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THIS ENDS FUCKING NOWWWWWWW
my question is where to place those buildings in my main? this is a major concern to me because: 1. if my gates arent properly placed, i find my units trapped (goons are so fat) 2. because of number 1 i have to look at my screen longer and discern which im allowed to hit z or d. 3.because of my fear of 1 and 2 happening i make only 2 or 3 gates...and thats how most of my matches go 4. because of 3 i never had a real full game where i hit 200/200 supply (yes i know sad) and this greatly hindurs my ability to learn the game. 5.because of 4, ill grow a bad habit of trying to play with 3 gates, and when i do try to break the habit, ill make 3 more...but neglect them and thus macro sucks. 6. my macro sux cause of 1,2,3,4,5.
is there a certain way i place my buildings? because everytime i try to utilize the land space, it gets either chaotic (with holes everywhere where units gets stuck) or yea. i regularly place the gates in a straight line with a straight line of pylons. i want to place my gates where it defends my probes from outside forces (in the case if it happens) and doesnt block my goons off so that way i dont have to see which gates i can make goons and which i cannot and waste my time/micro/macro
thnks for the help
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download replays of progamers and try to copy their sim city or experiment your own style in single playermode + operation cwal + show me the money
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It may be useful to know that units pop out of the bottom of gateways unless blocked, so you could leave a space beneath all of your gateways to make sure units don't get trapped. I'd definitely test it out on my own before trying to play against anyone. Just leave a little path or something, I'm sure that's not too hard.
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If I remember correctly zealots still come out of the default spot if the building next to it makes a loose wall, e.g. a gateway blocking the exit or a pylon. Dragoons are too fat so they go wherever it is not blocked (except if the corner at the default spot is unblocked). I'm fairly sure a robo, core and some other buildings will not allow zealots to come out of the default spot.
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alright thanks you this is some stuff that i wanna see.
i generally dont want to follow the pro rep because they have gates where it is surrounded by them thus goons cant pop out. and yet the gate will still queue up a goon despite that fact
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Your problem isn't building placement, it's OCD over unit composition. Your type is the type that selects a group full of dragoons and if there's one zealot they take the time to deselect the zealot and select one more dragoon before hotkeying it. If a dragoon gets trapped behind a pylon you spend seconds looking at it wondering how to get it out. When you hotkey units of the same type you care about things like each unit being in only one group.
Get over it, all of it, and I swear you will be able to hit at least C- with a bit of practice.
All you have to do is stop caring if a dragoon gets trapped. Leave it. Don't spend any time on it. Keep macroing and playing. If you notice you need templars, don't sit there and macro first while thinking "i need to tech to templars", make your citadel or templar archives RIGHT THERE. Who cares if you're not doing everything in a routine or perfectly. Just keep moving and keep playing, skip the minor unit details. It's one dragoon trapped or a few zealots in two groups at once. PLAY ON.
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thats the one and only thing i learned from playing fastest. optimal building placement (at least gateways)
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1.) Trapping goons is really easy to fix. It is as simple as not leaving space between buildings 2.) Fuck that. trapping one goon isn't a big deal. 3.) wtf? Make 2 pylons in a vertical line. Make 4 gateways to the left and 4 to right. Easiest setup there is. If there isn't enough room in one area, make 2 pylons elsewhere and add 4 more gateways. Repeat until you have desired number of gates
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General rule of thumb, if any bit of a gateway is exposed, it can build all units. If it is entirely surrounded by gateways, pylons, or a sort of building, only build zealots from it.
Gateway placement IS very important, you have to be able to add more gateways easily. But there is no specific design, many many things works. Just maek sure you can add up to 10 or 11 if needed
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Play a map with just you and figure out what config. you want and try it out, place your gates a few times and then just go with it!
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Watching pro placement is a good idea, but you have to make sure that it is a player with good placement. Some pros even don't have good placement, most do, but there are some that do not. The way I place my buildings is tech in one spot and gates in a different. I try not to make teh gates up against other buildings so I make the pylon that I plan to build around in the center of my base, or in an open spot, and just build around that.
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http://www.teamliquid.net/forum/viewmessage.php?topic_id=72142
Take a look here. I think everything is mentioned there.
On May 27 2008 11:03 IntoTheWow wrote:For TvP: Alone:Units built:Alone:Units built:
=> 10 Gateways & 1 Core supplied by one pylon.
OR:
I also advice you to add a [Q] Tag in front of your topic name because Chill gets pretty mad if you mess up his forum section 
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Woo for the awesome post above, and the search function!
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+ Show Spoiler + On December 23 2009 23:54 Toolshed wrote:http://www.teamliquid.net/forum/viewmessage.php?topic_id=72142Take a look here. I think everything is mentioned there. Show nested quote +On May 27 2008 11:03 IntoTheWow wrote:For TvP: Alone:Units built:Alone:Units built: => 10 Gateways & 1 Core supplied by one pylon. OR: I also advice you to add a [Q] Tag in front of your topic name because Chill gets pretty mad if you mess up his forum section 
Wow that is pretty cool, I like to think I have good placement but 1 pylon.. thats really nice, ima steal that asap
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United States42487 Posts
In PvZ be sure to allow open movement to and around your mineral line. Archons and dragoons need to be able to move freely against mutalisks. Whereas in PvT do the opposite. Pylons in key locations to choke off vulture movement.
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thank you toolshed this is what i want. and that thread you quoted was exactly what i needed, they should really sticky that one.
thanks you guyz for the help. now lets see how my game improves from me NOW able to play off of more then just 3 gates lol
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Oh play fastest a little, I know it seems retarded to most people, but it a great way to learn building placement for gates and stuff.
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1 pylon is a really bad idea imo. If a good opponent sees that, he might just switch to some kind of tank/vulture sneak/drop to take it out. I think it might even be worth it to take it out every couple of minutes if he loses 2 tanks/shuttle/ and 4 vults.
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On December 24 2009 04:13 CharlieMurphy wrote: 1 pylon is a really bad idea imo. If a good opponent sees that, he might just switch to some kind of tank/vulture sneak/drop to take it out. I think it might even be worth it to take it out every couple of minutes if he loses 2 tanks/shuttle/ and 4 vults.
I was just going to mention that I stopped making 1pylon - 10 gate builds because it is like a big sign flashing "SHOOT HERE" all the time.... I noticed that pylon got targeted very often and it is pretty hard to defend/rebuild when is in the center of your gates....
I would go for the 2pylon build or probably put pylons around my base that makes the whole main be blue... as in build-able area, that way i can build wherever I want.
either way I think the resources here were good, I was wondering this kind of stuff when i was D/D+ player... I just built my own design with playing a lot and experimenting building placements
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This is how i place my gates in every map unless the main is positioned horizontally p for pylon, g for gateway
(p)(g)(g) (p)(g)(g) (p)(g)(g) (p)(g)(g)
In long rows, it makes for easy macroing and goons always spawn out on the right side because pylons are blocking any other exit point.
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