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Simple Questions, Simple Answers - Page 263

Forum Index > Brood War Strategy
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ortseam
Profile Joined April 2015
996 Posts
June 29 2016 21:48 GMT
#5241
How to play against mech into mass goliath with third denial? It seems to me mutas don't work well against goliaths in large numbers and you don't have enough hatcheries (with normal opener) for hydraling to have any value
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
June 29 2016 22:34 GMT
#5242
i need replay, thanks
ortseam
Profile Joined April 2015
996 Posts
June 29 2016 23:00 GMT
#5243
www.dropbox.com
Could have gone 3 hatch before pool, but I skipped hydras so I don't think that put me behind , after he takes out third the rest of the game is irrelevant
Reuental
Profile Joined July 2009
United States457 Posts
June 30 2016 00:09 GMT
#5244
That build the terran used was the greediest thing ever ever. 14cc > 3 marines > 1 vultures no mines no speed >double armory before second factory. I have been out of the game awhile, but I believe the biggest issue was the 4 early lings that popped before his first marine finished, and your 3rd positioning. When playing vs mech you want to take the closer 3rd IMO because then you can instantly saturate it then start massing hydraling.
I'm a Crab made of men.
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
June 30 2016 00:17 GMT
#5245
your gas timing together with the slight delay of you sending drones into it resulted in an "actual" gas timing at 16, yet when spire finished you didnt have enough for 9 mutas. why? because you had 4 drones in natural gas for over 3 minutes and you also lost 1 larva in natural waiting for mutas (dont know about 3rd hatch because larva stack T_T). At the same time, once you saw the vulture, you often had 2-3 larva at each hatch before you did anything with them. After you made your mutas, they "wasted" another 20 seconds doing nothing before you scout his main and you actually know what exactly his followup is. the overlord near his nat could have scouted that there was only 1 turret. well then you try to muta harass but its just too little too late.
you saw that he had no turrets covering his fac, could have attacked fresh golis.
getting overlord speed so fast was a waste of minerals, no mines in sight.
you took fast 3rd gas, but you transitioned into hydras (probably realized that you couldnt mass muta anymore and therefore made panic hydras).
all of that seems small things, but everything combined (together with too many lings in beginning, he could have played more than 1 vulture and easily killed all + runby in main) made you lose the eco war so that he just had too many goliath.
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-06-30 13:31:42
June 30 2016 07:35 GMT
#5246
I haven't checked the replay but I've played a lot of games vs 2 base mass goliath push. Here are some pointers that I've discovered in my own games:

- Your first 9-11 mutas are critical to soak up damage. When I see he's making only goliaths on 2 base, I am very conservative with my mutas. I try to get some damage done without taking any damage on my mutalisks. If my mutalisks get too damaged or I lose too many, I often can't hold his push.

- I start upgrading +1 air carapace immediately and put down hydralisk den for both upgrades.

- I make only a few drones right after mutas pop. All of my subsequent larva are spent on hydralisks.

- I added 2 hatcheries (one in main, one at my third).

- When you engage, mutalisks will tank all the golilath shots while hydralisks absolutely decimate the goliaths.

The only problem I've had is if the terran scouts I only made army instead of drones, he can opt to not move out, get his tanks up and execute a much stronger push later. BUT I've recently learn that there's nothing stopping me from actually attacking him when I get all these hydralisks to trade units or even straight up end the game.

Hope this can help you, good luck.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
ortseam
Profile Joined April 2015
996 Posts
June 30 2016 12:51 GMT
#5247
Thank you all for the responses!
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-01 00:36:08
July 01 2016 00:35 GMT
#5248
Anyone know the exact deal with regeneration? AFAIK, it's roughly like this:

Protoss:
– Upon taking damage, there's about a 2.5 to 3 second delay (on Normal speed, or about 1.5 to 2 seconds on Fastest) before shields start regenerating. Regeneration continues even if/as more damage is taken, and at a rate of about 25 shield points per minute on Normal (40 points per minute on Fastest).

Zerg:
– Regeneration is virtually instantaneous upon taking damage, maybe there's a frame or two delay (i.e. a fraction of a second). Regeneration rate is about 14 hit points per minute on Normal (22.5 hp on Fastest).


Any further details/anything I'm off on?

User was warned for being hilarious
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
July 01 2016 01:55 GMT
#5249
On July 01 2016 09:35 [[Starlight]] wrote:
Anyone know the exact deal with regeneration? AFAIK, it's roughly like this:

Protoss:
– Upon taking damage, there's about a 2.5 to 3 second delay (on Normal speed, or about 1.5 to 2 seconds on Fastest) before shields start regenerating. Regeneration continues even if/as more damage is taken, and at a rate of about 25 shield points per minute on Normal (40 points per minute on Fastest).

