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Shinji_Rarenai

The pandemic has gotten me to look through my backlog and revisit old favorites.

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Shinji_Rarenai

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#1  Edited By Shinji_Rarenai

@haffy said:

Don't repeat the same build, especially cheesy builds. Mass marine is pretty easy to beat, the only thing it has going for it, is it's usually unexpected.

It doesn't really help you learn the game either, and you'll eventually get stuck in a rut. Just learn the standard builds and deviate from them when you feel like it.

TvP MMM and add vikings/ghosts when you need to.

TvZ/TvT Marine/tank/drops. Add vikings when you need to for each.

Also don't pay attention to league. Playing in a higher or lower league or against opponents in different leagues doesn't really mean anything. You'll know for your self when your getting better at the game.

I appreciate the advice, but that's actually not the point of the article. He's stressing the SCV production over the army, period. An attack by 10-minutes is by no means, cheese, and it's also easy to take out if they attack earlier. The one thing that I found really impressive, though, is that an all-marine build can actually beat a zergling/baneling army with just attack move. You just gotta have enough marines, so that he runs out of larvae... :)

I actually found that it was hard to get to 50 SCVs at 10 min unless:

  1. I don't forget to build them.
  2. I queue an "extra" one a little before the first one finishes, so there's no "lag" between then.
  3. I have to expand a lot more quickly than I'm used to. If you don't start to expand by 3:45, then you can't hit the 50 SCV mark.

I did watch Day[9], and read a lot, and everyone says, "Always make workers." This was the only video I saw, though, where it actually sets a benchmark...

I also "graduated" to the "Silver-level" build. Instead of just mass marines, now he wants you get a factory down so that you can push at the 10 minute mark with a mix of marauders and marines, two medivacs, and stim 10 seconds from finishing. I found that this one was a lot harder, and as soon as I try and build the other stuff, my SCV production goes back down to the mid-40s...

Anyway, I appreciate all the comments. Hopefully someone else finds this video useful. I really like it.

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Shinji_Rarenai

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#2  Edited By Shinji_Rarenai

I'm still playing Terran this season, but I just can't seem to get out of the Silver division. I have been using the builds that LGRipper had taught me, along with the ThorZaIN build from Day[9]'s video. Last night, after I lost a number of Terran vs. Terran matches, one of my opponents suggested that I look at this Team Liquid forum thread by filter: http://www.teamliquid.net/forum/viewmessage.php?topic_id=330787I didn't have time to look at it that night, but I did take a look later the next day. I read the thread and watched the first few of his YouTube videos.

The thread stresses that macroeconomics ("macro" for short) is more important than micromanaging your units ("micro") in StarCraft. The idea is that groups of well-controlled units might perform marginally better than a like number of units, but overall, it's more important to have a bigger army. Ignoring the battles to create a stronger economy can actually end up winning more games than really good micro.

The build he shows isn't hard - basically you build as many marines as you can, and you do a basic 1 barracks fast expand. You should start building your expansion by 3:45 in the game. After the game, you need to look at when you expansion was started and check how many SCVs you have at the 10-minute mark. Sounds easy, right?

Then he showed his build. He's a Master division player, and was able to make 52 SCVs and 49 marines by the 10-minute mark. He was actually attack-moving directly into his opponents base without micromanaging his units, and managing to win against most Bronze and Silver opponents.

Since I already had 20 replays from Season 7, I started by looking at my old replays to see what units I had and how many SCVs I had built by the 10-minute mark. I also listed what my opponents had at that point.

The results were surprising. For my "best" 1/1/1 build, I was able to make 17 marines, a hellion, 4 siege tanks (without siege researched), a banshee, and a raven. My "ThorZaIN build" got 11 marines, 4 siege tanks, and 2 medivacs. The best Protoss opponent I played has 7 zealots, 4 stalkers, 3 sentries, and an immortal. An army of 48 marines looks a lot more impressive than any of these.

I also looked at my SCV count. Apparently, I'm forgetting to keep building SCVs. I don't know when I start to forget, but when I looked at my replays, I usually only had 28 SCVs at the 10-minute mark. I didn't think I had awful macro, but I thought it was a lot better than it was. The 50-SCV benchmark 10 minutes into the game started looking really difficult.

Instead of playing against the computer like filter suggested, I went straight into the ladder games. By ignoring the other building types and building a command center much earlier than I was used to, I managed to make 43 SCVs by the 10-minute mark on my first try. I had 32 marines as well, but I might have lost some to banelings earlier in the game. I played six more games after that. I would regularly get more than 40 SCVs by the 10-minute mark, but getting to 50 proved to be sort of difficult. I managed to do so on my seventh try. (Note that, according to filter, you are supposed to be able to get 50 SCVs every game.

Of the seven games that I played, I won four games and lost three. I lost one to a quick baneling/zergling bust. I lost another when I sacrificed a lot of guys to cannons as my marines attack-moved into his base. He eventually built enough collosus to be able to counterattack and kill my entire army. I lost another game because my army kept moving into siege tank fire. (I gave up on the no-micromanagement thing. I'll move my marines around to avoid photon cannons and siege tank fire, but I'll still concentrate on macroeconomics over micromanagement.)

