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Krogoth
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Re: StarCraft II: Legacy of the Void

Wed Mar 04, 2015 3:11 am

Banelings aren't worth the cost when use them versus marines unless you manage to ambush a cluster of them (taking advantage of splash damage). They are resource losers versus zealots (They take too much despite having light armor-type). Roaches are a far better deal for the cost versus Zealots and Marines.

Banelings are all about early game burst damage and being mobile "landmines".
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Re: StarCraft II: Legacy of the Void

Wed Mar 04, 2015 4:36 am

derFunkenstein wrote:
OK I'm nerco-ing this thread because it's newer than the other SC2 thread.

If you haven't played SC1 but you own SC2, you owe it to yourself to get the Mass Recall mod. Heck, even if you've played SC1 and BW you should get it. It's a total conversion of SC2/HoTS for the entire SC1, BW, and extra SC Resurrection and Insurrection packs. Blizzard doesn't seem to mind it, even though it's using audio assets directly ripped from the SC1 discs. It's not meant to be a faithful reproduction of SC1, but a modernization of it.

There are some things that are different compared to the original Starcraft - building sizes are as they are in SC2, so supply depots are 2x2, but unit characteristics seem to match the BW balance. Speed, damage type/amounts, splash, cost, build times...even some of the pathfinding AI (like Protoss Dragoons, the dumbest units in all existence) seems to be faithfully recreated. It's got a nice mix of SC1 and SC2 elements (like larger selection queues, multiple building selection, auto-harvest for your workers as you build them, etc.) and the campaigns are a bit harder/more aggressive, not as easy as the originals. Definitely recommended.



WOW, thanks Derfunk, will love to play SC1 in new graphics :D
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Re: StarCraft II: Legacy of the Void

Wed Mar 04, 2015 12:10 pm

You guys are gonna get me to load this game up again yet.

...noooooooo
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 8:56 am

Krogoth wrote:
Banelings aren't worth the cost when use them versus marines unless you manage to ambush a cluster of them (taking advantage of splash damage). They are resource losers versus zealots (They take too much despite having light armor-type). Roaches are a far better deal for the cost versus Zealots and Marines.

Banelings are all about early game burst damage and being mobile "landmines".

????
Ling / Bling / Muta is pretty much the standard midgame ZvT composition at this point, even with the thread of mines vs biomine. Roaches are rare ZvT. They're also an effective staple of ZvZ but that is admittedly earlier game. But what do I know I play protoss where banelings do suck outside of an unexpected wall break (which isn't too good a call because force fields exist)


I've been laddering pretty constantly since early 2012, my wrists have held me back plenty and looking at LotV they'll become even more of a hindrance due to more micro tricks, but I like the direction they're taking with more bases and faster startup - I just don't like how most toss changes are effective nerfs.
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derFunkenstein
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 9:04 am

pikaporeon - And that is why I just wrote "LOL". It isn't that there aren't other strategies (because you can do lots of stuff other than ling/bane/muta in the midgame - roach/hydra/ling/infestor is also really good), it's that Krogoth's intentional misunderstanding of the game is so egregious I'm convinced he just wants someone to argue with. Don't fall in that trap.
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 9:15 am

Clearly the solution would just be 1v1ing it out ; )
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 9:47 am

I understand the game mechanics and dynamics quite well. The unit balance in SC2 is dominated by armor/attack type and size type just like Warcraft 3: TFT.

Roaches aren't really used against Terrans in a ground battle because most of their ground units have attacks that are strong versus unit armored amor type (FYI, Roaches have armored armor type). This means Marauders, Thors and Sieges Tanks are very effective against them. Banelings only stand a chance if you use meat shields (Roaches, Zerglings), they are only handling just a few targets, ambushing victims by burrowing near chokepoints on the map. Zerglings rely entirely on flanking and pincering their victims. Zerglings are SOL if they caught in a chokepoint. Mutalisks are just flying marinesx2. You have to watch out for High Templar/Psi Storm, Archons and Vikings (greater attack range) baiting you into Marines.
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 10:05 am

That is not banelings role in the meta, those compositions don't work, and your theorycrafting is generally not supported by reality.
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 10:24 am

pikaporeon wrote:
That is not banelings role in the meta, those compositions don't work, and your theorycrafting is generally not supported by reality.



No, that's how it is done in practice. You never send Banelings charging in head-first into a battle against a competent Terran or Protoss player. Your Banelings will get rip apart by Marines and Stalkers before they can start inflicting their damage. You waste precious early-game build time and gas. You use Zerglings and Roaches in the first-wave to soak up damage with Banelings tailing behind or coming from the flank so they have a good chance to get in close and inflict their devastating early-game burst damage. Charging Banelings in first works only against Zerg players when you trying to eliminate the opponent's zergling swarm and your swarm is left intact so they can blitz in and murder your opponent's economy. After the early game stage, Baneling revert themselves into the role of ambushing and flanking VIPs.
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 11:11 am

So now they flank, I thought they were just a burrow-choke unit - You should beep when you back up like that.
.
(... that said, burrowed banelings doing as you described became one of the most infamous pro games of all time. because it almost never happens.)