Zerg:
– Regeneration is virtually instantaneous upon taking damage, maybe there's a frame or two delay (i.e. a fraction of a second). Regeneration rate is about 14 hit points per minute on Normal (22.5 hp on Fastest).


Any further details/anything I'm off on?




http://www.starcraftai.com/wiki/Regeneration
If you cannot win with 100 apm, win with 100 cpm.
Probemicro
Profile Joined February 2014
3708 Posts
July 01 2016 03:01 GMT
#5250
wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-01 21:39:01
July 01 2016 13:03 GMT
#5251
On July 01 2016 10:55 LetaBot wrote:
Show nested quote +
On July 01 2016 09:35 [[Starlight]] wrote:
Anyone know the exact deal with regeneration? AFAIK, it's roughly like this:

Protoss:
– Upon taking damage, there's about a 2.5 to 3 second delay (on Normal speed, or about 1.5 to 2 seconds on Fastest) before shields start regenerating. Regeneration continues even if/as more damage is taken, and at a rate of about 25 shield points per minute on Normal (40 points per minute on Fastest).

Zerg:
– Regeneration is virtually instantaneous upon taking damage, maybe there's a frame or two delay (i.e. a fraction of a second). Regeneration rate is about 14 hit points per minute on Normal (22.5 hp on Fastest).


Any further details/anything I'm off on?




http://www.starcraftai.com/wiki/Regeneration


Wow, great doc, thanks.

Seems to cover just about everything except the Protoss shield regeneration delay.

Anyone know exactly how long that is?


User was warned for being hilarious
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-02 02:30:51
July 01 2016 13:15 GMT
#5252
On July 01 2016 12:01 Probemicro wrote:
wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high

Yup, ditto. Medics always felt a little rigged.

Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno.

But it is too fast, yep.

User was warned for being hilarious
Capresis
Profile Joined September 2008
United States518 Posts
July 01 2016 15:16 GMT
#5253
Checked fishbattle.io and looks like it is down. How long has it been down, and does this happen frequently? And that is the fish site, right?
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
July 01 2016 15:46 GMT
#5254
On July 02 2016 00:16 Capricis wrote:
Checked fishbattle.io and looks like it is down. How long has it been down, and does this happen frequently? And that is the fish site, right?

It's up for me, just had to complete the captcha

https://www.fishbattle.io/ is indeed correct
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
Capresis
Profile Joined September 2008
United States518 Posts
July 01 2016 17:50 GMT
#5255
Okay, working for me now too.
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2016-07-02 11:21:59
July 02 2016 11:20 GMT
#5256
On July 01 2016 22:15 [[Starlight]] wrote:
Show nested quote +
On July 01 2016 12:01 Probemicro wrote:
wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high

Yup, ditto. Medics always felt a little rigged.

Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno.

But it is too fast, yep.



It's very situational with medics, there are situations where they're almost useless and situations where they feel imba... just like defilers for example. And the role of medics is not comparable to the long-term-self-generation-rates of shields or zerg-unit-HP.

Remember that all the bio-units they heal have only a few dozen HP, die in few shots of pretty much anything, but yet are oftentimes not just meat-shield/cannon-fodder but the core of the fighting-force... so medics would quickly become pretty useless without that high healing rate to really make a temporary dmg-soaker out of 2-3 low-HP-marines.
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-07-02 19:06:18
July 02 2016 12:16 GMT
#5257
On July 02 2016 20:20 Highgamer wrote:
Show nested quote +
On July 01 2016 22:15 [[Starlight]] wrote:
On July 01 2016 12:01 Probemicro wrote:
wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high

Yup, ditto. Medics always felt a little rigged.

Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno.

But it is too fast, yep.



It's very situational with medics, there are situations where they're almost useless and situations where they feel imba... just like defilers for example. And the role of medics is not comparable to the long-term-self-generation-rates of shields or zerg-unit-HP.

Remember that all the bio-units they heal have only a few dozen HP, die in few shots of pretty much anything, but yet are oftentimes not just meat-shield/cannon-fodder but the core of the fighting-force... so medics would quickly become pretty useless without that high healing rate to really make a temporary dmg-soaker out of 2-3 low-HP-marines.

Defilers very seldom feel useless. And no, no one thinks medics are supposed to be like zerg or protoss shield regen, any more than SCV's repair ability is supposed to be like regen. Obviously they're faster, and need to be. Though with Repair at least specific micro is required, and cash.

