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 Starcraft II Wings of Liberty

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Snipewolf
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PostSubject: Starcraft II Wings of Liberty   Thu Feb 11, 2010 7:21 am

http://www.1up.com/do/newsStory?cId=3177902

Hoping I get selected but probably for US/Canada only.
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PostSubject: Re: Starcraft II Wings of Liberty   Fri Feb 12, 2010 1:11 pm

oO ... sweet .. gl snipe
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Feb 18, 2010 4:42 am

http://us.battle.net/sc2beta/en-us/

and you can download the client here: http://www.demonoid.com/files/details/2139987/?show_files=&page=1#comments


But: "to clear things up
THERE IS NO CD KEY - no keygen will ever be released
YOU MUST LOGIN TO BNET - you need to log in with a battle.net account that has the sc2 beta activated on it
THERE IS NO SINGLEPLAYER - but you CAN play with bots while connected to the internet."
so you can dl this just to be ready in case you get picked as a tester ^^
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Feb 18, 2010 4:57 am

I need a beta key Q.Q
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Feb 18, 2010 11:25 am

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PostSubject: Re: Starcraft II Wings of Liberty   Thu Feb 18, 2010 9:01 pm

Blizzard has revealed the real minimum PC requirements for playing in the StarCraft II beta test, and while not quite as low as the imaginary ones we posted last month, they're still relatively modest.

Last month Blizzard accidentally posted what looked like World of Warcraft system specs as ones for the StarCraft II beta test, causing a brief flurry of excitement from players with older machines.

The good news is that all hope is not lost. You'll need a slightly beefier processor, a little more memory, and a more powerful video card, but much less hard drive space.

Here are the official beta requirements. Keep in mind that these are for the beta only, and won't necessarily be the same for the final release.

PC Minimum Requirements:
• Windows XP SP3/Vista SP1/Windows 7
• 2.2 Ghz Pentium IV or equivalent AMD Athlon processor
• 1 GB system RAM/1.5 GB for Vista and Windows 7
• 128 MB NVidia GeForce 6600 GT/ATI Radeon 9800 PRO video card
• 1024x768 minimum display resolution
• 4 GB free hard space (Beta)
• Broadband connection

Get more information here via Kotaku
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PostSubject: Re: Starcraft II Wings of Liberty   Fri Feb 19, 2010 1:24 am

did they say how many cores :P?
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PostSubject: Re: Starcraft II Wings of Liberty   Fri Feb 19, 2010 4:42 am

Probably single core, blizz not known to have high requirements for their games.

Live feed of some guy playing 36hrs of sc2 lol
http://www.justin.tv/iccup#r=13VI8V0~
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PostSubject: Re: Starcraft II Wings of Liberty   Wed Mar 03, 2010 3:53 am

A General Look


SC2-battle01_small

You'll be seeing more low-tech units than an armada of Battleships in the current multi-player beta.


After much begging and pleading, GameAxis managed to secure an invite to the early multi-player beta of the upcoming Starcraft 2 that was released last February. After tinkering around practicing against the A.I, we brave into the wilderness of competitive multi-player and emerge scathed with bruises and broken pride. Apparently having one of the cushiest jobs in the gaming industry does not automatically make you a pro in resource-management and Actions Per Minute clicking skills.


But I digress; we came looking for info and have a hands-on, and deliver it to you loyal readers we shall. If you remember your RTS training from Starcraft 1, you’ll fit right in with the controls of Starcraft 2. Hotkeys for building specific structures and units are more or less the same, and switching views is like how it was before. The new Battle.net interface and hub look sleek and polished. Searching for players is as easy as just creating/joining a match. Though I had to wait for about 5 minutes for a Free For All, 1v1 matches are made quicker than getting backstabbed by Kerrigan.


The graphics, well, look nice. We’re not talking mind-blowing “Uncharted 2″ here, but it’s colorful and serviceable. Odds are, pro players will turn down the details for a better frame rate, but the details on each of the units and their portraits add character to their respective factions. From the way they move and behave to their sleek and standout design of each of the units, getting a huge army amassed and causing structural damage while watching the fireworks and explosions never looked more epic.


