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Simple Questions, Simple Answers - Page 167

Forum Index > Brood War Strategy
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sjukungen1
Profile Joined November 2006
Burkina Faso59 Posts
November 03 2013 13:09 GMT
#3321
Why does Protoss players not attack the SCVs repairing the bunker in the early dragoon push vs fast expand terran?
lol
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
November 03 2013 13:41 GMT
#3322
On November 03 2013 22:09 sjukungen1 wrote:
Why does Protoss players not attack the SCVs repairing the bunker in the early dragoon push vs fast expand terran?

scvs should be positioned so that this is impossible without taking damage from the bunker. When terran sees dragoons move in he can even pull scvs back. If the dragoons attack the bunker, send them forward again, if the goons target the scvs retreat again... and all the time the bunker is killing the dragoons.
sjukungen1
Profile Joined November 2006
Burkina Faso59 Posts
November 03 2013 15:50 GMT
#3323
On November 03 2013 22:41 kerpal wrote:
Show nested quote +
On November 03 2013 22:09 sjukungen1 wrote:
Why does Protoss players not attack the SCVs repairing the bunker in the early dragoon push vs fast expand terran?

scvs should be positioned so that this is impossible without taking damage from the bunker. When terran sees dragoons move in he can even pull scvs back. If the dragoons attack the bunker, send them forward again, if the goons target the scvs retreat again... and all the time the bunker is killing the dragoons.


I understand this. But 6(?) dragoons should be able to one shot scvs, and walking in and only taking shield damage is something that should be considered yet I never see it. I thought that maybe the terran loses more from constantly repairing than the actual worth of an scv?
lol
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
November 03 2013 16:20 GMT
#3324
On November 04 2013 00:50 sjukungen1 wrote:
Show nested quote +
On November 03 2013 22:41 kerpal wrote:
On November 03 2013 22:09 sjukungen1 wrote:
Why does Protoss players not attack the SCVs repairing the bunker in the early dragoon push vs fast expand terran?

scvs should be positioned so that this is impossible without taking damage from the bunker. When terran sees dragoons move in he can even pull scvs back. If the dragoons attack the bunker, send them forward again, if the goons target the scvs retreat again... and all the time the bunker is killing the dragoons.


I understand this. But 6(?) dragoons should be able to one shot scvs, and walking in and only taking shield damage is something that should be considered yet I never see it. I thought that maybe the terran loses more from constantly repairing than the actual worth of an scv?

If you have 6 dragoons and they don't have a sieged tank yet you should pop a couple scvs and go in, surround the bunker so no more scvs can reach it and destroy it, by the time that's happened though they really should have a tank out and be able to hold by sieging it on the cliff and using scvs to block the goons.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
CrystalDrag
Profile Joined July 2010
173 Posts
November 04 2013 03:09 GMT
#3325
On November 02 2013 03:58 Release wrote:
What constitute behind a tree (or a doodad)? (so that the units get the miss chance)

The unit must be touching some part of the doodad's tiles. The tile gives the miss rate property.
http://panschk.de/mappage/newsscript/viewarticle.php?newsid=31 read this for a guide.
Freakling
Profile Joined October 2012
Germany1534 Posts
November 04 2013 23:00 GMT
#3326
If a doodad provides cover (i.e. increased miss rate to ~50%), the centre of a unit's collision box must be on one of the doodad tiles. I should make a picture...
iamthegod
Profile Joined November 2013
34 Posts
Last Edited: 2013-11-07 06:40:36
November 07 2013 06:40 GMT
#3327
Why does nuke kill nexus in one shot if it's health is 750?
It counts shields on all protoss buildings even if you EMP it?
What about zerg buildings which are damaged?
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
November 07 2013 08:36 GMT
#3328
On November 07 2013 15:40 iamthegod wrote:
Why does nuke kill nexus in one shot if it's health is 750?
It counts shields on all protoss buildings even if you EMP it?
What about zerg buildings which are damaged?

It does 2/3 of the maximum hit points which counts both shields and health, even if it has been EMP'd. If a zerg building has lost a 3rd of its HP or more then it will die.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
iamthegod
Profile Joined November 2013
34 Posts
November 07 2013 09:21 GMT
#3329
So nexus will always get 1000 damage and hive will always get 1666 no matter how much health it has?
Same for units? Most will always get 500?
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
November 07 2013 11:48 GMT
#3330
On November 07 2013 18:21 iamthegod wrote:
So nexus will always get 1000 damage and hive will always get 1666 no matter how much health it has?
Same for units? Most will always get 500?

That's correct.

I think all units take 500 damage, IIRC the BC is the only unit that can survive a direct hit.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
iamthegod
Profile Joined November 2013
34 Posts
November 07 2013 17:22 GMT
#3331
So nuke takes out all protoss buildings in one shot?
Does damage equal on the radius?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 07 2013 17:30 GMT
#3332
On November 07 2013 17:36 jello_biafra wrote:
Show nested quote +
On November 07 2013 15:40 iamthegod wrote:
Why does nuke kill nexus in one shot if it's health is 750?
It counts shields on all protoss buildings even if you EMP it?
What about zerg buildings which are damaged?

