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Simple Questions, Simple Answers - Page 180

Forum Index > Brood War Strategy
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traceurling
Profile Joined December 2012
United States1240 Posts
January 17 2014 05:16 GMT
#3581
Ok I think I might be getting +1 air too early, I've been getting it right after Stargate...
Also a question about which third to take, in PvZ say I'm at the 1 o clock and he's at the 5, do I take the third at the 3 or 12?
"Appreciate the things you have before they become the things you had."
evilfatsh1t
Profile Joined October 2010
Australia8939 Posts
January 17 2014 07:53 GMT
#3582
normally youd take the expo at 3. its easier to defend. taking the 12 o clock is a little more risky. if zerg goes for 6 hatch hydras he could potentially deny your 3rd, but if you can get away with it youve pretty much secured yourself an easy 4th at 3 o clock.
fencer
Profile Joined October 2011
122 Posts
January 17 2014 08:26 GMT
#3583
Gah, how do you deal with the excess minerals when meching against zerg? The gas/mineral ratio of goliaths is quite steep. I often find myself spending every last gas as it trickles in only to be floating 1k or 2k minerals. Should I add in a bunch more vultures to keep my minerals low?
Disc Golf is Awesome! Thought I'd throw that out there =)
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
Last Edited: 2014-01-17 08:35:07
January 17 2014 08:32 GMT
#3584
On January 17 2014 17:26 fencer wrote:
Gah, how do you deal with the excess minerals when meching against zerg? The gas/mineral ratio of goliaths is quite steep. I often find myself spending every last gas as it trickles in only to be floating 1k or 2k minerals. Should I add in a bunch more vultures to keep my minerals low?

Pump out a bunch of vultures and if they are heavy on the muta you can bring a few SCVs when you move out with your army to make a few turrets in the field.

If you still have a lot of extra minerals when doing that then invest in new expansions and turreting them up.
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
fencer
Profile Joined October 2011
122 Posts
January 17 2014 10:10 GMT
#3585
That sounds like a good idea, turrets could hopefully let me make a bit fewer goliaths and more tanks too.
Disc Golf is Awesome! Thought I'd throw that out there =)
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
January 17 2014 11:36 GMT
#3586
On January 17 2014 19:10 fencer wrote:
That sounds like a good idea, turrets could hopefully let me make a bit fewer goliaths and more tanks too.

You can also use the extra vults to mine up your expos and once they're out of mines go and raid zerg expos to kill as many drones as you can.
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
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
January 17 2014 15:21 GMT
#3587
If you have excess mineral you can spend them on a round of vultures (I usually do this when I am short on gas at the point i'm getting 2-1 upgrades started and wanting to add facts). These vultures can mine your flanks and help in battles if your opponent is using hydras with his army and can also search for expansions and harass. Try to find a replay of a good player meching vs zerg and watch how they use vultures in that match up.
Why would I play sctoo when I can play BW?
traceurling
Profile Joined December 2012
United States1240 Posts
January 18 2014 02:51 GMT
#3588
Is there an easy way to check map stats using replays? Like for map makers who have replays of games played on the map is there a way to check the map stats or do they just have to write it down every game?
"Appreciate the things you have before they become the things you had."
Quenenty
Profile Joined September 2013
14 Posts
January 18 2014 19:02 GMT
#3589
where is the thread where you can upload your replay and someone will help you to analyse it? i knew i found it somewhere but now i cant find it anywhere
im sorry for asking dumb question but im so lost kekek

traceurling
Profile Joined December 2012
United States1240 Posts
January 19 2014 06:09 GMT
#3590
Hey I was thinking of starting to stream and I think there was a guide around here somewhere about getting everything set up and stuff can someone link me it please?
"Appreciate the things you have before they become the things you had."
rebdomine
Profile Blog Joined October 2010
6040 Posts
January 19 2014 23:22 GMT
#3591
On January 19 2014 15:09 traceurling wrote:
Hey I was thinking of starting to stream and I think there was a guide around here somewhere about getting everything set up and stuff can someone link me it please?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=265945
"Just because you are correct doesn't mean you are right!"
traceurling
Profile Joined December 2012
United States1240 Posts
January 20 2014 21:41 GMT
#3592
How do I judge how many cannons I need to secure an expo in PvZ?
"Appreciate the things you have before they become the things you had."
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
January 20 2014 21:44 GMT
#3593
On January 21 2014 06:41 traceurling wrote:
How do I judge how many cannons I need to secure an expo in PvZ?

Do a macro cycle, any minerals left over = cannons.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
evilfatsh1t
Profile Joined October 2010
Australia8939 Posts
January 20 2014 23:21 GMT
#3594
thats a pretty bad way to judge how many cannons you need

the important thing is theres no set number. you have to make a judgement based on his army and tech. for example a hydra bust usually requires at least 4 cannons, more if the zerg is committing to the bust.
an early 3rd without any army encounters will usually need around 2-3 cannons, because the zerg will only have a handful of hydras if any, and any amount of zerglings can be cleared up by zealots.
4th is going to need 4 or 5 cannons, because at that stage zerg will have enough hatcheries to produce a whole round of zerglings and lurkers
any other expansions after that are going to need as many cannons as you can afford without being behind on minerals, because youll need the detection for lurkers. usually when you have your 5th up the zerg will have dark swarm, meaning you must also have other units like HT or reavers there in preparation.
note that the above is a VERY general outline assuming a standard pvz. you should make your adjustments accordingly depending on the timing of expansions and such.
basically though, the later you go the more cannons youll need, but the effectiveness of the cannons will drop and will need backup units eventually
JohnChoi
Profile Blog Joined December 2007
1773 Posts
Last Edited: 2014-01-21 01:51:43
January 20 2014 23:31 GMT
#3595
On January 21 2014 06:41 traceurling wrote:
How do I judge how many cannons I need to secure an expo in PvZ?

