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^^
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:
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.
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.
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
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.
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.
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?
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?
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)
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...
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.