Do you have any other examples from high level play where banelings are used as you described as opposed to the far more common Muta/Ling/Bane style?

(what's your ladder acct btw?)
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 1:09 pm

That game was all about Mutalisk control and opponent failing to move beyond Marines and Medivacs when the first two attempts didn't work out. Mutalisk control and tricks has been commonplace back in SC1 days. Zerglings were meat shields for Banelings and Mutalisks. Banelings just provided a little burst damage to help out the Zerglings. The game was decided by Mutalisks and Zerglings not by the Banelings.
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Re: StarCraft II: Legacy of the Void

Fri Mar 06, 2015 2:57 pm

What's your ladder acct?
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Re: StarCraft II: Legacy of the Void

Sat Mar 07, 2015 1:44 pm

derFunkenstein wrote:
pikaporeon - And that is why I just wrote "LOL". It isn't that there aren't other strategies (because you can do lots of stuff other than ling/bane/muta in the midgame - roach/hydra/ling/infestor is also really good), it's that Krogoth's intentional misunderstanding of the game is so egregious I'm convinced he just wants someone to argue with. Don't fall in that trap.


Indeed. Krogoth's posts regarding banelings and Zerg units and unit compositions are not just 'alternatives', they are literally the opposite of the game meta. Occasionally there are games where such choices are made to throw off the opponent. (Dark uses Roach-Bane-Corruptor in ZvT sometimes, rather than Bling-Muta), but based on his posts I am quite certain that not only does he not play SC2, he does not follow any high level player strategies either. To say that blings are not used or useful versus Marines...I'm not even sure what word to use to say how incorrect that is.
 
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Re: StarCraft II: Legacy of the Void

Sat Mar 07, 2015 2:12 pm

I have played a fair amount of SC2 (20-30 hours), but found that it was too boring. It is SC1:BW 2.0 with updated graphics and more a novice-friendly UI. I don't care for ladder games because it is nothing more than a time sink for kiddies and progamers. They have the time and motivation to keep up with ladders, unlike us mere mortals who have other things or interests that go beyond that amounts little more than a silly epenis contest.
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Re: StarCraft II: Legacy of the Void

Sat Mar 07, 2015 2:36 pm

Ah the truth comes out. You don't follow or care about the game, but you're an expert, somehow.
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Krogoth
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Re: StarCraft II: Legacy of the Void

Mon Mar 09, 2015 2:16 am

SC1 and SC2 aren't that complicated or deep. That's part of its mass appeal. It doesn't require a ton of manhours to master the game itself and mechanics/balancing is pretty straight-forward. It doesn't really take that long to become adapt at it.

It becomes a twitch game at higher-levels of play and micro-managing the crap of your forces. SC1 places massive emphasis on micro-management due to its clunky UI.
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Re: StarCraft II: Legacy of the Void

Mon Mar 09, 2015 9:10 am

LOL
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Re: StarCraft II: Legacy of the Void

Mon Mar 09, 2015 9:20 am

pikaporeon wrote:
LOL

+1
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Re: StarCraft II: Legacy of the Void

Sun Mar 22, 2015 3:34 am

Krogoth wrote:
SC1 and SC2 aren't that complicated or deep. That's part of its mass appeal. It doesn't require a ton of manhours to master the game itself and mechanics/balancing is pretty straight-forward. It doesn't really take that long to become adapt at it.

It becomes a twitch game at higher-levels of play and micro-managing the crap of your forces. SC1 places massive emphasis on micro-management due to its clunky UI.


Sorry, but the mass appeal from SC1 (and WC3) came from both being an online connected indie game platform ahead of their time in the form of Bnet/Kali custom mapping scene, not the hardcore e-sports for everyone despite what Blizzard wants people to believe.
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Re: StarCraft II: Legacy of the Void

Tue Mar 24, 2015 2:49 am

strangerguy wrote:
Krogoth wrote:
SC1 and SC2 aren't that complicated or deep. That's part of its mass appeal. It doesn't require a ton of manhours to master the game itself and mechanics/balancing is pretty straight-forward. It doesn't really take that long to become adapt at it.

It becomes a twitch game at higher-levels of play and micro-managing the crap of your forces. SC1 places massive emphasis on micro-management due to its clunky UI.


Sorry, but the mass appeal from SC1 (and WC3) came from both being an online connected indie game platform ahead of their time in the form of Bnet/Kali custom mapping scene, not the hardcore e-sports for everyone despite what Blizzard wants people to believe.


