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    • Twitch Caster Opportunity for Rocket League!   10/04/2015

       Wanted: Rocket League Twitch Caster   vVv Gaming is looking for a streamer who wants to turn our biweekly Rocket League tournaments into a premier event.  Your role as a caster would be to stream the events on our vVv Twitch channel and commentate on plays in the game.  There are 4-6 Rounds in each tournament and you would be casting one game out of each round.  This is a volunteer position.   What we are looking for: - Available Tuesdays and/or Thursdays from 9pm EST to about midnight - 720p 60 FPS video - Ability to work in a team environment - Ability to interact with an audience - Willingness to stream from our official channel.   What we consider a bonus: - Familiarity with video editing and editing software - Previous streaming experience (specifically shoutcasting) - Familiar with Rocket League eSports scene - Know how to setup and use twitchalerts.com or similar system   These tournaments provide a chance for amatuer Rocket League players to connect with and play against others to learn key elements to the game and the importance of teamwork. The point of the stream would be to highlight great plays from teams and to recognize new and upcoming talent.
      For the specifics of the event, refer to our guide on the Community Tournaments here.   If you are interested in the opportunity, please send me a private message via these forums!
    • vVv Returns to Guitar Hero!   10/06/2015

        With the release of Guitar Hero: Live on the horizon, vVv Gaming is reentering rhythm gaming with three of the most passionate plastic instrument players in the world. vVv Gaming has a history of success in rhythm gaming with over 30 top four finishes at tournaments including the World Cyber Games, Electronic Sports World Cup, and more. Our new rhythm gaming players hope to continue this trend when Guitar Hero events are held in the future. Additionally, all three members of the team will be creating rhythm gaming videos and streaming on Twitch.   Read on to learn more about our new Guitar Hero players!     vVv Acai vVv Acai28 obtaining one of the current highscores on King for a Day in the Guitar Hero: Live demo
      Alec “vVv Acai28” Castillo first joined vVv Gaming five years ago and went on to become the Gold Medalist in the 2010 WCG Grand Finals. As the last WCG World Champion, Acai is looking to continue his tournament dominance in Guitar Hero: Live. When asked about his return to competitive gaming, Acai said:      Follow vVv Acai28 here:   Twitch
      YouTube       vVv Paradise
          vVv Paradise before a recent rhythm gaming stream on his Twitch channel     Jason “Paradise” Kuntz is a two time national tournament winner in the USA and a long time member of vVv Gaming. Once a staff member for vVv, Paradise now returns as a player to compete in Guitar Hero events and stream on Twitch.       Folllow vVv Paradise here: Twitch
      YouTube       vVv UkogMonkey UkogMonkey achieving 100% on Fury of the Storm by Dragonforce at a live event in the UK
      George “vVv UkogMonkey” Boothby may be the newest face in vVv Gaming but he is a veteran of the Guitar Hero scene. UkogMonkey was the Gold Medalist in the 2008 WCG Grand Finals and has amassed countless achievements in the rhythm gaming scene. Upon joining vVv Gaming, UkogMonkey was quoted as saying:      Follow vVv UkogMonkey here: Twitch
      Please welcome our new Guitar Hero players: vVv Acai28, vVv Paradise, and vVv UkogMonkey!
    • We Moved from Mumble to TeamSpeak!   10/06/2015

      TeamSpeak 3 Guide
      Don't have Teamspeak 3?
      Download here: http://www.teamspeak.com/?page=downloads
      (Windows, OS X, Android, iOS, etc)
      Server Info:
      Server address: ts65.gameservers.com:9222
      (You can uses spaces in your name)  
      Need help setting up your microphone and sound settings?
      Tired of hearing that beeping/ding noise, when people post in TS chat?
      Can people not hear you while you have a game open?
      You should now have the basics of TeamSpeak set up. Welcome to the better VoiP program! You don't need to do anything extra so you can now come in and join us for events, find people to play with, or just to socialize.
        If you have any questions or need help, just ask a staff member or send me a PM!

      Guide to using plugins (add-ons) with TS3. This is NOT required: (Coming Soon)
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About this blog

Every wednesday, a little tid-bit of what's on my mind about Starcraft 2

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The Art of Starcraft

Quite literally, the art of the game. While playing Starcraft, the fast paced and high action nature of the game tends to not give the player the chance to look at the real details of the game. Very recently, I gave a friend a lesson on how to play the game, and pitted him against a devastatingly difficult “Easy Computer” opponent. (even though he lost the game, he still played well). During the grueling session of trying to get him to move his units, I began to really look at the environment of the game, and what I found was beautiful.

Unlike most types of games, being able to see and take in the look of the game is something that is not greatly enforced in RTS style games. In RPG’s, you have all the time in the world to take in your environment. Be it while you stare at your armor to make sure it looks awesome, grinding for that one weapon you really want, or taking a stroll from one city to another. In FPS games, even though there’s a lot of action that takes place at all times, there are still a few times that you can stop and smell the roses. Fighters, the graphics just keep getting better and better, scenery becomes interactive, and sometimes the background and foreground get motion (like a character bouncing off the screen in “Super Smash Bros: Brawl”).

