tankefuglOne Script To Rule Them All...Trondheim, NorwayJoin Date: 2002-11-14Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1761144:date=Mar 25 2010, 02:42 PM:name=puzl)--><div class='quotetop'>QUOTE (puzl @ Mar 25 2010, 02:42 PM) <a href="index.php?act=findpost&pid=1761144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That totalbuscuit guy is very entertaining.
<!--quoteo(post=1761182:date=Mar 25 2010, 12:40 PM:name=Jimmeh)--><div class='quotetop'>QUOTE (Jimmeh @ Mar 25 2010, 12:40 PM) <a href="index.php?act=findpost&pid=1761182"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My favourite commentator is his brother.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I'm a fan of Sean/Day9 (I even went to school with him, so we got a peak at his burgeoning commentating when he would commentate Korean games for us at 2am in the morning). They're both pretty awesome though.
Im prob not gonna play 1v1 alot that much as im focused on 2v2. so no more plat for me..well maybe :)
my name will be tigersmith.pro as before
from SC2 Beta forums "The beta database has been reset to help test a launch-condition environment. This includes a wipe of characters and identifiers, friends lists, profiles, league placement, and ladder ranks. We thank you for your continued feedback and testing."
<b>And a new patch.</b>
<u><b>StarCraft II Beta – Patch 6 (version 0.8.0.14593) </b></u>
The latest patch notes can always be found at <a href="http://forums.battle.net/thread.html?topicId=23094049316&sid=5000" target="_blank">http://forums.battle.net/thread.html?topic...16&sid=5000</a>
<u><b>General</b></u>
You can now report misconduct or block communication with a player after completion of a game by right-clicking on the offending player's name in the score screen and choosing Report Abuse or Block Communication. You can now view any player's profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile. Updated unit and ability tooltips to be accurate in all regions. Improved the visibility of units on zerg creep. Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players. Improved the system that handles promotion and relegation between Leagues. Improved the Favored functionality to more accurately portray Even matches and display properly in the score screen. Improved 2v2 arranged team matchmaking so games are found more quickly. Improved replay functionality so missing maps will be downloaded from Battle.net when you view a replay. Korea: Improved the logic for the age gate functionality.
<u>Balance Changes </u> <u><b>GENERAL</b></u>
Pathing has been improved so units can now properly block ramps and choke points. Made a change to how zerg creep affects doodads, such as trees, to prevent players from seeing the starting location of zerg players through the fog of war.
<b><u>TERRAN</u></b>
<u>Viking</u>
Cost changed from 125 Minerals and 100 Vespene Gas to 150 Minerals and 75 Vespene Gas.
<u>Ghost</u>
Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas. EMP Round radius decreased from 3 to 2.
<u>Factory </u> Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.
<u>Tech Lab</u>
Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.
<u>Reactor </u> Build time increased from 25 seconds to 50 seconds.
<u>SCV</u>
Life decreased from 60 to 45.
<u>Bunker</u>
Build time decreased from 40 seconds to 30 seconds.
<u>Marine</u>
Build time increased from 20 seconds to 25 seconds.
<u><b>PROTOSS</b></u>
<u>Colossus </u> Thermal Lances damage decreased from 23 to 20.
<u>Observer </u> Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas. Build time increased from 33 seconds to 40 seconds.
<u>Stalker</u>
Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored). Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).
<u>Dark Templar</u>
Armor type changed from Biological-Psionic to Biological-Psionic-Light.
<u>High Templar</u>
Armor type changed from Biological-Psionic to Biological-Psionic-Light.
<u>Dark Shrine</u>
Build time increased from 80 seconds to 100 seconds. Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.
<u><b>ZERG</b></u>
<u>Baneling</u>
Volatile Burst damage increased from 15 (+20 Light) to 20 (+15 Light).
<u>Roach</u>
Burrowed regeneration rate decreased from 10 to 5. Upgraded burrowed regeneration bonus decreased from +20 to +10.
