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Starcraft 2: Developer's Corner: 1v1 Game Balance - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Arts & Entertainment (https://www.southperry.net/forumdisplay.php?fid=12) +--- Forum: General Entertainment (https://www.southperry.net/forumdisplay.php?fid=71) +---- Forum: General Gaming (https://www.southperry.net/forumdisplay.php?fid=74) +---- Thread: Starcraft 2: Developer's Corner: 1v1 Game Balance (/showthread.php?tid=31347) |
Starcraft 2: Developer's Corner: 1v1 Game Balance - CrazyNomad - 2010-10-08 http://eu.battle.net/sc2/en/blog/761331 wtp blizzard is doing!?!? :f6: Blizzard Wrote:Here are a few of the changes we currently have planned: how the pineapple now terran will defend against any type of rush!??! to produce the first marine, will take forever now, while zergs can make a six-pool rush with zerlings in the first min of the game, and protoss will just do zealot rush and win the game in 2 min..... Did Blizzard hire nexon's dev team?!?! ![]() ![]()
Starcraft 2: Developer's Corner: 1v1 Game Balance - Dusk - 2010-10-08 Cookie-cutter build is to build a Supply Depot before you start your first Barracks. You can build a couple marines before you get rushed. Starcraft 2: Developer's Corner: 1v1 Game Balance - KajitiSouls - 2010-10-08 What Dusk said. All the games that I've seen HuskyStarcraft broadcast have Terran players in them (guess why) and there's ALWAYS a supply depot out before the barracks when the player isn't building a proxy. And while I don't know the game's strategies too well, he and I agree that reaper rushes are pretty damn strong. Starcraft 2: Developer's Corner: 1v1 Game Balance - Takebacker - 2010-10-08 I don't ever use reapers because my friend told me they're weak. :[ Starcraft 2: Developer's Corner: 1v1 Game Balance - Dusk - 2010-10-08 Takebacker Wrote:I don't ever use reapers because my friend told me they're weak. :[ Reapers are godly at early game harassment. With Nitro packs, they are invincible against Zealots (and fare really well against Zerglings and Roaches, too), have the ability to jump walls, outrun nearly all early game units, and do 30 damage on structures. Starcraft 2: Developer's Corner: 1v1 Game Balance - IllegallySane - 2010-10-09 >9 SCVs >100 minerals >10th SCV builds Supply Depot >11th SCV comes out >12th+ SCV is in queue right after Supply Depot is made >Next available SCV builds Barracks >Orbital Command >Wall-E for profit I don't really see a problem in requiring a Supply Depot. If anything, it's optimal to build in that order to maximize resource gathering and nicely sets you up for the mid-end game depending on if you plan to expand or not. Everything after Wall-E is up to you. Takebacker Wrote:I don't ever use reapers because my friend told me they're weak. :[ Reapers? WEAK? I LAUGH. Watch 6-8 of em take out all your workers before you knew what hit you. Painful to watch. Starcraft 2: Developer's Corner: 1v1 Game Balance - JoeTang - 2010-10-09 90% of people complaining about the Barracks requires Depot change has no idea what they're talking about. All it removes is offensive openings and cheese. You can wall off fine with 10 Depot 12 Barracks against 6 Pool if you scout it, except maybe on Steppes of War, in which case you were screwed to begin with. Starcraft 2: Developer's Corner: 1v1 Game Balance - Fiel - 2010-10-09 I won't be the only Z 14 hatching against T every game now.
Starcraft 2: Developer's Corner: 1v1 Game Balance - DrRusty - 2010-10-12 The reaper rushes were a bit too strong.... I remember watching the MLG matches and half the people there played terran. Only 2 strats as well -reaper rush -and MMM (marines, marauders, medivacs) Starcraft 2: Developer's Corner: 1v1 Game Balance - IllegallySane - 2010-10-12 DrRusty Wrote:-and MMM (marines, marauders, medivacs) I love this combo, so I added a little twist. Combine with Vikings and it's ready to wreck everything. Not to mention reactors doubling production is amazing. |