Starcraft 2
#261
Posted 18 September 2012 - 01:56 PM
Getting frustrated with playing Protoss.
As P I feel like I just have to pray for early/midgame mistakes from the opposition that will buy me enough time to build a bunch of colossus and win with a single powerful strike. No other strategy I've attempted has been remotely as effective. But I feel completely unable to influence or respond to what the opponent does before that stage with varying reactive moves, and so I hardly feel like I'm playing at all when you get right down to it.
Either the opponent will make a big mistake during the stage when I'm vulnerable, allowing me to get through it safely, or he won't, and I might as well be a bot.
#262
Posted 18 September 2012 - 02:50 PM
#263
Posted 18 September 2012 - 04:17 PM
uff0, on 18 September 2012 - 02:50 PM, said:
Protoss, as long as I could keep them from expanding too much and bait their army into attacking a defensive wall, it was just an arms race until the inevitable HugeAttack. As long as I survived that attack, I win. Got super easy once I started keeping a handful of Vikings around to fly behind them and destroy the Colossi as soon as they'd commit the attack.
I still stand by my feeling of, with the current balance, Terran trumps Protoss which trumps Zerg which trumps Terran.
Chromium (MacBook Pro 08) – 2.6 GHz C2D T9500 / 4GB RAM / 750GB STX MomentusXT / GeForce 8600M GT 512MB
Antimony (PowerBook G4 Titanium) – 1.0 GHz PPC 7455 / 1GB RAM / 480GB OWC Mercury SSD / Radeon 9000 64MB
When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
#264
Posted 18 September 2012 - 04:30 PM
Terran and Zerg both have a main line to their tech tree, with single-step optional unit-unlocking branches you can take at each level of the main line. I see this as meaning, from a design perspective, that you can balance your unit roster based on sure knowledge that certain units will be unlocked by a certain stage of the game, and at the same time there's still room for player choice and creativity at every stage. Protoss on the other hand, have a main line with no branches at all for the first two steps (Gate --> Core), and then beyond that have no main line at all, instead a split into three entirely separate branches for tech levels 3 and 4 (Stargate --> Beacon; Council --> Archives/Shrine; Robotics --> Support Bay).
Seems like two weird and kind of frustrating things arise from that. One is no flexibility in how you can play in the early game. The other is that in order for the later game part of this tech tree structure to really make sense, there ought to be some form of redundant baseline functions across all three branches such that you could play each individual one as a different but viable style, without necessarily needing to build the others (but there would still, ideally, be enough diversity of function that a good player should have incentive to build all of them eventually in a long hard-fought game).
Way it is right now, it's very hard to play Protoss at all without going for the Robotics branch simply because Observers are so necessary and there's no unit that can fill in for them in either of the other branches (Phoenixes are good scouts in the Stargate branch, but there's no detection, and in the Council branch you don't get any scouting power at all!). And then, once I've invested in a Robotics Facility, it's then always more efficient and reasonable to go ahead and aim for a Colossus-based lategame rather than reinvesting into building up a different tech branch. And then all the games start to feel exactly the same, and I go blaaaargh...
In HotS they're adding a form of detection to the Stargate branch with an Oracle spell. I dunno. Personally I'd rather simply see Observers become universal to the Protoss tech 3 structures, either by being buildable from all of them, or by being buildable from an earlier structure like the Core or the Nexus and unlockable by any tech 3 structure. It feels like that would be the single simplest answer that could free up Protoss play to be a lot more versatile and fun.
#265
Posted 18 September 2012 - 11:14 PM
1.5.3 unassed the UI finally. It no longer is a sucky, slow piece of popsnizzle and is back to its nice pre-1.5 self performance and usability-wise.
Chromium (MacBook Pro 08) – 2.6 GHz C2D T9500 / 4GB RAM / 750GB STX MomentusXT / GeForce 8600M GT 512MB
Antimony (PowerBook G4 Titanium) – 1.0 GHz PPC 7455 / 1GB RAM / 480GB OWC Mercury SSD / Radeon 9000 64MB
When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
#266
Posted 19 September 2012 - 12:17 PM
#267
Posted 19 September 2012 - 02:40 PM
badger2d, on 19 September 2012 - 12:17 PM, said:
I can run this game, MAXED, man. 1440x900 at medium detail...!
Chromium (MacBook Pro 08) – 2.6 GHz C2D T9500 / 4GB RAM / 750GB STX MomentusXT / GeForce 8600M GT 512MB
Antimony (PowerBook G4 Titanium) – 1.0 GHz PPC 7455 / 1GB RAM / 480GB OWC Mercury SSD / Radeon 9000 64MB
When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
#268
Posted 20 September 2012 - 12:42 PM
#269
Posted 20 September 2012 - 01:48 PM
Frost, on 19 September 2012 - 02:40 PM, said:
I can run this game, MAXED, man. 1440x900 at medium detail...!
