Hey guys, sorry about not uploading a replay last Saturday! Found a dedicated hosting service, very high ratings on its reviews, so feel free to download without fear!
Today's is an interesting one. It's about recovering from being taken out. Observe myself (Raster) and Red (Titan) as we both almost get eliminated, but somehow recover!
And I'm a terrible Terran player.
http://filefactory.com/file/b327e16/n/Terran_Recovery.SC2Replay
Tuesday, August 31, 2010
Saturday, August 28, 2010
Protoss Strategy: Cannon Rush
Hey everyone! Been a while since I posted, so I figure I'll do something a bit longer than just a tip.
I'm sure some of you have been on the receiving end of this devastating strategy: the Photon Cannon rush.
This strategy is most effective against Protoss players, as their buildings are stationary once warped in, and their units are expensive.
I should note that this strategy is not very effective against Zerg, as the creep prevents the cannons from being built close to their hives. Terran can also lift off their buildings and escape the rush, however you will set back their economy, allowing you time to build up your forces.
This is an early game strategy which involves trapping your opponent in their own base with photon cannons. They are a bit more expensive than the initial units, costing 150 minerals a pop, and leaves your base open for a counter attack if they are able to stop it, but if it goes off, you'll most likely eliminate your opponent.
Start the game as usual, building probes and gathering the resources. On your 9th probe, build your first pylon, either near the entrance of your base area, or close to your Nexus depending on how you want to defend. Have that probe begin gathering resources and then when you have the minerals, train your 10th probe using your Nexus Chrono Boost ability to produce it faster.
Once the 10th probe is built, the pylon should be complete. At this time, you should scout out your opponents base with the 10th probe and continue building probes at the Nexus, constantly using the Chrono Boost ability when it is up to keep the production up. Once you find your opponents base, you can either scout it with the probe and feign leaving the base, or avoid scouting and find an area slightly out of their line of sight of their units and build another pylon.
Once the pylon in the enemy base is complete, time to start cranking out those cannons. The initial cannon should be placed at the edge of the pylon's energy field. Once the cannon is being built, start another pylon closer to the enemy base, but within range of the first cannon, so it can be defended. If your opponent begins attacking your initial cannon, start warping in more around the initial pylon to defend it and make your opponent worry (Trust me, they will worry. Nothing scarier than three cannons spawning in the middle of your base). Once the initial cannon is built, just keep pushing into their base with pylons and cannons until they give up or abandon the base.
Now, to discuss the base build order. By building your first pylon at the entrance of your base, you can seal it up with the forge and other buildings, which would prevent the enemy from getting into your base for retaliation for a bit, but if they get past it, your probes are in for a world of hurt. On the other hand, building the pylon near your Nexus, you can defend it with a cannon if you want, but it will set back your cannon rush in your enemy's base. Continue producing probes (you should have no issue with supply unless you haven't starting producing pylons in your opponents base yet) and increasing your economy. Build assimilators and start collecting gas as early as you feel your minerals can afford the cut in your resources from the cannon rush.
During all of this, you should also put a focus on your own tech tree. If your opponent is not actively retaliating against you, I suggest building a gateway, then robotics facility to research the warp gate upgrade. After that is research, build a few more gateways, upgrade them to warp gates and use your advance pylons to begin warping in your army near your opponents base.
That's it for this strategy now, if you notice any flaws or have a more complete build order for your tech tree/probes, feel free to post them!
I'm sure some of you have been on the receiving end of this devastating strategy: the Photon Cannon rush.
This strategy is most effective against Protoss players, as their buildings are stationary once warped in, and their units are expensive.
I should note that this strategy is not very effective against Zerg, as the creep prevents the cannons from being built close to their hives. Terran can also lift off their buildings and escape the rush, however you will set back their economy, allowing you time to build up your forces.
This is an early game strategy which involves trapping your opponent in their own base with photon cannons. They are a bit more expensive than the initial units, costing 150 minerals a pop, and leaves your base open for a counter attack if they are able to stop it, but if it goes off, you'll most likely eliminate your opponent.
Start the game as usual, building probes and gathering the resources. On your 9th probe, build your first pylon, either near the entrance of your base area, or close to your Nexus depending on how you want to defend. Have that probe begin gathering resources and then when you have the minerals, train your 10th probe using your Nexus Chrono Boost ability to produce it faster.
Once the 10th probe is built, the pylon should be complete. At this time, you should scout out your opponents base with the 10th probe and continue building probes at the Nexus, constantly using the Chrono Boost ability when it is up to keep the production up. Once you find your opponents base, you can either scout it with the probe and feign leaving the base, or avoid scouting and find an area slightly out of their line of sight of their units and build another pylon.
