Simple Questions, Simple Answers - Page 133
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Terranist
United States2496 Posts
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traceurling
United States1240 Posts
On April 04 2013 10:11 BroodKingEXE wrote: More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense. It's like Hive ZvZs, I like seeing them every once in a while but definitely not 20% of the time...it can be cool to see players show their skills at endurance and playing the waiting game, just not too frequently ![]() | ||
BroodKingEXE
United States829 Posts
On April 04 2013 10:28 traceurling wrote: It's like Hive ZvZs, I like seeing them every once in a while but definitely not 20% of the time...it can be cool to see players show their skills at endurance and playing the waiting game, just not too frequently ![]() Well ZvZ isn't what was thinking of. I was thinking of the implications of mech terran at defending. It'd would be ridiculous to be able to defend 6 bases pretty easily. | ||
traceurling
United States1240 Posts
On April 04 2013 12:20 BroodKingEXE wrote: Well ZvZ isn't what was thinking of. I was thinking of the implications of mech terran at defending. It'd would be ridiculous to be able to defend 6 bases pretty easily. I was making a comparison ![]() But eh...depends on map layout of course...if Terran forces get too divided defending three or four bases...all depends on how the mapmaker makes the map... When going 12 Pool into 2 Hatch Muta, is it possible to do speedling harass without delaying your mutas? | ||
thezanursic
5478 Posts
On April 04 2013 09:13 traceurling wrote: So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it. Maybe Main + Nat + 1 mineral only = 15 bases now that's a lot, but experimentation never hurts. | ||
ninazerg
United States7291 Posts
On April 04 2013 07:00 BroodKingEXE wrote: What is the ideal spot to drop a reaver? I try to get it in the back of a mineral line, but it feels as if I could get more damage. I'm going to show you a cool trick. To maximize the damage caused by scarabs, you always want them to path directly into the unit you're attacking. If the unit you're attacking is separated by minerals or is running away, the scarabs will not do very much damage. If you drop directly into the mineral line, it can be a lot more effective than dropping behind the mineral lines. Note! Dropping behind the mineral lines is great for many other types of drops, such as high templar, marines, lurkers, etc., but the way scarabs work give them a uniqueness that can be a pain in the ass. Now, here is a concept that you can play around with: if your opponent has decent reaction time, he/she will see the reaver and go "Oh, I don't want to lose all my workers, so I will pull them away." and maynard them to another mineral field. If you anticipate this, it can potentially yield way more damage for your drop. The idea is to basically drop your reaver in the retreat path of the workers so they will have no choice but to DIE. Here, ![]() Ignore that enormous splash of blood for a moment. That's not important right now. The important thing is that the reaver is at the bottom of the mineral field, so if the drones want to escape, they have to go south towards the ramp, or clump up near the extractor. If they do either of these, it means you will kill a lot of drones. Another example of this would be to fly over the natural (maybe drop a zealot into the minerals), but drop the reaver at the top of the ramp. ![]() Even if the drones don't go up the ramp, you still are able to deny small reinforcements coming up the ramp, and on top of that, you can fly to the main base' mineral field to drop there. If the zerg pulls their drones from the natural AND loses a lot at their main, then they will lose a lot of potential harvesting time. Here is a chart of how to shoot your scarabs at things: + Show Spoiler + ![]() Targets moving towards the scarab shot will get hit. Targets moving sideways might get away like the cowards they are. Targets moving away from the shot will almost certainly live to work against Aiur. | ||
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BisuDagger
Bisutopia19225 Posts
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traceurling
United States1240 Posts
1.) How does Terran deal vs a 2 Hatch Muta 2.) Bisu and liquipedia both say that 2 Gate is strong on this map; what makes 2 Gate a solid opening for this map? | ||
sabas123
Netherlands3122 Posts
On April 05 2013 02:20 traceurling wrote:2.) Bisu and liquipedia both say that 2 Gate is strong on this map; what makes 2 Gate a solid opening for this map? posabilty of close spawns and wide natrual | ||
thezanursic
5478 Posts
