Saturday, June 5, 2010

Starcraft 2: Beta – PATCH 15

Three days before the end of Beta, Blizzard released the small patch above with a bunch of nerfs. Let’s get to it~

Zero protoss changes. Wasn’t even mentioned through the whole document :P The Zerg nerf stings a bit though, the Brood Lord’s weapon upgrade bonus was decreased from 3 per up, to just 2 per up. Take note that the Brood Lord’s broodlings actually gets its upgrades from the Evolution Chamber (and the spawned zerg use melee attacks) so a fully upgraded broodling deals 12 damage each instead of 15 before the patch.

Terran_Marine_Face_by_SgtHK

The Terran was hit quite hard on this patch. Lotsa Nerfs :( Just like the Brood Lord, Helions and Thors also lost their Upgrade bonuses versus Light-armored units. The Helions are primarily anti-Light armored due to their line-to-splash attack type, while the Thor’s reduced anti-air damage makes it harder to defend against Mutas and Banshees. The Siege Tank was also nerfed by TEN points of damage, which is huge. The reduced damage meant that it would take four shots to kill a fully upgraded Zealot (from 3 shots before the patch). Instead of parking 3 tanks on your perimeter, you’d need four to defend unless you’re willing to gamble on the 3-second cooldown.

Some good news though, regarding the Reapers (which I just featured with video)- the Nitro Pack research cost went down to 50/50- that’s about 10 SCV roundtrips less than before the patch, so you can harass with the Reapers faster.

Ok, I guess that’s it. I’m going back to editing my Mutalisk Single Unit Strategy :D Ciao~

Up Next: Mutalisks!

Friday, June 4, 2010

Jumping Firebats: Reapers

The Terran Reaper


Role Light Raiding Infantry Cost 50 Minerals
Armament P-38 Pistol 50 Vespene Gas
1 Supply
Hitpoints 50 Build Time 40
Unit Type Ground • Biological From Barracks
Armor Type Light Requires attached Tech Lab
Hot Key R
Ground Attack P-38 Pistol: 4 (+1/Upgrade),
+5 vs Light (2 attacks)
D-8 Charges: 30 (+4/Upgrade), used on Buildings only
Air Attack None
Armor 0 Speed Fast

Strategy

Good
Bad
• Always get the Nitro Pack upgrade from the Tech Lab • Never send one or two reapers to harass, Send a group of four or more
• As you can see in the video above, A group of 8 to 16 Reapers demolishes buildings fast • Reapers lose versus the Colossi, Speedlings, Roaches or any fast Air-to-Ground unit, such as Mutas and Banshees
• Try to stagger your attacks (eg. Move-Attack-Move-Attack) esp. when you know that you have the faster unit • Choose between Reapers OR Hellions. Don’t do both
• Harass enemy mineral lines using the Jump Pack passive ability. All harvesters have light armor, which means you have bonus damage
• When wrecking buildings, focus on Pylons, Spawning Pools and Tech Labs

Wednesday, June 2, 2010

Starcraft 2: Beta – PATCH 14

I was about to record this day’s replay when the Starcraft Launcher suddenly downloaded Patch 14! Yey..? Anyways, this is the last patch for the Starcraft 2 Beta, and this week is the last week for playing starcraft 2 online on the battle.net. A week before launch, the Beta will be up again but in the meantime, the only way to play starcraft 2 will be against A.I :(

Ok, enough about that and let’s discuss Patch 14. The Protoss Archon received a nice buff, it seems that blizzard is trying to push Archons.. understandable since the unit rarely see tournament play- now with a build time of 12, i think its possible to merge two templars in the field just before they die and get a fresh archon out.

The Terran race was nerfed, but not by much: the Viking, one of Terran’s primary anti-air unit, got a reduced ground damage. But since no one in their right minds actually use the Vikings in their “Assault Mode” unless when cleaning up, I don’t think this will affect the terran build very much.

Zerg-Queen

Now, we get to the Zerg. A lot of changes, most of them buffs. First up: Corruptors’ Corruption ability becomes less expensive to use. I still don’t think its worth it, but if your opponent likes Heavy Armor units, this is one way to soften them up.

Infestors & Ultralisks gets a huge buff: Their speed upgrades are removed, but they start with increased move/burrow speeds instead! I always thought that the speed upgrades are essential, and very rarely send out Ultras w/o them- now they’re researched by default! :D The Overlord/Overseer’s speed upgrade on the other hand, becomes doubly expensive, while the Infested Terran ability gets a 20% discount. The speed upgrade might be huge especially for the “doom drop” tactics, but still doable.

Another buff for teh zurg: Looks like blizz is trying to make Roaches viable again with a two-for-one upgrade. Basically, if you get the Tunneling Claws upgrade, you automatically get the Organic Carapace absolutely free! But Wait! There’s more!

The Ultralisk also get a small hp buff, rounding up his total to a whopping 500 hp. Ok, I guess that all of the balance changes, the bug fixes really matters little since after this week, Battle.net will be down for a couple of weeks. Ok, I guess that’s it for this patch update, stay tuned for my next post~!

Next Up: Terran Reapers, and How to Use Them Effectively

Tuesday, June 1, 2010

Protoss Units: Part One!

