Lavarinth SC2 Beta Coverage

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Lavarinth SC2 Beta Coverage

Postby Lavarinth » Thu Feb 18, 2010 9:37 am

"Holy mother this game's a lot faster than I remember playing!"

First words out of my mouth.

More to come.
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Re: Lavarinth SC2 Beta Coverage

Postby Lavarinth » Thu Feb 18, 2010 1:19 pm

There's definitely an array of bugs that'll have to be solved but that's all due within time.

BahamutZERO is having a spree finding them, too.

Apparently massing carriers still works these days, except far more efficient. With the ability to make buildings produce 50% faster, you can pump them out within 10 minutes. A mean a fleet of them. And their new attack mechanics definitely aren't pleasing to your victim. The moment they release, they attack, and straight dead on to your target. And what's this?! An enhancement to make them release even faster? Talk about a death trap.
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Re: Lavarinth SC2 Beta Coverage

Postby Lavarinth » Wed Feb 24, 2010 10:30 am

I had quite an amazing game a few days ago that I believe IskatuMesk will be commenting on, he wasn't a part of it, it was with BahamutZERO, WarBringer, and Raziel. It was an intense FFA featuring a lot of massing. Eventually at one point as I snuck into WarBringer's base through the front door since he dislikes detection, I planted a Nuke straight on his Nexus as BahamutZERO also came in for the attack.. Effectively demolishing all his units and basically saving WarBringer. It was unexpected and epic none-the-less.

I seem to have issues with the Ghost with often, not a day when he cloaks he will still freely attack, making anyone aware of his presence. He does have a Hold Fire button which works like Hold Position except he doesn't attack at all, however you have to almost press it WHILE he's walking to guarantee he wont fire at something. One accidental move command and he's back to firing his eyes out for King and Country in the heart of a Protoss base. I say this needs some adjusting.

Also, I'll be crafting up a video section on the site as I continue with the current plans, which'll organize all the videos placed on the site.
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Re: Lavarinth SC2 Beta Coverage

Postby IskatuMesk » Wed Feb 24, 2010 11:23 am

That replay was what the fuck. WB was obviously just playing with you guys but it was really funny to see how underpowered battlecruisers really are. I don't think you killed more than 3-4 stalkers in that one fight. I always figured bcs were kind of weak but that was just stupid.
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Re: Lavarinth SC2 Beta Coverage

Postby Lavarinth » Wed Feb 24, 2010 12:37 pm

IskatuMesk wrote:That replay was what the fuck. WB was obviously just playing with you guys but it was really funny to see how underpowered battlecruisers really are. I don't think you killed more than 3-4 stalkers in that one fight. I always figured bcs were kind of weak but that was just stupid.


Yes, true that- Strange though as they can Demolish through Mutalisks if I remember correctly and tear through Thors which are apparently titled the "best AA" in the game.
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Re: Lavarinth SC2 Beta Coverage

Postby IskatuMesk » Wed Feb 24, 2010 12:44 pm

Lol. Thors don't even SCRATCH Mustache Lords. And mutalisks obliterate BC's. Watch my new FFA - a guy's thor is shooting at my Mustache Lord for like 10 seconds and it maybe loses half health. BC's damage is spread out too long a burst to do significant damage to a lot of mutalisks. Sc1 BC's were stronger because their damage came all at once and faster, and every shot in sc2 gets an armor calculation so that reduces it that much further.

Best AA right now is Carriers and Void Rays, really. Corruptors are nice too but wasted on light air.
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Re: Lavarinth SC2 Beta Coverage

Postby Lavarinth » Wed Feb 24, 2010 12:52 pm

IskatuMesk wrote:Lol. Thors don't even SCRATCH Mustache Lords. And mutalisks obliterate BC's. Watch my new FFA - a guy's thor is shooting at my Mustache Lord for like 10 seconds and it maybe loses half health. BC's damage is spread out too long a burst to do significant damage to a lot of mutalisks. Sc1 BC's were stronger because their damage came all at once and faster, and every shot in sc2 gets an armor calculation so that reduces it that much further.

Best AA right now is Carriers and Void Rays, really. Corruptors are nice too but wasted on light air.


"Mustache Lord" has too much armor or health, one or the other, one of those took out like five or six Marines without issue, not even losing half it's life.
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Re: Lavarinth SC2 Beta Coverage

Postby IskatuMesk » Wed Feb 24, 2010 1:07 pm

Considering its place in the zerg tech tree, that's good. Marines kind of suck right now anyways. Try Ultralisks on marines, the results'll be much worse.

Vikings make short work of them.
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Re: Lavarinth SC2 Beta Coverage

Postby Hercanic » Wed Feb 24, 2010 2:16 pm

Lavarinth wrote:I seem to have issues with the Ghost with often, not a day when he cloaks he will still freely attack, making anyone aware of his presence. He does have a Hold Fire button which works like Hold Position except he doesn't attack at all, however you have to almost press it WHILE he's walking to guarantee he wont fire at something. One accidental move command and he's back to firing his eyes out for King and Country in the heart of a Protoss base. I say this needs some adjusting.

Have you tried right-clicking on Hold Fire to toggle it? I don't know if that works, just throwing out ideas. It should be togglable, though.
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