Even in its beta stage (balancing issues and whatnot), Starcraft 2 seems pretty much done. Blizzard is still mum about its official release, but all signs point to the game being a worthy heir to its predecessor. True, it hasn’t reinvented the wheel too much, but does it need to?


This Land Is My Land



sc2_battle_02_small


Before doing a breakdown on the new units for each faction, let’s take a look at the battlegrounds you’ll be conducting your sieges on online. In addition to the normal maps, we have new Novice versions of maps that have added terrain and barricades so that really early rushdowns are stalled exponentially. With that said, let’s take a look at the most popular maps at this time of writing. Think of this as a guide to prep you RTS fans out there for the next wave of invites of the beta:


Kulas Ravine


Sc2_Kulas Ravine_small


The Kulas Ravine is a four-player symmetrical map with a lot of high ground to navigate around and narrow passages for players to create choke points at. While one entrance point of a starting site is exposed, there’s a high ground site with extra minerals blocked off by destructible rocks. Xel ‘Naga watchtowers are located at the centre, and the north and bottom parts of the high ground points (the ones that look like two battleship-shaped platforms pointing away from each other) are blocked by destructible rocks


If you’re quick, you can create another entry point of your own at the north and bottom parts. I emphasize on the word “quick” because logically you’ll be destroying the nearby barricades with the extra minerals first, and that can take a short while.


Don’t forget about the west and east gold minerals you can use as expansion mid-game, though I suspect that in a four-player game, one player will wait out until he or she comes across two opponents fighting over the gold minerals spot, then strike at the unwary fools.


Blistering Sands


Starcraft 2 - Blistering Sands

The epicentre of conflict.



Another commonly-played  two-player map in the current closed beta, each of the starting bases will have a back door guarded by highly-armored rocks in addition to a narrow entrance (which players will quickly build choke points upon). The blocked path is a much more direct path for enemies to attack, though a player with rushdown in mind would just take the tinier entrance. As long as you monitor both entrance points, you’ll be safe constructing your units and base.


There will be two watchtowers at the centre. It’s highly recommended that you place a unit or two to turn them on so that you can cover more ground. The centre part is filled with a lot of high ground; perfect for ambushing enemies with ranged attacks.


If you want to take a huge risk, you can go to either the northwest or southeast side of the map to harvest gold minerals for more resources. When you get your opponent distracted, just send a SCV/Drone/Probe or two (cloak them if possible) and mine away in secrecy. Though if you focus on being practical, you should just go to the closer mineral cache (slightly north from the southwest base, and slightly south from the northeast base)


On my end, I manage to scrap a victory by pushing out five Reapers as fast as I can and send them to the centre of their base (between the barricaded entrance and the narrow entry point), under the assumption that the Protoss opponent I’m facing blocked his lone entry point with warp gates and gateways. This is one tactic players should be wary of in their games.


Steppes Of War


SC2_Steppe_small


This lush two-player map’s kind of being used, but not as frequent as the other two. I did manage to get a match or two started here. Being that it’s small and compact, players are expected to be aggressive with rushdown tactics. Since there are two entry points (one is where a player starts, while the other is barricaded with rocks and has extra minerals) you can safely create two expansions and defend them from the path of origin. From the barricaded site, there’s another entry point leading up to a Xel’Naga watchtower which you can activate.


As the gold mineral spot can be easily accessed (specifically northwest and southeast), players should at least have a fast-moving unit or two check out those spots before doing an all-out rush. Chances are, your opponents might have placed a base on the spot mid-game.



SC2-Steppe- Two Paths


Just remember that if you’re not planning to rush on this constricted map, be prepared for one. If the first wave of rushing is defeated, both players can opt to go defensive thanks to the aforementioned connection of the two entry points.


Scrap Station


sc2 - scrap station


While not getting a lot of receptions when compared with the first two maps on this list, that’s not to say that this outer space map has a few tricks of its own. There’s a nice point on the northeast, northwest, and southeast part of the map that the Protoss Stalkers can Blink to, meaning that it’s a nice ambush point.


As a Terran, provided that you have ample time to construct another Command Centre, you can lift it off to said ambush points. Just make sure to have a Missile Tower or two ready, as in that amount of time to create a second Command Centre, your opponents would have created an air unit or two.