Some of my opponents quit the game without a polite "gg" ("good game") and some raged that Terrans are overpowered. I have to say that I found it hard to defend against mass marines, but there are good counters - banelings, infestors, collosus, and siege tanks. It's possible that it's just hard to get enough of those units by the 10-minute mark to mount a good defense.

We'll have to see how this build does in the long term, but at least for right now, it seems like it's working. I'm playing (and beating) more Gold division players. Maybe this will be enough to promote me before the end of the season.

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Shinji_Rarenai

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#3  Edited By Shinji_Rarenai

@Kuraform: So far, it's been okay. I've been able to play Lumines all day on a weekend (maybe four or five hours?) and it's held up. I've had to charge it every night, though. I haven't played any 3G/WiFi multiplayer games, which I'm sure would eat up the battery a lot quicker. I've also been playing Patapon 2, which may not be taxing the battery as much as some of the other games. When I get Super Stardust Delta, it'll probably be a better indicator.

Oh, I also turned down the screen brightness when I was playing indoors. The default brightness settings is kinda high.

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#4  Edited By Shinji_Rarenai

I bought the US 3G/WiFi launch bundle, so I've only had the device for a day so far. I don't feel that's enough time to give a full review, but I think it's enough to give my first impressions.

The first thing you notice when you take it out of the box, is that the Vita is huge. The unit looks monstrous. I compared it to the original PSP, and it's not much bigger, but in today's slate smartphone era, the Vita looks huge.

The second thing you notice after you turn it on is that it has a bright, crisp display. The OLED screen is gorgeous, and the press photos you were drooling over just don't do it justice.

The layout of the controls is about what you'd expect. The dual analog joysticks feel better than the analog control pad on the earlier models. The buttons feel clickier than the ones on my PSP, but that could be because the Vita is new and my PSP has been through a lot.

I only see one possible flaw in the hardware design: the slot covers. The covers for the SIM card, the Vita game cards, and memory cards all have a plastic or rubber hinge. I guess only time will tell if they break with repeated use.

The new memory card has a surprisingly small form factor. It's about the size of my thumbnail. It's small enough that I wouldn't want to be switching between cards for fear of losing one of them. I sort of wish that they'd have one memory format and stick with it. However, I have seen some videos on YouTube, and the loading times for PSP games seem to be significantly faster. I suspect that has more to do with the memory bus speed than the Vita's faster CPU, so perhaps getting an I/O boost is worth upgrading to a new format.

I also wish that they'd stick to one format for the USB connection to a PC or PlayStation 3. The Vita has yet another cable - it's not a standard mini or micro USB port. It also uses a different cable than the PSPgo. I heard reports saying that the cable could be plugged in upside down, and that the PSP wouldn't charge that way. The cable is keyed, so I don't see how someone could plug it in backwards without jamming it in. I guess a kid might do that, but I can't picture anyone responsible accidentally plugging the cable in backwards. (I'll eat my words and edit my review if I run out of battery because I didn't plug in my Vita correctly the night before. :-)

In the box, there is just the Vita and a charger. No headphones or case are included. The headphones that came with other PSPs weren't that great (and the cable was too short, as I recall) so I don't really miss them. I am going to buy a hard case, though. I don't want to worry about scratching the touchscreen or breaking a joystick when I jump up and down on my suitcase to close it. :-)

The GUI and the touchscreen on the Vita work really well. Apps and games appear like little bubbles on app screens. You can organize games and swipe up and down to go between the app screens. I currently have 7 app screens. I don't know what the maximum number of screens is.

When you open an app or a game, it goes to a LiveArea screen. These screens have things like links to the store for DLC, a list of notifications for the particular game, and other things like that. When you pause a game, you exit to this screen. You still can have only one game paused at a time, though. it's seems pretty responsive, and it looks quick enough to jump out of a game, change some settings, and get back into the game without too much hassle. When you are done with one of the applications, you peel off the upper righthand corner of the LiveArea (kinda like a sticker) and the app closes.

My first gripe is that the WiFi setup wasn't great. Because I am trying to support a wide range of hardware, I use WPA Personal with TKIP. It's not the best encryption, but it's supported by my home computers, Nintendo DSes, iPads, and a host of other devices. My PlayStation 3, my PSPgo, and my non-Sony products do not have any problems connecting to my home WiFi connection, but I was unable to set up my Vita to connect to the same WiFi. When I used the WiFi setup screen, it didn't like the length of the password and wouldn't let me enter it to connect to WiFi. I connected to other WiFi hotspots that use other encryption types, but I can't connect at home. I seem to remember there was a patch to the PSP or the PSPgo to support other WiFi encryption types, so maybe it'll be supported in the future. I didn't feel like troubleshooting it much further, since I wanted to play games instead.

