The game is really hard. I use one finger on both hands to type so my hand has crappy dexterity. I have a ton of free time and want to get quite good. Also I need to beat my friend who defeated me something like 30 to nothing.
Well, let's try BW - Page 11
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Maghetti
United States2429 Posts
The game is really hard. I use one finger on both hands to type so my hand has crappy dexterity. I have a ton of free time and want to get quite good. Also I need to beat my friend who defeated me something like 30 to nothing. | ||
pbjsandwich
United States443 Posts
I'm usually available on the weekends and weekday nights after 7PST | ||
Smileforyouandme
Germany11 Posts
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GhandiEAGLE
United States20754 Posts
I think I might recommend it. | ||
Danko__
Poland429 Posts
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floi
203 Posts
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sluggaslamoo
Australia4494 Posts
On February 29 2012 20:52 floi wrote: As zerg I don't really know much about it, but I think it's done by marking both your production location and your desired rallypoint via SHIFT-F-Key. So, for example, bind the place where all your gateways are to F2 and the location where you're rallypoint should go to F3. Then you go F2, select first gateway, F3 set rallypoint. Repeat this for all your gateways. This is correct, although some high level players keybind their gates or use minimap. Takes a bit of practise but I learned how to do it medium-fast within a month, I only ever practised during games as well. You just gotta force yourself. I was losing games at first but I picked it up eventually, and now my timing attacks are much better. That said, some pros will keybind CC's initially, and then eventually have CC's on F-Keys and facts on hotkeys so they can 4v5v6v7v8t9t0t. The problem with that is 1 rallying is harder past 7 facts, I can't make workers during intense situations (really important because i will then always have more workers than my opponent if I keep him busy). Also I like to keybind my whole army so I have much better control lategame. | ||
pbjsandwich
United States443 Posts
like placement of unit producing buildings. when will they get stuck or when won't they? I'm having a hard time with this | ||
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intrigue
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Washington, D.C9933 Posts
On March 01 2012 05:43 pbjsandwich wrote: does anyone happen to know the rules with protoss buildings? like placement of unit producing buildings. when will they get stuck or when won't they? I'm having a hard time with this it's called "simcity" or building placement. just search for guides with "[g] simcity" here's an oldie and a goodie by someone you might be familiar with: http://www.teamliquid.net/forum/viewmessage.php?topic_id=46047 | ||
FabledIntegral
United States9232 Posts
On March 01 2012 07:36 intrigue wrote: it's called "simcity" or building placement. just search for guides with "[g] simcity" here's an oldie and a goodie by someone you might be familiar with: http://www.teamliquid.net/forum/viewmessage.php?topic_id=46047 I don't really recommend this topic, it's before Forge FE style and isn't really helpful, as the building placement is no longer relevant. I think he's looking for things like "gateway on top of forge is perfectly tight, no units can fit through, but forge on top of gateway means units like lings and even zealots can fit." Same with rax over depot means units like zealots can slip through, but rax under depot means they can't. Pylons never can create a tight wall unless against a barrier like a wall (part of the map terrain that is, not any building). | ||
Isualin
Turkey1903 Posts
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Chef
10810 Posts
On March 01 2012 09:02 FabledIntegral wrote: I don't really recommend this topic, it's before Forge FE style and isn't really helpful, as the building placement is no longer relevant. I think he's looking for things like "gateway on top of forge is perfectly tight, no units can fit through, but forge on top of gateway means units like lings and even zealots can fit." Same with rax over depot means units like zealots can slip through, but rax under depot means they can't. Pylons never can create a tight wall unless against a barrier like a wall (part of the map terrain that is, not any building). I don't think he's talking about sim city, but he's being so vague who knows. If by "they" he means high templar, which can happen if you place your gateways in a really stupid way, he just needs to not cut off units exits with badly placed gateways... It's hard to describe in words, but if you have two gateways side by side, then one above and one below, but they're in the middle of the two aforementioned gateways, then units can get stuck. If you manner your gateways with a pylon prison, zealots are small enough to get thru but goons aren't so don't manner your gateways... Best way to see is just to go in single player, "operation cwal" "show me the money" etc and test it. It's fairly intuitive if you don't have really awkward placement. | ||