<b><u>Bug Fixes</u></b>
Fixed an issue affecting the incorrect assignment of arranged teams to certain Leagues. Fixed an issue affecting random teams that caused no points being awarded on wins and too many points being removed on losses in certain situations. Fixed an issue involving the Bonus Pool display on the Quick Match and Leagues & Ladders pages. Korean client: Fixed an issue affecting the ability for Korean players to properly view profiles. They can now see their League ranking on their profile page. Fixed an intermittent UI crash on game shutdown. Polish client: Fixed a crash which would happen any time a "Player is no longer being revealed!" message was displayed.<u></u>
So, is it because I have been watching to many pro replays that I found both of these players absolutely pants? It reminded me of what I look like when I play RTS games.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.
<!--quoteo(post=1761245:date=Mar 26 2010, 04:38 AM:name=xmaine)--><div class='quotetop'>QUOTE (xmaine @ Mar 26 2010, 04:38 AM) <a href="index.php?act=findpost&pid=1761245"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->now its even harder to get detectors and dts out.<!--QuoteEnd--></div><!--QuoteEEnd-->
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
it makes it more difficult to dt rush from a warp prism. but considering it only works when they haven't set up any detectors, they usually don't really need more time to do that, it's just they didn't think to do it in the first place.
<!--quoteo(post=1761083:date=Mar 24 2010, 07:34 PM:name=Jimmeh)--><div class='quotetop'>QUOTE (Jimmeh @ Mar 24 2010, 07:34 PM) <a href="index.php?act=findpost&pid=1761083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mess around with expansion timings. I've been having a ton of problems expanding myself due to the reason you've said, but I've been experimenting around with when to expand (and losing a lot because of it) and have found my own suitable timings of when to expand based on army composition. For example (I play Terran btw), I like to fast tech to ghosts vs protoss (1 rax -> double gas -> 2 rax-> ghost academy roughly),push out the moment my ghost has got enough energy for EMP and expand at the same time. I've found that if I do this right I can get there before he has colossi or too many immortals, wipe out most of his army negating any counter-attack, and in the mean time I'm teching up to vikings and rebuilding my army to defend vs colossi/immortals/anything else.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good advice, I'll have to play around with it. I'm glad to hear I'm not the only one with this problem.
<!--quoteo(post=1761278:date=Mar 26 2010, 11:12 AM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ Mar 26 2010, 11:12 AM) <a href="index.php?act=findpost&pid=1761278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, is it because I have been watching to many pro replays that I found both of these players absolutely pants? It reminded me of what I look like when I play RTS games.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely. Those games were pretty boring... Guess I'm spoiled by only watching higher level games.
Check out <a href="http://www.youtube.com/user/BlizShouter" target="_blank">http://www.youtube.com/user/BlizShouter</a> My favorite SC2 beta shoutcaster. I think almost all of the players featured are platinum league.
Usually I'm not really into RTS games because they can be pretty stressful, but SC2 looks like tons of fun. Looking forward to playing it when it gets released
<!--quoteo(post=1761278:date=Mar 26 2010, 05:12 PM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ Mar 26 2010, 05:12 PM) <a href="index.php?act=findpost&pid=1761278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, is it because I have been watching to many pro replays that I found both of these players absolutely pants? It reminded me of what I look like when I play RTS games.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.<!--QuoteEnd--></div><!--QuoteEEnd--> Erm, I think you miss the point of the videos. The owner of the vid is well aware he is completely pants, and is trying to show people to be less pants by recording and learning what he did wrong. Your post is kinda redundant :(
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1761521:date=Mar 28 2010, 11:14 AM:name=Aldaris)--><div class='quotetop'>QUOTE (Aldaris @ Mar 28 2010, 11:14 AM) <a href="index.php?act=findpost&pid=1761521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Erm, I think you miss the point of the videos. The owner of the vid is well aware he is completely pants, and is trying to show people to be less pants by recording and learning what he did wrong. Your post is kinda redundant :(<!--QuoteEnd--></div><!--QuoteEEnd--> No, that was the first video of his that was posted, and that one was good.