Medics do feel a little rigged. Maybe the heal rate itself isn't too far out of bounds (though it is some), but the fact that the marines being healed are pretty much *invincible* if being hit by only one or a couple of standard ground troops or a tower has always felt weird/off. Yeah, the medic will eventually run out of mana... after the 'rine has taken a couple hundred HP of damage or more. What field surgeon was ever THAT good?

I kinda like my Persistent damage idea above. At some non-ridiculous point, the 'rine has to keel over. Then the medic goes and heals someone else. That feels real, that feels 'battlefield'.

Currently, it's like medic-marine battles are either stunningly overwhelming M&M wins, or are like Custer at Little Big Horn... you tend to either win overwhelmingly, or lose overwhelmingly, there's no in-between.

User was warned for being hilarious
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2016-07-02 16:31:47
July 02 2016 16:01 GMT
#5258
On July 02 2016 21:16 [[Starlight]] wrote:
Show nested quote +
On July 02 2016 20:20 Highgamer wrote:
On July 01 2016 22:15 [[Starlight]] wrote:
On July 01 2016 12:01 Probemicro wrote:
wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high

Yup, ditto. Medics always felt a little rigged.

Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno.

But it is too fast, yep.



It's very situational with medics, there are situations where they're almost useless and situations where they feel imba... just like defilers for example. And the role of medics is not comparable to the long-term-self-generation-rates of shields or zerg-unit-HP.

Remember that all the bio-units they heal have only a few dozen HP, die in few shots of pretty much anything, but yet are oftentimes not just meat-shield/cannon-fodder but the core of the fighting-force... so medics would quickly become pretty useless without that high healing rate to really make a temporary dmg-soaker out of 2-3 low-HP-marines.


Defilers very seldom feel useless. And no, no one thinks medics are supposed to be like zerg or protoss shield regen, any more than SCV's repair ability is supposed to be like regen. Obviously they're faster, and need to be. Though with Repair at least specific micro is required, and cash.

Medics do feel a little rigged. Maybe the heal rate itself isn't too far out of bounds, but the fact that the marines being healed are pretty much *invincible* if being hit by only one or a couple of standard ground troops or a tower has always felt weird/off. Yeah, the medic will eventually run out of mana... after the 'rine has taken a couple hundred HP of damage or more. What field surgeon was ever THAT good?

I kinda like my Persistent damage idea above. At some non-ridiculous point, the 'rine has to keel over. Then the medic goes and heals someone else. That feels real, that feels 'battlefield'.

Currently, it's like medic-marine battles are either stunningly overwhelming M&M wins, or are like Custer at Little Big Horn... you either win overwhelmingly, or lose overwhelmingly, there's no in-between.



What I mean about the defiler-comparsion is that if the defiler is lagging behind or doesn't consume or gets irradiated, it completely loses it's function, just like medics if they lag behind, are sniped by mutas or cannot heal the frontal marines. If defilers/medics are in place, they can turn the whole battle though. I feel that these either way quite unforgiving features are part of what makes BW so great, they create potential for decisive micro-moves and -mistakes... leveling these things out too much brings us closer to SC2...
There are quite a few things in BW that don't feel 'battlefield' to me... like a zealot taking down a siege-tank shooting at his head... or a swarm keeping bullets fired from dealing any damage... still I wouldn't want to start changing anything, realism is not everything.

I understand what you mean though with the awkward 'invincibility'-moments... but who knows what those bio-sciences will develop in the future... maybe the medics are carrying a bio-tissue-3d-printer with all the DNS-data from the marines.

I cannot agree less with the last point: I've seen countless fights of lings+ vs M&M where it's literally a fight to the last unit, with heavy losses on both sides or everything obliterated... especially when everything is not just a-moved...
outscar
Profile Joined September 2014
2832 Posts
Last Edited: 2016-07-03 16:36:26
July 03 2016 10:59 GMT
#5259
If anyone knows why this shows up when I wanna watch any streamer?

[image loading]

EDIT:
Got it, means streamer offline. Something is wrong with sidebar. Might be because of Afreeca changed it's URL.
sunbeams are never made like me...
HaFnium
Profile Blog Joined December 2006
United Kingdom1078 Posts
July 05 2016 10:42 GMT
#5260
Was reading wiki teamliquid re: DAs . http://wiki.teamliquid.net/starcraft/Dark_Archon

"It is noted that any Mind Controlled opponent Shuttles will result in the opponent losing control of any units transported by the Shuttle."

This is wrong though isn't it, I'm pretty sure we retain control of units in the shuttle?
BW forever!
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