On August 01 2011 02:05 JPoPP wrote: will the iccup scbw download allow me to play offline I won't be having internet for about a month so I'm hoping to dl it for something to do during that time.
Yes, but not the campaign, use single player custom games or just go into LAN and create games and put computers in.
On August 02 2011 10:31 Peterblue wrote: Do people actually use SVs in TvZ when going mech in the midgame?
Well you need a starport and science facility to continue your upgrades beyond 1-1 so it's not difficult to make a vessel midgame, I'd recommend getting them early if they go lurkers or for the mass muta, multiple irradiates helps to tame the muta clump very quickly.
i just wondered if any protoss players could tell me roughly how many gateways each base will support...as i tend to have been adding gateways just by feel and it'll end up with some times i have an excessive amount....other times i dont have enough and get crushed at that moment as i cant reinforce well.
On August 03 2011 08:32 ThePianoDentist wrote: i just wondered if any protoss players could tell me roughly how many gateways each base will support...as i tend to have been adding gateways just by feel and it'll end up with some times i have an excessive amount....other times i dont have enough and get crushed at that moment as i cant reinforce well.
Generally two per base,but you can get away with 3 at the lower levels. Barring anything awkward with your opponent's factory/hatch&drone count, etc.
On August 03 2011 08:32 ThePianoDentist wrote: i just wondered if any protoss players could tell me roughly how many gateways each base will support...as i tend to have been adding gateways just by feel and it'll end up with some times i have an excessive amount....other times i dont have enough and get crushed at that moment as i cant reinforce well.
during your army build up phase before you reach a supply cap, normally 3 gateways per base is recommended if you have good macro. don't be hesitant to add more if you don't have good macro. once you max out and expand to a 4th base, you can add more than 3 per base. this is to ensure that you can quickly replace your army after a battle to fully make use of your econ advantage.
thanks for the replies. i'll try out 3 gates per base (then maybe add 6 after i get my 4th ) and see how it works out. if it doesnt at least it gives me a starting point to which i can just tweak.
what is an effective way of re doing all your rally points, especially as zerg? like if i have 5 hatches, with only some hotkeyed, what is the fastest way of rallying them all to my opponents base?
On August 03 2011 16:00 TheNessman wrote: what is an effective way of re doing all your rally points, especially as zerg? like if i have 5 hatches, with only some hotkeyed, what is the fastest way of rallying them all to my opponents base?
There are a few options, quickly hotkey them all just for the purpose of re-rallying then all, then quickly change your hotkeys back, set the rallys of the hotkeyed ones then manually go round the others setting them using the minimap or you can use F# location points (one for your hatches and one for the rally location) as GoRush does in this video. (starting ~34s)
Depending on the situation, I either hotkey all of my buildings then 0-click-9-click... or I will just right click on the mini map. Just remember it is easy to misrally using the second one, so watch for a bad rally point as the units move.
As a Protoss player, but this applies to my offracing as Zerg as well.
I'm looking to expand my play from the standard builds and work towards being able to cheese, all-in, and perform non-optimal builds (I got caught with my pants down)
I understand a lot of this is patience and learning over time but one thing I am having issues with is the all-in. Or what are some good, "all-in" builds?
How does one do it, exactly? Sometimes, I feel like I've done a good job of putting some damage to the opponent and want to put the one-two punch and seal the deal but I find myself having a problem here. By the time I cut probes, make units and decide to move out...it feels like I'm not hitting my opportunity correctly. Obviously, reps would help but I'm unable to do so at this time. I'm just looking for how is the best way to go about it, or the mindset. Do I drop more gates? Do I need to just push units out? How do I know how many gates I can sustain off one base/two base without probe production? What's the mindset, aside from "this has to work!" When do you move out, etc, etc, etc?
On August 04 2011 01:26 TheGlassface wrote: As a Protoss player, but this applies to my offracing as Zerg as well.
I'm looking to expand my play from the standard builds and work towards being able to cheese, all-in, and perform non-optimal builds (I got caught with my pants down)
I understand a lot of this is patience and learning over time but one thing I am having issues with is the all-in. Or what are some good, "all-in" builds?
How does one do it, exactly? Sometimes, I feel like I've done a good job of putting some damage to the opponent and want to put the one-two punch and seal the deal but I find myself having a problem here. By the time I cut probes, make units and decide to move out...it feels like I'm not hitting my opportunity correctly. Obviously, reps would help but I'm unable to do so at this time. I'm just looking for how is the best way to go about it, or the mindset. Do I drop more gates? Do I need to just push units out? How do I know how many gates I can sustain off one base/two base without probe production? What's the mindset, aside from "this has to work!" When do you move out, etc, etc, etc?
