Simple Questions, Simple Answers - Page 108
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hacklebeast
United States5090 Posts
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thezanursic
5498 Posts
-Does anybody know a technique to count your probes? -What should be the ratio of my Dragoon-Zealot composition in lategame + 2,3 arbiters of couse and a shuttle with zealots, but what is the most optimal Dragoon, Zealot composition. (1:2, 2:3 etc etc) | ||
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Dead9
United States4725 Posts
select left half, right half if minerals are above or below if you have more than 24 probes on minerals per base you have too many, unless you're about to expand it depends on the map and how the game has been going, but around 1:1.5~1:3 dragoons : zealots after around 18~24 dragoons just stop producing them and mass zealots/hts/arbs/w.e | ||
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traceurling
United States1240 Posts
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[Aot]_Aether
United States89 Posts
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hacklebeast
United States5090 Posts
On December 29 2012 15:12 [Aot]_Aether wrote: What sort of hotkey setup is optimal for terran? Do we know what any pros used to use? http://www.teamliquid.net/forum/viewmessage.php?topic_id=89581 You should use whatever feels comfortable to you, but there is a starting point if you really just want a template to go on. | ||
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fold
Australia665 Posts
On December 29 2012 05:30 thezanursic wrote: A couple of posts above I asked whats the optimal probe number now I have 2 more answers that I would like to get answered and I'm look for PRECISE answers just to clarify. -Does anybody know a technique to count your probes? -What should be the ratio of my Dragoon-Zealot composition in lategame + 2,3 arbiters of couse and a shuttle with zealots, but what is the most optimal Dragoon, Zealot composition. (1:2, 2:3 etc etc) Usually I have 2 groups of dragoons and 2.5 groups of zealots depending on how many probes were made. That's also one way to count probes. If you have 6 groups of units then you probably don't have enough probes which might not matter if you've already got a lot of minerals banked. I'm guessing you're talking about PvT here. | ||
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jackdr
Philippines85 Posts
I wanted to just get the link so the creator could be credited ![]() aaaanndd I forgot where I saw it, i tried to search but couldn't actually find it coz maybe it's buried somewhere :o | ||
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thezanursic
5498 Posts
I'm gonna post a REALLY REALLY long game and you can just fast forward through it to see my bane! + Show Spoiler + http://www.2shared.com/file/5belopiZ/Close_50_Minute_PvZ.html | ||
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Dead9
United States4725 Posts
recalls would probably work too but you'd have to recall reavers with your army anyway lol | ||
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fold
Australia665 Posts
On December 31 2012 07:09 thezanursic wrote: Hmmm whats the most efficient way to break Zerg turtles? I'm gonna post a REALLY REALLY long game and you can just fast forward through it to see my bane! + Show Spoiler + http://www.2shared.com/file/5belopiZ/Close_50_Minute_PvZ.html Your build needs to be more precise. Scouting 12 hatch means you cancel forge 13 nexus 14 forge 15 gate 16 gas 16 cannon. Placing that cannon there is also a bad idea as it means you have to kill either the gateway or the cannon + pylon to get out. Just place the cannons flush against the forge so you don't have to do that. Think about why killing the gateway is such a bad idea. + Show Spoiler + You stop production out of an additional gateway for a long time and waste 150 minerals instead of 100 minerals for a pylon. Also leaves this huge gap in your wall. Keep your probe scout alive. There's no reason to lose it when only 1 ling is chasing it. Your initial probe saw 3 hatches but nothing else so send your second probe to look for lair/gas/hydra den/spire. Don't need to go looking the other base, it won't be there yet. Also it should have been sent out a lot earlier and since you don't know what's going on it's better to do a safer build. You were really lucky he didn't just go and kill your base with the muta. You need to split up the zealots when he's chasing with muta. Save them for use later to deny thirds, help you defend etc. Don't go back to his natural when you already saw there were two sunkens there and decent sim. With one forge you want to be continuously upgrading ground weapon. Don't bother with armor if you only have one forge. Your macro was really good though. Always under 1k. If you know zerg is turtling it's a good idea to get reavers off 3 base and attack when you have 2 out at least. Have zealots or DTs placed at each high ground expansion so you can go and deny expoes. 6 o'clock should really have been denied. At 15 min you really could have ended the game there. Even with his sunken spore shit at the bridge at his natural, you just need to micro your goons to kill that first then send in the rest of your army. I stopped watching the replay after 23 min when the ultras were out. | ||