That’s all for the current maps mostly used in multi-player. Stick around later as we talk about new units. If you have any other tactics we’ve missed and yet to try out, do point them out either at the comments or on the boards.

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PostSubject: Re: Starcraft II Wings of Liberty   Sat Mar 06, 2010 11:23 am

@Snipewolf wrote:
Probably single core, blizz not known to have high requirements for their games.

Live feed of some guy playing 36hrs of sc2 lol
http://www.justin.tv/iccup#r=13VI8V0~

i have bad fps with top view RTS games
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PostSubject: Re: Starcraft II Wings of Liberty   Sun Mar 07, 2010 9:05 am

Anyone know where I can get a SC2 cb key cheap lol. I need to playyyyyyyy.
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PostSubject: Re: Starcraft II Wings of Liberty   Sun Mar 07, 2010 6:03 pm

all gone now
there might be that one person giving it out for free
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Mar 11, 2010 1:49 am

I was waiting for this, but i forgot to apply for beta...
Anyways, my brother got in, but he won't let me borrow his account.
So..umm, fk it?
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Mar 11, 2010 2:37 am

your bros a jerk :p?
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Mar 11, 2010 2:52 am

@Akuma wrote:
your bros a jerk :p?

Lol, i won't say that.
He just...doesn't want to, and i was like..."oh well" and walked away.
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Mar 11, 2010 2:17 pm


As at this time of writing, the Terrans are a pretty diverse group.
They have good options for either a quick low-tech rush, a great
mid-game air assault, as well as substantial firepower late in the game.
Though the majority of my online matches are more towards the former
(usually with the opposing Terran player rushing me to death in 1v1
matches), we’re confident that with a cool head, a Terran user can
switch from a rush tactic into something akin to air superiority, using
said “rush” units as a distraction of sorts to the opposition.
The Terrans’ schtick is the ability to make their buildings lift-off
and fly to other parts of the map. If you’re confident of the map
layout, one can quickly move their Command Centre into a nearby spot
with gold resources. Unfortunately, only one SCV can construct a
building; there’s no such thing as having multiple SCVs quickly
constructing something now. However, multiple SCVs can repair a unit or
fix a structure. Plus, the repairs are auto-cast.
New Tricks Worth Noting



Marauders: Marauders are meant to take down early
rush armored units and vehicles like Hellions and Stalkers, while also
being useful in taking down buildings for a low-tech rush game. They’re
pretty affordable, costing only 100 minerals and 25 gas. However, they
cost two units and take up two slots when in a Bunker. By themselves,
they can be slaughtered by a quick-attacking group of enemies like
Zerglings, so make sure to back them up with a few Marines so that you
don’t waste resources.
Reapers: My personal favorite new units, especially
since a typical 1v1 game will consist of people using low tech means to
rush the opposition. Reapers can leap up from cliffs and high ground,
deal big damage to buildings and have rapid fire for their guns. Their
downside? They’re sitting ducks against airborne units and anything
armored. Reapers can only be used as distractions mid or late in the
game, but they’re powerful rush attack tools.
Thanks to the recent Battle.net update, the Reapers now take slightly
longer to build. Still, don’t count them out, as they take only a
single unit count and is imperative for a good rush game.
Hellions: Only use them defensively and as support.
Their flamethrowers are meant to pick off wandering Marines, Zealots and
Zerglings. Perfect to use against players using low-tech rush, which is
basically everyone you face in the beta right now.
Supply Depot’s Lower/Raise: Terran players are used
to building Supply Depots as choking points/barrier (along with a
Barracks nearby), so the ability to Lower and Raise them at will is a
boon.
Engineering Bay Upgrades to get Missile Towers: This
one’s pretty important early in the game, since it gives you access to
Missile Towers which are now detectors. You’d be surprised at how fast
your opponent can bring in cloaked units to spy/hurt you. Plus, it
wouldn’t hurt to give the Towers the Hi-Sec Auto Tracking upgrade (from
the Engineering Bay) to take care of pesky wandering
Overlords/Overseers. You should also remember that Missile Towers can
hit Protoss Colossi.

