Starcraft 2 : The Dune II Clone

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Re: Starcraft 2 : The Dune II Clone

Postby Yubtzock » Thu Apr 07, 2016 8:47 am UTC

Mutalingbane works only if you switch into it after terran has been going solely with MMM + tanks (which is really popular) after initial harassment with libs forced you to spend on queens and spores. They stop making libs, cause you spend on defence so you can surprise their tanks with a bunch of mutas. This also switches pretty well into lingUltra or corruptor+broodlord+queen. The former works better against terran while the latter smashes protos ground quite ok.
You just can't stay on muta for too long cause liberators are way too hard of a counter to that.

Openings: short path maps in ZvZ - always pool before hatch. otherwise, unless you want to go for some muta play against non-T, it'll be hatch first all the time. Roach Ravager is just so solid on its own, that aside from cheese (air cheese in particular) that's what you should be packing into.

basic zerg safety recap for LotV: 4mins spores for defence, 1-2 spare queens around the time third has finished, just after 5mins check for their third - two base all-ins are hard to counter if you're not prepared, Hive is really powerful and roaches scale poorly compared to other races' core units so switch is inevitable if your Roachravager or RR+hydra timing pushes haven't won you the game.
Additionally - ultras' strength is in their upgrade -don't fight with them until it finishes; Lurkers are best kept slightly behind - Moving them aggressively forward makes it harder for you to move back if you need to or you end up losing your lurkers.

Edit: About saturation - You just have to get used to the fact that you'll be transferring workers a lot more and sooner. Around the time the forth is up you probably already need to move some around, if not sooner in more aggressively played matches. Saturating third is actually even risky if you see they don't have a third at 5:30. You might end up moving over to third if for the next three minutes you're producing only army and fighting.

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Re: Starcraft 2 : The Dune II Clone

Postby Xenomortis » Mon Apr 11, 2016 12:04 pm UTC

Promoted to Gold on Saturday.
I need to get over the fear I have of attacks and just make drones, keep injecting, and remembering to scout. I had the same problem back in WoL and was why I had a terrible ZvP record (although an excellent win rate against Terran, which is no longer true). Liberators are particularly annoying and surprisingly effective en-masse.
Lurkers are fun though - problematic vs Terran (Tanks and scans destroy them) but hilarious against Zerg and Protoss (so long as the Disruptor count is low).

ZvZ still sucks to play though.

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Re: Starcraft 2 : The Dune II Clone

Postby Yubtzock » Mon Apr 11, 2016 4:19 pm UTC

I played some games just before the weekend, got a mad winning streak and got promoted to Plat. :|
I'm getting pretty rekt atm, but sometimes I do squeeze a win. I guess my MMR in new league is coming back to normal.

At least I got to play some crazy games and and one super-late game (we both mined out all but one expo). I got owned hard but that's just my lack of experience with such extremes showing. I'm definitely looking forward to playing more such games and finally trying to execute some important stuff that I've been half-assing up until now.
That is control groups mostly. I used to have good experience with and used them frequently in games like Homeworld, Warhammer 40k or other lesser known RTS titles, but SC2 constantly pushes me into situations where I'm frantically looking for some units and just give up and hit All Army Hotkey and then ctrl+1 it at most. :/
I've got my hatcheries and nydus worms keyed fine, sometimes even 2 groups of queens, but the army is just one big mess. I can't seem to get over the fact that I'm supposed to add units to groups as soon as I "order" them - which is, add the unhatched eggs to the correct control groups.
Managing casters or banes without control groups is a straight road to disaster town.

Xenomortis wrote:ZvZ still sucks to play though.
If you want some ZvZ training matches or just a partner for teamgames add me (PM).

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Re: Starcraft 2 : The Dune II Clone

Postby Koa » Thu Oct 26, 2017 12:18 am UTC

Has anyone tried the Axiom mod?

Essentially a lot of macro has been simplified or removed. It's mostly the same game, except for health being doubled which will do things like devalue attack upgrades and mess with spell balance. A lot of the changes seem clever so I played a game, but it just made me want to play vanilla. It's probably difficult to find someone your skill level to really try it, since there are still macro concepts like when to build production and when to expand, and the economy is unchanged. But on the other hand I think the vast majority of decent players will be dissuaded by it except out of a forlorn curiosity.

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Re: Starcraft 2 : The Dune II Clone

Postby Peaceful Whale » Thu Oct 26, 2017 12:41 am UTC


Other Starcraft players?!?!

(I used to be gold3... after I did my 5 matches, but I haven’t played sense, I used my dad’s laptop, so I’ve never played max out graphics)

Until I started using the nvida GeForce now for Mac beta.... It’s epic!

I still don’t play as much, and definitely don’t know all these weird combos and stuff. I know basic counters and start ups, but that’s it.
My meta for future reference
cemper93 wrote:Your meta appears to be "just writes whatever is on his mind and doesn't remember what happened more than five hours ago"

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