Something went wrong. Try again later

mikeprime

This user has not updated recently.

25 28 13 5
Forum Posts Wiki Points Following Followers

mikeprime's forum posts

  • 17 results
  • 1
  • 2
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#1  Edited By mikeprime

My understanding from   http://www.teamliquid.net/forum/viewmessage.php?topic_id=156602 is that the ultra fix is really nerfing ultra splash and damage below where they were in 1.0 instead of fixing the insane building splash damage in 1.1. 
 
Don't have much of an opinion on the other changes, although I'm hoping the mac version runs a bit better now.

Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#2  Edited By mikeprime
@Addfwyn said: 
@mikeprime: Then every zerg player would make like 3-4 queens per hatchery and actually be overpowered (for a change).  As nice as it'd be to have my race have a time in the sun, i'd rather everyone be balanced than my race overpowered.   "
Of course, they could easily adjust the cost of queens or energy cost of spawn larva to counteract this but I get your point that the mechanics I mentioned would not be balanced without some tweaks. 
 
My point is that I'd rather see blizz buff zerg up to the level of the other races then nerf the other races down to zerg.   As others have said, slowing down the game is not really what I want.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#3  Edited By mikeprime
@Bwast said:
" @ryanwho said:
" Its seems like all the patches do lately is slow the game down. Longer build times, more defense, less attack.  "
5 seconds longer for a zealot. Games are going to be marathons now. "
 
Say you 4 gate and make 40 zealots.  That's an additional 50 seconds added to your game.  Unless your games are 25 minutes long adding a minute will not turn them suddenly into marathons.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#4  Edited By mikeprime
@loldetaerleo said:
" I feel the boost/mule change hurt the game rather than help it.   Theres a reason you sometimes want to save up energy for chronos/scans, and now you can't as Protoss and you are punished for it as Terran.  Removing complexity =/= good. "
Yeah, I think it would've been better to allow zerg to stockpile energy like terran and protoss.  Zerg could cast spawn larva multiple times on the same hatch and spawn larva would produce an additional larva for each cast.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#5  Edited By mikeprime
@rhodric said:
"don't use em in zvt. "
Care to elaborate on this?  Why not?  What do you use instead for zvt matches?  I can guess, but I'm curious.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#6  Edited By mikeprime
@Thule said:
And yes, they're slow, that's why you should spread your creep quickly if you want to use alot of Hydra's or use them defensively only. "
How would you go about spreading creep to use hydra's more offensively?  Do you actually build a full highway to your opponent?  I suppose a nydus near their natural could help you start spreading creep where you could actually use it to help your hydra's maneuver and retreat when things get too hot.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#7  Edited By mikeprime

No Caption Provided
...mixing drinks at starbucks. 
  
Seriously though,  anyone have any good success with hydras?  Maybe got a replay where you used them to good effect?  I've not had much use for them so far.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#8  Edited By mikeprime
@Ravenlight said:
" @mikeprime said:

 Typically at the start of a match I do: 
 
1. Start my workers mining 
2. Select my CC/Hatch/Nexus and hit "Ctrl+4" to create a control group containing that core building. 
3. hit 4 and then "q" to start building a worker while setting the rally point to my minerals 
4. Build more workers as usual, build a supply depot, etc.  When you build your barracks, as it's building go ahead and select it and add it to "Ctrl+5".  

Pro tip: select CC/Hatch/Nexus and start a worker building FIRST THING.  Doesn't really make a huge difference, but your early economy will be slightly more robust if you get that worker training in the first second of the game. "
Heh :-) I did mention I'm pretty newb.  Thanks for the tip. 
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#9  Edited By mikeprime
@JoyfullOFrockets said:
" So I'm not super great at strategy games. But I did have quite an interest in SC2, yet really didn't think it was enough to warant a buy.  Well, my friend bought me SC2 as a present. Now I have to try and do something with this, whether I like it or not. I do find the game enjoyable, yet most of the time, I end up losing badly. I can generally multi task and click on stuff quickly, but I don't use hotkeys worth a damn, nor do micromanage or all of that.  See, I'm fine with losing 1v1 matches. It doesn't gimme that feel that I let someone down. But when people end up blaming me for a loss in 3v3 or 4v4, just bums me out. I know there's tons of dudes out there who get a field day out of it, but still, it'd be better if I can try and do at least something beneficial.  My strategies are pretty standard. Usually I block off my base, try and expand as fast as possible, that sort of thing. But I don't really have any good ideas for offense. Playing as Terrans, since I have absolutely no clue as how to utilize Zerg or Protoss adequately. "  
First, I'd say don't play a game unless you enjoy it.  If you find team games to be stressful skip 'em and enjoy the 1v1.  Oddly enough, if you don't find ladder games a little nerve wracking then you're a better man then I.  
 
Second, learning keybindings and controll groups are some fairly basic things that will definitely help you get better at the game.  I'd suggest switching to the grid keybindings as they're easier to learn by simply looking the grid of buttons in your lower right corner.  If you can touch type a little bit you should be able to pretty easily translate what you see into the appropriate keybindings.   Control groups are huge because they can allow you to cope with managing both the macro (economy stuff like base building, producing works and mining, calling down mules and scans, spawn larva, chronoboost) and micro (controll of your units in battle) aspects of the game.   
 
A quick example of control groups.  I'm a pretty newb player so take this with a grain of salt as this is not "THE WAY", just "a way" to lay out your control groups. 
 
Typically at the start of a match I do: 
 
1. Start my workers mining 
2. Select my CC/Hatch/Nexus and hit "Ctrl+4" to create a control group containing that core building. 
3. hit 4 and then "q" to start building a worker while setting the rally point to my minerals 
4. Build more workers as usual, build a supply depot, etc.  When you build your barracks, as it's building go ahead and select it and add it to "Ctrl+5".  
 
At this point you can hit 4 and "q" to build workers regardless of what you're looking at or where you are.  So if you're controlling your units in the field you can still be producing extra scv's or easily calling down a scan on the battlefield to expose stealthed units. 
 
As you build guys from your barracks add them to there own control group.  For instance, if you send out a scout early (around 9-10 supply) you might put that scout in a control group "CTRL-1" for example.  Then you can send them running out to your opponents base by clicking on the minimap.  As soon as they get there you can just hit 1 twice to jump immediately to the location of the unit / building in the 1 control group. 
 
This way you might have a couple different forces and a base or 2 all setup to easily jump between.   
 
Oh, and last but not least:  Say you expand.  Want to add your new CC to the 4 control group?  Just select the new CC and hit "SHIFT+4" and you'll add it to group 4 instead of overwriting the group.  This is usually a lot easier then selecting everything again so you can hit CTRL+4.   
   
By using control groups you should be able to mount an attack on your opponent and still produce more units to reinforce the ones you lose while fighting which is extremely important. 
 
Anyway, those two things really helped me focus more on important things like scouting, map control, etc and are really not as hard to learn as you might think.
Avatar image for mikeprime
mikeprime

25

Forum Posts

28

Wiki Points

5

Followers

Reviews: 0

User Lists: 4

#10  Edited By mikeprime
@ThatFrood said:
"  oh goodie, can't wait to have my ultralisks nerfed. maybe they could reduce roach regen rate some more too. "
They are both nerfing the damage (slightly) and giving the ultras splash on buildings.  I'm thinking that overall this is a buff.   
 
Either way, I'm hoping Zerg get some more love instead of just a few small nerfs for terran, protoss and ultras.
  • 17 results
  • 1
  • 2