Simple Questions, Simple Answers - Page 175
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Foxxan
Sweden3427 Posts
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Bakuryu
Germany1065 Posts
On December 19 2013 15:52 Rlentless wrote: Spamming right click can increase repair rate. You can set repair rate by how fast you click albeit your resources will be depleted faster. I think you can also make the scv attack faster by spamming attack though at a lesser effect. i hope im not too late.... "spamming right click can increase repair rate" = this is 100% wrong. the vod u found is from a small time between something which koreans were doing because it LOOKED like it was effective, and actually testing if it really was effective at all. (the other pretty famous example would be the "sim city break at hbr natural by using a drone making an extractor", which doesnt work because extractor has the same size as a geysir) if u use scvs to fight enemy workers/units and if u spam attack that units, you are able to reduce the acceleration/deceleration needed to connect the attack + u will trigger another attacking animation which make it look like it is attacking faster than normal. i never tested if it really is attacking faster than usual if both the scv and the enemy is standing still and honestly i dont really care, scvs too strong anyways. now if u use scvs to repair stuff normally, your minerals will (for example) deplete by like 1 mineral every second, while repairing at a constant rate. if u spam click repair something, everytime u start repairing again, u start with losing 1 mineral and because u click faster than once per second, u will lose minerals about 2-3 times faster than normal. what about the repair amount?, basically thats hard to test alone unless u slowly check the replay.... best way to explain it: everytime u order a new repair command, u interrupt the constant repairing rate with a very small break and if u spam it, u have many breaks. in the end, by spamming repair on something, u will use about 2-3 times as many minerals, but u only repair about 40-50% of the standard amount, which means that u will only have about 20% efficiency compared to just letting it repair..... YES, ITS THAT BAD and thats why people stopped spam repairing, because its only helping the zerg. On December 19 2013 21:14 Foxxan wrote: Does marines have overkill in bw? every unit in bw (that has an attack) can overkill, even melee units like zerglings or suicide units like scourge. | ||
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Jealous
10260 Posts
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XsebT
Denmark2980 Posts
On December 19 2013 21:14 Foxxan wrote: Does marines have overkill in bw? Since there's no projectile animation, I'd guess no. Though, as Baku said, obviously every attacking unit can overkill in a sense, but I believe the definition "overkill" is specific to ranged units, no? | ||
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Bakuryu
Germany1065 Posts
and that happens with any unit in bw if they attack more or less at the same time. | ||
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traceurling
United States1240 Posts
I'm coming up on my 1000th post, any ideas for what I should do that would be awesome and appreciated? | ||
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Jealous
10260 Posts
On December 20 2013 14:06 traceurling wrote: In SC2 I believe they have an antioverkill thing where units wikk smart target so that no shot is wasted. Yes bw has overkill if that's the case. I'm coming up on my 1000th post, any ideas for what I should do that would be awesome and appreciated? Whatever you find interesting, are really good at, or can help others on the forum with. Then you spend a few hours perfecting it in format, content, grammar, etc. Instant self-gratification for your time investment, and most likely a positive forum response. | ||
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fencer
122 Posts
Personally I've never come to use it because you never know if something else might happen inbetween. For example: your forces are being attacked so you hit space, but right then a worker spawned for you and you get vision of your Nexus/CC/hatch instead. But I'm open to other opinions as well. Do you use it much? | ||
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Golgotha
Korea (South)8418 Posts
On December 22 2013 10:10 fencer wrote: Do people use space (last event) a lot? Personally I've never come to use it because you never know if something else might happen inbetween. For example: your forces are being attacked so you hit space, but right then a worker spawned for you and you get vision of your Nexus/CC/hatch instead. But I'm open to other opinions as well. Do you use it much? i actually use it all the damn time. Very very useful. if you press it twice, cant you just keep going back to previous events? | ||
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evilfatsh1t
Australia8782 Posts
On December 22 2013 10:10 fencer wrote: Do people use space (last event) a lot? Personally I've never come to use it because you never know if something else might happen inbetween. For example: your forces are being attacked so you hit space, but right then a worker spawned for you and you get vision of your Nexus/CC/hatch instead. But I'm open to other opinions as well. Do you use it much? i only use space at the start when my workers are spawning and i have nothing else to do. later, you have too much to do meaning space isnt going to take you where you probably want to go. | ||
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fencer
122 Posts
On December 22 2013 13:08 Golgotha wrote: i actually use it all the damn time. Very very useful. if you press it twice, cant you just keep going back to previous events? When do you find it the most useful compared to other ways (minimap, locations, hotkeys)? When do you save the most time? | ||
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puppykiller
United States3137 Posts
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puppykiller
United States3137 Posts
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Hoender
South Africa381 Posts
On December 22 2013 19:45 puppykiller wrote: I want to be as good as Sero, I have hit a wall... how do I become as good as Sero? devise a plan to make Sero play worse | ||
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KameZerg
Sweden1767 Posts
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endy
Switzerland8970 Posts
On December 22 2013 23:15 ICanFlyLow wrote: How does protoss macro work? How do you know how many gateways you could or should be having, and when is a good time to build them? You should not be afraid of adding more gateways right after you expand. A common mistake I was making for a while is that right after your new expo completes, the eco benefit hasn't kicked in yet, so I was waiting a bit to add gateways. But you need to take in account the gateways construction time, and by then the eco boost from the new base will have kicked in and if you haven't built the gateways promptly after the expansion you'll be floating tons of minerals. Really important in PvT when terrans have timing windows that take advantage of new expansions. | ||
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Birdie
New Zealand4438 Posts
On December 22 2013 23:15 ICanFlyLow wrote: How does protoss macro work? How do you know how many gateways you could or should be having, and when is a good time to build them? I'm no protoss player but no one's really answering, as far as I know Protoss will usually have 6 gateways on 2base, 8-12 on 3base, and about 800 after 4th and 5th base. It depends on the matchup though, as in PvT particularly, you want to have the ability to remax quickly. Whereas in PvZ you should never be losing your main army so remaxing isn't a problem, you just rebuild to its old size. | ||
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fencer
122 Posts
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sjukungen1
Burkina Faso59 Posts
On December 19 2013 04:39 Birdie wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=434554 is the best one probably. I really don't like this opening. Your hatch gets blocked to eternity if the protoss scouts you early. You stack up to 600-700 minerals with a simple pylon block, not worth it. Best IMO and what the koreans are using -> overpool 11 hatch 14 extractor 13 hatch | ||
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ninazerg
United States7291 Posts
On December 22 2013 10:10 fencer wrote: Do people use space (last event) a lot? Personally I've never come to use it because you never know if something else might happen inbetween. For example: your forces are being attacked so you hit space, but right then a worker spawned for you and you get vision of your Nexus/CC/hatch instead. But I'm open to other opinions as well. Do you use it much? I use it quite a bit in the early game, but once stuff really starts picking up, it's not very useful. | ||
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