Example: Bottomn left protoss pyloning his own minerals.
Simple Questions, Simple Answers - Page 112
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wimpwimpwimp
171 Posts
Example: Bottomn left protoss pyloning his own minerals. | ||
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corumjhaelen
France6884 Posts
On January 21 2013 01:39 wimpwimpwimp wrote: Sometimes a protoss will plant pylons in their own mineral line. Is it to avoid getting manner pyloned? Does it affect mining speed? Example: Bottomn left protoss pyloning his own minerals. I haven't watched the replay but yes and yes. | ||
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traceurling
United States1240 Posts
And for PvP 1 gate robo? 2 gate robo? 3 gate robo? Should there be an expo somewhere? Jut which build accounts for most scenarios and won't die with decent micro and macro... Thanks | ||
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Birdie
New Zealand4438 Posts
On January 21 2013 03:32 traceurling wrote: What's the safest ZvZ build and PvP build to open up with? For ZvZ I mean gas/pool/hatch timing wise, which opening just can't fail with exception of bad micro...12 pool? 9 pool speed? Overpool? Etc... And for PvP 1 gate robo? 2 gate robo? 3 gate robo? Should there be an expo somewhere? Jut which build accounts for most scenarios and won't die with decent micro and macro... Thanks 9pool and overpool are pretty safe, you can hold off 4pool and 5pool if you micro somewhat OK fairly easily. Of course, you're at a disadvantage to, say, 12pool or 9/9/9 or whathave you, so it's not as simple as "do this build and you will survive and have a strong chance". If you go 9pool and they go 12pool (from what I understand, I'm D ranks so keep that in mind) then you're fighting an uphill battle. But you'll survive the first couple minutes xD | ||
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shizaep
Canada2920 Posts
And as a general question, would you guys say this is a good strategy to try to learn/perfect? I'm a pretty bad player and I have a hard time lategame TvZ. In thought, this seems like a really solid strat to me. Yes/no for making it my main strat in this MU on iccup. Thanks. EDIT: Also, is there a way to irradiate burrowed lurkers? I swear I saw it on snipealot's stream but it doesn't work when I try it. Is there some kind of micro trick or are my eyes just playing tricks on me? | ||
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JMave
Singapore1806 Posts
On January 22 2013 10:34 shizaep wrote: Can you guys hook me up/point my way to a replay(s) which uses this strat. Also, if there's any BO availiable, it would be great, but I think I might be asking for too much there. And as a general question, would you guys say this is a good strategy to try to learn/perfect? I'm a pretty bad player and I have a hard time lategame TvZ. In thought, this seems like a really solid strat to me. Yes/no for making it my main strat in this MU on iccup. Thanks. EDIT: Also, is there a way to irradiate burrowed lurkers? I swear I saw it on snipealot's stream but it doesn't work when I try it. Is there some kind of micro trick or are my eyes just playing tricks on me? yup. just click irradiate on the lurkers that are burrowed. | ||
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ocoini
648 Posts
On January 22 2013 10:34 shizaep wrote: Also, is there a way to irradiate burrowed lurkers? I swear I saw it on snipealot's stream but it doesn't work when I try it. Is there some kind of micro trick or are my eyes just playing tricks on me? You do mean a lurk you don't have detection on right? if that is what you mean. Like, irradiate a tank standing over a burrowed lurker and it will splash onto the lurk.. Don't think that works. | ||
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hacklebeast
United States5090 Posts
On January 21 2013 03:32 traceurling wrote: What's the safest ZvZ build and PvP build to open up with? For ZvZ I mean gas/pool/hatch timing wise, which opening just can't fail with exception of bad micro...12 pool? 9 pool speed? Overpool? Etc... And for PvP 1 gate robo? 2 gate robo? 3 gate robo? Should there be an expo somewhere? Jut which build accounts for most scenarios and won't die with decent micro and macro... Thanks Either 1 or 2 gate robo is fine. 1 gate will get the reavers out faster, but you shouldn't do it if you scout a 2 gate. Expo timings depend on the game, but as an over-simplified rule: you can expand anytime you are sure your opponent doesn't have more gates than you, or just expand when they expand. "Safe" is kind of a weird word to describe a ZvZ build. I guess you could argue the "safest" zvz build is something like overgas with in-base hatch. It won't die to lings, and it guarantees that you will get to the muta stage in a decent position. But I wouldn't recommend it as a standard build for a new player (unless you are Bulgarian). Just flip a coin before you play a ZvZ. if heads go 9 pool, if tails go 12 pool (and mix in 12 hatch once you don't mind outright losing to 9 pools every now and then). | ||
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shizaep
Canada2920 Posts
On January 22 2013 11:39 JMave wrote: yup. just click irradiate on the lurkers that are burrowed. Goddamn it, I'm the biggest dumbass on this forum. Now I realize that it dies, it just doesn't show the green smoke animation. + Show Spoiler + Let it be our little secret. | ||