sluggaslamoo
Australia4494 Posts
On March 01 2012 05:43 pbjsandwich wrote: does anyone happen to know the rules with protoss buildings? like placement of unit producing buildings. when will they get stuck or when won't they? I'm having a hard time with this Whats the goal? Are you using the building placement for defense, walling or easier macro? | ||
miscelaneous
United States67 Posts
On March 01 2012 09:10 Isualin wrote: i remember my first multiplayer game in bw. i was just chilling/making scv's. then a probe built a pylon behind my mineral line. first i didnt understand why he is doing it. with cannons warping in i couldnt even kill one of them. after that i played big game hunters as a noob most of the time. fun times :D I played UMS maps before I played melee games. The occasional Fastest here and there. In hind sight, I really wish I played more 1v1s back then. | ||
pbjsandwich
United States443 Posts
it's sim city rules in terms of macro my bases are just a mess and i'm just not exactly sure how to place them because i'm so afraid of trapping my units lol | ||
FabledIntegral
United States9232 Posts
On March 01 2012 09:21 Chef wrote: I don't think he's talking about sim city, but he's being so vague who knows. If by "they" he means high templar, which can happen if you place your gateways in a really stupid way, he just needs to not cut off units exits with badly placed gateways... It's hard to describe in words, but if you have two gateways side by side, then one above and one below, but they're in the middle of the two aforementioned gateways, then units can get stuck. If you manner your gateways with a pylon prison, zealots are small enough to get thru but goons aren't so don't manner your gateways... Best way to see is just to go in single player, "operation cwal" "show me the money" etc and test it. It's fairly intuitive if you don't have really awkward placement. Oh, maybe not, I guess since it says "unit producing." I was thinking he overall just meant what units can get through where. Other than that... building placement isn't super important, especially since pylons are so much more hearty. Just make a line of them and like groups of gateways on each side ![]() | ||
pbjsandwich
United States443 Posts
EDIT: i'd just like to know like how many gateways/pylons i can cram on 1 screen w/o blocking anyone | ||
sluggaslamoo
Australia4494 Posts
On March 01 2012 10:22 pbjsandwich wrote: oh sorry i should've been more clear it's sim city rules in terms of macro my bases are just a mess and i'm just not exactly sure how to place them because i'm so afraid of trapping my units lol I used to do the line thing, but I found the best way was start with a pylon in the middle, surround it with gateways, becuase I found that macroing left to right is easier than up down. So you put the pylon down, and then the first gateway should be directly underneath, so the pylon would be at the 12 oclock position on the gateway (center top). The next gate would go to the left of the first gate, and then the next one to the right of the first gate. The 4th one would be directly right of the pylon above the right gateway with no spacing, then do the same for the left one. So you basically fit 5 gateways around the one pylon. Wouldn't this cause an Artosis pylon problem you might say? No because you should be spacing your pylons evenly so that you have this huge line across the bottom, then the gaps between the pylons are perfect filled with gateways, and then you have gateways in a line above that if you have to. So basically you have 3 rows of perfectly lined gateways horizontally and all the gateways except the very left and very right should be double powered. Hard to explain without a screenshot, ill see what I can do when I get home. But one thing is that buildings can be sandwiched more than in SC2, as units have a better ability to "get out" once produced and won't freeze in production at 100%. Of course there is a limit to this as well, just not as constrained as SC2. | ||
pbjsandwich
United States443 Posts
exactly what I was looking for. Someone should make a wiki article for that. Building placement is pretty important imo. I def feel like my macro will improve with just that tip | ||
phosphorylation
United States2935 Posts
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