Those 2 where him (and another) shoutcasting another pair of matches.
What an epic match indeed <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/LU9w58YTdmQ"></param><embed src="http://www.youtube.com/v/LU9w58YTdmQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
well after me sucking the first 10 games after terran nerf. it was prob more me playing god awful then anything. just won 9 in a row and should be on the way to play again..hopefully..got my new strats down :D
Man I suck at this. I got steamrolled a few time in early games, so I did what any good player does. Stole their strats! I'm still not even through the placement rounds yet, but a fun story:
I was doing a FFA just for some practice, one guy dropped a few minutes in so it was down to 3. No one bothered me for a while, I did a little rush to banshee and did some drone harass on each other guy. I was just getting ready to move out with my army when I noticed I had no detector, so I made a, uh, raven I think it is called. As soon as it popped out beisde my force, I saw basically a players entire zerg army running under me and proceeded to decimate them. +2 to luck! A quick counter attack and he was completely dead.
1)What's the expected number of workers on resource collection duty? 2)Should the expansions have their own production lines, or just used to collect resources? 3)Where are you generally expected to station your armies?
You want as many miners as you can on your minerals.
If you're going for early rush, you will probably built a couple less, to fuel the rush. But you should have built 15-20 before you put up a second expansion. Unless of course you're going for a macro game in which case you wanna expand as soon as possible....
Really a lot of ifs and whens in this game.
Remember that Protoss can speed up the production of almost anything with the nexus ability, while terrans can upgrade to orbital command center and pump out mules to mine additional minerals. Not so sure about zerg, but being able to built 3 workers at once sure is a good economic starter. :)
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
with queen you can spawn off 4 extra larva, that's the equivalent.
also: has anyone noticed that if you are attacted from an uphill ledge, you can't attack those that are attacking you unless you can see them with your own units? this is much different than the original, and it's killed me, but i'm starting to use it against others and it works nicely. seems like a bug though.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
<!--quoteo(post=1761626:date=Mar 29 2010, 02:15 PM:name=Panigg)--><div class='quotetop'>QUOTE (Panigg @ Mar 29 2010, 02:15 PM) <a href="index.php?act=findpost&pid=1761626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You want as many miners as you can on your minerals.<!--QuoteEnd--></div><!--QuoteEEnd--> Not true, there is a maximum. I believe miners can't mine on the same patch at a time. You want about 17 on minerals and 6 spread on the two gas IIRC.
<!--quoteo(post=1761618:date=Mar 29 2010, 08:38 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 29 2010, 08:38 AM) <a href="index.php?act=findpost&pid=1761618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone got some tips for a total n00b?
1)What's the expected number of workers on resource collection duty? 2)Should the expansions have their own production lines, or just used to collect resources? 3)Where are you generally expected to station your armies?<!--QuoteEnd--></div><!--QuoteEEnd-->
3 Workers on gas is considered the max. Some gas nodes start closer to your CC/Hive/Nexus and you can get away with only using two. I've heard that 23/24 workers provide the most optimal return on investment for minerals.
2) Depends on your race. For Protoss it doesn't matter since almost every protoss gets warp-in. For Zerg, your base is your production line, and Terran generally take an expansion that is very close to their base, so production lines on the front line are not needed, or they float a CC to an expansion not accessible by ground. Either way, especially as Terran, you want a lot of unit producing buildings. If you're floating 500 minerals and aren't sure what to do, it's time to slap down some more unit producing buildings.
3) Ideally your army is attacking theirs or doing something to make them respond to you. Usually, especially with newer players, that will cause the person attacking neglect their macro game. If you can't attack and maintain your base at the same time it's best to keep your army at the choke points. If you're a Zerg or Terran consider placing a ling/marine at any relevant watch towers.
<!--quoteo(post=1761618:date=Mar 29 2010, 12:38 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 29 2010, 12:38 PM) <a href="index.php?act=findpost&pid=1761618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone got some tips for a total n00b?
