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    Sunday, July 26, 2020

    Starcraft Every race, when a new update arrives.

    Starcraft Every race, when a new update arrives.


    Every race, when a new update arrives.

    Posted: 25 Jul 2020 11:21 AM PDT

    PSA for Code S cannon rushers

    Posted: 25 Jul 2020 11:48 AM PDT

    Silver Terran MMR be like

    Posted: 25 Jul 2020 05:43 PM PDT

    The Race-Swapped Epilogue IS OUT NOW!

    Posted: 25 Jul 2020 07:36 PM PDT

    I've just finished another project. The Race-Swapped Epilogue is a modification of the final LotV missions. In this version, you can choose which race to play as: terran, zerg or protoss, each with their own dialogues and upgrades.

    Important: you can now use the replay system to save and load games!

    It's free to play on the Arcade right now!

    Trailer: https://youtu.be/rkNVb1AFW6o

    These maps take a lot of time and effort to make so if you'd be willing to support me on Patreon, you have my thanks. Plus, you get exclusive updates on my progress and you'll know in advance when I'm about to publish a new campaign.

    Join the Discord server! https://discord.gg/tesspzy

    Support me on Patreon! https://www.patreon.com/SynergySC2

    My other campaigns (all free to play on the Arcade)

    submitted by /u/Synergistic96
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    Shield Battery overcharge meets gold league decision making

    Posted: 25 Jul 2020 06:46 PM PDT

    The Lore of the New Co-op Prestiges

    Posted: 25 Jul 2020 11:52 AM PDT

    StarCrafts - Legacy of the Void in a Nutshell

    Posted: 25 Jul 2020 05:01 AM PDT

    [Spoilers for GSL Groups A/B/C] GSL is so good it hurts.

    Posted: 25 Jul 2020 09:13 AM PDT

    Dark and Maru get eliminated in the round of 16.

    Arguments about who is the best player bore me to tears, but I think we can all agree that these two are in the current pantheon watching from Mount Starlympus. And they got freaking rolled out of their groups. And it's not even rare to see that happen: the skill level is so good that there's no such thing as a lock.

    With old-guard players like Parting and DRG re-establishing themselves, 'new' players like Cure and Astrea showing incredible games... even the bad GSL days are more hype than essentially any tournament outside of blizzcon/katowice. Also, the further we get from it, the more impressive Maru's four-peat becomes. God damn.

    Here's to ten more years of excellence! (And please, no spoilers for anyone who hasn't watched Group D)

    submitted by /u/another_mishap
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    Come back buddy :( We played for years together.

    Posted: 25 Jul 2020 12:12 PM PDT

    Live now with RagnaroK, Rookie, Zoun and BreakingGG - 4 player invitataional if anyone is interested!

    Posted: 25 Jul 2020 10:29 PM PDT

    Can't Access the PTR

    Posted: 25 Jul 2020 11:33 PM PDT

    Under the "Region" entry for Starcraft II, I only have Americas, Europe, and Asia. Nothing else. For most other games, there's a region for Public Test Realm, but not SC2. Does anyone know how I can access the PTR?

    Edit: I think I finally got it to work. I had to completely uninstall Battle.net, restart my computer, and start SC2 without the Battle.net app for it to finally work. ... But it's downloading now! 🙂

    submitted by /u/LordDreadman
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    Organizing another Starcraft 2 tournament for Singaporeans, players and help wanted!

    Posted: 26 Jul 2020 12:34 AM PDT

    I am organizing another Singapore based tournament, hope to use this as a springboard for bigger things.

    Sign up link is here :

    https://docs.google.com/forms/d/e/1FAIpQLSe6nXvypOYPLkLgg0WKdzgB3LStv-IYYNbpZ2RJWI82MRr10A/viewform?usp=sf_link

    For financial goals, info can be found here:https://docs.google.com/document/d/12vz6pSFSl9cYXlRaJ35B0RwbVzKP0Src06Q8Z2A6r6Y/edit?usp=sharing

    I'll be announcing probably next Monday the updated prize pool.

    Also, we have a mostly Singapore based discord server. We have a pretty healthy player base there. PM me if you want to join

    More about me:

    I just love Starcraft 2, RTS, Strategy games (games in general), and esports so I decided to put together something for local players.

