https://www.dropbox.com/sh/h2145n8rzxbogpl/Ni3hcD_vlN
The hotkey file and directions where to plug it in are all in that link above. If anyone wants to actually mess around with it and try to get a feel for it, be my guest! I am working on the Protoss version as we speak, but be glad to hear that it's not really that different from this one, which is a blessing for randoms and off-racers, and for you all who are planning to give it a serious go.
Please send any messages regarding feedback, issues, or anything else to my email .
https://starcraft2.com/en-us/news/22564766
>Lastly, in order to prepare for the upcoming changes that will go live with the next ladder season, we will be turning off the balance testing matchmaking queue on October 30th...
Here's the replay pack of the tournament.
https://www.dropbox.com/s/lr57futuocdcf3n/2013_IEM_Katowice.tar.gz
I'm surprised you consider this a new and refreshing build. Fast +1 zealot aggression used to be extremely common. Then zergs just simply always made a few roaches at around 7 minutes to derail the aggression before it ever got started. So protoss stoped using it as zergs learned to always be prepared for it. Then as protoss stopped using it zergs stopped preparing for it and feel like they can delay the roaches. Such is the cycle of the metagame
I'm sure Daisy watched some Nerchios replays to figure out his roach warren timing to make sure an old school build like this would be effective.
SC2Gears plugin MMR Tool is likely what you are looking for. Though at the moment it looks like the webserver it uses is down so you may not get accurate results.
Also this is WoL only for now and may never bee available in HotS, the author has debated whether he wants to maintain it or not and is generally on the side of not.
I thought it was way easier to get to M3 from bronze than it was to go from 5000mmr - 5300mmr.
I don't think talent plays a large factor in whether or not you can get GM. Might be an unpopular opinion, but I remember times when I thought I just didn't have the "talent" to get masters, as a diamond player. Now I'm top 30 GM. This game is more about repetition and practice than it is about talent.
I think if you learn something that is familiar to begin with (a layout that has more in common with other PC game's control schemes), then all the better.
This one tries to find a common ground among all three races, as well as other PC games. You will be building a thing that people refer to as "muscle memory", you might as well make it as universal and transferable as possible. That's just my opinion anyway.
Here. This is the dropbox link to try out the setup if you want. I'll post this at the top too in case anyone else wants to use it/tweak it. The hotkey file and directions where to plug it in are all in that link. Glhf.
You can get HoTS very cheap now.
https://www.g2a.com/starcraft-2-heart-of-the-swarm-cd-key-eu.html?reflink=sc2desrow
That's like £7 in the UK. You'd be best getting that and eating rice for a week. :>
I think IM First did something similar in IPL TAC3 the other day against ST Curious. Video is free too!
I agree with what the others said though. I probably wouldn't recommend such a micro-intensive build for a Bronze player. Especially since the effectiveness of this build kind of relies on exploiting the current meta-game which doesn't always apply in Bronze.
That being said, this looks like a really cool build and it was a hugely fun game to watch.
For those looking for explanations of the changes, here is that page: https://starcraft2.com/en-us/news/23495671
I didn't realize they made a page with this when I made this original post.
http://www.gamefront.com/state-on-starcraft-rains-championship-pvz/ I think this the closest to the build you are saying. this is a gasless opener ( pylon-gate-nexus) into stargate into robo that was popularized by skt1 protosses, especially Rain that did this build consistently against Soulkey in the hotsix cup.
I would really suggest looking into build orders for each matchup, and these questions become self explanatory in the build order. You should never randomly upgrade. It comes as part of the play style and build you are doing.
For example http://www.gamefront.com/state-on-starcraft-rains-championship-pvz/ A really well written guide on PvZ, using a build by rain. Around 80 supply +1 attack is started, before 3rd nexus. Then upgrades become reactionary, Besides +2 which should always chain off of +1 exactly once its started, so you have to drop the twilight around half way on completion. Reactionary means, what is your composition and what is your opponents composition. If you end with mass zealot colosus vs hydra ling, Charge and Thermal lance should be priorities, As those are your main combat units. Blink and the other upgrades should be gotten when needed beyond that.
I think Cannon Rushes got buffed but are still kinda week if you know what you need to do:
I submit a replay here so you can take a look. Step 1: Dont panic. You just got an auto win Step 2: DON'T try to defend, just let it happen. You would lose too much mining time/probes. Step 3: Expand somewhere else, make sure that place doesnt get Cannon rushed tooand if possible get Warp Gate out Step 4: Kill him.
> I have yet to find patch notes since blizzcon
Well, I'm happy to be able to help with that. Here ya go:
Patch notes for the big post-Blizzcon patch
Patch notes for the latest patch
The main meat of the current meta is in the post-Blizzcon patch. The most relevant bits i the latest patch are that it buffed the "Microbial Shroud"- ability of the infestors a tad and reverted the change to Adept Glaives implemented after Blizzcon. The former, however, is not too important as that ability is basically never used.
