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Well, let's try BW - Page 11

Forum Index > BW General
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Maghetti
Profile Joined May 2008
United States2429 Posts
February 29 2012 07:37 GMT
#201
I guess I should add this. My computer can't handle sc2 so the only way to really play starcraft is to play brood war. I have been playing a lot recently. I was terrified of playing on the ladder for months really. I off and on played vs the computer but only just recently started playing ladder games. A human opponent is just totally different. I can spend my money and macro somewhat decently well vs a computer, but the second I have to defend probe harass or chase down a scout or any tyle of unit control everything falls to bits for me :/.

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
Profile Joined August 2010
United States443 Posts
February 29 2012 09:53 GMT
#202
shoot me a PM whenever you're on

I'm usually available on the weekends and weekday nights after 7PST
Smileforyouandme
Profile Joined January 2012
Germany11 Posts
February 29 2012 10:15 GMT
#203
yes bind ur hatches on 5-0 and army on 1-4 :-), works for mondragon, works for most pros... u can check out their hotkeyin by watching replays and pressing the buttons , u can see their bindings in some replays. (if this is wrong, gimme a real bash pls :-D)
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
Last Edited: 2012-02-29 10:26:02
February 29 2012 10:25 GMT
#204
It's the best game ever invented.

I think I might recommend it.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Danko__
Profile Joined January 2012
Poland429 Posts
February 29 2012 11:43 GMT
#205
And what about locations binding? Pros are not using that to center on many producing facilities? Also how to rally many buildings to one spot quickly? Select, click on minimap, select, click on minimap? Takes quite lots of time with 8 or more producing facilities.
floi
Profile Joined July 2010
203 Posts
February 29 2012 11:52 GMT
#206
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.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-02-29 13:37:38
February 29 2012 13:03 GMT
#207
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
pbjsandwich
Profile Joined August 2010
United States443 Posts
February 29 2012 20:43 GMT
#208
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
intrigue
Profile Blog Joined November 2005
Washington, D.C9934 Posts
February 29 2012 22:36 GMT
#209
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
Moderatorhttps://soundcloud.com/castlesmusic/sets/oak
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 01 2012 00:02 GMT
#210
On March 01 2012 07:36 intrigue wrote:
Show nested quote +
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


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
Profile Joined March 2011
Germany1903 Posts
March 01 2012 00:10 GMT
#211
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
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2012-03-01 00:24:14
March 01 2012 00:21 GMT
#212
On March 01 2012 09:02 FabledIntegral wrote:
Show nested quote +
On March 01 2012 07:36 intrigue wrote:
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


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.
LEGEND!! LEGEND!!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 01 2012 00:22 GMT
#213
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?
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
miscelaneous
Profile Blog Joined December 2010
United States67 Posts
March 01 2012 01:10 GMT
#214
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
Profile Joined August 2010
United States443 Posts
March 01 2012 01:22 GMT
#215
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
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 01 2012 01:23 GMT
#216
On March 01 2012 09:21 Chef wrote:
Show nested quote +
On March 01 2012 09:02 FabledIntegral wrote:
On March 01 2012 07:36 intrigue wrote:
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


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.


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
Profile Joined August 2010
United States443 Posts
Last Edited: 2012-03-01 01:27:54
March 01 2012 01:25 GMT
#217
oh so there aren't really any set rules i just have to play around with it?

EDIT: i'd just like to know like how many gateways/pylons i can cram on 1 screen w/o blocking anyone
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 01 2012 01:30 GMT
#218
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
pbjsandwich
Profile Joined August 2010
United States443 Posts
March 01 2012 01:34 GMT
#219
perfect thanks for that info

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
Profile Blog Joined July 2009
United States2935 Posts
March 01 2012 01:45 GMT
#220
Just watch a replay or VOD of horang2. He has some really neat sim city.
Buy prints of my photographs at Redbubble -> http://www.redbubble.com/people/shoenberg3
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