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Created 11th October 2008 03:29
Short blog. Doesn't the 'new' Jim Raynor look exactly like fucking Prince of Persia????????????????? ROFL
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Created 15th May 2008 05:44
(Updated: 23rd May 2008 20:49)
The following blog is dedicated to the hard working Terrans out there in battle.net. It will touch on my journey on trying to become a better Terran Player.THIS IS PART 2.DISCLAIMER: IF I SAY A STRATEGY WORKS FOR ME, IT DOES NOT MEAN IT WORKS FOR YOU. PRACTICE AND LEARN FROM YOUR MISTAKES AS I HAVE. THE MAJORITY OF THIS BLOG WILL REFLECT NOTES I HAVE BEEN TAKING WHILE I HAVE BEEN PROGRESSING. FINALLY: I AM NOT GOSU, PLEASE DO NOT FLAME ME IF YOU DISAGREE WITH THIS BLOG. ALSO, THIS IS NOT A BLOG OF EXACT BUILD ORDERS - BUT A GUIDE ON WHAT TO CUE AND ADAPT INTO.
Continuing with this build order explanation, I will go over 2Fact - Vulture. In my opinion, it's the most dangerous build you can do as a Terran. If done correctly, you can really delay any type of strategy/build the Protoss throws at you.
SCOUTING SCV: Your main focus. - Set SCV to harvest enemy minerals to slow probe mining. [Not that efficient; Not exactly viable.] - Find third Pylon and note Pylon positioning. [If Pylon is missing, check for proxi'd Gateways OR tech.] - Notice Dragoon count and positioning. [Cueing into type of build.] - Notice Gateway count and positioning. [Cueing into type of build.] - Notice Cybernetics Core and current [Dragoon Range] upgrade. [If no upgrade is in-progress, expect a tech build. NOTE: Many Protoss players cancel the upgrade once your scouting SCV is killed. If you suspect this, engage enemy Goons and note the attacking range it has.] - Check Assimilator timing. [If there is no Assimilator (or Cybernetics Core for that matter), expect a Zealot/Probe rush.] NOTE: - If the Protoss' third (second expansion) has gas, expect faster tech to Carriers or Arbiter. - If the Protoss' third (second expansion) is a mineral only, expect a macro intensive build -> Map Control. - Depending on your build, and how comfortable you are with it, you may want to pull two SCVs off your Refinery after reaching a certain amount of gas. Add two SCVs back to the Refinery when you start your first expansion. 2Fact - Vulture:Your focus starting off, is to 11/18 rax, 13/18 refinery. You do this to get a strong marine count. This may force the protoss to get a zealot in case of early medics though this is not our intentions. Create your first Factory at 100 gas like with all other TvP builds and immediately get a machine shop. Once you get 100 gas again, add the other Factory with no add-on. Never stop creating marines and scvs. If you are comfortable with your marine vs goon micro then you can stop at 6-7 marines. The first upgrade to get is Spider Mines for your first attack. Once you have 2-3 vultures, you move out towards the Protoss' main. If he is teching you'll see 2-4 dragoons with some on the way. Micro your units with the mines and prevent or destroy any fast expand attempt. This should be relatively easy if the protoss went solely FE. This build relies heavily on successful Vulture harass. Be sure to rally your Vultures to reinforce your attack force for better attack efficency and have an scv ready to create a CC at your natural. After your fourth vulture, save up minerals to 400 so you can expand at your natural. Dont worry about an attack. If you've followed the build you should be able to plant mines on your way to the Protoss' natural so you know when to expect pressure from your opponent later. The Initial Attack: Keep your marines in front of the vultures unless you can sneak them into the main to attack the probe line. If you cannot, use guerrilla tactics to keep the Protoss at bay and then use mines to distract fire from the goons and allow your marines to target fire one goon at a time. I you make it to his natural, mine up his mineral line to slow down Nexus placement. If you don't see a nexus and don't know his build, get either an academy and pump tanks or get engineering bay and continue to get vultures. NOTE: If its apparent you cannot do any damage to the Protoss during the attack, then turn back and use your vultures to mine up other expansion for scouting later. Handling a Protoss that expands like a nut: If you notice that the protoss is expanding to his third quickly, then expand as well by mining up the map and pushing out towards your next expansion. You will need to have many vultures to pull this off properly - adding mines all over the map allowing u the maximum vision around the map. Once you realize that the Protoss has expanding to a third [base], send a bunch of vultures and move out yourself to take an expansion of your own. -STILL EDITING- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Created 22nd April 2008 21:06
(Updated: 22nd April 2008 21:51)
The Terran Arsenal: Enemies of the Dominion be wary.I am THE general and I will spread the will of the Dominion to all enemies who oppose. I will use all the weapons at my disposal to dispose of my foes. From the Protoss' fleets consisting of sneaky, High and Dark Templar, to the infested, swarming abominations of all Zerg broods.