The graphics of games are ever improving. Every sequel, every new release, every new engine, all of them have promises of better looking games. Often times, good graphics are taken as a raised bar, and that everything with inferior graphics are inferior games. The graphics of Starcraft 2 are no exception. When all graphics settings on the game are maxed out, the game is beautiful. Antiga Shipyard looks like a place where you would go to work in industry. Ohana LE and Tal’darim Alter look like places I’d like to go on vacation sometime. Shakuras Plateau looks like the kind of place to take a date out. The maps in the game are pretty, to say the least. And in a few maps, you can even find little special details, like a holographic zergling, or the advertisements on Metalopolis. Whenever I see one, I get that “hey, that’s pretty cool” feeling.

Then there’s the units and animation and the scenery. All the detail put into the units is incredible. If you look closely at the Terran Marine, it looks like a spaceman with a gun. It really does. And that’s what it’s supposed to look like, and it looks good. I really don’t know what unit in particular to write about, as the detail put in from the zergling to the Mothership is immense. If you look closely at all the Zerg units, you’ll probably see something you didn’t notice before in all the minute details. The only problem I see with the art of the units is that they are all the same (except Dark Templar). I think it would be pretty cool if there were small little differences in each of the units, like having a random selection of maybe seven or eight different skins for the units. But maybe that’s just me.

The other part of the artwork that impressed me was the animations. The fighting, the dying, the construction, the movement, and the environment. The fights are always intense. Fights can go from miniscule skirmishes, to epic battles, on this, I’m sure we can all agree. And they always look good. They can be colorful, explosive, with different animations, spells, and no two battles look the same. One of my personnel favorites is when a hellion roasts a line of zerglings. There’s always something really satisfying about that. But there’s all sorts of different animations that get incorporated with fights. A vortex swallowing up a ball of units, then getting demolished by a group of Archons. A couple zealots or DT’s slicing and dicing some marines. All of these little details really make the game what it is visually. And I love it.

But for a lot of gamers, graphics aren’t important at all. For others, it’s the most important thing. For me, I’ll take a good game over good graphics. I’ll still go back and play Brood War, simply because it’s a really good game, and can be crazy difficult. I might even go back to play Warcraft: Orcs & Humans, because it’s so hard. I’ll still take Cod 4: Modern Warfare over Black Ops, because the gameplay is much better for me (and because the LMG’s are OP). Some gamers love their graphics though, and will buy the prettiest new racing game, or the RPG with the coolest look, even if the gameplay isn’t the greatest.

With the upcoming release of HotS, I’m eagerly awaiting not only gameplay and the possibility of a new pro scene, but also the visual effects that will be incorporated into the game. New skins, new animations, new units, new skills and spells. I’m really looking forward to it.

And what about you? How important are the graphics of a game? Would you play Ocarina of Time for the gameplay? Or would you pick Skyrim for the look? Let me know :)

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, personally and for the content.

Taking a break

By Kokkaku,

Taking a break

Every gamer, at some point, gets that “Why am I doing this?” feeling. It’s a time where you look at everything you’ve done or accomplished in gaming. For some it’s a great thing to look back, think of the friends you’ve made, the games you’ve won, and the accomplishments you’ve achieved. For others, it may be regret; “Why did I spend so much time at this instead of _______(Insert job, pastime, person…)?” These feelings might erupt from having played to much, not playing enough, losing a lot, or just not getting what you want out of the game.

Looking back on what you’ve done is by no stretch of the mind a bad thing, but it can be enlightening in a negative or positive way. If it’s a good experience when you reminisce, good on you, and keep doing what you love, but still, a break may not be a bad idea. But for those select few who can play a game, and begin to understand it, or even get good, but still feel that there is a lack of connection with the game, taking a break may be a better solution than quitting, because you may not yet know that you love the game or not.

I’ve played lots of multiplayer games in my life of gaming, some smaller titles like Global Agenda, 2Moons, Vindictus. And in larger games like WoW, DotA, Guild Wars, and most recently in Starcraft 2. And in most of these games, I’ve gotten board, fed up or just fallen out of love, and wanted to give it up. All the games I feel lie dropping always go through a “Second Look” stage, in which the break is taken. Most of these games I did end up dropping, like 2Moons, WoW and DotA, mainly because the game itself wasn’t interesting anymore. But for the others, I took a look, and found out how much I loved the game.

Taking a break can be used as a time to see whether or not you really want to keep playing the game or not. Right now, I’m taking a break from Starcraft 2, for the reason that I’ve gotten slightly board with the receptiveness of the matches, and the limited ability of which I can play. On these breaks I can research what’s going on in the Starcraft world, watch pro games, and talk about the game. This time allows me to really find out how interested I am in the game. And it’s working in Starcraft’s favour at the moment.