Viking: The Viking can switch between an
air-targeting unit or a ground-targeting unit. It has a short cooldown
when transforming from air to ground (and vice versa). Personally,
they’re better off in the air since you more or less will have an
adequate number of ground units. Besides, they don’t stand a chance
against Marauders and other anti-armor units.
Banshees: These spaceships only target ground units,
but they’re fast and can cloak. Use them to launch a mid-game harass,
making sure to take down any turret and structures. One tactic that
surprisingly worked was sending down a few Banshees to harass and take
down structures, then lure an opponent’s air force to where my Vikings
and Marines were waiting. My opponent’s air forces were gone, leaving me
the chance for a kill while he’s recuperating.
Ravens: The “support magician” of any small group,
Ravens are not only detectors, but can deploy auto-turrets that serve as
additional harassers (dump a few of them onto an enemy base, then send
your main forces for the kill). The Point Defense Drone and Hunter
Seeker missiles should be used defensively. The former can intercept
shots like ground-to-air missiles (perfect for supporting an all-out air
assault), while the Hunter-Seeker has good splash damage if you see a
group of roaches and zealots coming a mile away.

Ghosts: Before you churn out these guys, make sure
to research their cloaking ability and nuclear strike. Their cloaking
make them easy to move around without retaliation, while their nukes
this time come out pretty fast. I’m not sure how to apply Snipe during
my games, but it could be useful for picking off an enemy in a large mob
while you’re fleeing. They take up two unit slots in a bunker and
capacity though, meaning that advanced planning for extra supply depots
(and sending out an SCV to expand) are necessary (in addition to the
army complementing Ghosts).
Trust me when I say that a few Ghost units cloaked and successfully
calling multiple nukes is an effective strategy; it’s just a matter of
getting them out fast and getting their respective upgrades completed.
By the way, the voice for the Ghosts are done by Liam O’ Brien, whose
voice-over work is pretty badass. After all, he voiced War in
Darksiders.
Not a likely scenario in a pro-level Starcraft 2
beta match



Thor Mech: A late-game powerhouse, not much save
for godlike APM with a few rapid-attacking units can tackle this beast.
The thor can attack both air and ground units, as well as use the 250mm
Cannons ability that can continuously attack and stun the target. It
can only target either a single ground unit or a structure, so make sure
it’s aimed at a potentially high HP threat. Still, its normal attacks
are more than enough for late-game situations.
You might want to bring air backup or two just before you send this
bad boy to play, because it doesn’t deal enough splash damage to fend
off a swarm of Marines or Zerglings, both of which have rapid attacks
that can quickly overwhelm it if not used properly. Just a few Siege
Tanks and Valkyries protecting two of your Thors can win the game for
you. If you’re planning to use these guys, prepare to have a defensive
stance in a match (i.e: defend from rushes a lot and recuperating from
them) and start expanding on other resource points nearby, since it’ll
take a while until you reach that tech-tree.
Oh, and they can be carried by Medivac Dropships, though one Thor can
only be carried per Dropship. In the hands of more risk-taking players,
one can sneakily drop a Thor nearby an enemy base and unleash early
hell.
Medivac Dropship: It heals and carry ground units.
There is a delay when the dropship drops one unit at a time. When
picking up units, it’s pretty quick, so it makes for a good getaway
vehicle. Just remember that their healing beam only works on one unit at
a time; you can’t combine multiple heal beams on one target unit. It
may not beat the Roaches in terms of regenerative powers, but it’s
better than nothing.
MULE Calldown: The MULE automatically harvest
mineral patches when summoned. They can gather 30 minerals per trip, so
use them when you’re planning to expand on other resource spots on the
map.

Pew, pew...



Planetary Fortress Upgrade: A “better safe than
sorry” upgrade; if you’re not too busy churning out units and upgrades,
and somehow seem to amass enough resources, go for it. Getting a really
powerful gun on your base of operations is better than no defense. Plus,
the splash damage it shoots out doesn’t affect friendly units. Just
remember that you neither can change it into an Orbital Command nor can
you lift-off after the upgrade.
The only feasible way to do a “Planetary Fortress” rush is to use
Marines (pumped out via a Reactor-powered Barracks) to distract the
offensive while you park your base onto the enemy’s spot. An unlikely
scenario, but the look on an opponent’s face when successfully pulled
off is a Kodak moment worth taking.
That’s all for the Terrans. If there’s any extra tidbits, I’ll be
sure to add them in. Protoss and Zergs overviews will be coming next
week, so stick around for more multi-player madness.