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ocoini
648 Posts
Mum's the word ! | ||
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Black[CAT]
Malaysia2589 Posts
Thank you. I think I played a hacker on ladder....at first he hosted normal FS, no need to download, then he left and rehosted for me to join. I had to download that map which was odd. In game, I couldn't split my scv, select an idividual scv and couldn't build scv. So I quickly left. It was recorded on my stream. [Shy]aGa was his ID. | ||
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Bakuryu
Germany1065 Posts
thx in advance. | ||
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hacklebeast
United States5090 Posts
This? | ||
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thezanursic
5498 Posts
Interesting! I never knew that about Hold and Stop position. Did pros take this into consideration any certain situations, if so which? Basically if you didn't read it when you use Stop your units shoot slightly faster because of the fact that it doesn't need to do a stop command inbetween shoots. | ||
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pebble444
Italy2503 Posts
Its very very fun to try and clear mines on BGH with extra high lat +lag . I suggest you all try this and see the results ![]() | ||
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ocoini
648 Posts
On January 24 2013 15:38 thezanursic wrote: Interesting! I never knew that about Hold and Stop position. Did pros take this into consideration any certain situations, if so which? Basically if you didn't read it when you use Stop your units shoot slightly faster because of the fact that it doesn't need to do a stop command inbetween shoots. (not Stop, but HOLD ![]() It's viewed as common knowledge I'm afraid, so not a pro trick ![]() It's used in almost all micro situations that involve hit and run. It can also be used to make some units shoot without stopping their movement! (a vulture can shoot backwards without stopping by this, very fun the first time you learn it !!) ^^ (sorry, little brain** that was patrol of course, shooting backwards with vultures (so a mix of patrol and hold is mostly used^^ | ||
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thezanursic
5498 Posts
On January 24 2013 22:02 ocoini wrote: (not Stop, but HOLD ![]() It's viewed as common knowledge I'm afraid, so not a pro trick ![]() It's used in almost all micro situations that involve hit and run. It can also be used to make some units shoot without stopping their movement! (a vulture can shoot backwards without stopping by this, very fun the first time you learn it !!) ^^ (sorry, little brain** that was patrol of course, shooting backwards with vultures (so a mix of patrol and hold is mostly used^^You misunderstood -.- Read this: + Show Spoiler + What are the differences between Stop and Hold Position? The difference will impact your unit's rate of fire. Hold position will make your unit's first shot faster, but consecutive shots will be slower, and Stop will make your unit's consecutive shots faster, but your first shot slower. When a unit is ordered to Hold Position, it runs a loop to acquire a target, perform the attack, and then stop moving, the additional command to stop moving requires additional frames, making your unit's consecutive attacks slower, but because Hold Position first acquires a target, its initial attack will be faster. Stop will order your unit to first stop doing everything immediately, which also stops it from acquiring a first target until it goes idle, increasing the time for a first attack, however it will not order your unit to stop moving after every attack, making consecutive attacks faster. The above explanation may not represent the exact behaviour, but here is the short version: Stop: Stop -> Go to Idle -> Acquire Target -> Attack -> Attack -> ... Hold Position: Stop -> Acquire Target -> Attack -> Stop -> Attack -> Stop -> ... http://code.google.com/p/bwapi/wiki/StarcraftGuide | ||
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thezanursic
5498 Posts
On January 24 2013 17:32 pebble444 wrote: Clearing mines with "i have returned people" requires a hold position command, you can also do it with attack command "attacking away from mines" once you move slightly foward to activate them but i find this more difficult. Its very very fun to try and clear mines on BGH with extra high lat +lag . I suggest you all try this and see the results ![]() I like how people didn't actually read my question properly. I know how to use Hold position, I know how to clearmines. I know just about every H position trick. I'm just wondering in what situations would using stop position be beneficial and did the pros do it now I haven't actually calculated it, but from a glance it seems like you gain an additional 7% damage so in a 1 goon vs 1 goon combat the stop position one will always win, but I don't know if it's used in any other situation. | ||
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Dead9
United States4725 Posts
so there's not really any use for it | ||
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pebble444
Italy2503 Posts
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Let it be our little secret.