I gave you beans for this post, simply because I wanted to give beans. Have some beans
Retina MBP: 2.4 GHz Quad Core IVB | 16 GB RAM | nVidia 650M | 256 GB SSD
Lenovo Y500: 2.4 GHz Quad Core IVB | 16 GB RAM | nVidia 650M SLI | 120 GB SSD + 750 GB Hybrid Drive
#270
Posted 13 November 2012 - 04:45 PM
#271
Posted 16 November 2012 - 05:41 AM
Chromium (MacBook Pro 08) – 2.6 GHz C2D T9500 / 4GB RAM / 750GB STX MomentusXT / GeForce 8600M GT 512MB
Antimony (PowerBook G4 Titanium) – 1.0 GHz PPC 7455 / 1GB RAM / 480GB OWC Mercury SSD / Radeon 9000 64MB
When there's a multiplayer version, I'm going to be on Frost's team. Well, except he doesn't seem to actually need a team...I mean, what's the point? "Hey look, it's Frost and His Merry Gang of Useless Hangers-On!" Or something.
#272
Posted 28 March 2013 - 03:48 PM
Bought it the other day. I'm about five missions into the campaign. From what I've seen so far, they've done a great job making appropriately Zerg-y missions that are about mobility and aggressively controlling the map. Given that I've favored playing Zerg in multiplayer since Starcraft the First because I really enjoy that style of play, I'm delighted to see it finally being translated well into campaign missions.
Also enjoying the variations on upgrade mechanics from how it was done in the Terran campaign in WoL. There is no money-based upgrade system like the Terrans had where you choose which units to invest permanently in and which to ignore, but rather you get a mix of different kinds of choices specific to a unit. With my Zerglings, I was just given a permanent choice I had to make between two very different but both awesomely OP evolutions. But in addition to that there is also a loadout choice between 3 mutations of smaller effect, where I can only have one of them active at a time, but can freely change it up between missions. Fun stuff to chew on. I'm looking forward to seeing the various ideas they've had for all the units and I can imagine it being fun to replay later with all sorts of different mutation combinations.
Oh, and Kerrigan is a leveling hero unit. That also brings more choices to the table with her skill tree, which is made up of mutually exclusive but flexible choices like the unit mutations. And the cinematics are fantastic. And...oh hell I'm going to go play some more. Bottom line, you should definitely be playing this too if you enjoyed WoL at all! It's damn good stuff.
#273
Posted 30 March 2013 - 03:23 PM
Can someone tell me how to set up a sandbox game now? The UI is confusing to me since the recent updates. Of course, I haven't played in a while, so I don't when it changed.
#274
Posted 06 May 2013 - 05:13 PM
#275
Posted 12 June 2013 - 01:15 PM
First game was on Red City, a pretty cool looking brand new ladder map. I don't see how to embed links the clean way while posting from my iPad, so here: http://us.battle.net...n/blog/10145837 (click on the Red City LE thumbnail, it's the first one as you scroll down). Isn't that a gorgeous map?
Only one problem: Red City is riddled with choke points, and I had randomed Zerg vs Protoss. Back when I was a purely Z player maps like this were flat out nightmarish. Zerg are primarily about speed and swarming numbers, both of which are most advantageous on open ground. Even if you manage to obtain a sizable economic lead, trying to attack Protoss to actually seal a win on a chokey map feels like reenacting the Battle of Thermopylae from Xerxes' perspective. And this time, the Spartans get WMDs!
Enter my new favorite unit, the swarm host. It's appearance vaguely calls to mind a giant diseased tortoise and it has no attack of its own, but when it's burrowed, the disgusting bubbles in its shell will periodically pop and spawn a pair of locusts. Locusts have a short timed life, but they do murderous amounts of damage comparable to hydralisks. Setting up a position from which to send endless waves of literally free units? Finally, we get to do Zerg-flavored choke point abusing sieges!
After denying the Protoss first attempt to take his third base with a pack of hydras and lings, I followed up on the advantage a couple minutes later by burrowing a pack of swarm hosts in the crater outside the Protoss natural, a perfect position to send waves of locusts up the ramp at him. What followed was a grinding, deadly, and I must say for me rather cathartic siege on the Protoss base. The Spartans have WMDs? What if Xerxes actually has an infinite number of men instead of a mere million? The handful of colossus were the very last to fall, and all their massive damage output had made not a bit of difference - they weren't able to kill anything that actually mattered!


















