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Simple Questions, Simple Answers - Page 17

Forum Index > Brood War Strategy
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lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
July 07 2011 03:11 GMT
#321
On July 07 2011 12:00 CaffeineFree-_- wrote:
Show nested quote +
On July 07 2011 09:04 CaffeineFree-_- wrote:
There's plenty of variations. I'd say most common is 1rax FE fast +1 into 4 rax. I personally use a 2 rax fe then +1 then +2 rax build, but this is specific against muta. Early rines can force faster sunk/more lings against a 3h and mass rine style is counter to 2h muta.



if you don't get academy, there is no point in going 2 rax at all
WeMade FOX would be a deadly SC2 team.
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
July 07 2011 03:40 GMT
#322
The 2nd rax gives safe expo an early aggression, it's fine pre c+

For reference what's your Terran level?
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
funnybananaman
Profile Joined April 2009
United States830 Posts
July 07 2011 03:58 GMT
#323
I am B+ high & have been using 2rax expo in tvz with success for years on iccup brain clan pgtour and many courage tournament. would reccomend
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
July 09 2011 16:30 GMT
#324
why do zergs place their third hatch so that its creep will barely connect to the creep of the main? It shouldn't make much of a difference, but if it was on the outskirts then the buildings off of it could look for drops, and it would be harder for a random unit to sneak into the base and see the tech.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
Last Edited: 2011-07-09 17:25:44
July 09 2011 17:05 GMT
#325
On July 10 2011 01:30 hacklebeast wrote:
why do zergs place their third hatch so that its creep will barely connect to the creep of the main? It shouldn't make much of a difference, but if it was on the outskirts then the buildings off of it could look for drops, and it would be harder for a random unit to sneak into the base and see the tech.

I'd assume that it's only applicable in ZvT. The extra hatcheries are otherwise required for simcity against Protoss, and Zerg rarely has the luxury of a third hatchery in ZvZ. Even if he did, it's usually better to place it hugging his main hatch so that his buildings are compact as possible against zerglings and mutalisks.

In ZvT, however, most drop plays occur after the Zerg has scourge and proper overlord coverage to scout for drops. That means the most important requirements left for the third hatchery are that it's at a certain distance to require a separate scan and that it's close enough for quicker reinforcements throughout the game. Accomplishing those two things mean they usually place the hatchery in between their main and natural, near the ramp.
I'm not as thunk as dreople pink I am.
dronefarm
Profile Blog Joined April 2011
United States260 Posts
July 09 2011 18:29 GMT
#326
A lot of protoss beginners guides as well as other mechanics guides suggest 9 and 0 for nexus hotkeys to make efficient use of the "P" key throughout the game. This leaves me with two questions.

1) Since your hand is shifted toward the right side of the keyboard, how do you negotiate building things out of your gateways and robotics? Most of these same guides advocate using "5" and "6" to hotkey clusters of gateways so that you can jump camera and build rapidly out of all of them. Do you shift your hand to the more common "homerow" type of setup (pinkey resting on a, ring on s, middle on d pointer on f) and use your pointer to hit B, or or do you try to negotiate building with your hand rested on the other side of the keyboard?

2) WHen you have your third base up, should you be hotkeying that nexus as "8"? Most seem to just advocate 9 and 0...does this mean by the time your third is in production you're stopping probe production out of your main's nexus?

Thanks ^^
If you can chill, chill
dronefarm
Profile Blog Joined April 2011
United States260 Posts
July 10 2011 07:52 GMT
#327
anyone?
If you can chill, chill
littlefighter
Profile Joined February 2011
43 Posts
July 10 2011 08:05 GMT
#328
1)The hand should usually be at the left side of the keyboard to make use of the f2-f4 keys and the hotkeys where your armys are (1-4).

To build I use my ring finger to press b if the building is on the right of the b button and my pointer if it's on the left.

2)I think you should just hotkey third nexus as 0. The main and natural should be almost saturated and more probes wouldn't make much of a difference in mining. I just don't hotkey the nexii at all lategame and click the minimap on their location to make probes.
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
Last Edited: 2011-07-10 08:35:30
July 10 2011 08:32 GMT
#329
On July 10 2011 01:30 hacklebeast wrote:
why do zergs place their third hatch so that its creep will barely connect to the creep of the main? It shouldn't make much of a difference, but if it was on the outskirts then the buildings off of it could look for drops, and it would be harder for a random unit to sneak into the base and see the tech.


i don't quite understand what you mean by outskirts. do you mean placing the hatchery at the edges of your main base so that the creep spread along the edges would allow you to place buildings there as well?

if so, then that is not favourable. i usually place the third hatchery near the ramp in zvt in my main but away from my main hatchery. this is so that my third hatch stuff can get to the nat choke fast enough. more than that, it gives me much more room to place my tech buildings. while this makes no difference most of the time, sometimes my terran friend who only has 2 scans at his disposal may not scan correctly and may not find my tech structures, leaving him to become more cautious and may put me at an advantage i.e. i go den but he doesn't see any spire nor den and adds turrets and another bunker at nat just to be safe.

such things usually don't make any difference to me 99% of the time but its just a more efficient and smart way of playing.

edit: with regards to drop for zvt, terran drops usually come in after you spot the first vessel, which is usually the time that you make scourge. i don't know about others but i always keep in mind the possibility of terran drops the moment his science vessel is out and he is pushing toward me. i think a few scourge are more effective at stopping a dropship rather than using my third hatch and other buildings for scouting only.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Favorite
Profile Joined November 2010
United States27 Posts
July 10 2011 08:58 GMT
#330
On July 10 2011 03:29 dronefarm wrote:
A lot of protoss beginners guides as well as other mechanics guides suggest 9 and 0 for nexus hotkeys to make efficient use of the "P" key throughout the game. This leaves me with two questions.