Starcraft is one of those games that can either make someone lose interest very fast, or keep someone’s interest for years and years. This is because of the repetitive nature of the game’s PvP. You always start out the same and with nothing possible to change that. Some gamers find that boring, and wish to be a level higher every time they log on, and that’s fine. For others, the idea that you start out the same, but end differently almost every game can be thrilling. For both of these players, I would recommend a break. Why? Even if you’re extremely good at what you do, a break can give you a few days to really think about your game, and think about what you can do to get it to even greater heights than you already are. And for those that don’t love the game, or aren’t as good, you can take the time to see of the game you play is really the right game for you.

The downside to taking a break is getting back into your groove. I’ve taken brakes from FPS games, like CoD4 or Global agenda, and had my skills just as sharp as they were when I left. But for Starcraft, I’ve gone back for a couple days at a time and played terribly. Either the entire world got better over the course of a week, or I dropped a league in skill level.

If you want to take a break from a game, but think you can’t live without it, that’s actually probably one of the best times to step away for a bit. Like all thinks, too much of a good thing can be bad. If you play a game you love too much, you might just fall out of love with it in a matter of weeks. Taking a break from a game can be beneficial to how you view the game itself as well as how you play. For example, I constantly played 2Moons for about two weeks, grinding and grinding on end to get better and better. One day, I just lost interest. On the flip side, when I got Guild Wars, it was during the school year and I could only play on weekends, and now, 6 years later, I still play it fairly regularly. Playing a game you love constantly is not a good idea, unless you’re getting paid for it, in which case, well done and keep going.

Having a second look at a good game, especially one you’ve paid for, can be a saving experience. I’m sure most pro gamers went through a few moments where they didn’t feel like going a bit farther with what they were doing. Imagine if WhiteRa, or Huk, or TLO decided not to continue. The Starcraft 2 pro scene would be slightly a shade duller. Before deciding to drop a game and move on, always take a few days away from it, yet focusing on it, and you’ll see if you truly love it or not.

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, personally and for the content.

Starcraft schools and training.

In the Starcraft community, there are so many people in lower levels who want to get their game better, and win more. This is a fairly common thing; however, the number of people that are willing to offer legitimate training is far lower. There are lots of coaches that can take on students to help them improve, and most of them want to be paid. But there are exceptions to the general rule that the tutors get paid, people that will give out good training. Here at vVv, “Aspire, The Starcraft Learning Consortium” (http://www.vvv-gaming.com/forum/topic/57069-vvv-gaming-announces-aspire-the-starcraft-learning-consortium/) has been announced. It is a Starcraft training program, with a mission to improve the capabilities of the players in vVv, heading it up at launch will be our own vVvBabyToss.

Training can be a blessing for those in lower leagues. Most people have experienced “Ladder anxiety”, a dread of playing in ladder for fear of losing and feeling badly. In personnel experience, training really helped me get over the dread and more into the real core of the game, which turned out to be really fun. There are many different sites and coaches that offer free training, to anyone, by anyone. But always be careful with the free stuff, I’ve seen a few coaches that seemed to enjoy trolling minor players by giving them ineffective build orders or generally bad information. If you want coaching, make sure it’s trustworthy. Players of lower levels and higher levels all want to get better, we want new builds, we want better knowledge, and we want to know everything we can to let us beat our opponents. Everything we need to know can be researched, but that takes time and effort that could be better spent playing. That’s where the advantage of having a coach comes into play. You can be given real time advice, and forgo all the boring research.

There are a couple different types of coaches. The group coaches, individual coaches, the coaches that are physically beside you, and trolls.

  • The group coaches are the ones that can advice and monitor many different players at once. They tend not to give particular focus on one player at a time, and can accept or let go a few players at a time.

  • The individual coaches are the people who are always there with you in game, and when their not, they focus on what you did in game and how you can improve certain aspects.

  • The present coaches are right there with you, backseat driving your game with on the spot advice and constantly pestering you about what you can do better and what you’re doing wrong. These coaches tend to be friends that live nearby, or actual pro’s that live nearby, but very rarely do they come from far away.

  • The troll coaches are people on the internet that may or may not try to seem sincere and give you “good and helpful” information. Try not to trust random people.

Lets go back to Aspire now. vVv has tried to create a Starcraft academy before, but that didn’t work out so well. Now, in its second time round, there is hope, with more organisation, good support and many more interested players, we all hope that this new attempt is going to change vVv’s involvement in the Starcraft community. It’s mission statement is:

“Entertain, Educate, Dominate. Not many organizations offer opportunities to those with fewer options, who have yet to unlock their potential in terms of skill and professionalism. For these players, there isn't a framework in place where they are given proper guidance, support and training in order to pursue those goals. While other well-known organizations have "Academy" teams, they don't live up to the high standards of excellence that vVv sets for our members. vVv Gaming aims to educate, train and raise our own dedicated and talented members. Therefore, the idea of Aspire: The Starcraft Learning Consortium was born to provide a more official, organized training structure for those who truly wish to become Professional Gamers. Since succeeding as a professional gamer requires true dedication, organization and commitment, Aspire is designed to provide the tools and training necessary to our players. Through a structured development environment, internal competition and external competition, players receive an opportunity to reach the skill needed to enter the competitive scene, while growing as players and professionals.”