If its an All in theres no other mindset, other than "this has to work!", i didnt understand if you are talking about timing attacks or all ins.
All ins you got the proxy DT rushs, the proxy gates, 4 gate goon on PvP, etc, as zerg you got alot, 2 hatch muta against FFE ZvP, hydra bust, flooding speedlings if you see some weakness on his wall in.
Afaik theres no real database of all the all ins and cheeses you can perform, you watch some reps and go from there.
Im on a similar situation as you regarding my PvP, i feel i would be a better PvPer if i knew how to execute some of the proxy gating action correctly, not to do it every game but just to have that card up my sleeve.
On August 04 2011 02:39 Release wrote: Why do archons sometimes switch targets mid attack?
Happens when the original target dies, if I'm not mistaken.
Also, i don't think this was answered: How does tank splash scale with upgrades?
I answered in the post right above yours the last time you asked.
On July 15 2011 15:58 Bwenjarin Raffrack wrote: Yes, this is one of the main reasons why Terran's mech upgrades are so powerful, but I'd like to clarify that the upgrades are scaled as well. For example, the 100% | 50% | 25% splash damages for a 0-0 siege tank would be 70/35/17.5. For a 2-1 siege tank, the damages would be 80/40/20.
On July 15 2011 15:58 Bwenjarin Raffrack wrote: Yes, this is one of the main reasons why Terran's mech upgrades are so powerful, but I'd like to clarify that the upgrades are scaled as well. For example, the 100% | 50% | 25% splash damages for a 0-0 siege tank would be 70/35/17.5. For a 2-1 siege tank, the damages would be 80/40/20.
but someone else said it was direct upgrades like +5 to everything like 75/40/22.5 last time.
On August 04 2011 01:26 TheGlassface wrote: As a Protoss player, but this applies to my offracing as Zerg as well.
I'm looking to expand my play from the standard builds and work towards being able to cheese, all-in, and perform non-optimal builds (I got caught with my pants down)
I understand a lot of this is patience and learning over time but one thing I am having issues with is the all-in. Or what are some good, "all-in" builds?
How does one do it, exactly? Sometimes, I feel like I've done a good job of putting some damage to the opponent and want to put the one-two punch and seal the deal but I find myself having a problem here. By the time I cut probes, make units and decide to move out...it feels like I'm not hitting my opportunity correctly. Obviously, reps would help but I'm unable to do so at this time. I'm just looking for how is the best way to go about it, or the mindset. Do I drop more gates? Do I need to just push units out? How do I know how many gates I can sustain off one base/two base without probe production? What's the mindset, aside from "this has to work!" When do you move out, etc, etc, etc?
If its an All in theres no other mindset, other than "this has to work!", i didnt understand if you are talking about timing attacks or all ins.
All ins you got the proxy DT rushs, the proxy gates, 4 gate goon on PvP, etc, as zerg you got alot, 2 hatch muta against FFE ZvP, hydra bust, flooding speedlings if you see some weakness on his wall in.
Afaik theres no real database of all the all ins and cheeses you can perform, you watch some reps and go from there.
Im on a similar situation as you regarding my PvP, i feel i would be a better PvPer if i knew how to execute some of the proxy gating action correctly, not to do it every game but just to have that card up my sleeve.
I suppose I mean...like, ok...you blow through a terran push but while you do so, vultures come in and clear out a huge chunk of the min line. You've got 3 gates, 2 bases. Now, you have a small army, he has none and you're looking to just stick with the probes you have, pump units and go for the throat.
Or, you fend off a hydra push, cannons and original gateway are down. Swap over to 5 gate goon, go go go. Is that even viable? Is it worth a shot?
I notice, at my level (d) I can usually get away with proxy-in base with my original 8 probe. I find if you leave them alone, they leave you alone most of the time. Against Zerg I like to fake a FFE, cannon up and instead of a nex, place two gates in the base and rush with the first 2 zealots to min line, adding cannons for support and "all-inning" from there
What is as of current date the best way to stream using Windows7?
I've tried Xsplit, with 0 luck. I get a blank screen on Justin.Tv when I do. I've tried camtasia, but you need a separate program for that, yes? Just wondering, as I'd really like to add more BW to the community but have been unsuccessful thus far.
Do you think that it would be possible and be a good idea for Protoss players to use arbiters' ability of stasis to shut down mining? Example: Fully charged arbiter goes to terran base, stasis' all of the scvs, goes away. This would shut down mining for a period of time and I think that it would also block other scvs from mining (not sure about this part).