effects. Psi storm, siege tanks, colossi and thors all come to mind as units that roaches tank well against.
- Roaches 3 shot marines. Roaches with at least +1 weapon over their enemy's carapace level two shot zerglings.
- Large unit size makes it easy to block off areas. This is crucial in the early game for stopping speedling run bys or hellion harassment.
- Roaches share the missile upgrade with hydralisks, leading to an easy transition into that staple mid game unit.
- Fast burrowed regeneration make them a great unit with some micro. Getting tunneling claws also increases their regen now, and allows you to burrow move under forcefields for great effect.
- Without their speed upgrade, roaches are pitifully slow off creep and average on creep. This means that you can't chase enemies back early, and roach rushes early on have to expend some of their gas to get the upgrade.
- The actual DPS of roaches is pretty low. They excel in longer fights where their high health is useful.
- Their large size becomes a liability later on in the game, as it prevents more roaches from being able to attack at the same time.
- The limited range on roaches makes it harder to kite and extremely easy to be kited. Stalkers and marauders with conc shells in particular have a field day with roaches if they have room to back up.
- Extremely high DPS. The highest damage dealer of all "spammable" units.
- The only non-queen ground zerg unit that can hit air. That's pretty important.
- Has the "standard" range of 6 when upgraded.
- Slaughters most other spammable units. Marines, marauders, roaches, stalkers, zealots... all fall to hydralisks.
- Their low base damage but high rate of fire makes them effective against immortal shields.
- Their classification as "light" barely acts as a problem, as the main units that do bonus damage to "light" are banelings and hellions, neither of which pose threats to hydralisks normally.
- Low health for a mid game unit makes them crumple easily when they're taking damage.
- For a zerg unit they're expensive. Much gas needs to be collected to support nonstop hydra production. You usually need to mix in non-hydra units like zerglings or roaches to use all your larvae.
- Slow unit in general, especially off creep. Has trouble pulling off flanking maneuvers or harassment. In many regards, hydralisks are glass cannons- they deal tons of damage, but have low health and poor speed.
- While individual damage is low, the bounce damage can add up very quickly
- Bounce damage is very effective against low health units
- Beats vikings in packs (but not solo)
- Fast enough to harass and back off, as well as to defend distant expansions
- Great at intercepting rallying units
- Great at sniping off targets (templar, ghosts, sentries)
- Can overwhelm terran ground armies that rely on marines for defense if they don't have enough of them
- Tendency to "clump" makes individual targeting of mutas by the enemy difficult and allows many mutas to hit the same target at the same time
- Able to attack ground and air without special effects: only one of the early air units to do so (phoenixes need to lift and vikings need to land)
- Low single target damage makes them poor against high health units (ultralisks, colossi, thors), especially when the unit is alone, as well as buildings
- Relatively low health makes them fragile
- Not a cheap unit: 100/100
- Low range allows well microed vikings and phoenixes especially to chew away at them while taking minimal return damage
- Doesn't upgrade or transition into anything well. If the enemy gets a good counter (thors+marines, well microed phoenixes, etc.) mutas have no upgrades or good transitions
- Clumping makes them vulnerable to AoE attacks like Thor missiles, psi storm and archons (yes, that happened to me once, and it sucked)
- 200 hp is a lot of health for a 150/100 unit.
- Range 6 allows them to fight off microing phoenixes (range 4) but not vikings (range 9)
- Bonus against massives makes them the key unit against colossi. High health allows them to keep shooting through focus fire
- The corruption ability (+20% damage to an enemy unit or structure) is useful for taking down higher health units and structures, usually colossi. The cast time on it means that it's not worth it for most lower health units.
- Not really fast, so it's more of an AA defense force. Can't gain air superiority because it can't hunt down enemy air units.
- Great range
- Decent on hit damage
- Broodlings add extra damage and take extra hits
- Hard to focus fire due to decent health (225), flying unit and range
- Cost: 300/250
- Requires Hive + Greater Spire
- Slow attack speed
- Takes several shots or a good number of brood lords to reach "critical mass"
- AoE attacks can easily kill broodlings (hellions, psi storm)
- Large ranged armies can often kill broodlings as fast as they spawn
- Very slow
- As a massive unit, it automatically breaks force fields when it runs into them. Ultralisks and zerglings make for a good combination.
- Also can't be lifted because it's a massive unit.
- Very high health makes it very survivable, especially against slow rate of fire AoE attacks like siege tanks or colossi.
- Splash melee damage makes it good against low health units that clump like marines or zerglings.