Once the pylon in the enemy base is complete, time to start cranking out those cannons. The initial cannon should be placed at the edge of the pylon's energy field. Once the cannon is being built, start another pylon closer to the enemy base, but within range of the first cannon, so it can be defended. If your opponent begins attacking your initial cannon, start warping in more around the initial pylon to defend it and make your opponent worry (Trust me, they will worry. Nothing scarier than three cannons spawning in the middle of your base). Once the initial cannon is built, just keep pushing into their base with pylons and cannons until they give up or abandon the base.
Now, to discuss the base build order. By building your first pylon at the entrance of your base, you can seal it up with the forge and other buildings, which would prevent the enemy from getting into your base for retaliation for a bit, but if they get past it, your probes are in for a world of hurt. On the other hand, building the pylon near your Nexus, you can defend it with a cannon if you want, but it will set back your cannon rush in your enemy's base. Continue producing probes (you should have no issue with supply unless you haven't starting producing pylons in your opponents base yet) and increasing your economy. Build assimilators and start collecting gas as early as you feel your minerals can afford the cut in your resources from the cannon rush.
During all of this, you should also put a focus on your own tech tree. If your opponent is not actively retaliating against you, I suggest building a gateway, then robotics facility to research the warp gate upgrade. After that is research, build a few more gateways, upgrade them to warp gates and use your advance pylons to begin warping in your army near your opponents base.
That's it for this strategy now, if you notice any flaws or have a more complete build order for your tech tree/probes, feel free to post them!
Sunday, August 15, 2010
Tip: Team Games
Starcraft II Tip: Team Games! In team games, if one of your partners leave, you are able to control any remaining forces they may have.
Saturday, August 14, 2010
Saturday Replay: Episode 1
Hey everybody!
Going to try and upload a replay of a game every Saturday.
The first one is available here:
http://www.mediafire.com/?w294di83m35d5e5
Watch the blue player, roborious, to see an interesting build order for Protoss, and watch the way he micro manages his Phoenix to destroy ground units.
Going to try and upload a replay of a game every Saturday.
The first one is available here:
http://www.mediafire.com/?w294di83m35d5e5
Watch the blue player, roborious, to see an interesting build order for Protoss, and watch the way he micro manages his Phoenix to destroy ground units.
Another Terran Tip
Starcraft II Multiplayer tip: Terran! The Terran Reactors and Tech Labs can be universally attached to any of the buildings that use them. If you have a barracks you're not using, save yourself some minerals and vespene by moving your Starport or Factory to those Reactors/Tech Labs.
Tuesday, August 10, 2010
Another ZERG tip!
Starcraft II Multiplayer Tip: ZERG! The Infestor is able to move underground and spawn infested terrans while burrowed. Against Terran players, use that ability to make their own siege tanks work against them by spawning infested terrans near their buildings or units.
Monday, August 9, 2010
Starcraft II Multiplayer Tips
First official blogpost! Woot!
This blog is going to be about Starcraft II Multiplayer!
Starcraft II Multiplayer Tip: Protoss! The Protoss Nexus has an ability called Chrono Boost which drastically increases the speed of other buildings. Use this as often as possible, from building probes and zealots, to researching unit upgrades. You will be able to outrace most other players in the tech tree if you can ...keep your buildings in a constant state of increased speed.
Addendum: If you have multiple nexus, try assigning them to a group to make sure you can call them up quickly when needed to utilize the Chrono Boost ability.
Starcraft II Multiplayer Tip: ZERG! Banelings are devastating against clustered groups of ground units. Burrowing banelings at a choke point and then exploding them at the right moment can cripple a much larger force of enemy units.
Starcraft II Multiplayer Tip: TERRAN! The Terran Reaper is a great early game assault unit. Three or four reapers, moving over cliffs can often avoid heavily defended choke points. Try just moving them into an enemy's supply area. The Reapers will devastate their probes/drones/SCVs due to their enhanced damage against light armor.
This blog is going to be about Starcraft II Multiplayer!
Starcraft II Multiplayer Tip: Protoss! The Protoss Nexus has an ability called Chrono Boost which drastically increases the speed of other buildings. Use this as often as possible, from building probes and zealots, to researching unit upgrades. You will be able to outrace most other players in the tech tree if you can ...keep your buildings in a constant state of increased speed.
Addendum: If you have multiple nexus, try assigning them to a group to make sure you can call them up quickly when needed to utilize the Chrono Boost ability.
Starcraft II Multiplayer Tip: ZERG! Banelings are devastating against clustered groups of ground units. Burrowing banelings at a choke point and then exploding them at the right moment can cripple a much larger force of enemy units.
Starcraft II Multiplayer Tip: TERRAN! The Terran Reaper is a great early game assault unit. Three or four reapers, moving over cliffs can often avoid heavily defended choke points. Try just moving them into an enemy's supply area. The Reapers will devastate their probes/drones/SCVs due to their enhanced damage against light armor.
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