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Re: Starcraft II
Posted: Wed Jan 19, 2011 1:47 pm
by Violence
Re: Starcraft II
Posted: Wed Jan 19, 2011 2:39 pm
by Solomon
Yeah, the first game was probably the most suspenseful SC2 game I've seen yet, really brought out the "S" in RTS. I'm sure Nada's kicking himself in the foot for g1 and especially g3.
Re: Starcraft II
Posted: Wed Jan 19, 2011 2:46 pm
by Chew Terr
I accidentally spoiled myself on that link. I had meant to watch those games tonight. =/ I did really enjoy the Idra versus Jinro series. Good stuff. However, most importantly,
Re: Starcraft II
Posted: Wed Jan 19, 2011 2:53 pm
by yoyoma
Violence wrote:This made my brain explode.
link deleted
Proper link:
http://www.gomtv.net/2011gslsponsors1/vod/60080
Re: Starcraft II
Posted: Wed Jan 19, 2011 2:55 pm
by yoyoma
usagi wrote:Hey guys, Usagi here.
I've decided to stop playing Go for a while to focus on my Starcraft II. Actually you may have guessed something like this since I haven't been on KGS playing KIL or my Alpha league games this month.
So I decided to try my hand at casting. My first attempt is somewhat rough but my second (which I can't upload to youtube since it contains copyrighted music -- anyone know an alternate source?) and third (especially my third) are where I finally fix the audio problems and try my hand at overlays and such. For my fourth and fifth I will be working using a teleprompter but I haven't had time to edit the raw footage yet. Anyways check out usagistarcraft live cast #3! Feedback welcome.
http://www.youtube.com/watch?v=tWf9SpdcDLUdon't forget to select HD - you can watch it in 720p ^^
-
Where have you been for my tournies?

ETA: I watched your video, here is a cool trick you could use: Several times you shift-clicked one SCV to build several buildings in a row. It's better to box select a bunch of SCVs on the mineral line, and then give the build commands. The AI will pick different SCVs to build each one all in parallel.
Re: Starcraft II
Posted: Thu Jan 20, 2011 4:16 am
by Hushfield
Idra vs Jinro was pretty wild.
MK vs NaDa was one of the most insane series in GSL history.
Definitely the best single day in GSL4 so far.
Re: Starcraft II
Posted: Fri Jan 21, 2011 12:50 am
by Solomon
I decided to try something interesting with a standard 1 gate FE to 5 gate build in a PvT against a 2525 M. The map was Delta Quadrants, and for those unfamiliar with this map you have a nat that's close to you and protected...the problem is that it's blocked by a rock that you have to destroy before settling...or do you? I decide, as ugly as it was, to try and execute the build regardless and plant a Nexus next to the rock instead. I didn't want to expand to the nat below the ramp because it is wide open and harder to protect.
It was hard to judge from the income tab on whether or not this is feasible because of MULEs and the difference in worker counts for both sides. My intuition says this isn't feasible, but at the same time I didn't notice a different in production of army and probes off 5 (and later 7) gates in this scenario. It has me wondering whether or not the rock really does *block* the nat...
Anyways, the replay is here:
http://sc2.replaycraft.com/game/22320/1 ... -Dwoggurd/ - I botched the build a bit, but yeah...thoughts?
Re: Starcraft II
Posted: Fri Jan 21, 2011 11:06 am
by Numsgil
I suspect that it lowers the income from the nat by a certain % based on the extra worker travel time, but you can also offset that by just pumping out more workers (it basically takes longer for the nat to be fully saturated). If the extra income early is worth it vs. waiting to bust down the rocks, it might be feasible. Probably requires some hard numbers from testing...
Re: Starcraft II
Posted: Fri Jan 21, 2011 1:07 pm
by Aphelion
Building your nexus away has two main impacts:
1. Reduces immediate income right after you build your nexus. A corollary of this is that it takes much longer for your new nexus to pay for yourself and increases the timing window where you are vulnerable.
2. Increases the amount of workers you need to saturate it, and consequently the time needed to saturate it.
Based upon this I would say that it is generally bad unless you are getting that nexus for a specific purpose of wanting extra gas income and minerals are unimportant. I've been playing with the 1 gate -> fast expo build of yours quite a bit since I got crushed by you in that last tourny, and my observations are that minerals are stretched quite thin trying to get up defenses against all the possible threats during that timing - banshees, mass 3/4 rax pushes, teching in time not to fall behind in mid game...etc. The map itself seems to me to encourage a faster THIRD base as opposed to a quick 2nd base followed by massing and teching. So probably you could get 3 gates, do some pressure, then expo with the understanding that your 3rd is easier to take and hence you can turtle a bit more?
Re: Starcraft II
Posted: Fri Jan 21, 2011 3:32 pm
by Solomon
Aphelion wrote:...Based upon this I would say that it is generally bad unless you are getting that nexus for a specific purpose of wanting extra gas income and minerals are unimportant.
I see...makes sense. I think I'll try it out a few more times though, just to get a feel for how much difference it really makes.
...my observations are that minerals are stretched quite thin trying to get up defenses against all the possible threats during that timing - banshees, mass 3/4 rax pushes, teching in time not to fall behind in mid game...etc.
Indeed, which is why I usually execute the build on larger maps in cross positions (not to say I haven't tried (and more often than not failed)) as I feel it narrows the vulnerable timing window considerably to make the build strong.
The map itself seems to me to encourage a faster THIRD base as opposed to a quick 2nd base followed by massing and teching. So probably you could get 3 gates, do some pressure, then expo with the understanding that your 3rd is easier to take and hence you can turtle a bit more?
Yeah I agree; I've been working on 3 gate expanding, mostly from watching Liquid`Tyler's stream who seems to be fond of it in PvT and PvZ, but still trying to get the timings down and making sure to be flexible when I scout something that requires a change.
Thanks for the feedback!
Re: Starcraft II
Posted: Fri Jan 21, 2011 3:39 pm
by Chew Terr
This also seems like an interesting idea: if you need a third hatch (especially as zerg with gas-heavy lair units, you can take a rocked expansion, and just put the hatch by the gasses if they're together. Might or might not be worth it, but it's interesting.
Re: Starcraft II
Posted: Fri Jan 21, 2011 4:09 pm
by Solomon
Chew Terr wrote:This also seems like an interesting idea: if you need a third hatch (especially as zerg with gas-heavy lair units, you can take a rocked expansion, and just put the hatch by the gasses if they're together. Might or might not be worth it, but it's interesting.
And you get the convenience of having more larvae spawn