ProtossLogo_SC2_Art2
Much has changed for Protoss in Starcraft 2. Most of the SC1 units have been removed from the game and replaced with some categorical substitutes. Only the Probe, Zealot, Archon, Observer, High Templar, Dark Templar and Carrier remained in the list

As I will be discussing these units I might as well enumerate and classify them according to build order Tiers

Tier 0: Probe

Tier 1: Zealot

Tier 1.5: Sentry, Stalker



Tier 2: Immortal, Observer, Phoenix, Void Ray, Warp Prism, High Templar

Tier 2.5: Colossus, Dark Templar

Tier 3: Archon, Carrier, Mothership



~~ Tier 0 ~~

Probe_Life_by_annumsooy
Probe

Starting Stats:


Shields / Hitpoints 20 /20
Range / Type Melee / Ground
Attack Power 5
Armor 0
Speed Normal
Cost 50 Minerals, 1 Population


The Probe is Protoss harvester/worker, their basic mining and structure production unit. I believe that the Protoss are more time-efficient in both mining and building production than the Terran or the Zerg. Unlike the other harvesters, Probes can queue a lot of actions (using shift key) while other probes are consistently mining minerals and gas. This is not much different as Probes in SC1 except for the better graphics. You can only upgrade its shields and armors and the basic attack of the probe isn’t much to be even proud of. The Probe has a basic build time of 20 seconds.




~~ Tier 1 ~~

injured_protoss_zealot_by_bugball
Zealot

Starting Stats


Shields / Hitpoints 50 /100
Range / Type Melee / Ground
Attack Power 8 (x2)
Armor 1
Speed Normal
Cost 100 Minerals, 2 Population


Ah, yes, the Zealot. Well, this guy is the only Tier 1 unit available in the Protoss army. Unlike Starcraft 1, today’s Zealot has only 50 shield compared to the first that has 60. But compared to build speeds, SC2’s zealot decreased from 40 secs to 33 seconds, and that’s still without Chronoboost! Upgrading the Gateway to a Warp Gate will mean a more insane production of Zealots. 

Now the Zealot has a better upgrade than SC1’s leg enhancement, called Charge. It can be either a passive ability or an active one depending on your preference. Charge allows Zealots to intercept nearby enemies and it outrageously increases their movement speed. This upgrade is researched at the Twilight Council. Catching up with a running squad is very easy with this upgrade. Definitely a must for those Zealot fans coming out of lots and lots of proxy pylons everywhere. The Zealot can also have upgrades for Ground Weapons, Plasma shields and Armor 1-3.




~~Tier 1.5:~~
SCIISentry2

Sentry

Starting Stats:


Shields / Hitpoints
Energy
40 / 40
200
Range
Type
(5) Ground and Air
Ground
Attack Power 8 (Ground and Air)
Armor 1
Speed Normal
Cost 50 Minerals
100 Vespene Gas
2 Population


The Sentry IMHO must have a minimum of 2 per every basic 10 unit squad that you have. The reason is because most of the combat macro will be coming from this mech unit. Support is the main objective of the Sentry and all of its abilities is a must have. Once a Warpgate is available, producing this unit is now easy. Normal building time for a Sentry is 42 seconds and you do not want any of that on queue style. Below is the list of its sick abilities both having advantage to ranged and melee attacks.

Force Field – A very flexible “wall” spell it creates a hexagon-shaped block that lasts for 15 seconds which impedes movement of ground units, used for evading, leading or trapping enemy melee rush. This is in combo with your ranged Stalkers that can also teleport over and back of these fields. As I have been using and watching Sentry in HDH tournaments, this ability is a must have for Protoss players. This uses 50 energy.

Guardian Shield – An ability vs ranged attack. It creates a range 4 aura that reduces incoming ranged damage to friendly units by 2. Lasts 15 seconds and uses 75 energy. Use it well.

Hallucination – Creates clones of a unit (Except for Carrier, Observers and Dark Templars), that last 60 seconds. At first look you can use this at your advantage making your army look like a big one, since hallucinations do not look different from other kinds of units in your opponent’s view. Mainly I use the hallucinations to create a phoenix and scout it like crazy, and that’s it. This skill uses 100 energy and I want my Sentry to utilize energy more on fields and shields. This also has to be researched at the Cybernetics Core.

You may also want to protect the Sentry from any kind of opponent unit. The Sentry is a caster unit and not an attacker. It’s very easy to kill and deal with, but with the right kind of use, it will be the most annoying unit your opponent may want to face beside from your Stalkers.


Stalkers-blinking
Stalker

Starting Stats:


Shields / HP 80 / 80
Range
Type
(6) Ground and Air
Ground
Attack Power 8 (Ground and Air)
+6 vs Armored
Armor 1
Speed Normal
Cost 125 Minerals
50 Vespene Gas
2 Population


Of course, the best types of your offensives are at the upper Tiers, but think again. Being in a real time match against an experienced opponent you may want to swarm your squads with units that’s easy on your resources, can attack both air and ground, have a decent attack, defensive stats and a tactical ability. The Stalker is the perfect spam of your resources to create a solid squad build of average Zealots and minimal Sentries. 

Luckily, Blizzard chose this unit to spawn from a Warp Gate, wherein a proxy pylon or a tactical use of a warp prism can give you lots of map control using the sentry harass. Having the active “teleporting” ability Blink, can also give you instant cliff advantage vs melee, evasion, Force Field leap and etc.

Blink – Teleports the Stalker to a nearby target location. 10 seconds cool-down. Has to be researched at the Twilight Council for only 150 minerals and 150 gas. Research time of 110 seconds (w/o Chronoboost yet)

The best thing that was given to the Stalker is the production cost aside from its very flexible ability and stats. 80/80 is not so bad, considering the population cost of only 2 and a starting base attack of 8 on both ground and air, and that +6 vs armored! Not only that, 4 units of Stalkers can fit into a Warp Prism, unloading its units and using it as a pylon for the WarpGates and that can give you more Gateway forces for retaliation or resource harass. 

Combined with the Sentry’s Force Field, the Stalker can still attack from behind being unharmed to Zerglings and other melee. This is I believe the most number of unit type that you should produce.

And yes, the Stalker's my favorite (^^)





Next up: Protoss Tier 2 Units!