SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Tue Feb 22, 2011 2:41 pm

HuK^^
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North American Star League

idra dropped out of GSL </3

and I would include the leaked patch notes but I can't find the link and they looked like bullshit anyway lawl
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Drayven » Tue Feb 22, 2011 5:09 pm

I tried playing this game but I can't get into traditional RTS style games anymore :/

Too much MvC3, and League of Legends.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Thu Feb 24, 2011 6:20 pm

Master league for team games now.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Ryzel » Thu Feb 24, 2011 6:59 pm

Nice!
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Fri Feb 25, 2011 12:44 pm

Kaz wrote:Master league for team games now.


wat
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby windigo » Fri Feb 25, 2011 2:56 pm

<-- Bronze 3v3.

Wut up.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Fri Feb 25, 2011 4:01 pm

The map pool was updated; no more steppes of gay or shakuras' terran highway!

And Kaz, they updated 2v2 also so we won't have to deal with arid wastes, war zone, twilight fortress, and tarsonis assault retard mode, though the new omega sector looks retarded :/
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby windigo » Fri Feb 25, 2011 4:46 pm

Something I just sent to MrShihtzu:

He's a noob and was saying Terran is OP.

Back from lunch.

So here's the problem:

Siege Tank + Marines. What do you do?

Mutas counter tanks obviously. Tanks not in siege mode are stopped easily by lings, roaches, and hydras. So the problem is siege mode. Particularly when the siege tanks are surrounded by a ton of marines who will stim and shoot down mutas.

Basically, you can't fight this army in a fair fight where you charge into each other in the middle of the map. The biggest weakness of siege tanks is immobility. When they go heavy tank, you need to muta and expand. You have map control. If they move out you hit their worker line. This keeps their force around their base and allows you to macro up.

Mobility is the biggest advantage you have. If their marines run back to protect the base from mutas, the mutas fly out and hit the tanks. If the tanks unsiege and you feel you have equal army numbers you hit everything at once. If you have banelings to kill the marine ball and the tanks are not sieged, you will win every time.

The basics principle is: engage the battle only on your terms. Hit their weak points - they aren't fast enough to be everywhere but you are.


Basically if SC2 were a fighting game Zerg is not the character that you can mash buttons with - you have to have proficiency in how their army and economy works.

And of course you can't think like a Terran when you play Zerg. Turtling doesn't work.


We should play some crazy 4v4s sometime if everyone's on. For some reason I don't have some of you on my friends list even though I get messages from you.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Fri Feb 25, 2011 5:04 pm

The biggest tip for zerg is to never engage sieged siege tanks unless they absolutely have to or if they're alone.

here's a good example of what I'm talking about
http://www.youtube.com/watch?v=sWaApULwfB0#t=9m00s

EDIT http://us.battle.net/sc2/en/blog/2356436#blog

ooooohh hshhthththttt
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Sat Feb 26, 2011 12:42 am

Wait, they're nerfing templars? What the hell
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Sat Feb 26, 2011 2:40 pm

The amulet is cake compared to the fungal growth nerf. Marines unstimmed can dodge fungal growth now.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Ryzel » Sat Feb 26, 2011 4:03 pm

Fuck this game. Infestors Fungal was the only good skill zerg had going for them. GG.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Sat Feb 26, 2011 4:09 pm

At least they didn't make it a slow like they were thinking of doing. The good thing that a lot of zergs aren't realizing about the new fungal is the damage increase. Medivacs can't out heal it anymore but the major problem is you have a much smaller chance of actually hitting anything with it :/
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby windigo » Sat Feb 26, 2011 10:19 pm

Yeah - I'm wondering if the fungal will turn out to be a buff.

I'm not totally against the HT nerf but I'd at least like to see the terrans hit a little more.

We'll see if all these changes make it into the game.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Sat Feb 26, 2011 10:41 pm

The missile is pretty slow, making it fairly dodgeable.

http://www.youtube.com/watch?v=8lSeH0U8H4M
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Sat Feb 26, 2011 11:57 pm

The HT nerf is kind of retarded in that it's mostly because of Terrans bitching about late game drops being too powerful but this is when they are still massing tier 1 units and refusing to go mech because bio is more "efficient". But even going bio the whole HT ordeal can be handled with sensor towers or ghosts but heaven forbid Terrans have to try.

The weird thing about the amulet is Dayvie talked to jinro, minigun and I think also to incontrol and they all disagreed with the amulet nerf yet he put it up on the PTR anyway. I don't think it's going to be actually removed, I think they're just testing to see how it affects things.

And for fungal there was talk that point defense drones could shoot it down but I have yet to test it and a few people have claimed to have tested and said it doesn't so I dunno.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Tue Mar 01, 2011 2:12 pm

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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Tue Mar 01, 2011 2:43 pm

Why didn't the zerg fungal instead
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Tue Mar 01, 2011 7:37 pm

how do you let a terran get 160 supply worth of reapers
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby windigo » Thu Mar 03, 2011 12:57 pm

I tried to learn zerg and now I suck bad as protoss. QQ
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Mon Mar 07, 2011 1:45 am

HuK just got fucking owned. Sorry WM.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Mon Mar 07, 2011 3:47 pm

Less hate Kaz; they're buddies IRL and we still have the up and down matches. Huk was definitely trying to metagame him though since he knows (or thought he knew) how he plays since they are friends and it turned into a destiny v minigun sort of thing which is always retarded. That expo bluff was epic though.

The more important news is: Jinro built a raven.
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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby Kaz » Tue Mar 08, 2011 3:00 am

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Re: SPACE COWBOYS ARE AWESOME (UPDATED B.NET IDs IN OP)

Postby WatermelonMan » Tue Mar 08, 2011 1:48 pm

you're taking it too seriously; the answer is in huk's scouting

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