    I also organized a few previous tournaments:

    https://liquipedia.net/starcraft2/Singapore_SC2_Online/3

    Other information about me :

    Youtube: https://www.youtube.com/channel/UCp-tvEgogBMDevMkrrQjhSg

    Twitch: https://www.twitch.tv/redgunnerguy

    Twitter : https://twitter.com/redgunnerguy

    submitted by /u/Redgunnerguy
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    The definitive highlight from Fuzer Shelter Gameroom open #3

    Posted: 25 Jul 2020 01:31 PM PDT

    Um did Kerrigan always have the square aura arounds her in HoTS Champaign? (I’ve restarted my game)

    Posted: 26 Jul 2020 01:39 AM PDT

    double checking my terran builds article

    Posted: 25 Jul 2020 12:46 PM PDT

    hello friends~ I've written up the article on Terran builds, and I want to subject it to reddit's harsh but fair criticism before I upload. As a Zerg main, I don't have much firsthand experience playing these builds, so please suggest edits and corrections if you know any. Thanks a bunch!

    Starcraft 2 TvZ Matchup Overview + Top 5 Build Orders

    I may have mentioned this, but Terran versus Zerg is my favorite matchup in Starcraft 2. Each unit interaction is unique --- Marines bunch up against Zerglings and Mutalisks, but spread out against Banelings, Siege Tanks rip through Ling/Baneling but get crushed by Brood Lords, and the difference between engaging on and off creep is victory or defeat. I could spend hours talking about the unit interactions alone, but I'll spare you and skip to the good stuff.

    Before we get into the build, we have to take a second to talk about convergence. The concept is discussed in depth here, but in brief, your midgame as Terran will usually look the same every time --- Marine, Marauder, Medivac, Stim, Engineering Bays --- and the question is what order you use to get there. If you're playing bio --- which you generally should --- your convergence point is two bases, 3-1-1 (3 Rax, 1 Fact, 1 Port), and two Engineering Bays researching Upgrades; when you take your third, go up to 5-1-1 and adapt from there. Always remember that your opening build is just a stepping stone to get you to a strong, stable midgame!

    1. 1-1-1 Reaper Expand

    https://www.youtube.com/watch?v=EGxJijOFrq0

    We're starting with 1-1-1 because, well, it's just hella standard in every matchup. 1-1-1 stands for 1 Barracks, 1 Factory, and 1 Starport, built more or less in quick succession; the modern version also has an early Reaper to scout and a quick natural base. If you can only pick one build order to learn as Terran, make it this one --- you can transition into pretty much anything off of it.

    This is the basic build order, taken with gratitude from Terrancraft:

    • 14 - Supply Depot
    • 15 - Refinery
    • 16 - Barracks
    • @100% Barracks - Reaper and Orbital Command
    • @400 mineral - Command Centre (@100% - Orbital Command)
    • @100 gas - Factory
    • @50 gas - Reactor
    • @75 mineral - Refinery
    • @100 mineral - Supply Depot
    • @100% Factory - Starport and a Factory unit

    By the end of the build, you should have one each of Barracks, Factory, and Starport, one Reactor, two Refineries, and two Orbital Commands.

    So why is this the king of all Terran builds? In a word, flexibility. At this point, almost every unit in the Terran tech tree is available --- you can add a Tech Lab to the Factory to get Siege Tanks, or add a Reactor to the Starport to get Liberators or Medivacs, or a Tech Lab to the Starport for a cheeky Banshee rush. But my recommended continuation is to build 4-6 Hellions off of a Reactored Factory, add a Tech Lab to the Barracks to research Stimpaks, and a single Viking (no addon yet) from the Starport. This line would look something like this:

    • @100% Reactor - swap Factory and Barracks, Hellion production to 4-6
    • @100% Reactor - Tech Lab on Barracks
    • @100% Starport - Viking
    • @100% Tech Lab - Stim

    The idea here is to start Stim quickly, use the Hellions to suppress creep spread, and the Viking to hunt down scouting Overlords. While you dance around Zerg with your early pressure, make sure you get the following next (not necessarily in this order):

    • 2 more Barracks (3 total), addons to taste
    • 3rd CC (in main + lift if dangerous, on-site if safe)
    • another 2 Rax (5 total), addons to taste
    • Reactor on Starport, then Medivac production
    • 2 Engineering Bays

    And this is crucial --- don't forget to build this stuff at home. Remember what I said at the beginning: your opening build is a stepping stone to get you to a strong, stable midgame. Even if you kill sixteen Drones and five Overlords with your early pressure, if you have no infrastructure at home, it was all for nothing!

