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Simple Questions, Simple Answers - Page 21

Forum Index > Brood War Strategy
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CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
July 18 2011 20:12 GMT
#401
Because broodling is for non-mechanical units and lockdown is for mechanical units...?
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
therockmanxx
Profile Joined July 2010
Peru1174 Posts
July 18 2011 20:26 GMT
#402
On July 19 2011 05:12 CaffeineFree-_- wrote:
Because broodling is for non-mechanical units and lockdown is for mechanical units...?


You can broodling any terran unit and terran have mechanical units...?
Tekken ProGamer
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2011-07-18 20:52:55
July 18 2011 20:50 GMT
#403
On July 19 2011 05:26 therockmanxx wrote:
Show nested quote +
On July 19 2011 05:12 CaffeineFree-_- wrote:
Because broodling is for non-mechanical units and lockdown is for mechanical units...?


You can broodling any terran unit and terran have mechanical units...?

You can broodling any biological ground unit, but basically terran mech has people in it and that is what gets broodling'd (I'm guessing the injured Protoss bodies in goons too)
What does it matter how I loose it?
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
July 18 2011 20:59 GMT
#404
On July 19 2011 05:26 therockmanxx wrote:
Show nested quote +
On July 19 2011 05:12 CaffeineFree-_- wrote:
Because broodling is for non-mechanical units and lockdown is for mechanical units...?


You can broodling any terran unit and terran have mechanical units...?

There's a distinction between mechanical units and robotic units. Lore-wise, spawn broodling doesn't work on probes or reavers because they are robotic and do not have any organic matter to fertilize with to produce broodlings. Tanks, on the other hand, are non-robotic because they are manned and operated.

Also, can you imagine the ZvP match-up if spawn broodlings worked on reavers and archons?
I'm not as thunk as dreople pink I am.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
July 18 2011 21:20 GMT
#405
Silly Bwenjarin you cant broodling psionic units like archons =)
So robotics units can be lockdown but dont get broodling right? like probes and reavers, thanks....
Tekken ProGamer
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2011-07-18 21:30:52
July 18 2011 21:30 GMT
#406
Probes, reavers, dark archons, and archons aren't considered biological units. Every other ground unit is and can be broodling'd

Lockdown hits any mechanical unit. All units that aren't zerg, zealots, archons, dark archons, high templar, dark templar, marines, medics, ghosts, and firebats are mechanical.
What does it matter how I loose it?
J.Dong
Profile Joined June 2010
United States102 Posts
July 19 2011 16:57 GMT
#407
What kind of maps tend to favor Hydralisk mid-games in PvZ? (like 5 hatch style) What features help out the Hydras?

new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?
I like corsairs.
caruso
Profile Blog Joined October 2010
Germany733 Posts
July 19 2011 19:32 GMT
#408
Which are the maps a newer bw player should download?
Which is the best site to do so?
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
July 19 2011 19:43 GMT
#409
On July 20 2011 01:57 J.Dong wrote:
new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?

You will lose vision when a parasited unit is loaded into a transport or a bunker.

On July 20 2011 04:32 caruso wrote:
Which are the maps a newer bw player should download?
Which is the best site to do so?

The iCCup Map Pack should have everything you need.
I'm not as thunk as dreople pink I am.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
July 19 2011 20:00 GMT
#410
On July 20 2011 04:32 caruso wrote:
Which are the maps a newer bw player should download?
Which is the best site to do so?


You want this

http://www.teamliquid.net/forum/viewmessage.php?topic_id=224789
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Zhul
Profile Joined February 2010
Czech Republic430 Posts
July 20 2011 00:02 GMT
#411
On July 20 2011 01:57 J.Dong wrote:
What kind of maps tend to favor Hydralisk mid-games in PvZ? (like 5 hatch style) What features help out the Hydras?

new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?

Wide ramps, open space maybe?
Favorite
Profile Joined November 2010
United States27 Posts
July 20 2011 03:59 GMT
#412
On July 20 2011 01:57 J.Dong wrote:
What kind of maps tend to favor Hydralisk mid-games in PvZ? (like 5 hatch style) What features help out the Hydras?

new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?

