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Simple Questions, Simple Answers - Page 113

Forum Index > Brood War Strategy
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thezanursic
Profile Blog Joined July 2011
5498 Posts
January 25 2013 06:37 GMT
#2241
On January 25 2013 07:36 Dead9 wrote:
you can just attackmove instead of hitting stop
so there's not really any use for it

I thought that A-move<Stop and Hold=A-move in terms of damage. I might be wrong though.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
ocoini
Profile Blog Joined April 2003
648 Posts
January 25 2013 09:40 GMT
#2242
On January 24 2013 23:54 thezanursic wrote:
Show nested quote +
On January 24 2013 22:02 ocoini wrote:
On January 24 2013 15:38 thezanursic wrote:
On January 24 2013 05:56 hacklebeast wrote:
http://code.google.com/p/bwapi/wiki/StarcraftGuide

This?

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^^


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



No i read it and understood, thought you mistook stop for hold. There isn't as far as I know a benefit in using stop vs attack move. Never read anything about it.
Street Vendor Crack Down Princess-Cop!
thezanursic
Profile Blog Joined July 2011
5498 Posts
January 25 2013 20:21 GMT
#2243
Okay soo if I do a 2 gate robo and my opponent goes for 12 nexx or 12 gate into expand I should reaver bust him, correct?

Also should I add 1 more gate and go 3 gate robo bust or should I just try to expand while going for a bust?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
ocoini
Profile Blog Joined April 2003
648 Posts
January 27 2013 02:29 GMT
#2244
On January 26 2013 05:21 thezanursic wrote:
Okay soo if I do a 2 gate robo and my opponent goes for 12 nexx or 12 gate into expand I should reaver bust him, correct?

Also should I add 1 more gate and go 3 gate robo bust or should I just try to expand while going for a bust?


I think that is a good option, either reaver harras or build to bust.
If you want to bust and go all in you can opt to limit probe production early and add a few gateways instead of expanding. But if you fail micro...auch.
You have to really commit to it, rally at enemy base, 100% micro focus on reavers !

here's a nice even pvp game, not exactly same situation you describe.
As this is a 1-gate reaver vs 2-gate reaver. But shows power of going early reaver and busting down xp's. *notice clouds xp goes up first. putting jf into reaverkill mode.

If JF had messed up his reaver micro though, this game would have been very different.
Cloud had to spread his goons to protect main, and couldn't get down the ramp to defend his nat fast enough, and his reaver came out a bit to slow.
Street Vendor Crack Down Princess-Cop!
traceurling
Profile Joined December 2012
United States1240 Posts
January 27 2013 21:19 GMT
#2245
A couple questions about bunker rushing:
Does bunker rush only work against fast expand?
Can it work against 1 gate core or 2 gate?
Does it have to be BBS?
Any good TvP bunker rush vods?
Thanks
"Appreciate the things you have before they become the things you had."
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
January 27 2013 22:55 GMT
#2246
On January 28 2013 06:19 traceurling wrote:
A couple questions about bunker rushing:
Does bunker rush only work against fast expand?
Can it work against 1 gate core or 2 gate?
Does it have to be BBS?
Any good TvP bunker rush vods?
Thanks


A bunker rush can work against 1 gate (can depend on relative skill levels/map/scouting, but it certainly CAN work). It generally won't vs 2 gate.

Most bunker rushes aren't BBS. If you are going BBS, then building a bunker means you are cutting marines, which is bad.

BO copped from liquipedia:

8 - Barracks
9 - Supply Depot
10 - Scout. On a four player map, scout two mains at once.
10 - Barracks finishes, rally to opponent's natural and pump Marines
15 - Supply Depot



There's one vod. If you want more, look at games flash won vs P at the beginning of his career. Just open the vod and look how long it is. if >10 min, move on to the next one.

http://www.teamliquid.net/tlpd/details.php?section=korean&type=players&id=424&part=games&vs=P&league=any&map=any&from_year=2007&from_month=3&from_day=15&to_year=2012&to_month=8&to_day=26&action=Update#tblt-5800-6-1-DESC
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
Last Edited: 2013-01-28 15:53:23
January 28 2013 15:52 GMT
#2247
On January 28 2013 06:19 traceurling wrote:
A couple questions about bunker rushing:
Does bunker rush only work against fast expand?
Can it work against 1 gate core or 2 gate?
Does it have to be BBS?
Any good TvP bunker rush vods?
Thanks


i feel the bunker rush against 12 nex is to force the probes he sent to the natural away from mining and to try and take out your scv or bunker. you don't have to let the bunker complete as all you need to do is to stall him as long as you can and get up your own natural.