If EMP is a strong as Storm, don't you think that's a problem? That ability has traditionally been compared with Feedback, which was nerfed for, I quote:
>When the Ghost’s Snipe ability was changed to Steady Shot, the Ghost lost the ability to instantly kill a High Templar, but Templars remained very lethal to Ghosts. This change should move this relationship to focus more on energy denial/casting rather than outright lethality. Reducing Feedback’s damage also means that Medivacs will also no longer be instantly destroyed, which promotes more multipronged play in late-game scenarios. Against Zerg, this makes Vipers slightly less fragile, which should allow Zerg a few more chances to try and pull apart a Protoss player’s late-game armies.
If the matchup is about energy denial, Ghosts are extremely OP at the moment. And they were OP before as well. Feedback is trash.
Thanks for the Desrow link, I'll check it out now. I actually did this build successfully on my stream earlier and managed to win even though I played really badly. I've put it up as a stream highlight if you wanna check that out: https://www.twitch.tv/sated86/profile/highlights
When I want to play normal and not just snap some fool's neck with Immortals this is my go to right now: http://www.gamefront.com/state-on-starcraft-rains-championship-pvz/
The accelerated income from the gasless expand with the difference in timing for Zerg third bases (and the opportunity to deny them) make things feel a little smoother than Phoenix > Colossus off FFE.
Unless you thing Rain isn't flashy enough for you? :p
Liquipedia has a page on conquering ladder anxiety. Basically tells you what it is and how to deal with it. There are also a few pages (42-45) on the April issue of GLHF Mag on ladder anxiety. Both these helped (more so Liquipedia) me get over ladder anxiety.
If you want to venture further you can always google ladder anxiety. Theres loads of links that can help you out.
I own The Art of War! It's a fun read.
I think teching to Tempests might be the key. I feel under pressure against Terran because it seems like it's just a matter of time until a drop sneaks past my Platinum-level attention and wrecks my infrastructure, but patience and building up an untouchable counter-siege army may be the answer I'm neglecting.
It isn't upgrades, I have a reasonably good feeling for the difference those make and have gotten good at identifying wins and losses due to upgrade power, it's actually more about the power of positioning I think. I always feel a little more surprised than I should when either myself or my opponent walks an army up a ramp and gets shit on by the nicely spread out army waiting at the top.
The tough part is that at some point you have to go up the ramp, and it's difficult for me to say when my army is powerful enough to eat the extra damage it will take by going through the choke, even if I have a perfect scout on the enemy army.
I'd be willing to bet the inconsistency of your victories has something to do with upgrades. You are probably loosing battles where you and your opponent had the same upgrades and winning ones where you had an upgrade advantage. It gives the illusion of inconsistency but in reality you have a significant advantage with upgrades.
As far as when to commit and when not to that is a huge topic with many subtopics and situations to discuss and it could take days to cover them all. You might be better off reading The Art of War. Not all of it is relevant to Starcraft but it gives nice broad strokes to the topic of when to engage.
Also as a rule never attack a turtle Terran hiding behind Siege Tanks and Liberators. Just tech to Tempests and kill them, the're asking for it if they never leave their base.
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I didn't mean it that way. What I do find it interesting is that so many pros FFE when there are certainly other viable options. The meta lets Zerg make some assumptions that maybe they shouldn't be able to, and if Protoss pros opened differently in a Bo5 it might give Protoss some more advantages early, as Zerg would have to know how to handle more builds properly, including openers.
I think it's better because it puts pressure on Zerg while keeping the timings better than FFE. Just because I think that does not mean I don't think there are valid points stating the opposite, but FFE's offensive capabilities amount to 1) a cannon rush (where you lose cannons eventually), 2) pylon + gateway for max delay, and that's if you even want to slow yourself down for that, which when I FFE I generally won't.
Plus, this puts some serious pressure on a Zerg, unlike FFE (sans some builds such as 2 gateway after forge, and I consider those viable and interesting builds). I just really hate the idea of letting the Zerg player sit around with no fear, hit SDDDDD, and inject their way to a better army. Did I mention that this build completely shuts down 6 and 10 pool and doesn't lose any buildings?
>"If he is taking his ease, give him no rest."
>- The Art of War
I'd like to note, by no means am I saying FFE is inherently a non-viable build. It's still really strong. It'll stay strong. It's very flexible. It's good to have options as a player though, especially ones that your opponent does not suspect.
[EDIT] Everyone, please don't downvote Gemini_19 - he had a legitimate point and I had to fix the OP because of it.
hrm Fkeys hotkeys for my bases
1:army 2:nexus (im weird) 3:active army (blink stalkers oracles warp prism and the like) 4:Ht/mamacore (once I have HTs mamacore either defends the base or is set to follow my army) 5: robo 6: star
I moved all army hotkey to - and idle workers to `. Both are nice to have but are rarely used so tucked them away somewhere. All army hotkey is very useful for picking out specific units like mamacore that was rallied to a mineral line or an obs but you will lose games for using it to actually move your army around. RIP obs and harass.
http://www.amazon.com/Noppoo-Mechanical-Gaming-Keyboard-Switches/dp/B0091QOCNA that's my keyboard except with blue switches. Really like it since the F key positions are wonderful.
And all my other hotkey switchs are just for convience with reach like shift Fkey to assign cam hotkey and immortal and mamacore hotkey changes etc. I also use rapid fire on my Z key