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traceurling
United States1240 Posts
On December 31 2012 04:00 jackdr wrote: excuse me, can someone point me to that edited DES photo of EG-TL where there was a caption referring to ThorZaIN saying "day (x), they still think I'm one of them"? I wanted to just get the link so the creator could be credited ![]() aaaanndd I forgot where I saw it, i tried to search but couldn't actually find it coz maybe it's buried somewhere :o Go ask in the SC2 forums? | ||
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jackdr
Philippines85 Posts
yeahyeah, didn't actually notice that this was the BW forum until i read about dragoons and stuff, sorry for the bother! also, just got my first 2 wins in BW vs AI and boy it was a lot of fun! gonna play some more :D again, sorry and thanks for the patience! | ||
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thezanursic
5498 Posts
On December 31 2012 10:28 fold wrote: Your build needs to be more precise. Scouting 12 hatch means you cancel forge 13 nexus 14 forge 15 gate 16 gas 16 cannon. Placing that cannon there is also a bad idea as it means you have to kill either the gateway or the cannon + pylon to get out. Just place the cannons flush against the forge so you don't have to do that. Think about why killing the gateway is such a bad idea. + Show Spoiler + You stop production out of an additional gateway for a long time and waste 150 minerals instead of 100 minerals for a pylon. Also leaves this huge gap in your wall. Keep your probe scout alive. There's no reason to lose it when only 1 ling is chasing it. Your initial probe saw 3 hatches but nothing else so send your second probe to look for lair/gas/hydra den/spire. Don't need to go looking the other base, it won't be there yet. Also it should have been sent out a lot earlier and since you don't know what's going on it's better to do a safer build. You were really lucky he didn't just go and kill your base with the muta. You need to split up the zealots when he's chasing with muta. Save them for use later to deny thirds, help you defend etc. Don't go back to his natural when you already saw there were two sunkens there and decent sim. With one forge you want to be continuously upgrading ground weapon. Don't bother with armor if you only have one forge. Your macro was really good though. Always under 1k. If you know zerg is turtling it's a good idea to get reavers off 3 base and attack when you have 2 out at least. Have zealots or DTs placed at each high ground expansion so you can go and deny expoes. 6 o'clock should really have been denied. At 15 min you really could have ended the game there. Even with his sunken spore shit at the bridge at his natural, you just need to micro your goons to kill that first then send in the rest of your army. I stopped watching the replay after 23 min when the ultras were out. Thanks that was very helpful! Now this is totally unimportant, but I am curious, I would test it out, but I don't have anyone to do it with. If you mind control a overlord, dropship or a shuttle with units inside. Do the units disappear, do they become yours or do they attack you once you unload them? | ||
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traceurling
United States1240 Posts
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thezanursic
5498 Posts
On January 01 2013 02:37 traceurling wrote: They become yours That's cool xD. | ||
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thezanursic
5498 Posts
Besides the number of hatcheries. And gas timing (But I really don't know when) + Show Spoiler + I'm sorry for all these questions I hope I'm not to much of a bother even though I have been watching BW for about a year and a half I haven't been playing BW for long. | ||
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Bakuryu
Germany1065 Posts
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BisuDagger
Bisutopia19338 Posts
On January 01 2013 03:54 thezanursic wrote: What are the best indicatiors that the Zerg is going for each build? Besides the number of hatcheries. And gas timing (But I really don't know when) + Show Spoiler + I'm sorry for all these questions I hope I'm not to much of a bother even though I have been watching BW for about a year and a half I haven't been playing BW for long. This questions varies depending on which race you are playing. As a toss, I can say the I watch for the timing of the pool for any early rush. Then you actually need to know the gas timing to determine if they are going to muta play. It's really important to use a corsair for scouting and see if they got a hydra den or went to lair tech. Two major builds are based on muta timings or hydra timings. Learning the difference will save you minerals if you forge expand and can skip on building more then one cannon at the natural. Liquipedia has these strategies in more detail. | ||
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LazyFailKid
Canada750 Posts
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