Being a part of aspire should be taken as a privilege, one that can be taken away without the right dedication and perseverance. It doesn’t matter if you’re a low level player like me, or a master level player, it’s the heart that counts.

“vVv firmly believes that no matter where you start, you can go far, as long as you are smart, well organized and work hard.” – vVv SugarBear

Although Starcraft will be undergoing major game play changes when Heart of the Swarm is released, there will most assuredly be a new wave of professionals, casters, and coaches. In past articles, I talked about major game play changes, but there will be new waves of information specifically for heart of the Swarm.

For those of you interested in coaching some players in the art of winning at Starcraft, try it. I’m not in any sense qualifies to be a coach, but if I were, I think I would enjoy sharing what I know about the game with people that want to get better. If you have good and helpful experience that can be shared, share it.

And the most important part about coaching and being coached. Be smart, and have fun. This is a game that is meant to be enjoyed. I love it, and if you’ve read this much, you probably do to. If you do take the time to be coached or to coach, take it seriously, work hard, and have fun. :thumbsup:

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, personally and for the content.

Is Solo Ladder not enough?

When you’re playing Starcraft 2, there is always a feeling of freshness because you start every game from scratch. That’s what a RTS is designed to be like. But what happens when that freshness becomes faint. When the feeling of new beginnings starts to get old. That’s when casual gamers begin to fall away from their love of a particular game. What I want to know is if there’s more that can be done to keep players interested in Starcraft 2.

When I play ladder, I’m always a little bit anxious, because I walk a fine line between a rush of happiness and joy from winning, or disappointment and anger from losing. That makes me get a little rush of adrenaline every time I start a new game, or begin the concluding battle. It’s moments like that that make me feel my love for the game. But the thing that always disappoints is that I can’t share my feeling, that I can’t show someone what I’ve done as soon as it happens. Times like that make me wonder “Is this the right game for me?”

Some of the things that I find help me get back in the game is some custom maps, or 2v2, 3v3, or 4v4. Some sort of other players that can give me instantaneous feedback. Playing with real people on my team can really bring me back into a game, either giving me motivation to become as good as them, or a confidence boost when I see I’m better than them, although the latter is a rarity for me, given I’m in silver :D

Custom Maps:

There are hundreds of official and fan made games in Starcraft 2, ranging form different RTS style games, to RPG games, DotA style, Tower Defense and many more. Although these games don’t reflect the gameplay of what Starcraft was designed for, it’s still generally fun.


I find that playing 2v2 games are very similar to 1v1 games. You can still create and execute build orders, play very consistently with a friend, and have good strategies. Why play 2v2 as opposed to 1v1? The main reason for me is that you can communicate with your teammate. For lower level players like myself, having a friend there can bolster confidence. I can ask my teammate what to do in certain situations, and perform better.


I always find that there is very little strategy in these games, it’s mainly about getting more units that the other team, and overwhelming them before they overwhelm you. There are strategies that can be preformed in 3v3, but with the amount of players working together, it’s hard to play a very organized game.


Purely about fun. There really is no advantage to personnel play in playing a 4v4 other than practicing macro and micro. It’s all about winning as a team or losing as a team, and having massive battles. At least, that’s what it’s like for me

Other ways that I find brings me back into a game is watching pro players, watching streams, observing live games, and especially going to or partaking in tournaments. These all greatly increase my interest in a game.

Pro Players:

I touched on pro players in my last article, but again, pro players are very fun to watch, and not only can they teach you lot’s of cool new tactics and strategies, they can bring inspiration.

Watching Streams:

Almost like watching pro games in the sense that it’s fun, but generally on a lower level (unless it’s a pro stream). Watching friends stream is a good way to relax and cheer on for them, like watching a vVv stream.

Observing live games:

Watching alone can be kind of a bore if it’s not very good games, but when you’re in a group, there’s a certain energy that you can feel. Watching live games, cheering out loud, getting exited, is one of the greatest feelings. Like any sports game, you cheer for you’re favorite player or players.


This is the subject I wanted to get to most. Going to tournaments, maybe not even a major one, can be a career changing experience. The first time I went to a tournament, it was absolutely breathtaking. The energy you can feel when you’re watching a game is like nothing else. For me, it was an experience that I will carry in my mind for a long time, and one that I wish to re-live. Even just wandering around, being with all these other nerds, can be quite exiting. If you personally get the chance to go to a major event, like MLG, or DreamHack, or anything of the sort, do it.