The Templar's Wratih Marines are the backbone of all Terran militias, and I will use him inunicen with my STRENGTH to establish my presence when engaging . With these two weapons I will strike fear into all Protoss' who wish to colonize new areas within my territory. My Vultures are the bugs of Terrans and I will use them to harass my opponents into submission. These fast, and reliable men are the key to controlling my enemy and their mines will do much justice. My Finesse squads will be deployed when my enemy shifts gears in preparation for waving the white flag. When their fleets arrive they will feel the Wraith of both my Finesse and Finesse #2 - they will make little of the Protoss' last stance vessels. The Infectious Flood I will use all methods to handle the ferocious Zerg including the ways of the UED. They are the epidemic that has caused much trouble among Terrans. I will deploy my Backbone, Heat and Heart to directly engage this troublesome race and throw caution to the wind - for I have the Zerg mapped out. My Disruptors will make little of all Zerg who ruin my graceful colony skies. I will use them to kill off the mind of each and every Zerg critter under its control. The fliers of the Zerg will come grouped tightly and ripped to shreds from the volleys of destruction from that of the Disruptor. The UED way can be preserved. My Anti-All will be deployed immediately when accessible and will take on the Swarm on its own. It is there where my Backbone, Heat, and Heart will be most efficient. I will force the Zerg to use all strands and annhilate each and everyone of them with the might of the Terran Arsenal. The Pirate Militias The scum of Terran should not have one chance of survival and the power of the Dominion will send them packing. I will use my STRENGTH in all shapes and forms and will serve to pressure these scum into submission. My Finesse and Finesse #2 will logically support my will. The use of infantry is discouraged. Too many unnecessary losses in the fight against other Terran are intolerable. My Standalone will be deployed to ruin any position i cannot attack. As a ghost, this Ghost will unleash the whirlwind. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Created 5th March 2008 06:36
(Updated: 5th March 2008 07:36)
The following blog is dedicated to the hard working Terrans out there in battle.net. It will touch on my journey on trying to become a better Terran Player.DISCLAIMER: IF I SAY A STRATEGY WORKS FOR ME, IT DOES NOT MEAN IT WORKS FOR YOU. PRACTICE AND LEARN FROM YOUR MISTAKES AS I HAVE. THE MAJORITY OF THIS BLOG WILL REFLECT NOTES I HAVE BEEN TAKING WHILE I HAVE BEEN PROGRESSING. FINALLY: I AM NOT GOSU, PLEASE DO NOT FLAME ME IF YOU DISAGREE WITH THIS BLOG. ALSO, THIS IS NOT A BLOG OF EXACT BUILD ORDERS - BUT A GUIDE ON WHAT TO CUE AND ADAPT INTO.
Recently, I have been watching lots of TvP replays and VODs. Particular reasons include: learning TvP timing, easy economy macro (compared to TvZ), and the intriguing steps players take when adapting in this match-up. I feel most comfortable with learning and adapting in this match-up.
SCOUTING SCV: Your main focus. - Set SCV to harvest enemy minerals to slow probe mining. [Not that efficient; Not exactly viable.] - Find third Pylon and note Pylon positioning. [If Pylon is missing, check for proxi'd Gateways OR tech.] - Notice Dragoon count and positioning. [Cueing into type of build.] - Notice Gateway count and positioning. [Cueing into type of build.] - Notice Cybernetics Core and current [Dragoon Range] upgrade. [If no upgrade is in-progress, expect a tech build. NOTE: Many Protoss players cancel the upgrade once your scouting SCV is killed. If you suspect this, engage enemy Goons and note the attacking range it has.] - Check Assimilator timing. [If there is no Assimilator (or Cybernetics Core for that matter), expect a Zealot/Probe rush.] NOTE: - If the Protoss' third (second expansion) has gas, expect faster tech to Carriers or Arbiter. - If the Protoss' third (second expansion) is a mineral only, expect a macro intensive build -> Map Control. - Depending on your build, and how comfortable you are with it, you may want to pull two SCVs off your Refinery after reaching a certain amount of gas. Add two SCVs back to the Refinery when you start your first expansion. 1Fact - Vulture (Experimental):Your focus is to create a single Factory, pump 2-3 vultures for harassing. The main objective although, is to scout the Protoss' build order. Once you have successfully detected his/her build order, your secondary objective is to take out as many probes as humanly possible. This build relies heavily on successful Vulture harass.
ComSat Station is necessary, early, here. Use it. Otherwise create an Engineering Bay and cautiously use Missile Turrets at key areas of your main/natural. Expanding is necessary during your Vulture raids. Particularly your initial raid.
