Gamer LK Forum

PC Gaming => RTS / TBS => Topic started by: riptide on February 28, 2010, 01:41:09 am

Title: Ask a SC2 Beta player!
Post by: riptide on February 28, 2010, 01:41:09 am
GLK SC2 beta players, report in! :) Let's use this thread to answer specific questions regard the beta. I've been playing for a few days now, and here is my general take on things.

The game feels like SCBW, and if you've put in hours in the former you'll be happy to know that your skillset will transfer well to SC2. There is a heavy emphasis on macro and economy, as well as a healthy focus on micro. In short, you have to have both to win. Understanding build orders and timings are essential as usual, and you can't just rush to capital ships or super weapons and win (there was a viable mothership rush before the first patch, but that was fixed asap). All three races have the same feel as in the original, and you need to have the same mindset to play each one. In short, think of SC2 as SCBW with up to date graphics and a few enhancements that make it easier to do repetitive tasks.

Atm Protoss seems a little overpowered, but that'll no doubt be fixed. We've seen three patches so far, and they've all been balance based. Well, that's all for now. I'm not going to go on about it too much because there is already a ton of stuff on the Internets, but if there are any specific questions you'd like answered, or any builds you'd like tried out, let me know.

If you have the beta, post your server and ID in the thread and I'll add you to the list.

US
riptide.teamliquid
Title: Re: Ask a SC2 Beta player!
Post by: Onca on February 28, 2010, 01:44:02 am
Whats the learning curve like so far? Does it seem as steep as it is in SC?
Title: Re: Ask a SC2 Beta player!
Post by: riptide on February 28, 2010, 01:49:33 am
Whats the learning curve like so far? Does it seem as steep as it is in SC?
Well, depends on what you mean by learning curve. If you mean strategy, yes, the tech tree is really new atm, and because of the three distinct races, everything is far, far from being worked out. To draw an analogy to SCBW, Blizzard never intended for the reaver to be used offensively via shuttle, and yet it became a big part of PvZ and PvT for a long time. I think we'll be seeing a volatile metagame for at least a few months after release as well, as the final balance patches are shipped out.

If you mean mechanics wise, the learning curve for non-SC players will be somewhat high. In SC2, a good use of hotkeys is almost essential. Especially with MBS and automine, having everything on hotkeys is really, really powerful. For example, using them you can saturate an expo in seconds. If you are going to play everything via mouse, you're going to be left far behind by even noobs, because unlike War3 and other RTS games of recent years, SC2 runs at a much faster pace.
Title: Re: Ask a SC2 Beta player!
Post by: Onca on February 28, 2010, 01:53:03 am
What worried me a lot from the unit intros and the battle casts was that the units worked kinda like a cookie cutter sorta thing, like where one unit countered another specifically. Many RTSes a of late have had this. Is sc2 any way like this?
Also, how does the mothership work in the game?
Title: Re: Ask a SC2 Beta player!
Post by: riptide on February 28, 2010, 02:15:53 am
What worried me a lot from the unit intros and the battle casts was that the units worked kinda like a cookie cutter sorta thing, like where one unit countered another specifically. Many RTSes a of late have had this. Is sc2 any way like this?
Also, how does the mothership work in the game?
Well I think unit counters are an important part of any RTS. They shouldn't be the be all and end all of the unit, though. Ultimately, I think things like counters are highly map dependent, and that's where Blizzard really gets it right in giving the community the map editor. For example, arbiters came into play in PvT quite late. Scourge in ZvP? Very late. So, unit counters is just a small part of a massive web of builds/counters/timings that needs to be worked out. I wouldn't be too worried though, because like I said, it's the maps that hang in the balance.

Regarding mothership, I haven't used it yet, but will do and let you know. It was nerfed a lot in the last patch though.
Title: Re: Ask a SC2 Beta player!
Post by: .EXEcutioner on February 28, 2010, 02:28:38 am
Counters are a part of every game. What made sc a good rts was that in most match ups and on most more multiple units were viable. Thus making certain strats and transitions common. But alot of counters are context sensitive based on micro upgrades and map layout.
I have been watching so much of sc2 atm via streams and vods that i think i can safely say that the same is true in sc2. Protoss does seem to have the most options atm in a 1v1 setting as protoss tend to open 1 gate gas cybernetics core gas and then go fo a mixed army of zeals stalkers 1-2 immortals and a collosus to defeat zerg and terran in the early mid. as zerg atm seem to go for mass roach hydra as roaches are very tough early game 2 armour and lots of possible upgrades terrans seem to like going marine marauder with medivac support both of which are smallish units that cluster up alot which is what makes high templar and collosus very strong at present.
Title: Re: Ask a SC2 Beta player!
Post by: Onca on February 28, 2010, 03:39:52 am
Counters are a part of every game. What made sc a good rts was that in most match ups and on most more multiple units were viable.
didnt really say if it was a negative thing or a positive in my earlier post. but I reckon it is  a negative thing for one unit to counter another forcing you to go up a command tree, hence why I liked SC, since using marines later on in game can be a justifiable move.
Title: Re: Ask a SC2 Beta player!
Post by: jungelbug on February 28, 2010, 05:57:13 am
ihateriptide
Title: Re: Ask a SC2 Beta player!
Post by: riptide on February 28, 2010, 07:10:33 am
You stupid.
Title: Re: Ask a SC2 Beta player!
Post by: .EXEcutioner on February 28, 2010, 03:41:06 pm
didnt really say if it was a negative thing or a positive in my earlier post. but I reckon it is  a negative thing for one unit to counter another forcing you to go up a command tree, hence why I liked SC, since using marines later on in game can be a justifiable move.

Using early game units is still justifiable for the identical reason it wasa viable in sc1 because when certain upgrades are purchased or unit combinations established the unit is far more effective.
In sc1 marines were only viable through out a game because of the stim/range and weapons/armour upgrades along side their massive synergy with medics. Sc2 features similar mechanics terran bio still have access to stims/range/weapon and armour upgrades to increase their effective alongside the new combat shield medics have been assimilated by the dropship so the potential for early tier units to be effective throughout a game exists. However the beta has only been out a week so we can't expect the game to be balanced yet.
Blizz appears however to be making every move to balance the game out to make it true successor to sc1.
Consider the races atm Protoss and Zerg are predominant on the ladders with a considerable margin between them and the currently most underplayed race terran. Alot of the highest ranked players are protoss because they are slightly more powerful than the other races a present although patching has already been attempting to restore balance. There are still terrans and zergs high up on the ladders but they are less dominant. In fact one of the best players in the game David Kim who most will know from the sc2 battle reports. Is one of the best players on the platinum ladder and he plays terran so whatever present imbalance exists is by no means gamebreaking which is already quite amazing.