If i recall correctly. Day(9) said that 5 hatch hydra is used to control the center of the map. A map which has no center is not good for 5 hatch hydra. If you watch the Chill vs Combat ex Bo5. On round 2 Day(9) explains why Longinus is not a very good map for the 5 hatch hydra because of its "circular" dynamic due to the ramps and such. There is no real center. I would say that a good map with a center would be one such as fighting spirit or python.
NationInArms
Profile Blog Joined December 2010
United States1553 Posts
July 20 2011 05:41 GMT
#413
On Python for the TvP Flash Build, do you take the mineral third instead of the third in the corners of the map? And also, for any map for Flash Build, is it better to build 4 marines, make no wall, and plan the CC on spot in the natural, OR wall-in, build 1 marine, and float the CC to the natural?
BW for life | Fantasy, MMA, SlayerS_Boxer | Taengoo! n_n | "Lelouch vi Britannia commands you! Obey me, subjects! OBEY ME, WORLD!" | <3 Emi
naneri
Profile Blog Joined May 2008
Kyrgyzstan165 Posts
July 20 2011 05:48 GMT
#414
I have seen flash doing both wallin and doing 4 marines on same maps before going flash build, so it is up to you. Anyway even if walling in you have to build 4 marines after you started tank and siege upgrade, cause it will be necessary to counter toss shuttle in case he goes dark of reaver.
High APM is when your marine gets 3 stim packs instead of one.
naneri
Profile Blog Joined May 2008
Kyrgyzstan165 Posts
July 20 2011 05:49 GMT
#415
can you load a hallucination in a shuttle?
High APM is when your marine gets 3 stim packs instead of one.
koreasilver
Profile Blog Joined June 2008
9109 Posts
July 20 2011 06:15 GMT
#416
On July 20 2011 12:59 Favorite wrote:
Show nested quote +
On July 20 2011 01:57 J.Dong wrote:
What kind of maps tend to favor Hydralisk mid-games in PvZ? (like 5 hatch style) What features help out the Hydras?

new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?

If i recall correctly. Day(9) said that 5 hatch hydra is used to control the center of the map. A map which has no center is not good for 5 hatch hydra. If you watch the Chill vs Combat ex Bo5. On round 2 Day(9) explains why Longinus is not a very good map for the 5 hatch hydra because of its "circular" dynamic due to the ramps and such. There is no real center. I would say that a good map with a center would be one such as fighting spirit or python.

Where and how the third is positioned for the Protoss is also a really important issue when you're going a hydra build. Hydra builds are the most effective when the Protoss is prevented from taking a third, which limits his gas income and allows your hydras to stay effective. If the Protoss can easily take a third then you being able to control the center means a lot less because he doesn't really need to move out until he puts together a good composition and moves out. Some maps that I personally found to be great for hydra builds is Destination, Blue Storm, and Heartbreak Ridge.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
July 20 2011 06:21 GMT
#417
On July 20 2011 14:49 naneri wrote:
can you load a hallucination in a shuttle?

yes
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
July 20 2011 08:00 GMT
#418
On July 20 2011 15:15 koreasilver wrote:
Show nested quote +
On July 20 2011 12:59 Favorite wrote:
On July 20 2011 01:57 J.Dong wrote:
What kind of maps tend to favor Hydralisk mid-games in PvZ? (like 5 hatch style) What features help out the Hydras?

new: If a unit gets a parasite and is loaded in a shuttle, does the Zerg opponent still get vision or is it nullified temporarily?

If i recall correctly. Day(9) said that 5 hatch hydra is used to control the center of the map. A map which has no center is not good for 5 hatch hydra. If you watch the Chill vs Combat ex Bo5. On round 2 Day(9) explains why Longinus is not a very good map for the 5 hatch hydra because of its "circular" dynamic due to the ramps and such. There is no real center. I would say that a good map with a center would be one such as fighting spirit or python.

Where and how the third is positioned for the Protoss is also a really important issue when you're going a hydra build. Hydra builds are the most effective when the Protoss is prevented from taking a third, which limits his gas income and allows your hydras to stay effective. If the Protoss can easily take a third then you being able to control the center means a lot less because he doesn't really need to move out until he puts together a good composition and moves out. Some maps that I personally found to be great for hydra builds is Destination, Blue Storm, and Heartbreak Ridge.


but i think hbr doesn't really suit hydra play but rather requires transition into lurkers much faster because of the 4th gas issue.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
July 20 2011 08:03 GMT
#419
On July 20 2011 14:41 NationInArms wrote:
On Python for the TvP Flash Build, do you take the mineral third instead of the third in the corners of the map? And also, for any map for Flash Build, is it better to build 4 marines, make no wall, and plan the CC on spot in the natural, OR wall-in, build 1 marine, and float the CC to the natural?

because of fast tech and upgrades whilst double factory tank production, gas shortage is common on 2 base and 3rd gas is favoured for flash build.

opening fd on python and tornado is not a bad idea because of how open the natural is and how he can delay your natural expansion with goons. fd gives you the slight map control to push him behind your natural so you can take it faster than a siege expand. but this is if he has good control. usually if you open siege expand, 1 marine and the second tank should be enough to secure your natural
火心 Jealous. I always loved that feeling when I was young. Embrace it.
caruso
Profile Blog Joined October 2010
Germany733 Posts
July 20 2011 09:27 GMT
#420
Where can I find preview-screens for ICCUP-Maps so as to explore them before playing them?
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