All in all, playing along in Starcraft may not be the best way to advance. Playing with friends, random people, joining a clan or training group and playing with them is the best thing to do to support you. If you find yourself losing interest, do something fun with the game. Fun is the best way to do things :D Starcraft 2 pro players got to where they are by not only grinding strategies, but by hard work and fun combined. They studied and did their homework and all the not as entertaining things, sure. But they have teams (except maybe Grubby), they have followers, they have friends. People that share their interests. That’s what makes it good and better for them, and that’s what can make it good for you.

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, personally and for the content.

Starcraft Players: Pro Gamers and You

I’m sure most of us that play Starcraft 2, at one time or another, have indulged ourselves in watching and studying a pro game. We watch and learn to better our own playing and to rank up. But is studying and re-applying pro strategies as beneficial as most make it out to be? Let’s have a look.


Sure, watching and studying a pro game has numerous benefits:

  • Composition:

Watching a pro game and studying what units they use in certain match ups can make a huge difference in the outcome of a battle. You can study what they have and what the enemy has and piece together from different games the best compositions to effectively shut down an enemy.

  • Build Orders:

Pro gamers are fantastic at memorizing build orders, and many even invent their own right in the middle of a game, and it works out well. Going over and over a particular game can really create an understanding what buildings to build, what units to make, what upgrades to research, in addition to the timings and supplies for them all.

  • Mechanics:

By watching enough pro games, you can get a better and faster feel for how the game is supposed to be played. You can research certain matchups, certain races, certain build orders, even certain pro’s. By getting a feel for the game from pro players can vastly increase your wins, and even make your losses feel less like a loss, but rather a learning experience. It can help you counter pushes and discover cheese before it goes bad, and even when the game transitions into meta game and late game.

  • How to use units:

Similarly to mechanics, watching pro games can help you identify what units to use, where to use them, and how to use them. They can show you where to use certain unit’s abilities and where to place them in an army. You can study how many of a certain unit you need to be effective, like knowing how many reapers it takes to one shot a worker (3). Knowing your units is one of the main factors that makes a player win.

  • Reacting to scouting:

Simply knowing what to expect based on scouting. It takes a while to perfect your scouting, and often times a scout can go wrong. But if a scout is successful, and the enemy is read well, a game can end early and in a win without even planning a push or cheese. Scouting is an essential aspect in all leagues (except maybe bronze, where a lot of people don’t have a clue what their doing themselves), it provides information on what tech the enemy is getting, whether or not their going for cheese, and much more. Observing a pro player, and studying how they react when they receive new information about their enemy, is another key part of the game. Reading an enemy well can swing the favor of a game in your direction quite heavily.


One of the main things people forget about studying pro games is that the're pro’s, you’re not. (Well, if you are, then congratulations, I’m jealous)

  • Map awareness:

The pros have played enough that they can accurately guess what’s going on around the map with only really see part of it. It’s not that they have map hacks, it’s that if they scout, and see that there isn’t much in a base, they can guess where cheese is going to come from. Also, a lot of the time, average players neglect to do a throughout scout, the pro’s are constantly aware of what’s going on around the map due to through scouting. This is one of the easier aspects to correct as a average player, but it is a difficult one to master none the less.

  • Lots more experiences:

They’ve just generally played a lot more than everyone else, that’s how they get so good. They’ve played enough against high tier players that they can know what builds, to the supply count (if they don’t vary) what their going to do. But even if it’s almost a given, there is still scouting going on. Lots and lots of scouting. Like any sport, playing more will give you better knowledge and better capabilities than that of a regular player. That’s one of the things people mainly forget.

  • Personalities:

Pros are human, and they have different personalities and different styles of playing. Some prefer macro oriented games, and will defend until then. Some prefer micro and harass games, and will do that. Following and studying particular pros can lead to trying to play in a style that isn’t suited for you. I found out myself that I prefer a macro oriented game after trying multiple times to micro… It didn’t really work out well.

  • Multitasking:

A gift of the pros is multitasking, and many of their builds and strategies rely heavily on that. If they’re harassing, they’re building behind that. A lot of the time a player will try and copy a pro’s style by using harass and macro techniques, but one will fail and the whole thing will be lost. It can be fixed with practice, but it’s not easy at all.

  • Trainers/Practice Partners:

Many pros live in gaming houses. And while living there, they can have full access to top tier partners of many styles to practice against. On top of that, they can have access to top tier coaches, to help guide them through new builds, and counters. Helping them get reminded of both micro and macro. These resources are a thing that an average gamer can only dream of (unless you have a lot of good friends or a lot of money).

  • Speed:

The pro players, again due to experience, have incredibly high APM’s. they can be everywhere at once, and doing everything at once. And all the while keeping check of upgrades, timings, the enemy, worker count, and unit placement.

I wouldn’t say that becoming a pro gamer is an impossible thing. It obviously is, it just takes a lot of hard work, determination and time. Just like any other sport, Starcraft 2 is a challenge that millions of kids and adults have taken on. Most are destined to fail, but some special few have the capabilities of attaining greatness. And it’s up to the player whether that happens or not.

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, personally and for the content.