1)What's the expected number of workers on resource collection duty?<!--QuoteEnd--></div><!--QuoteEEnd--> 3 workers on gas. 16 workers on minerals gives you the best income for cost (any more and the difference is negligible) but it's always good to have more workers in case of harassment or you're planning to expand.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1761631:date=Mar 29 2010, 10:57 AM:name=6john)--><div class='quotetop'>QUOTE (6john @ Mar 29 2010, 10:57 AM) <a href="index.php?act=findpost&pid=1761631"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->with queen you can spawn off 4 extra larva, that's the equivalent.
also: has anyone noticed that if you are attacted from an uphill ledge, you can't attack those that are attacking you unless you can see them with your own units? this is much different than the original, and it's killed me, but i'm starting to use it against others and it works nicely. seems like a bug though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fairly sure this is working as intended, it supports getting observer units and stuff.
<!--quoteo(post=1761653:date=Mar 29 2010, 05:18 PM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ Mar 29 2010, 05:18 PM) <a href="index.php?act=findpost&pid=1761653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fairly sure this is working as intended, it supports getting observer units and stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do hills still make units below miss every third shot like in the original too?
<!--quoteo(post=1761655:date=Mar 29 2010, 04:37 PM:name=Svenpa)--><div class='quotetop'>QUOTE (Svenpa @ Mar 29 2010, 04:37 PM) <a href="index.php?act=findpost&pid=1761655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do hills still make units below miss every third shot like in the original too?<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope. So if you get vision up the cliff you do 100% damage from below. I prefer the old system.
Comments
Check out the shoutcraft series he is doing too
<a href="http://www.youtube.com/watch?v=L3Vn5vo202w" target="_blank">http://www.youtube.com/watch?v=L3Vn5vo202w</a>
<a href="http://www.youtube.com/watch?v=5FjbLwtuW-M" target="_blank">http://www.youtube.com/watch?v=5FjbLwtuW-M</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I really enjoyed those! Now, I want to go home and play some more SC2 ...
When do you want your revenge, Mr. puzl? ;)
Yeah, I'm a fan of Sean/Day9 (I even went to school with him, so we got a peak at his burgeoning commentating when he would commentate Korean games for us at 2am in the morning). They're both pretty awesome though.
my name will be tigersmith.pro as before
from SC2 Beta forums "The beta database has been reset to help test a launch-condition environment. This includes a wipe of characters and identifiers, friends lists, profiles, league placement, and ladder ranks. We thank you for your continued feedback and testing."
<b>And a new patch.</b>
<u><b>StarCraft II Beta – Patch 6 (version 0.8.0.14593) </b></u>
The latest patch notes can always be found at
<a href="http://forums.battle.net/thread.html?topicId=23094049316&sid=5000" target="_blank">http://forums.battle.net/thread.html?topic...16&sid=5000</a>
<u><b>General</b></u>
You can now report misconduct or block communication with a player after completion of a game by right-clicking on the offending player's name in the score screen and choosing Report Abuse or Block Communication.
You can now view any player's profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile.
Updated unit and ability tooltips to be accurate in all regions.
Improved the visibility of units on zerg creep.
Improved the visibility of team colors for protoss units using warp-in to help distinguish between multiple protoss players.
Improved the system that handles promotion and relegation between Leagues.
Improved the Favored functionality to more accurately portray Even matches and display properly in the score screen.
Improved 2v2 arranged team matchmaking so games are found more quickly.
Improved replay functionality so missing maps will be downloaded from Battle.net when you view a replay.
Korea: Improved the logic for the age gate functionality.
<u>Balance Changes
</u>
<u><b>GENERAL</b></u>
Pathing has been improved so units can now properly block ramps and choke points.
Made a change to how zerg creep affects doodads, such as trees, to prevent players from seeing the starting location of zerg players through the fog of war.
<b><u>TERRAN</u></b>
<u>Viking</u>
Cost changed from 125 Minerals and 100 Vespene Gas to 150 Minerals and 75 Vespene Gas.
