On June 23 2011 07:33 blubbdavid wrote: How do you react in ZvP if he makes gassteal and pressures your hatching natural with lots?
Make a sunken, or 2 if he proxied, then just take your gas natural. You can start taking it when your hatchery is ~25% done and your gas will still be done in a timely fashion. From there, if he proxied or the main -> natural choke is medium-large, you can go speedlings and kill him if you didn't lose too many drones, or go 2 hatch hydras to followup with pressure and slowly transition in to a normal mid game.
On June 20 2011 06:12 Release wrote: Why do zergs use ultralisks? Every time i see them, they die so quick and are incredibly cost inefficient. Tanks and mines melt ultras. Reavers and archons melt ultras. They cost 200 gas.
For example, lots of people use ultras against mech, and their economy is drained. Zero (against flash on benzene) used tons of lings and hydras (and queens) and it was much more cost efficient.
2 related reasons: 1. HP Ultras tank so that your lings/hydras/lurks can actually get in range. 2. AI In large armies, enemy units eventually focus on ultras that are meaty and defensive. As lings die, enemy units re-target the survivor-> the ultra.
So essentially, YES. Ultras suck if they are used alone, but their role isn't a mass unit, but as a support to your damage-dealing units that are weak
But the deal is that ultras take full damage from tank shots. Meaning that it is least cost-efficient amongst lings and hydras. Because the whole concept about dealing with mech is to attack based on waves to slowly break his defence line, ultras become even more worse because you probably wont have enough gas to sustain them.
I answered generically on why ultras are used based on why they appear to be inefficient on paper. As for mech, you are way off. The whole concept about dealing with mech either kill them off early or to take the map while harassing if they turtle too hard. Once the map is taken, you never throw your units into a meatgrinder. You abuse your mobility by picking off reinforcements and countering rather than force a direct engagement.
On July 02 2011 08:45 Le BucheRON wrote: What's the difference between a "hold position" lurker and just a regular old burrowed lurker?
Hold position lurkers dont fire until you command them to while regular burrowed lurkers will immediately shoot when anything comes in range. Useful if the T moves out before his vessal/doesn't have detection with them and they walk over your lurkers and you pretty much instant kill a huge number of their marines.
how do you micro carriers? i believe pros leave the interceptors out of the carriers, then attacks. how is this possible? (you often see pros attack nexus to bring out the interceptors, and keeps them out) also, does anyone have carrier training map? thanks!
On July 04 2011 13:29 hipaul wrote: how do you micro carriers? i believe pros leave the interceptors out of the carriers, then attacks. how is this possible? (you often see pros attack nexus to bring out the interceptors, and keeps them out) also, does anyone have carrier training map? thanks!
As long as you keep the carrier moving away from the interceptors the interceptors won't be able to go back into the carriers, they just bug out slightly behind the center of the carrier trying to perfectly line up.
Just tell the carriers what to attack and then tell them to move away from that once the interceptors go to attack. Pick targets as needed, just make sure you pick the targets quickly as the interceptors will head back to the carrier as soon as their target dies and the carrier better be moving before the interceptors get there.
the purpose about attacking the nexus is so that your interceptors won't stagger their exit when you engage. once you clear that stagger, just have to simply target the unit you want to kill and move your carriers away. i think the carrier ai is such that your carriers can outrange upgraded goliaths if you move them away from the goliaths after you click attack on one goliath but will be in range if you just right click without moving away.
On July 04 2011 13:29 hipaul wrote: how do you micro carriers? i believe pros leave the interceptors out of the carriers, then attacks. how is this possible? (you often see pros attack nexus to bring out the interceptors, and keeps them out) also, does anyone have carrier training map? thanks!
By always keeping the carriers moving. The interceptors return to the carrier when it stops, which is also one of the reasons why attack-moving carriers is so inefficient. Once the interceptors are released, it's mostly preferable to attack by picking units off individually and microing the carriers away.
Edit: well damn, double-ninjad in fifteen seconds.
On July 04 2011 16:37 JMave wrote: i think the carrier ai is such that your carriers can outrange upgraded goliaths if you move them away from the goliaths after you click attack on one goliath but will be in range if you just right click without moving away.
This is true. The carrier's attack range is 8, like the upgraded goliath's, but the interceptor tether range is 12, making proper micro with cliff abuse such a huge pain for the Terran as he can barely ever land shots on the carrier itself. Conversely, it also means that goliaths keeping well out of the "effective" range of the carriers can take free potshots at the interceptors.
If you are T and you scout your opponent going 12 nex on first try, should you bunker rush him, or should you just build a CC asap? What if you scout him last?
On July 04 2011 17:56 don_kyuhote wrote: If you are T and you scout your opponent going 12 nex on first try, should you bunker rush him, or should you just build a CC asap? What if you scout him last?
both. the idea about bunker rushing isn't entirely focused on killing off the nexus but evening out his econ advantage. in most cases, he will likely be able to kill off your bunker before you destroy his nex anyway but the bunker rush is to force him to drag the probes that were sent to mine at the natural to delay your bunker or to attack it w/e. Basically, the idea is to just stop the econ advantage and deal as much damage as you can.
edit: if you scout him last and he already has a zealot out, then you must be extremely cautious about his third base timing. your priority will be to note his third base timing and gateway count. scan should be gone for earlier in this case and you must see gateway count and adjust your own factory count accordingly. i myself never really had to deal with late scout for 12 nex so i'm not really sure.