It does 2/3 of the maximum hit points which counts both shields and health, even if it has been EMP'd. If a zerg building has lost a 3rd of its HP or more then it will die.

It does 2/3 or 500 damage whichever is higher, im pretty sure any building thats been nuked once, even if healed will always die to the 2nd nuke(not 100% on that one though)
Artillery spawned from the forges of Hell
iamthegod
Profile Joined November 2013
34 Posts
November 07 2013 18:04 GMT
#3333
I meant if it's EMPd.
So basically you take away half health and then take away 2/3 with nuke = destruction.
What is the radius of nuke and is it same damage across the radius?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 07 2013 18:53 GMT
#3334
On November 08 2013 03:04 iamthegod wrote:
I meant if it's EMPd.
So basically you take away half health and then take away 2/3 with nuke = destruction.
What is the radius of nuke and is it same damage across the radius?

damage at or near the center is full, it drops pretty drastically along the edges i think. still enough to kill most units and depots etc
Artillery spawned from the forges of Hell
Jealous
Profile Blog Joined December 2011
10413 Posts
November 08 2013 04:02 GMT
#3335
I recently played ZvT against a player who went 2 fac. He made it look like he was going 1 fac because he moved out with 4 marines 1 vulture and denied further scouting. I was at 3 base 3 hatch when I saw this, so I put up a sunk in my natural, went hydras. He comes in with siege tanks, marines, vultures, followed up by Goliath, and even a vessel, but that was once he expanded. I couldn't do shit. I'm guessing I should have gone muta at some point, but his early 2 fac attack had fucked me before I could even afford to add a spire.

TL;DR what does Z do against 2 fac if they already have 3 bases?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Dead9
Profile Blog Joined February 2008
United States4725 Posts
November 08 2013 04:38 GMT
#3336
generally you should be at 2 base in ZvT until you can take map control with mutas or lurkers
Jealous
Profile Blog Joined December 2011
10413 Posts
Last Edited: 2013-11-08 06:10:17
November 08 2013 06:09 GMT
#3337
On November 08 2013 13:38 Dead9 wrote:
generally you should be at 2 base in ZvT until you can take map control with mutas or lurkers

I see (: I played against 2 fac again vs. a different person, this time I had a ramphatch for my 3rd hatch, and I went mutas after blocking the vulture runby and I won easily. Thank you!

EDIT: I went ling runby when his first vulture came out and I scouted the 2 fac ahead of time, which I didn't do in the previous 2 fac game, this probably helped.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
arb
Profile Blog Joined April 2008
Noobville17922 Posts
November 08 2013 21:22 GMT
#3338
On November 08 2013 15:09 Jealous wrote:
Show nested quote +
On November 08 2013 13:38 Dead9 wrote:
generally you should be at 2 base in ZvT until you can take map control with mutas or lurkers

I see (: I played against 2 fac again vs. a different person, this time I had a ramphatch for my 3rd hatch, and I went mutas after blocking the vulture runby and I won easily. Thank you!

EDIT: I went ling runby when his first vulture came out and I scouted the 2 fac ahead of time, which I didn't do in the previous 2 fac game, this probably helped.

Should be sim city with hydra den sunkens and your 3rd hat before you get mutas out tbh.

If you try to skimp and he 2fact runbys you basically die.
no joke
Artillery spawned from the forges of Hell
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
November 09 2013 03:19 GMT
#3339
On November 08 2013 13:02 Jealous wrote:
I recently played ZvT against a player who went 2 fac. He made it look like he was going 1 fac because he moved out with 4 marines 1 vulture and denied further scouting. I was at 3 base 3 hatch when I saw this, so I put up a sunk in my natural, went hydras. He comes in with siege tanks, marines, vultures, followed up by Goliath, and even a vessel, but that was once he expanded. I couldn't do shit. I'm guessing I should have gone muta at some point, but his early 2 fac attack had fucked me before I could even afford to add a spire.

TL;DR what does Z do against 2 fac if they already have 3 bases?


I don't think you need "tl;dr" for one paragraph.

I would recommend not double-expanding if you scout any kind of one-base play. There is a wide variety of tech paths terran can take, such as 2-rax + tank push, 2-port wraith, 1-port dropship, 2-fact vultures, and so on, all of which will be impossible to defend with three bases and only three hatcheries.

If you see a CC first and want to double-expand, it can be a bit risky, but by all means, go for it if you want to, because the terran will take a bit longer to develop any sort of attack.

tl;dr: Don't get 3 bases if the terran has one base.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
white_horse
Profile Joined July 2010
1019 Posts
November 09 2013 03:46 GMT
#3340
Do you guys know why pro BW terran or protoss players don't ever do massive drops in PvZ or TvZ? I watch old proleague games and I always wonder why, for example, the terran player doesn't fill up 3 or 4 dropships with marine/medic and drop them all over the zerg main base? It seems like such a great way to screw zerg over by avoiding sunken/lurker pits at the zerg expansion and that nobody ever does it just frustrates me.
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