if you don't get academy, there is no point in going 2 rax at all
Simple Questions, Simple Answers - Page 17
Forum Index > Brood War Strategy |
lyAsakura
United States1414 Posts
if you don't get academy, there is no point in going 2 rax at all | ||
CaffeineFree-_-
United States712 Posts
For reference what's your Terran level? | ||
funnybananaman
United States830 Posts
| ||
hacklebeast
United States5090 Posts
| ||
Bwenjarin Raffrack
United States322 Posts
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. | ||
dronefarm
United States260 Posts
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 ^^ | ||
dronefarm
United States260 Posts
| ||
littlefighter
43 Posts
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
Singapore1803 Posts
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. | ||
Favorite
United States27 Posts
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
United States56 Posts
| ||
jello_biafra
United Kingdom6635 Posts
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. | ||
don_kyuhote
3006 Posts
| ||
Danger_Duck
Burkina Faso571 Posts
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 | ||
Release
United States4397 Posts
| ||
littlefighter
43 Posts
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
United States11143 Posts
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? | ||
JMave
Singapore1803 Posts
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. | ||
J.Dong
United States102 Posts
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 :/ | ||
Azerbaijan
United States660 Posts
| ||
| ||