1) Since your hand is shifted toward the right side of the keyboard, how do you negotiate building things out of your gateways and robotics? Most of these same guides advocate using "5" and "6" to hotkey clusters of gateways so that you can jump camera and build rapidly out of all of them. Do you shift your hand to the more common "homerow" type of setup (pinkey resting on a, ring on s, middle on d pointer on f) and use your pointer to hit B, or or do you try to negotiate building with your hand rested on the other side of the keyboard?

2) WHen you have your third base up, should you be hotkeying that nexus as "8"? Most seem to just advocate 9 and 0...does this mean by the time your third is in production you're stopping probe production out of your main's nexus?

Thanks ^^


I don't hotkey nexuses at 9 or 0.

I hotkey 4 as main nexus.
f2 is focused on main
f3 is on natural
f4 is on my third.

My macro hand position is awkward but also beneficial.
I have my ring finger on 4, my pinky on 2 (scout).
I press p with my thumb. to cycle through my probe production I press 4p, then i press f3 with ring finger click nexus then press p. f4 with ring finger, click nexus then press p.
to build gate/forge I press b with my thumb and f/g with my pointer. for pylon i shift my hand so i press b with pinky and p with pointer.

my "micro" hand position is pinky1 ring2 middle 3 and pointer 4.

my hotkeys for late game are 1-4 units (nexus overridden) 5 observer. 6-9 my "original" 4 gates. 0 is one cluster of gates. building placements are crucial for this hotkey tho.
SalsaShark
Profile Joined March 2011
United States56 Posts
July 10 2011 17:52 GMT
#331
How many SCVs are needed for each mining base?
the terrans are still beneath me - oGsMC
jello_biafra
Profile Blog Joined September 2004
United Kingdom6641 Posts
July 10 2011 19:43 GMT
#332
On July 11 2011 02:52 SalsaShark wrote:
How many SCVs are needed for each mining base?

Depends on the base but generally it's around 23 to saturate the base.
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
don_kyuhote
Profile Blog Joined December 2009
3007 Posts
July 11 2011 02:37 GMT
#333
Which map is more favorable for Terran against Protoss, Blue storm or Return of the King?
For what shall it profit a man, if he shall gain the whole world, and lose his own soul?
Danger_Duck
Profile Blog Joined March 2008
Burkina Faso571 Posts
July 11 2011 02:47 GMT
#334
On July 11 2011 11:37 don_kyuhote wrote:
Which map is more favorable for Terran against Protoss, Blue storm or Return of the King?


BLUE STORM FOR SHIZZLE

Just spot with building and shell natural. Goons can't go through and have to go around
TBA
Release
Profile Blog Joined October 2010
United States4397 Posts
July 11 2011 03:10 GMT
#335
Why is +2 attack +1 armor always considered so strong on a mech army? Every time a mech army has those upgrades, english commentators suggest that they are incredibly strong.
☺
littlefighter
Profile Joined February 2011
43 Posts
July 11 2011 03:24 GMT
#336
On July 11 2011 12:10 Release wrote:
Why is +2 attack +1 armor always considered so strong on a mech army? Every time a mech army has those upgrades, english commentators suggest that they are incredibly strong.


+2 attack gives tanks an extra 10 damage in siege mode. And from liquidpedia:"Two Siege Tanks with a +2 attack upgrade will kill an enemy Tank with only one volley, regardless of its armor."
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
July 11 2011 03:51 GMT
#337
On July 11 2011 12:10 Release wrote:
Why is +2 attack +1 armor always considered so strong on a mech army? Every time a mech army has those upgrades, english commentators suggest that they are incredibly strong.

If you're talking TvP I would guess it's because of how Flash's highly effective anti-carrier build on Katrina used a timing involving those upgrades?
brood war for life, brood war forever
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
July 11 2011 11:16 GMT
#338
On July 11 2011 12:10 Release wrote:
Why is +2 attack +1 armor always considered so strong on a mech army? Every time a mech army has those upgrades, english commentators suggest that they are incredibly strong.

I think there really isn't any elaborate explanation behind this. It is most probably because 2-1 is the best damage output for a terran mech army at that certain timing.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
J.Dong
Profile Joined June 2010
United States102 Posts
July 11 2011 15:16 GMT
#339
On July 10 2011 03:29 dronefarm wrote:
A lot of protoss beginners guides as well as other mechanics guides suggest 9 and 0 for nexus hotkeys to make efficient use of the "P" key throughout the game. This leaves me with two questions.

1) Since your hand is shifted toward the right side of the keyboard, how do you negotiate building things out of your gateways and robotics? Most of these same guides advocate using "5" and "6" to hotkey clusters of gateways so that you can jump camera and build rapidly out of all of them. Do you shift your hand to the more common "homerow" type of setup (pinkey resting on a, ring on s, middle on d pointer on f) and use your pointer to hit B, or or do you try to negotiate building with your hand rested on the other side of the keyboard?

2) WHen you have your third base up, should you be hotkeying that nexus as "8"? Most seem to just advocate 9 and 0...does this mean by the time your third is in production you're stopping probe production out of your main's nexus?

Thanks ^^


1) I use F- keys with my ring and pinky and middle finger
F2 Main base gateways
F3 Natural expansion
F4 for whatever is good, usually a rally point or a third or a key choke

Yea my hand jumps around I'm not sure if that is good...


2) That is what I do.
0p9p8p
p with index, 0 with middle, 9 &8 with ring.

I always make probes 24/7 unless I'm starved or something :/


I like corsairs.
Azerbaijan
Profile Blog Joined January 2010
United States660 Posts
July 13 2011 17:46 GMT
#340
In ZvP what do I look for to confirm a +1 speedlot timing and Is there another way to respond besides mutas?
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