here's the almighty flash doing it against 1 gate

hmm the link wasn't showing. here it is.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Berceno
Profile Joined May 2012
Spain401 Posts
January 28 2013 17:44 GMT
#2248
anyone knows the video where a player ( xellos, I think) rally point like 10 factories in 1 second?
protoss living in da ghetto
Dead9
Profile Blog Joined February 2008
United States4725 Posts
January 28 2013 17:45 GMT
#2249
Hoender
Profile Joined March 2011
South Africa381 Posts
January 28 2013 20:07 GMT
#2250
When was the last full-island map (not just an elevated landmass surrounded by lower ground) used in a professional game and how popular were they in the early years in the pro-scene?
Die ou swepe sê: "daar's 'n raat vir elke kwaal," maar watse pil kou jy as die donker jou kom haal?
Capresis
Profile Joined September 2008
United States518 Posts
January 28 2013 20:53 GMT
#2251
I remember hearing that a lurker's first shot fires faster if your right click your target while burrowing. Is this true?
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 28 2013 22:01 GMT
#2252
On January 29 2013 05:53 Psycho_Gemni wrote:
I remember hearing that a lurker's first shot fires faster if your right click your target while burrowing. Is this true?

Yes, that's true.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
thezanursic
Profile Blog Joined July 2011
5498 Posts
Last Edited: 2013-01-29 08:34:24
January 29 2013 08:33 GMT
#2253
I have been having a lot of trouble with my citadel timing and the dragoon to zealot/Archon/HT composition transition.

I'm specifically asking if my switch was greedy or unsafe in this game that's all I'm asking for, but other advice would also be useful!

http://speedy.sh/APYrW/PvP-FS.rep

I'm darkliquid the player who spawned at 11
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Black[CAT]
Profile Blog Joined July 2010
Malaysia2589 Posts
January 29 2013 08:55 GMT
#2254
How to get those custom icons like those people in fish server?
You mean ESPORTS isnt a synonym for SC2? ¯\_(ツ)_/¯ -Proud owner of a Filco Majestouch 2 with Cherry Blue Switches- BW or SC2? Why not both?
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
January 29 2013 10:20 GMT
#2255
I remember Voddy making a really cool post about zerg recently. It was either about zvt or zerg in general. Anyone know the thread?
Why would I play sctoo when I can play BW?
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
January 29 2013 11:22 GMT
#2256
On January 29 2013 07:01 Birdie wrote:
Show nested quote +
On January 29 2013 05:53 Psycho_Gemni wrote:
I remember hearing that a lurker's first shot fires faster if your right click your target while burrowing. Is this true?

Yes, that's true.


yes, but thats not everything.
i just tested it again. if u burrow a lurker and right click your target right after the lurker is completely underground, it will start shooting faster compared to a lurker who is just being burrowed.
but if u select 5 lurker and burrow them and u right click on target, but the target is out of range for 3 of those lurkers, the 2 in range will start shooting faster, but the 3 not in range will not shoot at all.
the ones not in range will only shoot if u stop clicking (but they still have about 1 second delay shooting).

and i didnt know about lurker firing fast before this post.... (only knew about them not shooting at all)

and for puppykiller
http://www.teamliquid.net/forum/viewmessage.php?topic_id=392540
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
January 29 2013 20:19 GMT
#2257
There was one about how he was able to improve as z so fast and it had this long thing about zvt lategame.
Why would I play sctoo when I can play BW?
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
January 30 2013 04:59 GMT
#2258
Are are 1 base all-ins for all match ups? I know this sounds stupid.

IK in
TvP a 2 fact is all in. Gate Goon as well?
ZvT 2 Hatch Muta or Lurker but this is off of two bases

Otherwise I can't recall 1 base all-ins for: TvT, T in TvZ, ZvZ, PvP, PvZ and RvR

Thanks!
Master Chief
traceurling
Profile Joined December 2012
United States1240 Posts
January 30 2013 05:10 GMT
#2259
Not always, a lot of the time they just depend on doing enough damage you can come back (some people argue that is an all in, but I feel like its not...) There have been people who have done a 5 pool and returned...Also other "very aggressive builds" include 2 gate, 9 pool, 8 rax, BBS...
"Appreciate the things you have before they become the things you had."
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
Last Edited: 2013-01-30 05:22:25
January 30 2013 05:21 GMT
#2260
On January 30 2013 14:10 traceurling wrote:
Not always, a lot of the time they just depend on doing enough damage you can come back (some people argue that is an all in, but I feel like its not...) There have been people who have done a 5 pool and returned...Also other "very aggressive builds" include 2 gate, 9 pool, 8 rax, BBS...

I don't understand, this game has out 10+ years and 1 base all-in have come into existence. How strange.
Master Chief
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