<u>Ghost</u>
Cost changed from 100 Minerals and 200 Vespene Gas to 150 Minerals and 150 Vespene Gas.
EMP Round radius decreased from 3 to 2.
<u>Factory
</u>
Cost decreased from 200 Minerals and 100 Vespene Gas to 150 Minerals and 100 Vespene Gas.
<u>Tech Lab</u>
Cost decreased from 50 Minerals and 50 Vespene Gas to 50 Minerals and 25 Vespene Gas.
<u>Reactor
</u>
Build time increased from 25 seconds to 50 seconds.
<u>SCV</u>
Life decreased from 60 to 45.
<u>Bunker</u>
Build time decreased from 40 seconds to 30 seconds.
<u>Marine</u>
Build time increased from 20 seconds to 25 seconds.
<u><b>PROTOSS</b></u>
<u>Colossus
</u>
Thermal Lances damage decreased from 23 to 20.
<u>Observer
</u>
Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
Build time increased from 33 seconds to 40 seconds.
<u>Stalker</u>
Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).
<u>Dark Templar</u>
Armor type changed from Biological-Psionic to Biological-Psionic-Light.
<u>High Templar</u>
Armor type changed from Biological-Psionic to Biological-Psionic-Light.
<u>Dark Shrine</u>
Build time increased from 80 seconds to 100 seconds.
Cost increased from 100 Minerals and 200 Vespene Gas to 100 Minerals and 250 Vespene Gas.
<u><b>ZERG</b></u>
<u>Baneling</u>
Volatile Burst damage increased from 15 (+20 Light) to 20 (+15 Light).
<u>Roach</u>
Burrowed regeneration rate decreased from 10 to 5.
Upgraded burrowed regeneration bonus decreased from +20 to +10.
<b><u>Bug Fixes</u></b>
Fixed an issue affecting the incorrect assignment of arranged teams to certain Leagues.
Fixed an issue affecting random teams that caused no points being awarded on wins and too many points being removed on losses in certain situations.
Fixed an issue involving the Bonus Pool display on the Quick Match and Leagues & Ladders pages.
Korean client: Fixed an issue affecting the ability for Korean players to properly view profiles. They can now see their League ranking on their profile page.
Fixed an intermittent UI crash on game shutdown.
Polish client: Fixed a crash which would happen any time a "Player is no longer being revealed!" message was displayed.<u></u>
It takes a longer time to get marines out on the field.
scv rushing with a few marines without economic damage due to mules is no longer possible with the hp and time nerf.
now its even harder to get detectors and dts out.
Check out the shoutcraft series he is doing too
<a href="http://www.youtube.com/watch?v=L3Vn5vo202w" target="_blank">http://www.youtube.com/watch?v=L3Vn5vo202w</a>
<a href="http://www.youtube.com/watch?v=5FjbLwtuW-M" target="_blank">http://www.youtube.com/watch?v=5FjbLwtuW-M</a><!--QuoteEnd--></div><!--QuoteEEnd-->
So, is it because I have been watching to many pro replays that I found both of these players absolutely pants? It reminded me of what I look like when I play RTS games.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.
Because getting observers was really hard before.
DT change is questionable though.
Good advice, I'll have to play around with it. I'm glad to hear I'm not the only one with this problem.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely. Those games were pretty boring... Guess I'm spoiled by only watching higher level games.
Check out <a href="http://www.youtube.com/user/BlizShouter" target="_blank">http://www.youtube.com/user/BlizShouter</a>
My favorite SC2 beta shoutcaster. I think almost all of the players featured are platinum league.
Usually I'm not really into RTS games because they can be pretty stressful, but SC2 looks like tons of fun. Looking forward to playing it when it gets released
who can not forget painuser from natural selection..i guess he is very good at the game and streams alot
who can not forget painuser from natural selection..i guess he is very good at the game and streams alot<!--QuoteEnd--></div><!--QuoteEEnd-->
His taste in music is awful though. Holy cow it's terrible. I'm not watching this.
