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@maybenexttime
Very nice that you help out a newcomer with such detailed information. Just one info is wrong and you might want to fix it in your post.
Check the highlighed part:
On November 28 2018 04:03 maybenexttime wrote:
HOW TO NOT DIE:
- 3 Medics per 12 Marines (it's easier to group the Medics with a couple Marines so that you can a-move all your control groups - Medics alone have no a-move)
Contrary to what you write, it's better to keep marines/firebats and medics separate - because you cannot stim a group with medics in it (the game doesn't register spell-hotkeys if any of the selected unit doesn't have a spell with the same hotkey, something like that).
Medics don't have attack-move, but they have heal-move with the same hotkey, A.
So medics on their own can be a-moved no problem, they will go heal anything in their range.
If you group medics and marines together, the medics receive the heal-spell-a-move, and the marines go for the regular ability-a-move.
While it is actually easier to move your first 12 M&M if they are all on the same hotkey it's better to seperate them because of instant stim. It's not too hard to control 2 groups anyway.
Only when you have too many bio-units to have a separate group for medics should you add marines/firebats to that group because it's better to have more fighting-units on hotkeys even if you cannot stim them immediatelly (but have to ctrl-select them in this case).
tl;dr
Put medics on different hotkeys than marines/firebats so that you can stim the latter ones' groups instantly. Medics can be a-moved, too, they will go heal (with or without other units in their group).
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On November 28 2018 02:44 WaterSerpentM wrote: Protoss are powerful in many aspects
Like zergs can meme with mutas
Scouts are expensive
I guess Protoss can’t have it all Sent you a PM btw.
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I'm not saying you should completely mix them. Just 1-2 units with a-move capability. I think for new players the benefit of being able to simply a-move your units outweighs the fact that you're gonna have 1-2 units less in a control group. How likely are you to have a full control group of Medics anyway? Otherwise you'll risk forgetting your Medics every now and then.
edit: Are you sure they have heal-move? Is the hotkey really the same?
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On November 28 2018 06:35 maybenexttime wrote: edit: Are you sure they have heal-move? Is the hotkey really the same? Yes.
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Check it in a game yourself.
If you have less than 12 units in total, you can always make one mixed group and one with marines only so that you can move them all with one a-move and stim the marines in their separate group.
But it's really not that big of a deal to go 1a or 1a2a or 1a2a3a, it shouldn't be because you'll have to do that hundreds of times in any mid-/lategame anyway.
Forgetting your medic group is just like forgetting any other unit group, it's a mechanical mistake that should not happen and if it does, you need more practice.
Another advantage of having your medics on a separate hotkey is that you can MOVE-command them intentionally, but only them because you want your marines to a-move. This happens often in a situation where you just fought in your natural and you have some damaged SCVs for example. If you tell everything to a-move, then the marines will leave, but the medics will stay behind, healing the SCVs. There are similar scenarios out in the field, if you want all your units to a-move somewhere quickly but the medics stop and start healing/blocking marines.
edit: Of course, if he's a complete beginner and sees that he doesn't even move his units at all, has lots of stuff standing around idle, then yes, just group that shit in whatever way and get going. But I recommend to do the ideal thing right from the start to develop a good mechanical habit, it's very important in this game and harder to fix later on.
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What would you say is a proper response to 2 base ultras? Try to kill the Zerg before they arrive? Wall off, play from 2 bases and get tanks? Try to secure a third? Irradiate? Mines?
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I have news. Some of you may be disheartened by this news.
WaterSerpentM is almost assuredly not a troll. I've seen it first-hand.
WaterSerpentM wanted me to share this.
PS: I did manage to scout his main with a Scout though, make of that what you will.
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On November 28 2018 08:27 Jealous wrote: I have news. Some of you may be disheartened by this news.
WaterSerpentM is almost assuredly not a troll. I've seen it first-hand.
Thanks =]
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i want the replays pls for educational purposes and to check your evidence ofcourse.
EDIT: im still curious how you play
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he was just saying im not a troll, he wasn't say the guide is good...
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On November 28 2018 08:51 WaterSerpentM wrote: he was just saying im not a troll, he wasn't say the guide is good... I think he got that part.
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is it really for educational purposes?
looks like he just wants to take the piss
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On November 28 2018 09:08 WaterSerpentM wrote: is it really for educational purposes?
looks like he just wants to take the piss Naaaaaaw
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it might be on his Last reply
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On November 28 2018 07:42 maybenexttime wrote: What would you say is a proper response to 2 base ultras? Try to kill the Zerg before they arrive? Wall off, play from 2 bases and get tanks? Try to secure a third? Irradiate? Mines?
mb you should repost this in the "Simple Questions Simple Answers"-Thread.
It's a troll-strat but if you don't react/don't see it coming it crushes the usual marine/tank/vessel push - and in the hands of a good player anything is deadly because they know how to adapt to and play around whatever you're doing to react. If you meet such a person who manages to drag out the game and out-play you tactically and economically, you shouldn't pin it on the 2base-ultra build.
The most important thing is to not send out any army that he can crush with his ultra-ling-combo or to be open to a counter-attack. Two base zergs that don't rush for the mutas like usual can produce quite a lot of stuff. I read somewhere that you can counter it with pure bio but I failed sometimes doing it, you can die to a mean flank in the open field if you don't have enough stuff, which is sometimes the case if you realized too late what he's doing but feel pressed to follow the habit of your usual push-timing. Going for a dropship or two if you have the starport already can be a good thing if you can and he can't handle the multitasking.
Just going mech with a lot of tanks and mines and walls is the best to be safe, I guess. He can't do anything to your speed vults with his combo if you keep them moving. Make sure you spot if he takes an expo and harrass that with vults. On most maps you should be able to expand yourself at some point with all the tanks you will have but you don't have to against 2 base Zerg. Keep an eye on their army and tech so that they don't go for a doom-drop or make a switch to air-play when you have only tank/vult. When you have enough tanks go for a push but make sure you set up your defenses well at home, too, with the newly produced tanks, lots of walls and mines.
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On November 28 2018 08:49 [AS]Rattus wrote: i want the replays pls for educational purposes and to check your evidence ofcourse.
EDIT: im still curious how you play
im not that great, im slow with mouse and keyboard, i dont really know good build ordered etc
the guide is a different aspect
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out of curiosity, what went through your head when you decided to make your guide?
if you admit that youre not a great player, what made you think that writing a guide with your lack of understanding would be a good idea
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On November 28 2018 15:18 evilfatsh1t wrote: out of curiosity, what went through your head when you decided to make your guide?
if you admit that youre not a great player, what made you think that writing a guide with your lack of understanding would be a good idea
He thought he was good as he claimed himself a grand master, thus the guide. Now he knows more. Beginner mistake
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well, anyway, I'm glad you arrived in the community waterserpent. but i srsly just was curious about your gameplay. but if you don't want to show it, thats fine.
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