Since I had the 3G version, and since I couldn't connect to my home WiFi, I tried to activate the AT&T 3G. Registering was an exercise in frustration, to say the least. It uses a 3G connection to register on AT&T's web site. I couldn't figure out how to tell if the web page was encrypted on the Vita, but I held my breath and went ahead and entered my credit card information anyway.

Entering in information using the Vita web browser leaves much to be desired. The touchscreen is a lot easier than previous PSP or PS3 input methods using a joystick, but it's still not great. The virtual keyboard takes up too much of the screen to be able to tell what exactly you are entering. It also is hard to tell if the return key will move you to the next input field or submit the incomplete form and force you to start over. The default 1-minute power savings setting also turned off the Vita while I was still trying to input information (or find my credit card) and then I'd have to start the whole process over again. I don't know if it's AT&T's fault for a bad web page design, or Sony's for not giving enough information on how to make a Vita-compatible site, but it was a time-consuming and frustrating experience. Only after reading the fine print did I figure out that I wouldn't be getting my "free game" until 30 days after I activated the 3G service. I wanted to play Super Stardust Delta this week. :-( To top it off, AT&T e-mailed me my password to make sure I had it. That's really great. With the debacle Sony had last year, you'd think AT&T would better protect my password, right after I registered with a credit card on their web site.

Getting content onto the Vita wasn't too bad. I wanted to download games ahead of time, so that when I received my Vita, I could copy the games from my PS3 and start playing right away. Before I had the Vita in hand, though, I couldn't figure out a way to buy and download the games on the PS3. They weren't anywhere on the store. I thought that since the First Edition bundle had already shipped, the PlayStation Store would already have Vita games. I ended up connecting my Vita to WiFi at work and downloading a couple of games directly onto the Vita. By the time I got home from work, the Vita games in the store.

I tried to copy my PSP games from my PS3 to my Vita, but they weren't showing up in the Content Manager app. I'm not sure if it's because of one of the PS3 firmware updates, because the games were organized into folders, or what, but I ended up having to re-download all my PSP games so I could copy them onto the Vita. The Sony web site states that the Vita will support hundreds of PSP games. Games that aren't on that list still seem to work. Patchwork Heroes, Beats, Echochrome, and Numblast all work when I copied them from my PS3 to my Vita. Even the PSP version of LittleBigPlanet worked on the Vita. The PSP version of ModNation Racers did not, though. It doesn't even show up in the app so I can copy it to the Vita. (The conspiracy theorist in me thinks that it's because ModNation Racers: Road Trip has already been released, but the Vita version of LIttleBigPlanet has not. If so, does that mean that I won't be able to copy LittleBigPlanet PSP to my Vita when the new game comes out? I hope not. It is possible, though.) PSP demos do not appear to work, though.

I've only played with the Vita for an hour and a half - a little Escape Plan and one game of Lumines. I'll post more about the battery life and the general usability after I play with it more over the weekend.

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Shinji_Rarenai

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#5  Edited By Shinji_Rarenai

I wasn't sure if I was reading this right or not, but it looks like the Best Buy launch bundle of the 3G/WiFi with a 3G pass and an 8 GB card is going for $300.

http://www.bestbuy.com/site/Sony+Computer+Entertainment+America+-+PlayStation+Vita+%283G/Wi-Fi%29+Launch+Bundle/2095647.p?id=1218308724397&skuId=2095647&st=vita&cp=1&lp=1

The WiFi-only version is $250 without a card.

http://www.bestbuy.com/site/Sony+Computer+Entertainment+of+America+-+PlayStation+Vita+%28Wi-Fi%29/2238218.p?id=1218315553269&skuId=2238218&st=vita&cp=1&lp=2

It almost seems worth it to get the 3G bundle.You can always get another card in a year when the prices go down.

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Shinji_Rarenai

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#6  Edited By Shinji_Rarenai

It sounds like something is stalling when it's trying to shut down. It's possible that a device driver is locking up and keeping your computer from shutting down.  Try booting in safe mode and see if it shuts down okay. Then try safe mode with networking. If it works that far, then you need to start looking at devices and running programs.
 
It's a bug hunt, but at least it's a place to start.
 
Good luck.

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#7  Edited By Shinji_Rarenai

It's on sale again on Steam. Today only, 33% off. $6.69.

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#8  Edited By Shinji_Rarenai

I looked it up later. Crush was on sale for $10.

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#9  Edited By Shinji_Rarenai

What's the price after the discount on PSN? I couldn't find it on the web, and I don't have my PSP with me.

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#10  Edited By Shinji_Rarenai

I ended up getting this game. I'm glad I bought it, even though it was $30. I love the writing and the retro feel to the game. The only downside I have is that I can't play the game right before going to bed... the timer is too stressful. I get an adrenaline rush and stay up longer to play more levels. I'm only playing the Hero levels, but I've started to see the branches in the levels, and have played a few episodes down the different paths.
 
There's a lot more game here than I first thought.