_________________
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PostSubject: Re: Starcraft II Wings of Liberty   Wed Apr 07, 2010 10:03 am

Anyone knows whats a good site to buy an sc2 beta key? I can't stand in anymore so many good HD SC2 videos around lol. Just saw a replay that featured Alt)Nirvana, if anyone in SG remembers him a very good SC and WC3 player.
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PostSubject: Re: Starcraft II Wings of Liberty   Wed Apr 07, 2010 4:47 pm

If anyone gets in XD Feel free to add me~
Name: Hitoriki.lilith

Wolf~ if you know anyone that got in, they recently gave 1 free beta-key to people who were chosen for the beta to give out to friends XD Which is how i got one lol.

Hmm dunno what else to add... lol... Zerg is pretty much the same lol... Terrain is fine, stalkers <3 lol.. And everyone hates terrain cause marauders are too ridiculous, not to mention marines got buffed up with 5 more hp, combined that with early stim packs and the same range and attack, its like pain XD... And reaper rush is stupid -_-, for your first few placement matches where your not ranked or in bronze, it works well against noobs, but useless onec you do gold/platinum+ Ranked matches.
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PostSubject: Re: Starcraft II Wings of Liberty   Wed Apr 07, 2010 5:18 pm

You got in gold/plat yet? I saw some live streams on justin tv but it was all noobish in silver lol. Looking for plat/gold streams that work.
If you know anyone selling the key at not an exorbitant price let me know lol.

Pretty good protoss player in plat league. Livestream sometimes lag for me though.
http://www.teamliquid.net/video/userstream.php?user=-orb-
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PostSubject: Re: Starcraft II Wings of Liberty   Wed Apr 07, 2010 10:18 pm

Lol of course lol~ With one friend, im currently in platinum with him, another friend im currently in gold... As for my random placement matches im currently in gold >.> lost too many times with random people...

Ummm~ out of all my friends, only 2 of us got keys lol~ XD But if any come up, or if they decide to give me an extra one for being a tester, ill give you a send.. And ya XD protoss is very versatile, slow but versatile~ i find them moreso versatile than terran from what most people believe, and its why i main protoss <3~ + New sentries and Stalkers makes things so much easier lol
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Apr 08, 2010 12:52 am

Saw a replay on sentries/zealot with good use of force field, totally devastate the zerg. Protoss seems damn fun with all the casting involved in the battles. Though the player orb commented that current patch pys storm not worth getting. So far keep seeing MMM builds alot for terran. Blizz is sick, releasing the beta keys slowly on facebook and making people camp for them.


Last edited by Snipewolf on Thu Apr 08, 2010 1:00 am; edited 1 time in total
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Apr 08, 2010 12:52 am

Somehow double post.
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Apr 08, 2010 2:57 pm

http://us.blizzard.com/en-us/company/press/pressreleases.html?100408

Collector's edition announced.

http://www.computerandvideogames.com/article.php?id=241924&site=cvg

This site and its sister sites holding beta key give aways.
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Apr 08, 2010 3:19 pm

Ya~ Protoss can either go offence easily with that shield or with the forcefield you can play defence early on, just grab a collossus~ and maybe 2 Sentries and you can hold off an early attack of zerg/protss/terran due to the fact all the maps seem to only have 1 or 2 ramp-ways to get up...

Most games i've played, i always play on fastest settings, only last 10-20 minutes, so i've never got to try the templars/archons tbh lol... Same with carriers lol... Its because i usually go standard build of warp gates and then massing gateways.

And yes~ Zealots are stronger, but their much slower lol~ its why they gave them that haste research that makes them so much more imba than stim-packs lol. On avg, a zealot can easily take out 3-4 zerglings.

Some positive notes on zergs is that hydralisks have more hp so their actually very very helpful to get considering how early you can get roaches, so they harass, survive and damage well so their annoying =P... Much better than most protoss air units, like wth void ray >.> ~ Needs a buff lol...
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PostSubject: Re: Starcraft II Wings of Liberty   Thu Apr 08, 2010 3:55 pm

I wanna F'ing play! lol
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