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	<title>Comments on: The First StarCraft 2 Battle Report &#8211; Analysis</title>
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	<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/</link>
	<description>The Official Unofficial StarCraft 2 Blog</description>
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		<title>By: Joe</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7340</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Sun, 11 Jan 2009 04:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7340</guid>
		<description>Those mauraders seem pretty powerful, I think maybe their attack speed and missle speed is too fast? 

If it were slower, like the vulture, then they would be slightly less effective. (ever so slightly) They would still always hit, but enemy would have more chance to attack before dying.

That would leave marines with instant missle speed, good for Assault units. Maurader meanwhile is better as support unit, and Ghost as special unit.

I&#039;d love a smokey trail on their missle too! Give more character to the weapon.</description>
		<content:encoded><![CDATA[<p>Those mauraders seem pretty powerful, I think maybe their attack speed and missle speed is too fast? </p>
<p>If it were slower, like the vulture, then they would be slightly less effective. (ever so slightly) They would still always hit, but enemy would have more chance to attack before dying.</p>
<p>That would leave marines with instant missle speed, good for Assault units. Maurader meanwhile is better as support unit, and Ghost as special unit.</p>
<p>I&#8217;d love a smokey trail on their missle too! Give more character to the weapon.</p>
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		<title>By: Anonymous</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7280</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sun, 28 Dec 2008 21:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7280</guid>
		<description>I wonder if warp in could be combined with the &quot;manner pylon&quot; tactic to cause havoc in the very early game.</description>
		<content:encoded><![CDATA[<p>I wonder if warp in could be combined with the &#8220;manner pylon&#8221; tactic to cause havoc in the very early game.</p>
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		<title>By: Starcraft 2</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7272</link>
		<dc:creator>Starcraft 2</dc:creator>
		<pubDate>Sun, 28 Dec 2008 02:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7272</guid>
		<description>While fighting in the enemy base you could warp in a pylon, by the time the battle ends, the pylon would be up, and you can instantly warp in more units.</description>
		<content:encoded><![CDATA[<p>While fighting in the enemy base you could warp in a pylon, by the time the battle ends, the pylon would be up, and you can instantly warp in more units.</p>
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		<title>By: Simon</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7250</link>
		<dc:creator>Simon</dc:creator>
		<pubDate>Thu, 25 Dec 2008 23:15:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7250</guid>
		<description>The commentator says (7:08) &quot;..this high level of play..&quot; - nonsense - if the terran were any good, he wouldn&#039;t throw away his units like this. These comments suck, really :-). Watch GOMTV.net (original SC), Tasteless shows how SC comments should look like!
Anyway, SC II looks cool.</description>
		<content:encoded><![CDATA[<p>The commentator says (7:08) &#8220;..this high level of play..&#8221; &#8211; nonsense &#8211; if the terran were any good, he wouldn&#8217;t throw away his units like this. These comments suck, really <img src='http://www.sc2blog.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> . Watch GOMTV.net (original SC), Tasteless shows how SC comments should look like!<br />
Anyway, SC II looks cool.</p>
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		<title>By: NX</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7241</link>
		<dc:creator>NX</dc:creator>
		<pubDate>Thu, 25 Dec 2008 09:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7241</guid>
		<description>Collosus have Thermal Lance upgrade, which can greatly extend its range. After that you can use collosi units as snipers, who can lay death from distance. this can, in my eyes, greatly upgrade collosi usefulnes.</description>
		<content:encoded><![CDATA[<p>Collosus have Thermal Lance upgrade, which can greatly extend its range. After that you can use collosi units as snipers, who can lay death from distance. this can, in my eyes, greatly upgrade collosi usefulnes.</p>
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		<title>By: Chronos</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7240</link>
		<dc:creator>Chronos</dc:creator>
		<pubDate>Thu, 25 Dec 2008 08:13:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7240</guid>
		<description>I think of Psy Storm as a heavy hitter because I&#039;m a zerg player, and believe me, it is, comparing snipe to siege tank seems rather strange, mainly beacause they are two different things. 

John, colossus can do something on it&#039;s own, I&#039;m sure, I don&#039;t think that the video resembles it&#039;s true power, it&#039;s a support unit not a heavy hitter nor Shuttle+Reaver.

Rad, I know, Colossus is not like Shuttle+reaver, but... the game has changed SO MUCH, so i agree with you It&#039;s not a farçir comparison.

Regarding to S+R combo, they are some things we should remember before comparing:

S+R+corsairs is a matchup, I mean, i&#039;ts for a match which limits other tech posibilities due to resources.
It&#039;s true that a single Reaver can do something, but it&#039;s weak on it&#039;s own, even with a suttle, the real combo needed corsairs, so, you need extra units, like it or not. That combo twisted (I think) the role of a support unit to a first line-economy raider unit. I think Blizzard wants to &quot;balance&quot; and keep this kind of strategy. 

But after all, we have only seen a video of Star2 and colossus vs 10 years of BW progaming, we don&#039;t really know if the colossus is going to be &quot;stand and shoot&quot; forever, kind of thing, so it&#039;s to early to know

one more thing, one shuttle + reaver surely takes the same time or more than building 1 colossus.