On April 04 2013 18:22 ninazerg wrote: I'm going to show you a cool trick. To maximize the damage caused by scarabs, you always want them to path directly into the unit you're attacking. If the unit you're attacking is separated by minerals or is running away, the scarabs will not do very much damage. If you drop directly into the mineral line, it can be a lot more effective than dropping behind the mineral lines. Note! Dropping behind the mineral lines is great for many other types of drops, such as high templar, marines, lurkers, etc., but the way scarabs work give them a uniqueness that can be a pain in the ass. Now, here is a concept that you can play around with: if your opponent has decent reaction time, he/she will see the reaver and go "Oh, I don't want to lose all my workers, so I will pull them away." and maynard them to another mineral field. If you anticipate this, it can potentially yield way more damage for your drop. The idea is to basically drop your reaver in the retreat path of the workers so they will have no choice but to DIE. Here, ![]() Ignore that enormous splash of blood for a moment. That's not important right now. The important thing is that the reaver is at the bottom of the mineral field, so if the drones want to escape, they have to go south towards the ramp, or clump up near the extractor. If they do either of these, it means you will kill a lot of drones. Another example of this would be to fly over the natural (maybe drop a zealot into the minerals), but drop the reaver at the top of the ramp. ![]() Even if the drones don't go up the ramp, you still are able to deny small reinforcements coming up the ramp, and on top of that, you can fly to the main base' mineral field to drop there. If the zerg pulls their drones from the natural AND loses a lot at their main, then they will lose a lot of potential harvesting time. Here is a chart of how to shoot your scarabs at things: + Show Spoiler + ![]() Targets moving towards the scarab shot will get hit. Targets moving sideways might get away like the cowards they are. Targets moving away from the shot will almost certainly live to work against Aiur. I always wondered why people don't do this more often. I am also curious if it's worth it moving the reaver and delaying so that the reaver shoots just as the workers are transfering through him or will most people see what you are doing and react? | ||
Dead9
United States4725 Posts
it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling | ||
ninazerg
United States7291 Posts
On April 05 2013 06:04 Dead9 wrote: usually people run the drones in the opposite direction instead of trying to transfer it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling Usually, they stack them on the closest geyser to pull the them away, but I notice that a lot of Terrans will only transfer them. Zergs, on the other hand, can just burrow if they know a reaver is coming. | ||
thezanursic
5478 Posts
On April 05 2013 06:04 Dead9 wrote: usually people run the drones in the opposite direction instead of trying to transfer it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling If they don't transfer to a near by mineral/gas their workers will bug out anyway and the scarab will most likely hit. | ||
puppykiller
United States3126 Posts
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quirinus
Croatia2489 Posts
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BroodKingEXE
United States829 Posts
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ninazerg
United States7291 Posts
On April 06 2013 07:58 BroodKingEXE wrote: Is there a korean equivalent of TL.net (in terms of strategy)? They literally just walk up to another Korean and say "Hey, I'm having a really hard time defending against 2 fact openings, what should I do?" and the other Korean is like "Practice better unit control" BECAUSE THAT'S WHAT THEY ALWAYS FUCKING SAY NO MATTER WHAT. | ||
ninazerg
United States7291 Posts
On April 06 2013 03:21 quirinus wrote: Does anyone know where wLauncher stores the StarCraft.exe path or how it launches it? This tab handles all the gateways, exes, etc. ![]() Click the 찾 기 button to search for the starcraft.exe I hope that helps, if not, I'm stumped. | ||
sabas123
Netherlands3122 Posts
On April 06 2013 07:58 BroodKingEXE wrote: Is there a korean equivalent of TL.net (in terms of strategy)? i don't really think so, there might be like vods with compertary shared on sites like neaver and cafe daum thou. | ||
Birdie
New Zealand4438 Posts
On April 07 2013 04:45 sabas123 wrote: i don't really think so, there might be like vods with compertary shared on sites like neaver and cafe daum thou. I've talked to a Korean caster/BJ about it and other than the fishbattle.net forum, there doesn't appear to be any more forums left. I believe playxp used to have a Starcraft 1 section but it's all sc2, LoL, and D3 now. He said people just use afreeca and fish to communicate for the most part. | ||
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