WC3 had the custom maps as it primary appeal. SC1 had too many limitations with its engine to make to a desirable platform for custom maps. SC2 obviously addresses this. This is reflected on how well custom maps took off in WC3. (FYI, DOTA was originally a WC3 custom map mod that later became a stand-alone game ;) )
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Re: StarCraft II: Legacy of the Void

Tue Mar 24, 2015 8:13 am

DotA is just an Aeon of Strife clone.
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Krogoth
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Re: StarCraft II: Legacy of the Void

Tue Mar 24, 2015 9:15 am

pikaporeon wrote:
DotA is just an Aeon of Strife clone.


Nah, DoTA expanded upon it in an number of ways (due to WC3 being far better at custom maps than SC1). Aeon of Strife is like Wolfenstein 3D where DoTA is Doom.
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Re: StarCraft II: Legacy of the Void

Tue Mar 24, 2015 10:01 am

Dungeon Defenders FTW!!!!!!!!
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Re: StarCraft II: Legacy of the Void

Tue Mar 24, 2015 12:59 pm

This thread contains so much eye roll material one could get dizzy. I'm sure if Krogoth watched a pro match he'd be full of reasons both players were doing it all wrong.
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 9:12 am

As someone who has played thousands of hours of brood war and sc2, also as a GoMTV subscriber who has paid for the Korean championships year after year, I would also like to add my eyeroll to this ridiculous train wreck of a thread.

To be fair, you can learn a lot in 20-30 hours, but it's comically superficial gametime to have any real understanding of the deeper pvp mechanics.

:roll:
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 9:18 am

Chrispy_ wrote:
e deeper pvp mechanics.

come on man 10 supply 3gate every game ; ]
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 9:38 am

SC1/SC2 aren't really that deep (WC3:TFT has more tactical depth). They are actually real-time tactics games. Their strategical elements are rather simplistic. That's precisely where their mass-appeal comes from. It doesn't require hundreds of manhours to understand game mechanics like some other strategy games. A casual spectator can understand what is going on without becoming lost/confused. It is part of the reason why both games became a smash-hit in the progamer arena.

SC1/SC2 become a twitchy, micro-managing-fest at higher tiers (progamers) once you get the basics down. That's why there's a large emphasis on APM/EAPM metrics for SC1/SC2. You are smashing buttons in a controlled frenzy like in most competitive fighting games. It takes a large amount of time and dedication to get that proficient.
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 9:52 am

pikaporeon wrote:
LOL
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 10:16 am

pikaporeon wrote:
come on man 10 supply 3gate every game ; ]

Honestly one of my favorite things to do, kinda. I'll make an 8-player free-for-all with 7 Elite AI and myself, usually on an 8-player map with shared bases (so I spawn with a computer AI) and then I'll do 9 pylon, stop probes at 12, 3 gates, 3 zealots, 1 more pylon, and 4 more zealots. With judicious chrono you can finish that in about 3:10 and take out the shared base partner. Sometimes if I build the pylons too close the AI will pull all its workers to take out the pylon (in which case it's GG for me), other times I'll get 15-20 minutes into the game and then get run over, but every once in a while I can win the whole thing, if it doesn't turn into a 3-on-1 (once every base has a single occupant).

I just like being a jerk, but I don't want to troll real people. I save that for the computer. :lol:

I am kind of concerned with LotV multiplayer, though. I get that they want you to expand faster, but personally I'm not a fast enough player to make up for the difference in just how much they've accelerated mineral and gas depletion. I think it'll make it more fun to watch, but for gold n00bz like myself, I have a feeling it'll make it significantly less fun to play.
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Re: StarCraft II: Legacy of the Void

Wed Mar 25, 2015 10:22 am

derFunkenstein wrote:
pikaporeon wrote:
come on man 10 supply 3gate every game ; ]

Honestly one of my favorite things to do, kinda. I'll make an 8-player free-for-all with 7 Elite AI and myself, usually on an 8-player map with shared bases (so I spawn with a computer AI) and then I'll do 9 pylon, stop probes at 12, 3 gates, 3 zealots, 1 more pylon, and 4 more zealots. With judicious chrono you can finish that in about 3:10 and take out the shared base partner. Sometimes if I build the pylons too close the AI will pull all its workers to take out the pylon (in which case it's GG for me), other times I'll get 15-20 minutes into the game and then get run over, but every once in a while I can win the whole thing, if it doesn't turn into a 3-on-1 (once every base has a single occupant).

I just like being a jerk, but I don't want to troll real people. I save that for the computer. :lol:

Sounds like a lot of fun. One of my best friends has dedicated his entire SC2 career (he's in Diamond) to just doing weird and off the wall cheeses as terran - him and his wife do a lot of the random low level touranments like ASL and SCVRush and they're getting a really entertaining reputation there (as anyone who wins with a Proxy Banshee into Proxy Battlecruiser against platinum players should)

I'm a big fan of the book of Protoss BS - I use the Kill-a-Zerg build liberally (vs Terran I do actually macro with a build I stole from Rain)
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