I remember sky explaining cannon count and the "progamer pride" basically you make as little cannon as possible and you defend your bases and take control of the map through superior scouting and center control. If you think your scouting and center control is not very good build more cannons take the expo safely :D throw in a gate or a robo and make reaver/ht too.
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
January 22 2014 04:47 GMT
#3596
Hey guys, not sure if this belongs here or not, but here goes.

So, in SC2 I played Terran and after having played Starbow and switched over to Protoss, it was shocking to see how much control over your units you needed to win zealot goon arbiter + warp prism vs. mech. TBH, I have no idea how people who played BW could control their army so well

I myself could barely handle 4 control groups of units even with unlimited unit selection, so my question is..


As protoss, what control groups do you guys use to control your armies in BW, and if you guys play SB, what has changed?
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
January 22 2014 05:15 GMT
#3597
hmm i havent played SB but in TvP, protoss usually groups zealots and goons separately.
additional info (may be unnecessary)+ Show Spoiler +

goons melt very fast vs sieged tanks that's why you need speedlots to charge in, tank some shots, and close the gap while goons provide covering fire from behind. the arbs make sure the zealots can get in fast enough to:
1) drag mines
2) friendly fire splash to other tanks

stasis on the back part of the siege line so that you can clean up the front easily.

flanking is also the best way to break a siege line
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
XenOsky
Profile Blog Joined March 2008
Chile2358 Posts
Last Edited: 2014-01-22 07:00:29
January 22 2014 06:56 GMT
#3598
On January 22 2014 13:47 Nightsz wrote:
Hey guys, not sure if this belongs here or not, but here goes.

So, in SC2 I played Terran and after having played Starbow and switched over to Protoss, it was shocking to see how much control over your units you needed to win zealot goon arbiter + warp prism vs. mech. TBH, I have no idea how people who played BW could control their army so well

I myself could barely handle 4 control groups of units even with unlimited unit selection, so my question is..


As protoss, what control groups do you guys use to control your armies in BW, and if you guys play SB, what has changed?


Usually
vs Terran
1 - Goons 1observer 1 arbiter
2- Goons 1 observer templars
3 Zealots
4 Zealots + whatever is left over
5 ^ whatever is left over
6 Macro Gate, (bad habit, i should be using F keys :/)
7 Robo
8 Nexus
9 Nexus
0 Nexus

Vs zerg
1 goons + ht + observers
2 sairs or shuttle + army if late game
3 zealots
4 whatever is leftover
5 ^ same
6 macro gate
7 robo
8-9-0 Nexus

vs protoss

1 goons + observer
2 shuttle + goon + ht
3 zealots
4 - 5 rest of the army
6 macro gate
7 robo
8-9-0 nexus

What does SB stand for?
ἡ τῆς Νεμέσεως τάξις
icystorage
Profile Blog Joined November 2008
Jollibee19350 Posts
January 22 2014 06:58 GMT
#3599
StarBow, an sc2 mod that integrates bw units
LiquidDota StaffAre you ready for a Miracle-? We are! The International 2017 Champions!
rebdomine
Profile Blog Joined October 2010
6040 Posts
January 22 2014 06:58 GMT
#3600
On January 22 2014 15:56 XenOsky- wrote:
Show nested quote +
On January 22 2014 13:47 Nightsz wrote:
Hey guys, not sure if this belongs here or not, but here goes.

So, in SC2 I played Terran and after having played Starbow and switched over to Protoss, it was shocking to see how much control over your units you needed to win zealot goon arbiter + warp prism vs. mech. TBH, I have no idea how people who played BW could control their army so well

I myself could barely handle 4 control groups of units even with unlimited unit selection, so my question is..


As protoss, what control groups do you guys use to control your armies in BW, and if you guys play SB, what has changed?


Usually
vs Terran
1 - Goons 1observer 1 arbiter
2- Goons 1 observer templars
3 Zealots
4 Zealots + whatever is left over
5 ^ whatever is left over
6 Macro Gate, (bad habit, i should be using F keys :/)
7 Observatory
8 Nexus
9 Nexus
0 Nexus

Vs zerg
1 goons + ht + observers
2 sairs or shuttle + army if is late game
3 zealots
4 whatever is leftover
5 ^ same
6 macro gate
7 robo
8-9-0 Nexus

vs protoss

1 goons + observer
2 shuttle + goon + ht
3 zealots
4 - 5 rest of the army
6 macro gate
7 observatory
8-9-0 nexus

What does SB stand for?


Starbow. It's some kind of SC2 mod I think.
"Just because you are correct doesn't mean you are right!"
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