If your first scout fails, send a second scout to the Protoss' natural only to scout when he/she sets up a Nexus. After your initial vulture raid, create a Starport + add-on immediately. As you start your StarPort, create a Machine Shop -> SPIDER MINES. Create a Dropship + four Vultures and then attack the enemies mineral line (NOTE: Use one Vulture to scout build). ComSat Station is necessary early. Use it. Otherwise create an Engineering Bay and cautiously use Missile Turrets at key areas of your main/natural. Expanding is necessary during your Vulture raids. Particularly your initial raid. -MORE TO COME- | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Created 30th November 2007 01:52
(Updated: 1st December 2007 16:59)
StarCraft 2 has been ripped apart by StarCraft: Brood War fans all throughout the community. All I have to say is, put it to rest. But that doesn't mean I don't disagree with some of the whiners.I think a lot of people are overreacting. Not only did a small handfull of the millions of SC2 fans and haters actually play the game - BUT THE MAJORITY OF THE FEEDBACK WAS INCREDIBLY GOOD. Of course no one said it was a ready project or balanced, but the overall figure was, in a simple term, awesome. What I'm Thinking at the Moment: I think Blizzard is getting alittle nervous. I'm sure some of them are questioning a lot of what they are doing - because of the immense feedback. Whether good or bad, complainers who havent even played the game to the ones who did, there was some stuff that was needing a change and some things that weren't really that bad or necessary. Who are we to judge? I'm sure that most of us have not played this game and are not designing it. How do we know what is being changed? Except for a confirmation from Karune or a small update here from another representative etc we really have no clue to judge which abilities are fair. I am by no means sayng "don't express yourself," but, what I am saying is, keep it clean - Explain your statements in a fashioned matter. Not only do you look like a jackass when you complain in most cases, but it seems as if you don't exactly understand or have even tried to understand what your stating. So in short, don't post on impulse or at least don't make it look as you posted on impulse. Some of the units and in the game still need new color schemes or overall look. Nomads', Marines', and a few others' color scheme should be changed a bit. Not only that but upgradable abilties (such as the Marine's new bayonet and shield upgradable abilities). Most of these have been addressed before and probably be talked about in the future too. Blizzard, kindly look into this matter. Don't do it for the complainers' sake, but for the game's overall feel and quality. Theories and Concepts: This section is a compilation of what I feel is out of sync, or theorizing of unit interractions and build orders. I hope you enjoy it and comment about it. I am not attempting to be all knowing, but this blog is an cumulative of ideas from seeing videos, stats, and putting feedback together from all sorts of people in the community. Unit Interactions - Some very intriguing thoughts: Terran Hover-Tank? - The Reaping potential: The next few paragraphs will really make you wonder. I'm going to question the replacement for the Terran Vulture, the Hover Tank thing. Now props to Blizzard for indulging into another new mech unit, but god damn ... All they did was beef up the Vulture and remove its Spider Mine. It's highlight attribute is being able to maneuver and shoot at once - granting it a special role vs sieging units like the Terran Thor and probably the Terran Siege Tank while in siege mode. Now what I've come to via theories is that the Hover Tank is not needed for these siege units. Terran Reapers actually can take care of these super mech units by using one very simple approach: Microing vs. Siege Type Units - Stim - for boosting an already fast speed via Jet pack. - Detination Mines - Efficiently placing two or three mines surrounding the slow or immovable units such as the Tank and Thor. Now I'm sure you could use this tactic with the Protoss Collossus as well as using the Hover Tank effectively in this situation. And I know it fills in the role for a anti-siege specialist but I mean come on! I thought you were really focusing on individualized units that have specific roles Blizzard? But on second thought, I'm not sure if you've realized the Terran Reaper's real potential. And maybe I'm wrong. Your probably saying now, "well, you haven't played the damn game either!" Oh yeah funny guy? Just think about it. The Reaper posseses the perfect ablity to fill in the specified role toward these types of unit interractions; Being a anti-siege specialist. So think about it, Blizzard, SC2 fans, haters, do I got something here? Maybe, maybe not, but I do know that this will be brought up again somewhere down the line - mark my words. :D Before I close this discussion about the Hover Tank, I'd like to conclude by saying that I can't think of a replacement for it. Perhaps Blizzard has already thought about it and maybe thats why they put the Terran Firebat back into the game after seeing each units' (the Reaper's) potential. Essentially, they were able to fill in the spot in the Terran Factory with this new Firebat model. Giants of Fire - The Remade Firebat Model: Are you kidding me? This is pretty damn cool. I really didn't like the new Firebat model at first but I kind of had an unconditional love for the unit as it was put back in the game after being exiled by the Reapers. :D But it could be a cop out because of the needed space in the Factory. Not to mention that the new 'Goliath' model or Terran Viking is now default as an air unit (as far as we know from Karune at the moment) and will be created at the new Terran Starport (which in my opinion is a bad move). Just because they changed the unit's model, I just really would like a detailed and fun description of the Dominion's (etc) reasons for modifying this classic unit. Oh yeah, I got a question too - Will it be repaired by Medics or SCVs or Nomad?????? The overall switch up with this unit is questionable, but it is a very neat idea though. Cool Blizzard. Nomadic Vessel - Science Has Changed A Lot: I really like the Nomad despite being an unnecessary recreation of the original Terran Science Vessel. I definently don't think it should be able to repair units - unless SCVs are restricted to repairing only ground mechanical units and buildings and the Nomad is limited to only air units and hovering buildings. But I like this new vessel. More To Come In Part 3! | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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