I prefer R+S too, I agree that it was more fun to play with and against, but... the game is another universe right here, until playing it... dk</description>
		<content:encoded><![CDATA[<p>I think of Psy Storm as a heavy hitter because I&#8217;m a zerg player, and believe me, it is, comparing snipe to siege tank seems rather strange, mainly beacause they are two different things. </p>
<p>John, colossus can do something on it&#8217;s own, I&#8217;m sure, I don&#8217;t think that the video resembles it&#8217;s true power, it&#8217;s a support unit not a heavy hitter nor Shuttle+Reaver.</p>
<p>Rad, I know, Colossus is not like Shuttle+reaver, but&#8230; the game has changed SO MUCH, so i agree with you It&#8217;s not a farçir comparison.</p>
<p>Regarding to S+R combo, they are some things we should remember before comparing:</p>
<p>S+R+corsairs is a matchup, I mean, i&#8217;ts for a match which limits other tech posibilities due to resources.<br />
It&#8217;s true that a single Reaver can do something, but it&#8217;s weak on it&#8217;s own, even with a suttle, the real combo needed corsairs, so, you need extra units, like it or not. That combo twisted (I think) the role of a support unit to a first line-economy raider unit. I think Blizzard wants to &#8220;balance&#8221; and keep this kind of strategy. </p>
<p>But after all, we have only seen a video of Star2 and colossus vs 10 years of BW progaming, we don&#8217;t really know if the colossus is going to be &#8220;stand and shoot&#8221; forever, kind of thing, so it&#8217;s to early to know</p>
<p>one more thing, one shuttle + reaver surely takes the same time or more than building 1 colossus.</p>
<p>I prefer R+S too, I agree that it was more fun to play with and against, but&#8230; the game is another universe right here, until playing it&#8230; dk</p>
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		<title>By: redrach</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7239</link>
		<dc:creator>redrach</dc:creator>
		<pubDate>Thu, 25 Dec 2008 07:22:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7239</guid>
		<description>@Chronos:
I&#039;m going to compare the Colossus to the Reaver + Shuttle combo here. I know it&#039;s not entirely a fair comparison, but bide with me.
The Colossus can scale cliffs. So can a Reaver in a shuttle.
The Colossus is vulnerable to both ground and air fire. So is a Reaver in a shuttle.
The Colossus moderately damages units in a line. The Reaver does enormous damage to units in a circular AoE.
You need 3-4 Colossus before they make much of a difference. You need a single Reaver before it can be used (to defend your ramp/expansion) and a Shuttle to move it around.
Colossi, Reavers, and Shuttles are all produced from Robotic Facilities. Producing large number of Colossi (which are needed) from a single Robotic Facility is more difficult and time-consuming than producing a single Shuttle and a Reaver.
Watching pros micro Reavers and Shuttles can be extremely fun. Watching Colossi stand and fire at enemies, not so much.
In these aspects, the Reaver-Shuttle combo is superior to a mob of Colossi.

There are drawbacks too, though.
Reavers are quite fragile. Reavers require considerable micro. Reavers, and even Shuttles until you upgrade them, move quite slowly. Reavers have a long cooldown between shots. Each Reaver shot costs minerals.
Most of these went a long way in making the unit interesting for me.

All said and done, I prefer Reaver-Shuttle. Your mileage may vary.</description>
		<content:encoded><![CDATA[<p>@Chronos:<br />
I&#8217;m going to compare the Colossus to the Reaver + Shuttle combo here. I know it&#8217;s not entirely a fair comparison, but bide with me.<br />
The Colossus can scale cliffs. So can a Reaver in a shuttle.<br />
The Colossus is vulnerable to both ground and air fire. So is a Reaver in a shuttle.<br />
The Colossus moderately damages units in a line. The Reaver does enormous damage to units in a circular AoE.<br />
You need 3-4 Colossus before they make much of a difference. You need a single Reaver before it can be used (to defend your ramp/expansion) and a Shuttle to move it around.<br />
Colossi, Reavers, and Shuttles are all produced from Robotic Facilities. Producing large number of Colossi (which are needed) from a single Robotic Facility is more difficult and time-consuming than producing a single Shuttle and a Reaver.<br />
Watching pros micro Reavers and Shuttles can be extremely fun. Watching Colossi stand and fire at enemies, not so much.<br />
In these aspects, the Reaver-Shuttle combo is superior to a mob of Colossi.</p>
<p>There are drawbacks too, though.<br />
Reavers are quite fragile. Reavers require considerable micro. Reavers, and even Shuttles until you upgrade them, move quite slowly. Reavers have a long cooldown between shots. Each Reaver shot costs minerals.<br />
Most of these went a long way in making the unit interesting for me.</p>
<p>All said and done, I prefer Reaver-Shuttle. Your mileage may vary.</p>
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		<title>By: John Mo</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7238</link>
		<dc:creator>John Mo</dc:creator>
		<pubDate>Thu, 25 Dec 2008 02:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7238</guid>
		<description>Chronos, you sound like a typical protoss hating posters. Psi-storm as a heavy hitter... That&#039;s a stupid comment. That&#039;s like saying you don&#039;t need seige tanks cause Terrans have snipe. 