HotS Units and Changes: Overview and Opinions

Unfortunately, I was unable to attend MLG Anaheim, so I have not played with any of these units. To anyone who has played the pre- release version, please share thoughts and opinions. All following opinions are based on research and a general knowledge of the game. Enjoy :thumbsup:


Mothership Core:

Defensive Specialist

Purify: Base defence

Mass Recall: Rescue units

Energize: Energy regeneration

Teleport: Moves to different nexus

The Mothership Core is going to be a structure that is build based on what you’re going to be building, and what you plan on doing with it. It can be incredibly useful when you’re getting harassed because of it’s Purify ability. Mass recall will be great when doing harass because of its ability to, well, mass recall. Energise will be something that will greatly help your spell-casters, particularly your oracles and sentries. And even if you want to land a clutch storm and don’t have enough energy on a high templar, it can be useful to have that ability in your back pocket.

The only downside I can see to it is its cost and the fact that you might be able to forget about it in lower league play. Knowing myself, I probably would, but that comes from being in silver league. It would be a difficult structure to take down early game, and late game it can just teleport away, but it’s effectiveness diminishes as the game progresses.

I can see it being used as something like a Planetary Fortress, except with spells. Something used on more forward bases that are kind of secluded and can get attacked easier. It could mass recall units to protect and pop purify to defend.


Harassment Specialist

Entomb: Slow enemy economy

Cloak Field: Cloak units and buildings

Preordain: Scouts enemy buildings

The Oracle is going to be a very useful unit if kept alive and allowed to save up energy. Its skills will be mostly useful in early and meta game, because of the lack of counters to what it does. Its skill Entomb would be an immense annoyance for anyone without some good DPS right beside their mineral line, and early game, or even meta-game, it’s not very likely. Preordain is going to be useful after an initial scout, as it acts sort of like the Terran Scan, revealing everything around a certain building. Cloak field is going to be useful on both offensive and defensive. I can see the skill being used in a variety of different forms of harasses and counters, like cloaking a warp prism while it drops in units on the edge of and opponent’s base, or just cloaking a wall off against a standard zergling or roach rush.

The weakness of the oracle is its significant lack of life and shield. Although it is fast, it would be an expensive unit to lose early game if you don’t handle it properly. It also has no base attack, which could prove devastating if it’s out of position and out of energy.

I think the Oracle is going to be used mainly to harass in early and meta game, then used for scouting and defence in late game. Then once again may be used to harass if the game goes really long. I doubt it would be useful in a battle unless you used the Cloak field ability, but even then, detection is not an uncommon thing.


Long Range

The Tempest is going to be a massive anti-tank unit, destroying them, or at least un-siege them for when the brunt of the force arrives. I can see it also being a long range worker line harasser. If it is placed at equal distance from both mineral lines, it would be able to snipe workers even if they shuttle off to a different location. This would effectively shut down some eco, and creating a distraction for the enemies anti air units while you pushed from another side. It can also be just a massive damage spike unit during an all out battle, it would be able to focus down enemy massive units fast and let the rest of the army deal with the enemy.

The weaknesses of the Tempest are its very slow attack speed, and relatively slow movement speed. It wouldn’t be very good for sniping off units in the base, because it can’t get away very fast, so any type of harass from the tempest would be a commitment and probably suicide.

The tempest is going to be used as a late game assault unit, for focusing down missives. It will stay a long way away from the enemy, and assault from a safe distance.


  • Tempest: Carrier is cut, and has same attack for ground and air
  • Replicant: Gone
  • Oracle: Phase shift replaced by cloaking field
  • Mothership: Was originally gone, but can now be upgraded from Mothership Core.
  • Phoenix: Changes may occur, due to effectiveness
  • General goal: is to give Protoss more aerial firepower
  • Pylons: lack of z-axis warp in, must be on level ground.

Wrap-up: The Protoss are becoming even more caster and micro heavy. It is risky for anybody to simply A-move, but there will be so much more micro needed to properly play Protoss. Their air forces have become more powerful with the tempest and oracle, and I can envision mass air armies coming our of Protoss players, with Phoenix, Void Ray, Tempest, Mothership and Oracle, although maybe not oracle, because they would only really do the cloaking field in an assault, and the Mothership has that covered.


Battle Hellion:

Area effect flame weapon

Transform: Tough close combatant

The Battle Hellion will be an awesome base defence against melee units to make an even more effective turtle Terran. With increased defence in battle form, it will be able to hold better against stronger pushes like roach rushes against mech.

Downside to using Battle hellions is their slow speed and the time taken to transform. Factories are going to produce hellions in battle form now, so it will take more time to get them mobile.

I presume they’ll be used like standard hellions, early game to harass. They’ll be mostly used to harass in mobile form, but used to contain in battle form.


Anti mechanical unit

Haywire missiles: Targets mechanical units

The Warhound seems like a strong attacker and defender for even better turtling. Its anti mech is going to change the way tanks are used in TvT, but will also result in good anti bio. Its ability, Haywire Missiles, will be a devastator to enemy mech units, especially Protoss Colossus and Terran mech.