. Now that I've thought about it, it seems Protoss is the worst race to try this expansion-by-the-rock idea. It's cheaper for Zerg to do this (by 100 minerals) and there's the extra larvae benefit, whereas for Terran they can destroy the rock later and lift off the CC to adjust. The only side benefit for Protoss is more chrono-boosts.
Re: Starcraft II
Posted: Fri Jan 21, 2011 4:16 pm
by Chew Terr
Araban wrote:Chew Terr wrote:This also seems like an interesting idea: if you need a third hatch (especially as zerg with gas-heavy lair units, you can take a rocked expansion, and just put the hatch by the gasses if they're together. Might or might not be worth it, but it's interesting.
And you get the convenience of having more larvae spawn

. Now that I've thought about it, it seems Protoss is the worst race to try this expansion-by-the-rock idea. It's cheaper for Zerg to do this (by 100 minerals) and there's the extra larvae benefit, whereas for Terran they can destroy the rock later and lift off the CC to adjust. The only side benefit for Protoss is more chrono-boosts.
I could argue the cost (losing a drone is always sad), but I'll definitely consider this option any time I need a macro hatch and haven't taken the rocked expo. If I'm getting the hatch ANYWAYS, it may as well go to bonus-usage, and I can always plant a proper expo hatch later. Thanks for the suggestion! (And from a terran perspective, you can consider the bonus of 'free' supply/mules/scans in addition to the gasses.
Remember, though! I'm in bronze! =D My theorycraft is questionable.
Re: Starcraft II
Posted: Fri Jan 21, 2011 4:29 pm
by Solomon
Chew Terr wrote:I could argue the cost (losing a drone is always sad)...
Oops, yeah I forgot about the drone loss. Every blue moon when I play Zerg, because I play so much Protoss I still end up shift-queueing a drone to the mineral line after commanding it to morph into a building, giving the drone a sliver of hope that it will resurrect from the creep and go back to mining

.
Re: Starcraft II
Posted: Fri Jan 21, 2011 4:31 pm
by Chew Terr
Araban wrote:Oops, yeah I forgot about the drone loss. Every blue moon when I play Zerg, because I play so much Protoss I still end up shift-queueing a drone to the mineral line after commanding it to morph into a building, giving the drone a sliver of hope that it will resurrect from the creep and go back to mining

.
Hey, if an enemy/ally unit HAPPENS to enter the area the building would be right before the building goes up, said drone gets to mine once more!