    This is pretty close to the standard way to get to the midgame in TvZ. It's pretty safe --- Hellions trade excellently against Ling/Bane --- gives light pressure and scouting information, and places an on-time third base. It might be a little tricky for a new player to keep track of everything, though; you're controlling 3 important pieces at once (Hellions, Viking, base development) and it's easy to fall behind. Sometimes it can be less mentally taxing to play a very aggressive opening, which brings us to our next build:

    2. 2-1-1 Double Medivac Stim

    I hate this build. I'm an usually an economic Zerg player, and this build was designed specifically to crush greedy Zergs like me --- after losing to it a dozen times in a row, it almost made me quit Starcraft altogether. So naturally, learning it will probably make a Terran main like you very happy.

    • 14 - Supply Depot
    • 16 - Barracks
    • 16 - Refinery
    • @100% Barracks - Reaper and Orbital Command
    • @400 mineral - Command Centre (@100% - Orbital Command)
    • @100 mineral - Supply Depot
    • @150 mineral - Barracks
    • @100% Reaper - Marine (prioritize the above buildings)
    • @75 mineral - Refinery
    • @150 gas - Factory and Reactor on Barracks
    • @100% Barracks - Tech Lab (@100% Stim)
    • @100% Factory - Reactor and Starport
    • Constant Marine production and build Supply Depot accordingly hereafter
    • @100% Starport - Swap it onto the Reactor of the Factory and produce 2x Medivac
    • 1 Widow Mine after landing the Factory --- this is mentioned in the article but not in the build order.
    • Again, taken with gratitude from Terrancraft. Thanks Max!

    Let's talk about some key differences (which I highlighted in bold for you!). In this build, you get a second Barracks (and Refinery) before your Factory, hence 2-1-1. You also get a quick Tech Lab with Stim, and an immediate Reactor Starport with Medivacs --- just a lot more stuff in general. How do you afford it all? Well, what I can't put in boldface is the stuff that's missing, namely the Reactor Factory, 4-6 Hellions, Viking, and 3rd CC of the previous build. This build sacrifices map/vision control and a fast third for a powerful early attack --- something we Starcraft players like to call an all-in.

    All-ins have a reputation for being "cheesy," meaning they only work if your opponent doesn't scout. But in the history of Starcraft, stable, meta-safe all-ins have surfaced from time to time, like Protoss's Immortal Sentry all-in against Zerg, or this Medivac Stim timing, also against Zerg... I feel like we get the short end of the stick sometimes. Whatever, we have Banelings. This opening is tightly refined against standard (meaning greedy) Zerg play, hitting hard and fast at 5:00, and will crush anyone who isn't prepared for it.

    Now, this build isn't really a true all-in --- Terran has a lot of strong follow-up options, and if you're smart, you can get into the same midgame as you would with 1-1-1. The reason is that for Zerg to survive the attack, they have to build extra Queens and Zerglings, which is not ideal economically --- every two Zerglings you make is a Drone that could have been mining. So even though Terran's eco and tech are slower, Zerg has to slow down as well, or else they'll simply be overwhelmed.

    3. Battlecruiser Mech

    The Battlecruiser has come a long way since Brood War --- once barely a niche lategame unit, it's now a staple opening threat in TvZ. As a disclaimer, this build started getting big at around the same time I tapered off playing, so I don't have much hands-on experience against it. That said, here's the build:

    • 14 - Supply Depot
    • 16 - Barracks
    • 16 - Refinery
    • @100% Barracks - Reaper and Orbital Command
    • @400 mineral - Command Centre (@100% - Orbital Command)
    • @100 mineral - Supply Depot
    • @100% Reaper - Marine
    • @100 gas - Factory
    • @75 mineral - Refinery
    • @100% Marine - Reactor
    • @100% Factory - Starport; Swap Factory on Reactor for 2x Hellion; Supply Depot
    • Build Supply Depot accordingly hereafter
    • @100% 2x Hellion - 2x Hellion (constant production)
    • @100% Starport - Fusion Core and Tech Lab
    • @400 mineral - Command Centre
    • @100% Fusion Core - Battlecruiser
    • @150 mineral - 2x Refinery
    • @100% Battlecruiser - Battlecruiser