Although being a powerful unit, it is going to have a low hp and not the fastest movement speed. Like the Thor, it will be vulnerable to mass bio attacks and will need to be defended. Although it is relatively cheap, it will likely get focused and die fast. It will also be vulnerable to air attack.

I see it being used as a support, and non tanky unit. It can follow behind other forces in order to give a good DPS, but it can’t take that much damage.

Widow mines:

Attacks air and ground

Time bomb: Large explosion radius

The Widow mine is going to be incredibly useful for a Terran in early game against all races, particularly Protoss and Zerg. Until mass detection comes out, the mine will be a huge threat. With a low cost, fast build time, and massive damage, it will be a fear of everyone playing against a Terran with a factory. It’s ability to attack land and air will be invaluable to counter drops and harasses, as well as a possible unlucky overlord who might pass over. If an engagement is well planned out, a mine could decimate most of the army before actually engaging. Mines can also be put at expansions, or in mineral lines of un-expanded patches for massive eco damage.

I see no real downside to the usage of a Widow Mine. Only that its effectiveness will decrease after observers or overseers begin to arrive.

I think that widow mines will be used throughout the game, as defences and as offences. Unless the enemy gets detection all over the map, they will be like a Terran Baneling, and devastate anyone that walks over.


  • Widow mine: replaces Terran Shredder
  • Warhound: originally called the “Merc Commander”, was originally meant to be an anti air unit, but became more anti mechanical
  • Reaper: Plans to de-nerf
  • Battlecruiser: Significant changes will be made.
  • General Goal: More advanced this expansion

Wrap-up: The Terran forces are already very versatile, and with no know changes to air units other than the Battlecrusier, the defence will still be very powerful. I’m not expecting turtling pro players, but I do have a hunch that low level players will be turtling a lot more. Defence against early pressure from Zerg will be shut down much easier with the battle hellion. All I can say is that I’m expecting some nerfs on Terran units, like the Widow mine, in the near future.


Swarm Host/Locust:

Attacks air and ground

Spawns free units: Endless

The Swarm Host is going to be a popular late game unit. If it and the Brood Lord partner up with some Hydralisks and zerglings, it would probably be a extremely powerful build. With endless broodings and locusts, along with the distraction and easy replacement of zerglings, and the DPS and range of Hydralisks. There would be a lot of DPS and distractions with minimal losses. With the life span upgrade for the locsts (given that they don’t die) there can be a permanent amount of locusts from your

It is an expensive unit, but has no attack of its own if it’s out of ground, making it vulnerable if it is caught out of position un-burrowed, or detected with no other units around. It has very low hit points, at only 120, it can die very fast.

This would be another support unit, obviously not a assault unit on it’s own, but it could be used in meta game to attack along with infesters and zerglings.


Battlefield manipulation unit and can eat minerals

Abduct: Captures units

Blinding cloud: reduces weapon range to 1

The viper is going to neutralize mass marine/marauder play, mass stalker play, and mass hydra/roach play because if it’s Blinding Cloud ability. It will also be a very good unit to use against colossus and tanks because of its Abduct ability. It will be a efficient caster for the Zerg force, along with the infester. And if you’re really desperate for an enemy SCV or Probe, you can now abduct them and neural parasite, instead of waiting for one to roam out of the base.

The downside, like all casters, is if it gets caught out of position without energy. Also, all of its attacks are used so that other units can get their damage in. It has a DPS with a grand total of zero.

The viper will be used to back up the rest of the army, and will be particularly useful in defending against marines, or distracting them to drop a killing blow. It’s range of abduct can easily break apart tank lines.

Ultralisk: Evolved

Burrow Charge: Fast assault

With a new ability for the Ultralisk, the idea of “If you’re ahead and want to lose, go ultra” may be changed. Before, the Ultralisk could be easily kited to the point where a small marine force could beat it. With the Burrow Charge ability, that will change. To be able to instantly cause a massive amount of damage in a large area, very fast, is a beautiful thing.

Aside from the cost of the upgrade, I see no bad side to the skill. It will be a essential skill to have if you decide to go Ultralisk. Maybe not as important as Metabolic Boost or Pathogen Glands, but it would be incredibly useful for absolutely wrecking mass marine, and even for breaking siege lines or mineral lines.

It will be used late game, of course, with the Ultralisk. Although I doubt this will make Ultralisks suddenly popular, it will increase their usage, and maybe even reduce the chance of a Terran going mass bio.


  • Viper: Used to be able to grant detection to non massive units, including itself. Removed because of overseer returning.
  • Overseer: Removed then returned
  • Hydralisk: Speed
  • Lurker: Proposed return, but no confirmation. And a different unit may be brought in to replace the role it once had.
  • Nydus Worms: New types are being planned.
  • New Unit: Concept art suggests there may be a new unit to come
  • Campaign: Infested bunkers, Defilers and devourers are possibilities.
  • Ultralisk: Significant changes will be made.
  • Banelings: Significant changes will be made.
  • General Goal: Not really sure, big changes though.