&gt;having 3-4 colossus would surely make you win every battle.

That&#039;s what is required now too, get 12 of these and it will toast everyone... BLAH, you need a unit that&#039;s able to do &#039;something&#039; on it&#039;s own, any unit that&#039;s suppose to be a seige unit, but needs 3-4 to do anything meanwhile.. then... well..

I think upping the colossus attack is a good idea, maybe not three times, or maybe just have the initial unit getting hit feeling more pain. Like, first unit getting hit takes 80 damage, then the splash is 30 across.

Adding a longer cool down to a heavier hit is also a way to balance as well.</description>
		<content:encoded><![CDATA[<p>Chronos, you sound like a typical protoss hating posters. Psi-storm as a heavy hitter&#8230; That&#8217;s a stupid comment. That&#8217;s like saying you don&#8217;t need seige tanks cause Terrans have snipe. </p>
<p>&gt;having 3-4 colossus would surely make you win every battle.</p>
<p>That&#8217;s what is required now too, get 12 of these and it will toast everyone&#8230; BLAH, you need a unit that&#8217;s able to do &#8217;something&#8217; on it&#8217;s own, any unit that&#8217;s suppose to be a seige unit, but needs 3-4 to do anything meanwhile.. then&#8230; well..</p>
<p>I think upping the colossus attack is a good idea, maybe not three times, or maybe just have the initial unit getting hit feeling more pain. Like, first unit getting hit takes 80 damage, then the splash is 30 across.</p>
<p>Adding a longer cool down to a heavier hit is also a way to balance as well.</p>
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		<title>By: Chronos</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7235</link>
		<dc:creator>Chronos</dc:creator>
		<pubDate>Wed, 24 Dec 2008 15:20:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7235</guid>
		<description>Up the colossus attack 3 times?, so... having 3-4 colossus would surely make you win every battle. Having a mobile, wall climbing, siege ranged, siege aoe damage unit... that would be balanced... yeah right xD

before all we should understand the role of the colossus, it&#039;s a support unit, I agree with &quot;it&#039;s so un-protoss&quot;, because protoss haven&#039;t used to have support units. I think is good the way it is, including they Air-to-air weakness.

And te protoss do have a heavy hitter, it&#039;s called Psi Storm

The game looks and fells wonderfull from the video, can&#039;t wait to play it xD</description>
		<content:encoded><![CDATA[<p>Up the colossus attack 3 times?, so&#8230; having 3-4 colossus would surely make you win every battle. Having a mobile, wall climbing, siege ranged, siege aoe damage unit&#8230; that would be balanced&#8230; yeah right xD</p>
<p>before all we should understand the role of the colossus, it&#8217;s a support unit, I agree with &#8220;it&#8217;s so un-protoss&#8221;, because protoss haven&#8217;t used to have support units. I think is good the way it is, including they Air-to-air weakness.</p>
<p>And te protoss do have a heavy hitter, it&#8217;s called Psi Storm</p>
<p>The game looks and fells wonderfull from the video, can&#8217;t wait to play it xD</p>
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		<title>By: Apharion</title>
		<link>http://www.sc2blog.com/2008/12/21/the-first-starcraft-2-battle-report-analysis/#comment-7234</link>
		<dc:creator>Apharion</dc:creator>
		<pubDate>Wed, 24 Dec 2008 01:09:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sc2blog.com/?p=1221#comment-7234</guid>
		<description>The warp-in built is a great idea, it really made the production of Terran/Protoss/Zerg all unique in it&#039;s own way. I am sure there are probably more creative ways to use the warp in too, players will show us in time.

but yes, the colossus seems extremely useless, I mean, even the commentator mentioned that &#039;you need a few of these&#039;. I find such a unit very UN-protoss like, they should UP the beam power 3 times, and slow the cool down 3 times as well. If the colossus can kill workers/low tier units in 1 hit, there&#039;s still some use for them. And stop letting air-to-air attacks hit them already, it is not like they need the weakness.

Thor we have yet to see in true action, same with seige tanks.

I also agree Marauders are too spammable, if they don&#039;t hit Air, then that is still ok though, just a heavy ground marine.</description>
		<content:encoded><![CDATA[<p>The warp-in built is a great idea, it really made the production of Terran/Protoss/Zerg all unique in it&#8217;s own way. I am sure there are probably more creative ways to use the warp in too, players will show us in time.</p>
<p>but yes, the colossus seems extremely useless, I mean, even the commentator mentioned that &#8216;you need a few of these&#8217;. I find such a unit very UN-protoss like, they should UP the beam power 3 times, and slow the cool down 3 times as well. If the colossus can kill workers/low tier units in 1 hit, there&#8217;s still some use for them. And stop letting air-to-air attacks hit them already, it is not like they need the weakness.</p>
<p>Thor we have yet to see in true action, same with seige tanks.</p>
<p>I also agree Marauders are too spammable, if they don&#8217;t hit Air, then that is still ok though, just a heavy ground marine.</p>
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