This is part one of a two-part article series on mechanics. ![]() Micro will be discussed in another article. I will clarify some misconceptions, and provide some generalisable rule of thumbs. I will cover basics of mechanics, and focus on macro. ![]() My friends were getting zergling rush, zealot rushed, banshee rushed, etc etc the first few days of the game, but now they have no problem fighting off early rock/paper/scissors isn't as straight forward this time around, but do try the basic single player challenges, and some of the other ones too, they really show you the power of small armies and abilities, psy storm still can cut through massed armies of small units like butter.This is the third article of The Elementary Series. Zergs speed creep advantage really helps them defensively, gotta spread it across the map and abuse it as much as you can. Sentries are awesome, you force the attack to wait a minute or so while you get your troops ready, or your can split their army or some them from retreating. Protoss and terran can easily wall (pylon + gateway + zealot with hold position) that one zealot can hold of 8 zerglings by himself if only 1 or 2 can attack him at a time, even more if you got some ranged support behind them. This game is titled to favor aggressive players more, but if you are smart about thing, you can really hammer your defensive advantage. I can max this game with my 3 year old core2quad and a 9800gt with 1 gig vram, so its not very hardware intensive. Sorry for my broken english, did what I could Let me know what are your thoughts on the game, maybe it's still a great game and I'm the one that My guess is all the units mentioned above will make an appearance in the xpack, lol, great strat, take a 12 year old title, break it in 3 and sell it 3 times. Would I buy again? Heck no, especially not at the $68(tax included) ticket price. On the flip side, the cinematics are top notch as usual, 12 years in the making, now I know where all the time and money went. So most of the time I have my settings on high and some on medium in order to get the fastest response possible. I'm running it on a i7 quad core with a gefore 285 gtx, 6 gigs triple channel ram and I still find it slows down when I have everything on ultra. They turned the tide more than once in a battle, most of the time you'd get hit with one of those instead of amassing a million of x units and try to brute force your way in.ĭont get me started on game performance, no clue why this game is 3D at all, what's the point if you cant rotate or have a flexible zooming system? To have everything at max you'll need a beeffy configuration, I'm still not all on ultra settings. Those kind of subtle strategies is what I miss from SC2 and ![]() Where did the protoss reaver go? loved reaver drops in mineral patches? Broodling templars and watch his armies crumble as he was planning on psy storming your whole army.Īnother unit I miss is the Lurker, where did he go? If you've ever had a lurker drop from the back of your base in your crystal patch before you got the reveal unit, you know how helpless you feel as you watch your base get shredded away while you scramble frantically to get some sort of defense going. Queens with parasite for recon/intel or broodlings to annoy the heck out of the terrans by picking off his seige tanks one by one. Once all the workers hit one hp, send a queen and broodling one worker, those two minuscule broodling will take out your entire workforce before you even notice what's going on. Strat I loved, find an opponent lightly guarded expansion, plague the workers and burrow. No more Zerg defiler with plague (red corrosive goo). Gone are the days of the terran science vessel with erradiate vs zergs where you had to scramble and move your units appart, or emp the protoss rendering all shield levels to zero. I think the problem is deeper than simple blance changes, they've removed key strategic units from SC2 and replaced them with generic meat shields, what you end up with is a game that plays and feels more like Command and Conquer rather than SC, the bigger army wins. You might say wait, the game is still new and balances changes will fix it. I've not yet found such a balance in SC2. Had the right counters, you could take on an army 3 times larger than yours and win the battle. The original Stacraft used to be a great orchestration of rock/paper/scissor, as long as you I used to play a lot of the original Starcraft/Broodwars in my days but lately I've noticed a trend in games to dumb down the difficulty in order to appeal to the masses, unfortunately SC2 wasnt immune to that trend, let me explain.
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