Wrap-up: Like the Protoss, the Zerg units are going to be more micro intensive, with the addition of the viper and Swarm Host. The locusts are going to be a pain to micro in an all our battle, because you can’t hotkey them without losing APM. The Zerg are still going to be powerhouses that can throw away small fry units to save the bigger ones, and with even more free units now, a late game Zerg is going to be a terrifying thing.

Thanks for reading. As always, leave your thoughts and feelings down below. It really helps, and if I get some good feedback on this I’ll go more in depth about each race in future articles.

StarCraft II in Schools.

What are some things that E-sports, particularly Starcraft, give us? Critical thinking, reacting to a situation, learning strategies and builds, a sense of community, a sense of fair play, and most of the time, teamwork.

Now what some tools we need in school? Critical thinking, a knowledge of how to figure out problems, learning formulas and essay structures, a community, responsibility and a lot of the time, and teamwork.

When you think about it, it’s amazing how two seemingly polar opposite outlets can have such a close relationship. To most people, Starcraft and class work appear as rivals. Schoolwork bores you and frustrates you with work, yet at the same time it tries to give you a brighter future. And on the other hand, Starcraft would appear as a waste of time, pulling you away from reality to escape to a place where you can have a different self. The key to finding the relations is breaking it down, bit by bit, to find out what elements of gaming and studying coincide.

Critical Thinking and reacting

When presented with a problem, we want to fix it, that’s human nature. Be it in math class or in a bad matchup, the first thing you think is “How can I do this.” It gets your brain going. You work with what you’re given. You figure out what facts you’re given and try to break it down and mould it to how you want to work with it, you know you’re given the tools to solve it; it’s just up to you to make it happen, and with enough practice, you can. The same applies for Starcraft, scout and react to your opponent. You’re given the tools; it just takes practice and knowledge to beat it.


Whether you’re studying for an upcoming chemistry test, or preparing for a tough ZvP match, you need to know your formulas. How to use the tools you’re given to come out on top. It’s all in the memorisation, and execution of what you know.


One of the biggest things in a teenager and young adults lives are friends and family. Nobody wants to be alone all of the time, even the people who say they do appreciate it sometimes. When I started out playing Starcraft, I was always nervous to play a game on my own. I rarely played ladder unless I had a companion or two. It relieved stress, I had someone to help me and guide me, and even now I prefer playing games in groups. At school, it was the same, I wouldn’t join something new unless I knew someone already in the group. Our communities push us to express ourselves and try new things, whether in game or not. Starcraft has given myself, and millions of others, new friends, new challenges, new experiences and most of all, good times.

E-sports are the future, and with the rising fame of new games and experienced gamers, that future is swiftly approaching, and Starcraft is no exception. Having a Starcraft group in schools would be a valuable addition to the educational value of school. I find when I play a game or two before classes, or even during class, I can concentrate better and generally think and concentrate.

High school teams are not a new thing, however. Team Liquid has set up the HSSTL (High School Sarcraft Team League) exclusively for high school students. It’s designed to aid high school students play better and work harder. If you want to learn more, go to:


Gaming is becoming a huge part of teenager’s lives, and at the same time, so is school. The headmaster and I at my school have been discussing for the past four months about how to set up and sustain a gaming group. We began a small team with six players, just to see if we could get support from our school. We didn’t. Unfortunately, although it is accepted that gaming is a huge part of the future, a Starcraft 2 team would be to much trouble.

I disagree. As mentioned before, Starcraft contains many of the essential elements of a healthy school life, like Learning and sports. Starcraft 2 is just like any other sport. It may not seem like a sport, because all that is apparent is sitting down and playing video games. But it is much more complicated. Although there is much less physical activity that goes into gaming as the level of activity in a sport like Basketball or Hockey, the level of coordination required to achieve a high level of gaming is on par with that of Professional sports. One thing that Electronic Sports far surpasses any other sport in is mental strain. The brain power needed to effectively play a game such as Starcraft2 is phenomenal.

To put in perspective, in a hockey game, you need to know where you’re teammates are, where you’re opponents are, where the puck is, how fast you’re going, and the play you’re doing. That’s less than half a dozen things to think of while you’re on the ice, plus the physical exertion. In any team eSport it’s the exact same, but in Starcraft2, there is a lot more. While playing SC2, you must monitor almost a dozen different aspects at once. And in high level gaming, a response time of less than a second could mean the end of a game.

Like any sport, a team that works together becomes gradually closer to one another. A team wins together, loses together, has fun together and becomes friends with each other. The Online eSport community is a very competitive one, but also a friendly one. When players advance to a high enough level to join a team, there is a sense of companionship and friendship. All elements that are essential in living through school life.

*Note: This is my first article for vVv, I would happily accept any constructive criticism on how to improve future articles. I know I’m not the best writer, but hey, I’m 16 and wanting to learn.

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