    As you can see, the majority of this build is based on the 1-1-1 Reaper Expand from before. But the major divergences are the Fusion Core after the Starport, the extra Refineries, and, of course, the Battlecruisers themselves. There's a pocket of time in which Terrans can teleport a Battlecruiser into Zerg's base while they only have Queens and Spore Crawlers to defend, and the idea behind this build is to lean on that timing as hard as you can. Just like with the Medivac Stim timing, even if you don't deal damage directly, the opening gets value by forcing Zerg to build defenses when they want to drone, as well as by delaying their fourth base.

    I'm including this build because it's strong, obviously, but also because it's a good way to get into mech for those interested. Bio is traditionally stronger in TvZ, but mech is making a big comeback, and for players who like slower, more methodical games, it's a wonderful style to try. The mech transition looks like this:

    • Weapon Refit research
    • 2x Factory (2x Tech Lab)
    • 2x Refinery; Engineering Bay
    • 2x Siege Tank
    • Infernal Pre-Igniter and Mag-Field Accelerator
    • 2x Armory

    Weapon Refit, of course, gives you access to the Yamato cannon, turning Battlecruisers from obnoxious to hella obnoxious. Otherwise, you're getting the usual mech pieces --- extra Factories and Tech Labs for Tanks, Hellion and Mine upgrades to eat Drones and Zerglings, and Armories for even more upgrades. You end up with three bases with gas, 1-3-1 production, and a ton of upgrades.

    I talked a little about how mech plays here, and the classic style is to build lots of Tanks to secure various positions, expand slowly, and crush the Zerg through attrition. With Legacy of the Void, though, mech has lots of new toys to play with --- you can harass with Widow Mines, Hellions, or Liberators, use Vikings to clear out Overlords, build Hellbats and Thors for a stable ground army, keep building Battlecruisers because they're cool, or whatever else you want. Mech is pretty flexible these days, so it's a great time to get into it!

    4. Banshee Hellbat nonsense

    No discussion of Terran openings can be complete without some Banshee nonsense. If all you want to do is scrape some free points against low-MMR Zergs, the Banshee is your best bet --- it's distressingly common for new players to forget to build detection, and two cloaked Banshees will singlehandedly win games for you.

    • 14 - Supply Depot
    • 15 - Refinery
    • 16 - Barracks
    • @100% Barracks - Reaper and Orbital Command
    • @400 mineral - Command Centre (@100% - Orbital Command)
    • @100 gas - Factory
    • @50 gas - Reactor
    • @75 mineral - Refinery
    • @100 mineral - Supply Depot
    • @100% Factory - Starport
    • my additions:
    • @100% Reactor - swap Factory to Reactor, constant Hellion production
    • @50 gas - Tech Lab
    • @100 gas - Armory, push forward with Hellions
    • @100% Starport - swap Starport to Tech Lab, start Banshee and Cloaking Field
    • Constant Banshee production from here
    • @100% Armory - morph Hellbats just outside of Zerg base

    For once this build isn't from Terrancraft, but just my own quick variation of the 1-1-1. I'm sure it needs refinement, but it'll get the point across. Use the Banshees to poke down drones --- once Cloak is finished, you can dive more aggressively, especially if Zerg doesn't have Spore Crawlers yet. Poke gently with the Hellions in the beginning, but don't commit until the Armory finishes --- then, morph to Hellbats and push hard, hopefully killing the third. Keep building Banshees and Hellbats, and hopefully your opponent will fold.

    This build would be considered a "cheese," meaning it relies on your opponent not scouting to be effective. A couple of Spore Crawlers will shut down your Banshee harass, and Roaches will eat Hellbats for breakfast, so don't expect to win with this build in Platinum or Diamond. But Zergs tend to skip or forget Spore Crawlers and the Roach Warren, and if they do, this build will walk all over them. It's a lot of fun when it works, and when it doesn't, you can concede pretty quickly.

