Starcraft 2, (Relatively) Open beta access! |
Starcraft 2, (Relatively) Open beta access! |
Apr 22 2010, 03:23 PM
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#1
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Holding these random memories Group: Magister Posts: 3465 Joined: 14-December 02 From: Utah Member No.: 8 |
You can now get SC2 beta keys for pre-ordering at Gamestop, so pretty much any of us who want in can do so!
I'll probably be snagging one later today, is anyone else going to get on this? We need to set up some AT games and b.net buddy lists! -------------------- |
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Aug 19 2010, 02:11 AM
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#2
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Holding these random memories Group: Magister Posts: 3465 Joined: 14-December 02 From: Utah Member No.: 8 |
Posting this replay from one of my and Donkey's games last night for some pro-tip critique.
Yeeeeeeaaaaaah -------------------- |
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Aug 19 2010, 08:54 AM
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#3
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Pray for Mojo. Group: Paragon Caste Posts: 378 Joined: 25-June 04 Member No.: 165 |
Crush, good start build order. Though having a terran to wall you off, going fast core and pumping stalkers may have been a good choice rather than early forge.
DB: could have sent initial scv that built wall a lil earlier, otherwise still good there. Quick factory is good. Queuing units at rax is bad. You had enough minerals tied up for a second barracks for over a minute. No scouting did leave you vulnerable. Quick tech to tanks and banshee would have hurt you bad. Crush, you would chronoboost your nexus, a probe would finish and youd forget to start another one wasting several seconds of boost. Good cannon placement at the ledge. DB: let energy build up a bit too much on orbital. Burn that asap on mules unless you absolutely need a scan. They are worth approx 300 minerals each full duration. Use of tower on route good. I would have put a marine or zealot at second tower just to see whats coming. SCV/Probe good as well, specialy for proxy pylon and warpgate. zealot surround and range support hitting teal was perfect. Warpgate wasnt researched right off the bat and it needs to be. Chrono it at least twice. Expanding when you killed teal would have been perfect. Money built up during your push. Do not forget to macro (hotkey them barracks and such). All in all some solid improvement from both of you. Obviously still room for more, but that is true of us all! Idle factory = sad panda. Quick +1 for zealot good. Heavy zealot with charge + donkey MMM ball would have been devastating. Too many sentries imo, specially without FF usage. Overlapping shields does not help only 1 counts, so careful wasting energy. Second push that hit their base4 hard, should have gone toward worker line quicker. Take out terrans tech labs etc. they have some of the lowest hp and ruins terran hard. No warp gate = sad, very sad. Close to full sat on both mains is good. another 6 workers or so been solid. Natural was only half saturated. =( Worker production slumped a bit when you attacked, macro macro! Forgetting to build depots etc while attacking hurt as well. No upgrades for Donkey = sad panda. Not only dmg etc, but if using MMM stim is a must, shield is great and concussive shells is a must as well. Great blink to keep up with the flying CC. Seriously, no warpgate = bad. =p End of game orbital was 200/200 energy =( Nexus was 89/100 =/ Donkey had a good number of production facilities for one base. Crush you could have added on another 3-4 gateways upon taking expansion. Had enough money at game end to build 4 gateways and 26 zealots. |
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