At this point I'm actually kinda tempted to pester people for a beta key so I can give the game a swing and see if I still suck as much as I used to.<!--QuoteEnd--></div><!--QuoteEEnd-->
Erm, I think you miss the point of the videos. The owner of the vid is well aware he is completely pants, and is trying to show people to be less pants by recording and learning what he did wrong. Your post is kinda redundant :(
No, that was the first video of his that was posted, and that one was good.
Those 2 where him (and another) shoutcasting another pair of matches.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/LU9w58YTdmQ"></param><embed src="http://www.youtube.com/v/LU9w58YTdmQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I was doing a FFA just for some practice, one guy dropped a few minutes in so it was down to 3. No one bothered me for a while, I did a little rush to banshee and did some drone harass on each other guy. I was just getting ready to move out with my army when I noticed I had no detector, so I made a, uh, raven I think it is called. As soon as it popped out beisde my force, I saw basically a players entire zerg army running under me and proceeded to decimate them. +2 to luck! A quick counter attack and he was completely dead.
Lol why?
That's why. Duh.
lol, FFA, practice.
Good one. You guys sure are jokers.
1)What's the expected number of workers on resource collection duty?
2)Should the expansions have their own production lines, or just used to collect resources?
3)Where are you generally expected to station your armies?
If you're going for early rush, you will probably built a couple less, to fuel the rush. But you should have built 15-20 before you put up a second expansion. Unless of course you're going for a macro game in which case you wanna expand as soon as possible....
Really a lot of ifs and whens in this game.
Remember that Protoss can speed up the production of almost anything with the nexus ability, while terrans can upgrade to orbital command center and pump out mules to mine additional minerals. Not so sure about zerg, but being able to built 3 workers at once sure is a good economic starter. :)
also: has anyone noticed that if you are attacted from an uphill ledge, you can't attack those that are attacking you unless you can see them with your own units? this is much different than the original, and it's killed me, but i'm starting to use it against others and it works nicely. seems like a bug though.
Not true, there is a maximum. I believe miners can't mine on the same patch at a time. You want about 17 on minerals and 6 spread on the two gas IIRC.
1)What's the expected number of workers on resource collection duty?
2)Should the expansions have their own production lines, or just used to collect resources?
3)Where are you generally expected to station your armies?<!--QuoteEnd--></div><!--QuoteEEnd-->
3 Workers on gas is considered the max. Some gas nodes start closer to your CC/Hive/Nexus and you can get away with only using two. I've heard that 23/24 workers provide the most optimal return on investment for minerals.
2) Depends on your race. For Protoss it doesn't matter since almost every protoss gets warp-in. For Zerg, your base is your production line, and Terran generally take an expansion that is very close to their base, so production lines on the front line are not needed, or they float a CC to an expansion not accessible by ground. Either way, especially as Terran, you want a lot of unit producing buildings. If you're floating 500 minerals and aren't sure what to do, it's time to slap down some more unit producing buildings.
3) Ideally your army is attacking theirs or doing something to make them respond to you. Usually, especially with newer players, that will cause the person attacking neglect their macro game. If you can't attack and maintain your base at the same time it's best to keep your army at the choke points. If you're a Zerg or Terran consider placing a ling/marine at any relevant watch towers.
1)What's the expected number of workers on resource collection duty?<!--QuoteEnd--></div><!--QuoteEEnd-->
3 workers on gas. 16 workers on minerals gives you the best income for cost (any more and the difference is negligible) but it's always good to have more workers in case of harassment or you're planning to expand.
also: has anyone noticed that if you are attacted from an uphill ledge, you can't attack those that are attacking you unless you can see them with your own units? this is much different than the original, and it's killed me, but i'm starting to use it against others and it works nicely. seems like a bug though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Fairly sure this is working as intended, it supports getting observer units and stuff.
Do hills still make units below miss every third shot like in the original too?
Nope. So if you get vision up the cliff you do 100% damage from below. I prefer the old system.