Dienstag, 31. August 2010

Starcraft 2 Protoss Basic Tutorial

After the Terran tutorial a basic tutorial for the lovers of the Protoss race in Starcraft 2.
Done by Husky again.
As said before: These are like überbasic build orders (which is posted below btw)
and you should use them if you have no idea how to exactly start and arent as good as other builds in the higher leagues.



9 Pylon
10 Queue up 3 Probes and Chrono Boost their production twice in a row.
13 Gateway
14 1st Vespine Gas
16 Pylon
18 Cybernetics Core
18 2nd Vespine Gas
19 Zealot (GET ZEALOT BEFORE CYBERNETICS CORE IF YOUR OPPONENT MIGHT BE AGGRESSIVE)
23 Research Warp Gates
23 Zealot
23ish Pylon
26ish Robotics Facility
27ish Sentry
27ish Chrono Boost Warp Gate research
30 Observer (Chrono Boost ASAP)
31 Gateway
NOTE: Depending on what you want, either get Immortal ASAP or work towards Colossus tech
31ish Immortal right after Observer
36 Make Gateways into Warpgates
36 Immortal
40 Stalker
42 2x Zealot
42 PUSH OPPONENTS BASE

Note: Make 2 more gateways as you push or use your army to secure your natural. Keep your Observer active to spot for burrowed roaches. DO NOT GET SUPPLY BLOCKED. Your push will be slightly stronger and much faster if you don't get supply blocked.

Montag, 30. August 2010

Terran Basic Opener 3 Barracks

As promised a very very basic Tutorial
Basic Wall-in , 3 Barracks, Marauder/Marine Rush.
Wins most games in low Leagues and isn't hard to play.
Build Order posted after the Video.




10 Supply Depot
12 Barracks
14 Supply Depot (Finish Wall-in... every map is different)
15 Refinery
16 Scout
17 Marine
17 Orbital Command
17 Tech Lab (First Barracks)
17 Supply Depot
18 2nd Barracks
18 Marauder
20 3rd Barracks
20 Supply Depot
24 Reactor on 2nd Barracks
26 Supply Depot
MAKE SUPPLY DEPOTS NONSTOP WITH 1 SCV
27 Tech Lab on 3rd Barracks
CONSTANTLY MAKE 2X MARINES AND 2X MARAUDERS FROM ALL BARRACKS.
35 2nd Refinery
PUSH OUT ONCE FIRST MARAUDER SPAWNS FROM 3RD BARRACKS
45 Stimpack
Constantly produce units.

Depending on how our attack goes:
Goes Well: Keep pressure up, producing units
If Goes Normal: Tech to Medvacs
If Goes Poorly: Turtle and build Command Center in main to expand.

Credits go to Husky

Samstag, 28. August 2010

HDH Invitational - TheLittleOne vs CauthonLuck - RvT - RO 8 Starcraft 2

Round 1

Casted by Husky and HD



Part 2

Starcraft 2: THE FAMOUSE 1/1/1/1/1/!/!/!/one build. Most common...

Starcraft 2: THE FAMOUSE 1/1/1/1/1/!/!/!/one build. Most common...: "This first video is a step by step tutorial commentated by ForceSC Remember most top level players already know this build. So, if you r..."

SC2 4v4 Quad Proxy with TLO

Blizzard talks about patch 1.1

Blizzard mentions some balance changes that will be in patch 1.1, which will come out in the middle of September. Some of them help zerg's early game.

Balance Changes
We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.

Maps
We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss
We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran
There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.

And Beyond...
We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.

We'll see you online!

Know your Fraternities, Rush Sigma Nu: Rise against ACTA

Know your Fraternities, Rush Sigma Nu: Rise against ACTA: "http://www.youtube.com/watch?v=bNKZTVvgTjY"

Freitag, 27. August 2010

TLO 4v4 Madness

The Little One and some awesome 4v4 Action commented by Husky.