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  • #31
    LOL i havent played starcraft in 4-5 years until recently.... We had a 4 ppl LAN party where we quickly got bored of Warcraft 3 and decided to play starcraft out of the blue for old time sake.

    one thing i noticed after playing FT is that no next idle worker thing is pretty damn useful. And presence of no hero and no creep makes the first 10 min of the game play pretty boring. Unless ur rushing...

    We played:

    2v2 BGH (BW)
    4 FFA BGH (BW)
    1v1 ladder (BW)
    2v2 ladder (BW)
    1v1 ladder (SC)

    except for BGH games, I played all zerg. Thats been my main race since all the protoss rage back in the late 90s.... and thru all kinds of patches tweaking hatcheries spawning pool et cetera...

    Zergs IMO are too good. cause they have everything that I value in good RTS race. cheap scouts and mobility. Nydus in late game own when you're managing multiple expansions. zerglings burrowed in early to late game can give you intel well worth the measel 25 minerals that they cost (they cost 50 for 2 so its practically nothing) Oh and not to mention blizzard has had long hard time balancing the zergs air unit, despite lacking real heavy flagship class like the other 2 races.... The devourers and lurker are just nice addition to overcome 2 key weakness of the race that already has a sweet system.... i love the hive!~
    :-p

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    • #32
      Originally posted by Zero

      one thing i noticed after playing FT is that no next idle worker thing is pretty damn useful. And presence of no hero and no creep makes the first 10 min of the game play pretty boring. Unless ur rushing...
      Yeah, standards have moved on in this regard. Though the classics with this fault (SC and AOC) have already claimed their place in gaming history modern RTS games for the competitive circuit are more towards the TFT end of quick starts. Even AOE3 I hear, though I haven't played it.

      And zergs are balanced. All are balanced in BW.

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      • #33
        Well, now I'm struggling through Zerg mission 8...like I said, I'm not a terribly good player. Mission eight, for those of you who've forgotten, is the one where you have to guard the three portals to keep any of the Dark Templar from escaping and, at the same time, wipe the Protoss bases off the map. It was thoughtful of them to make the lower beacon basically indefensible by sandwiching it between the two enemy factions, plus surrounding it with unbuildable terrain.

        That way you get to struggle continuously to pile up enough units at the beacon to form a good defense against the constant zealots and dragoons, then weep like a little girl when they psionic storm the whole heap, instantly killing any hydralisks who've sustained any damage at all (and butchering the zerglings regardless of damage). Hydralisks will of course fight back, but the genius AI has them do it from inside the storm instead of hurrying to get the hell out.

        Since the terrain is riddled with cracks, you can't even build up defensive structures to hold the fort while you rush reinforcements in to replace the ones that get stormed to death. Well, you can build maybe one sunken colony in the area; I tried. It held the fort long enough to be reavered. So much for that idea.

        If you try to have Queens ready to broodling the Templar, they'll be chased away or killed by Scouts. Mutalisks are decently effective as guards, but their cost will force you to channel all your resources into defense rather than development. And then, if you manage to hold the beacon for an adequate length of time, the enemy will acquire Archons and butcher everything...I'm gradually beating them back, but it's damnably frustrating.
        1011 1100
        Pyrebound--a free online serial fantasy novel

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        • #34
          The easy answer to that level is to take out the teal base early(the earlier you kill the ai the less of your minerals he can mine). I just took out teal, I have 1 ultra/4 hydras an ol at top left and bottom beacons. 2 hydras/2 lings and an ol at top right. 2 sunkens at both top positions, and I used the 3 hatcheries I started with to pump troops(hydras/lings a few ultras to 80 supply with miners) to take out teal.
          I also moved Kerrigan to bottom.

          teal has lots of reavers though, so you'll need to rush in and kill them, as well as the robotics bay(an ultra will be quite helpful here).

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          • #35
            Originally posted by Elok
            Well, now I'm struggling through Zerg mission 8...
            Build twelve hydralisks early and then (using nydus for quick transportation) attack the Protoss outpost in the north, and the one above your southern hatchery quickly after each other. Lightly defended, and you get two vespene gas mines. Then your gas problems are over and you can evove towards Guardians. After getting twelve guardians the game is always over with the Zerg.

            I managed to build a hatchery, nydus channel and sunken colony next to the southern beacon btw. I had one psionic storm attack on that southern beacon (before I had queens ). Fortunately I had saved right before it. It took a few tries for me to win without getting my entire force slaughtered, but I managed to saw it through by letting one of those initial Ultralisks storm the templars (followed then by the rest). With their 400 HPs they can survive a psionic storm or two cast right on their heads. Also burrow a zergling somewhat to the southwest of the beacon, so you have advance warning of incoming templars.
            Contraria sunt Complementa. -- Niels Bohr
            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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            • #36
              Bejesus, the game is almost 8 years old and people can still post specific advice on levels. The mark of a true classic.