    I haven't brought this style to the ladder in a bit, so I'm not sure what resources are left over or what transition to go for, but I think adding a Reactor Starport with Medivacs could be fun --- Medivacs can heal Hellbats, incredibly, so mixing them into your push is devastating. Medivacs can also ferry Hellions and Widow Mines into the main to split Zerg's attention. You already have a Tech Lab Starport, too, so maybe add a Fusion core and Battlecruisers? Is that good? I have no idea. But if it works, it'll be awesome.

    5. Bunker Rush

    This isn't a build. This is the purest cheese in the Terran arsenal. On paper, the Bunker rush is absurd --- build two Barracks on the other side of the map, pray to your god that Zerg doesn't scout, and build Bunkers into Zerg's natural to try to snipe the base. It simply shouldn't work --- and yet it comes back again and again, because the very threat of a Bunker rush forces Zergs to approach the game differently. This is a rough build order:

    • Send 1 SCV cross-map as soon as the game starts, another at about 0:20.
    • 14 Supply Depot
    • 15 Barracks x2 near enemy
    • Bunker near the enemy natural
    • @1000% Barracks - constant Marine production
    • @100% Bunker - keep building Bunkers approaching natural
    • The goal is to have a Bunker close enough to hit the natural itself.

    Here's an example, as casted by LowkoTV:

    https://www.youtube.com/watch?v=PT1lG9hDBDA

    We should tip our hats to Solar for holding that off --- many Zergs would collapse instantly under that pressure. From this game, we can see a few important decisions that JJAKJI makes:

    • He doesn't build the Barracks directly between the two bases, instead veering to the left. This reduces the chance you'll be scouted.
    • The placement of the first Bunker is very conservative --- he uses that Bunker to protect the next one, and so on until he's deep in Zerg's base.
    • He salvages Bunkers as they're about to fall --- salvaging a Bunker gets you 75 of their 100 minerals back! That's crazy!
    • He doesn't necessarily need to win with this attack --- he keeps building workers, and has a Refinery and Factory at home.
    • When the attack starts to waver, he doesn't throw away the game --- he retreats with his Marines and Barracks, salvages his Bunkers, and prepares for a followup push.

    The Bunker rush is a test of micro and decision making more than strategic knowledge, and it's a good way to throw off an opponent who's bad at improvising (like me). There are ways to change up the build, too --- you can add in Reapers for more micro potential (ByuN popularized this style), build the Factory near the forward Barracks to get Hellions or Cyclones in the mix, or tech to Banshees in your main if you want to be really cruel. Unfortunately, with sufficient control from Zerg, one can defend the Bunker rush and come out ahead, so it's not something you can do every game. But in a long series, it's a way to throw off your opponent while hiding your standard builds, and on the ladder, it'll catch lots of Zergs off-guard.

    submitted by /u/Applesauce136
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    What Makes RTS Games Fun: Anti Snowball Design

    Posted: 25 Jul 2020 05:26 AM PDT

    Sorry for bad photo quality :(

    Posted: 25 Jul 2020 12:28 PM PDT

    Happy (almost) 10 years, StarCraft II! [OC] [MagicaVoxel]

    Posted: 25 Jul 2020 11:28 AM PDT

    Can you guys help me counter the strategy I keep getting hit by? I’m new to online and I’m having trouble

    Posted: 25 Jul 2020 09:04 PM PDT

    straight to flyer protoss I swear I'm making my first warp gate/Barracks and then the entire fucking protoss fleet is tearing through me I have like 10 anti air things and they are destroyed before I can cringe after hearing my scv say "well butter my biscuit"

    Mostly just protoss but I've had Terran cruisers in my base quick to

    Also any tips for learning hotkeys? I haven't learnt a single one :(

    submitted by /u/WOSH9182838483
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    Build Order Guide | Double Stargate Phoenix PvZ

    Posted: 25 Jul 2020 04:02 PM PDT

    Is it ok to leave some keys unbinded?

    Posted: 26 Jul 2020 02:15 AM PDT

    I left quite a bit of my keys unbound, like move hotkey, stop hotkey and other things that seems useless. Is it ok to do that?

    submitted by /u/TakeThatBoi_XD
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    Don't go into the light!

    Posted: 25 Jul 2020 10:21 PM PDT

    The perfect baneling shot doesnt exi....

    Posted: 25 Jul 2020 06:20 PM PDT

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