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Old 07-05-2009, 10:14 PM   #16
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Re: Starcrat 2 Battle Report 3

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Originally Posted by Maju View Post
Pro SC players play at around 300-500 average APM (actions per minute). David Kim is a very skilled player, but he's far from being the cream of the crop and I doubt he's nearly as fast.

These people need meds lol >. >

Hi2u arthritis and carpel tunnel.


Also, most SC games I've been in didn't last all that long. I'm hoping they adjust the Hydralisk somewhat so that it's not the godly killing machine it was in SC1. It honestly doesn't take much to get a huge swarm of them rolling early game and just keep sending in wave after wave until the enemy relents.


As for terrans not being aggressive, that's a load of crap as well. All hail the Siege Tank & Goliath push. very hard to stop if the Terran player knows what they're doing. Ditto to a well thought out Zealot & Dragoon Push.

Speaking of the siege tank we still haven't seen the new model in action yet and that's honestly bugging me. I'd like to know just how much more expensive it is now and how effective the main cannons are vs the shock cannon. I'm betting an early combo of Siege Tank + Banshees for ridiculous long-range ground assaults (God I love how artillery based the Terrans are this time around)

Either that or Siege Tank + Vikings, which could prove to be even more effective since they can switch from land to air & back again.
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Old 07-06-2009, 09:07 AM   #17
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Re: Starcrat 2 Battle Report 3

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Originally Posted by Malacite View Post
These people need meds lol >. >

Hi2u arthritis and carpel tunnel.
You'd really think that should be a problem to someone whose contract requires them to practice at least 9h a day, though in reality plays somewhere closer to 12h a day.

Quote:
Also, most SC games I've been in didn't last all that long. I'm hoping they adjust the Hydralisk somewhat so that it's not the godly killing machine it was in SC1. It honestly doesn't take much to get a huge swarm of them rolling early game and just keep sending in wave after wave until the enemy relents.


As for terrans not being aggressive, that's a load of crap as well. All hail the Siege Tank & Goliath push. very hard to stop if the Terran player knows what they're doing. Ditto to a well thought out Zealot & Dragoon Push.
Hydralisks are weak against certain unit combinations. Namely Medic + Marine swarms for terran and High Templars for Protoss. They're mainly used to counter Corsair based Protss builds and to make early timing rushes against unprepared opponents.

The Terran Tank + Goliath push is actually not an aggressive strategy as it's based on turtling in the early game and moving out in the mid and late game in a crushing push against opposing expansions, or even the main if the force is truly overwhelming. Because of it's sluggishness and the fact that tanks can't fire into the air, it's generally used against Protoss only, though lately mech builds have become more common against Zerg, as well.

This is how professional SC goes, of course, and what I say may not always apply to lower level games.
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Old 07-06-2009, 10:13 AM   #18
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Re: Starcrat 2 Battle Report 3

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You'd really think that should be a problem to someone whose contract requires them to practice at least 9h a day, though in reality plays somewhere closer to 12h a day.
Oh trust me they are going to pay the price when they're older, wracking their wrists like that.

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Hydralisks are weak against certain unit combinations. Namely Medic + Marine swarms for terran and High Templars for Protoss. They're mainly used to counter Corsair based Protss builds and to make early timing rushes against unprepared opponents.
True, but the problem lies in that the Hydras can be deployed extremely fast if you expand carefully and have a good money flow.


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The Terran Tank + Goliath push is actually not an aggressive strategy as it's based on turtling in the early game and moving out in the mid and late game in a crushing push against opposing expansions, or even the main if the force is truly overwhelming.
Turtling doesn't work in any RTS but Command & Conquer. You still need an early army to stay alive from the inevitable attack against you while you're teching up, which you could and should also be using to go harrass the enemy to keep them distracted. And how is it not aggressive? You systematically move up inch by inch shelling the hell out of the enemy.

One of my favorite tricks to pull on people (and I'm amazed David Kim didn't do this as it's *insanely* annoying) is to send a probe into their base as early as possible and set up two Assimilators over their vespene guysers since the protos can lay down the beacon and keep going. It's no worse than buying a marine or zealot and it keeps them from getting gas early on.
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Last edited by Malacite; 07-06-2009 at 10:18 AM.
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Old 07-06-2009, 11:19 AM   #19
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Re: Starcrat 2 Battle Report 3

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Originally Posted by Maju View Post
Pro SC players play at around 300-500 average APM (actions per minute).
. . . how is it even physically possible to do 50 actions per second minimum?!
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Old 07-06-2009, 11:24 AM   #20
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Re: Starcrat 2 Battle Report 3

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. . . how is it even physically possible to do 50 actions per second minimum?!
Duh, direct link between your nervous system and the computer.

And btw, 300/60 is 5 actions per second.
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Old 07-06-2009, 12:34 PM   #21
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Re: Starcrat 2 Battle Report 3

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And btw, 300/60 is 5 actions per second.
Ah. Something something decimal point something . . .
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Old 07-06-2009, 10:55 PM   #22
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Re: Starcrat 2 Battle Report 3

These people are still freaks IMO >_>b


As I said, have fun with Carpel Tunnel & Arthritis by the time you're 50, maybe earlier.
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Old 07-07-2009, 07:21 AM   #23
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Re: Starcrat 2 Battle Report 3

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True, but the problem lies in that the Hydras can be deployed extremely fast if you expand carefully and have a good money flow.
Still, Hydras are better in very low level games than on pro level. If your strategy is to always mass Hydras, you'll get countered every time if you're playing against good players.

Quote:
Turtling doesn't work in any RTS but Command & Conquer. You still need an early army to stay alive from the inevitable attack against you while you're teching up, which you could and should also be using to go harrass the enemy to keep them distracted. And how is it not aggressive? You systematically move up inch by inch shelling the hell out of the enemy.
Well, obviously you make units. Terrans generally wall off with a Barracks and Supply Depo if needed and make one or two marines to holf off early harrassment by Zerglings and Zealots and get the tank out in time for Dragoons/Hydras. Then they just mass up with one base + expansion until they're big enough to start the push. While the Terran is massing up, the opponent has to successfully harrass to buy time or he'll be in a tough spot when the terran pushes out.

Still, I wouldn't call terran mech builds an aggressive strategy as it's extremely passive in the early stages of the game and only attacks later on.
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