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              • #37
                Note: I haven't played against human opponents in years, so all of my advice is geared towards defeating the AI. Also, all of this assumes you're using Brood War.

                The Campaign AI does, indeed, suck. And a good thing too, because it starts off with all its bases prebuilt and an absolutely ungodly amount of resources to use against you (~30 000 minerals and gas, IIRC). If it could use them at all sensibly, you'd be buried under the weight of their numbers within the first two minutes.

                The skirmish AIs are a rather different matter. While they do have certain patterns that can be exploited to beat them (in particular, they still send periodic attack forces to their deaths, although at least they're larger than in Campaign mode), they're much more aggressive, and they actually expand. Their defects don't really start to show until the late-game, when all the spots have been taken and everyone who's still alive has set up more or less impenetrable defences (that being why they're still alive). At that point, they slowly dritter away their resources sending waves of troops into the meat-grinder until they run out completely.

                Speaking of which, I'm a big fan of overkill when it comes to defences. Playing as Terrans, I tend to line the edges of my bases with missile turrets - no gaps if I can help it, just a solid ring of turrets. Practically nothing that flies within range survives, so the only threats are Guardians and things of that nature, which I deal with using Valkyries or Wraiths. This is also a handy way of bleeding the Zerg of resources, since they will frequently fly Overlords into range to scout or drop troops in, but since they will inevitably die before they can land, they're just wasting their money. With Zerg, you can do about the same thing with Spore Colonies; in theory, Protoss Photon Cannons should work about the same, but I don't play Protoss very much, for reasons I'll explain below.

                When it comes to ground defences, I go even more overboard. Any chokepoints near my bases will be plugged by two or three bunkers filled with Marines (and sometimes a Firebat or two, if I'm expecting Zerg or Zealots), backed up turrets, several SCVs (to repair damage), Medics (to heal the SCVs and the occupants of any bunkers that are destroyed), and, most importantly, a battery of anywhere from six to twelve Siege Tanks, who will sit there in Siege Mode and reduce anything within range to bloody paste. The AI finds it almost impossible to break this defence, and will waste vast numbers of troops trying.

                With Zerg, I do something similar with Sunken Colonies. I often build them in a kind of semicircle in front of a chokepoint, luring enemy troops into a killing ground where they can be attacked from all sides, and, since you need Creep Colonies to build a base anyway, I create as much depth as I can; even if the outer defences are broken, there's still a lot more the enemy has to deal with. Lurkers make excellent additions to this, being invisible when burrowed and absolute murder on closely-packed troops.

                With the Protoss, however, such a strategy is very difficult, so I tend not to play them. They have no equivalent to a bunker, they can't repair their buildings, and their closest equivalent to a Siege Tank - the Reaver - requires continual reloading, consuming both minerals and attention. Whereas the other two races can be basically left to run on automatic and kill anything that approaches, a Protoss defence requires constant management. When I do play Protoss, I favour a much more offensive strategy. involving Zealot rushes, High Templar attacks on enemy workers, Reaver drops, Carriers, etc.

                When it comes to Terran offensives, I have three major strategies I like; which one I use depends on my mood at the time.

                1) Siege Tank steamroller. Get together a dozen or Siege Tanks (NOT the ones defending your base - leave them there and build more). Add some SCVs and Goaliths for support, and maybe a Science Vessel. Build dropships to carry them all. Find somewhere near an enemy base to drop them - high ground is ideal. Have the Goliaths hold position, while the tanks enter Siege mode and demolish everyhting within sight. When they're done, move them forwards (by dropship or on their own, as appropriate), and repeat. Carry on untile very enemy base in rubble.

                2) Battlecruiser fleet. Pretty self-explanatory. Build a dozen or more Battlecruisers, send a Science Vessel to support them, and get killing. If you start taking serious damage, retreat to base for repairs, and try again.

                3) Nukes. Build a bunch of Command Centres solely to add missile siloes to them. Build nukes. Build Ghosts to fire them and Dropships to transport them. Cloak the ghosts, and start nuking. Best effects can be achieved by sending one pair of Ghosts to nuke a base's defences (which typically hold its detectors), then sending another pair forward to sneak into the middle of the base and hit something vital.

                With Zerg, I have another three favoured strategies, although Zerg units are cheap and dispoable enough that you can use several at once.