- Fast attack speed combined with good base damage means it can beat just about anything once it gets within melee range.
- Special alternate attack vs. buildings allows it to kill strutures quickly.
- High armor (3 after upgrades) makes it take much less damage from fast firing, low per-hit damage units like marines.
- Can burrow- surprise ultralisk attacks are deadly.
- Susceptible to 250mm strike cannons from a Thor.
- Requires a ton of tech to get.
- Expensive (300/200) and builds slowly (70 seconds)
- Poor at retreating because it's a melee unit.
- Large collision size prevents many ultralisks from being able to attack at once.
- Very slow health regeneration requires ultralisks that survive battles to be transfused by queens to recover.
- As an armored unit, a lot of big damage dealers do more damage against it.
- High supply (6)
- Can hit air and has decent range/DPS.
- Vomit larvae is a requirement to zerg macro success. There is no way you can ever become a good zerg player without using it.
- Provides excellent early defense against rushes.
- Transfusion is helpful for getting high health units back to full such as roaches, brood lords, corruptors or ultralisks.
- Creep tumors are important for linking bases and expanding creep into the middle of the map, giving you map control.
- Very high health for an early game unit (175) gives it great survivability.
- Only mineral cost
- Low supply (2)
- Large collision size allows it to block enemies easily
- Extremely bad speed off creep.
- Since it is required every 40 seconds to spew larvae, can't move far from a hatchery/lair/hive unless it's a duplicate queen.
- Builds slowly, making lost queens a pain to rebuild
- Lots of macro attention must be dedicated to constantly spewing larvae at all hatcheries.
- Can't beat a banshee in a solo fight
- Because of its high value to the zergling economy, it is often focus fired
- It's a flying farm! (gives you supply)
- It flies. Units that hit ground only can't hit it.
- It can be upgraded to have moderate speed and transport units for drops.
- It acts as an early scout and provides valuable vision around the map.
- It can spread creep under it for free once you have a Lair.
- It can be upgraded into an overseer.
- Serves as a high ground spotter and can detect drops on your base early
- Can be thrown into the enemies to serve as meat shields so that other air units gain valuable time when attacking or dropping
- Insanely slow before the upgrade, such that even a single anti-air unit can kill it. Even when it has the speed upgrade it's only below-average speed at best.
- a
- a
Unit Overview introduction
Important links
- While the strategy discussion on this site isn't great, the constantly up to date unit stats is great for theorycraft.
- Useful source for community-related SC2 information as well as some basic articles on the game. For example, I use this to lookup famous players that are mentioned often (flash, sen, TLO, etc.).
- Kind of outdated but still contains plenty of useful information. Let me know if you have a more recent source.
- Great shoutcasts and analysis of SC2 games. He broadcasts on this channel live.
- Archives of day9's videos.
- Shoutcasting of high level games live, plus occasional analysis of replays.
- Great site for downloading high level replays
My Zerg build (hydra macro)
14 pool
16 hatch
16 queen
16 overlord
16 extractor
16 zergling
17 drone
18 drone (use the extractor trick to get this one in)
First 100 gas: zergling speed
Second 100 gas: Lair
Double evolution chamber when Lair is transforming.
Build third queen while Lair is transforming.
Hydralisk den when Lair is complete.
With your first couple zerglings, send them to scout your enemy. Try not to lose them- keeping them alive outside your enemy base serves as a valuable early warning. Use the other one to camp at a Xel'naga watchtower outside your enemy base, to provide even more warning if your first zergling dies.
Verus early aggression: Pump out lings and spine crawlers as necessary. Speedlings can handle just about any threat as long as you have the time to build them when they start attacking (this is why your early zergling pair is critical).
Versus enemy fast expand: No problem! NOBODY macros better than zerg because you can outworker anyone with hatcheries and queens.
After your Lair is up, pump hydralisks. These will beat out almost any lower tech unit very cost efficiently (marines, marauders, zealots, stalkers) and handle quite a few mid game units (hellions, banshees, mutas, immortals) as well.
Depending on your enemy unit composition you probably want to backtech to roaches and start putting them into your army at a low ratio. 1:3 Roaches:Hydralisks works well.
If they have colossi in large numbers you'll want to switch to mostly roach and zergling production with some hydras as backup while using your gas to get corruptors. If he does a great job keeping your ground army back with forcefields and keeping stalkers near the colossi, get roach tunneling claws to burrow and move through force fields.
If you have trouble ending the game but have a strong lead, finish up with brood lords.