                1) Zergling swarm. Get every possible upgrade for Zerglings (Adrenal Glands are VITAL), and start spawning them in batches of 12 or 24. Attach each group fo 12 to a hotkey, burrow it somewhere where it can get out of the base, and keep spawning. Once you have enough (and by "enough" I mean at least 100), select them by hotkey, unburrow them, and send them to attack an enemy base. Yes, they'll attack in long columns, and the ones in front will be slaughtered - but they'll buy time for the ones behind, who will shread just about any defence you can imagine, and rip the enemy base apart. Even if they fail to completely destroy it, they'll elave it wide open for the next wave.

                2) Ultralisk rush. Similar to the above, only with Ultralisks, hence you need less - 12 should do. Get them full upgrades, mass them, and hurl them at the enemy. If you want to be really cruel, mix an Ultralisk rush in with a Zergling swarm.

                3) Guardians. Assemble at least 12, back them up with Devourers and/or Mutalisks, and have them start obliterating enemy bases. They have a sufficiently long range that no building will hit them, and in such numbers, they should be able to destroy any ground unit that approaches them. Air units can be dealt with by their backup.

                EDIT: Wow. That was long. Mind you, it is about the sum total of my tactical and strategic knowledge of Starcraft, so I'd be worried if it were any shorter.

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                • #38
                  Originally posted by DrSpike
                  Bejesus, the game is almost 8 years old and people can still post specific advice on levels. The mark of a true classic.
                  Playing that level the day before Elok asked that question helped a lot.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • #39
                    Oh, so you have to play super-aggressive right off the bat. I actually said "screw it" and went on to the Protoss missions so I could be the guy using the Archons instead. As I suspected, I like playing Protoss more than Zerg. A few powerful units are much more fun than hordes of expendable vermin, plus they have the advantage in support and infrastructure (best "tower," best transport, best worker, best mobile detector unit). Now, I'm only on mission four, so I've only seen half of them, but they're still fun.

                    The Reavers' scarab thing is annoying, I'll grant you that, but if it's a choice between Reavers who have to reload, siege tanks that have to constantly switch modes, and Guardians that....uh....are horribly slow just like the Reavers but can't be transported and have a relatively weak if long-ranged attack, it's pretty much even. Reavers just have to be used differently IMO. They're offensive blitzkrieg tools.

                    For defense, arcs of photon cannons work fine for me, provided they're backed up with zealots (and especially if those zealots are backed up with a shield battery). Or an Archon, of course. No broodlings or most other spell-spamming, and it's hard to drown them in cheap units (the most recommended tactic for whacking Archons other than EMP) when they're sitting next to four or so photon cannon. Against science vessels, well, I haven't run into them yet. I expect I'll wind up crying like a little girl when I do.
                    1011 1100
                    Pyrebound--a free online serial fantasy novel

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                    • #40
                      ha, this reminds me of the first time I did the norad 2 crash level. I didn't kill any of the zerg, rather, I built 30 dropships, put raynor in one, put that dropship in the center, saved the game, and sent all 30 past the spore colonies to the trapped ship.

                      and consider yourself lucky, you won't really face emp in the campaign. Plague on the other hand will hurt a lot.

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                      • #41
                        You don't need to worry about Terrans in the Protoss campaign at all, in fact. In Mission 5, you'll run into some if you explore the top right corner of the map, but they're just a distraction from the Zerg, and you can complete the mission just fine without ever encountering them. The rest of the time, Terrans will appear only to fight on your side.

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                        • #42
                          Yeah, I'm on mission five now. I think I'm doing it the "hard" way, just for fun. Sure, I could just blast the one Zerg faction and take Tassadar there, but it's more educational and enjoyable to just take over the whole map. I control the whole top half now.

                          I don't have sound, but I assume Duke was upset about my destroying his missile turret? If so, that's hardly fair, the thing was shooting at me and I just wanted to get to the minerals he wasn't using. Doesn't matter, I guess. I was surprised how quick his group went down. Four or so photon cannon, four Scouts, and an Archon versus about eight Wraiths and a Battlecruiser, and all I lost was a Scout and one cannon. Actually, that's about 250 damage per volley, plus the Archon's splash, but I'm still used to Terrans being more formidable. I think the Zerg's periodic futile attacks tend to be almost as painful.
                          1011 1100
                          Pyrebound--a free online serial fantasy novel

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                          • #43
                            can you turn subtitles on?

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                            • #44
                              Originally posted by Whoha
                              can you turn subtitles on?
                              If so, I haven't found the option. All that's listed are game speed, mouse sensitivity, stuff like that.
                              1011 1100
                              Pyrebound--a free online serial fantasy novel

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                              • #45
                                It is, perversely enough, in the sound menu.

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