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Simple Questions, Simple Answers - Page 267

Forum Index > Brood War Strategy
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ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
July 24 2016 14:46 GMT
#5321
Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it.
StarFoxeR
Profile Joined July 2016
68 Posts
July 24 2016 17:17 GMT
#5322
Im really really struggling to learn Terran. I feel like I spend so much time and energy placing my buildings and my Units STILL get stuck. Is there anything that shows how to optimally place things on each map. I even read lights guide etc. and have been watching Flash. But for every map and starting position its different. Its really overwhelming and frustrating. Feel like I cant even work on my mechanics because I spend 90 percent of my time trying to place my buldings.
Capresis
Profile Joined September 2008
United States518 Posts
Last Edited: 2016-07-24 20:25:28
July 24 2016 20:24 GMT
#5323
I haven't played in forever but I'll comment.

For Fighting Spirit, there is a nice clear area near your ramp in your main where you can put all your production without any pathing problems. Then there is a big area on the other empty side of your command center where you can put all your supply. You can put most of your tech in the map corner, or you can put it with your supply.

If you think of your base as a production zone and a supply/tech zone, placement on most maps becomes obvious and most pathing problems go away with just that, as long as you don't place buildings messy. Play a game offline to figure out where you will generally place everything for each spawn position.

Then of course there are lots and lots of details such as turret placement, placing your first few buildings to not die to rushes, main and nat wallins, etc and even some maps where you can't place your production near the front of your base. That's mostly map specific though.

But you do need to learn what combinations of rax and supply depots are ling / marine / zealot proof or you will continually die to early game aggression. Look at the pictures in these pages:

Liquipedia - Walling as Terran
Liquipedia - Walling
FS Wall Examples
Wall Examples on Lots of Maps

I hope this helps some.
Cryoc
Profile Joined July 2011
Germany912 Posts
July 24 2016 20:29 GMT
#5324
I would advise to play only one map for now (read FS) if you want to learn building placement. And then it is really more or less learning each starting position individually. But it is mainly important to place your initial buildings correctly. After that you build the same buildings near the already existing buildings. What is important, do not leave a gap if you don't have to, because it is just wasted space which might give you trouble later. It is better to only have a path either horizontally or vertically. Here is an example of my building placement for TvP on Fighting Spirit bottom right.

[image loading]
[image loading]

It starts with the Barracks, Depot and Factory zealot tight sim city near the ramp. After expanding I just place additional Factories around the first one and all supply depots, armories and academy go down at the bottom corner where they don't block anything. As you can see, I could easily fit 3 more factories in that position.

[image loading]
[image loading]
http://www.twitch.tv/cryoc
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2016-07-24 23:33:58
July 24 2016 23:30 GMT
#5325
I second that you only play FS for a while and copy a good player's building-placement. Use screenshots of a good building-placement like Cryoc's and rebuild it a few times in the single player. You can just open up a game against the pc, use cheats to get a lot of resources and reduced building-time (or play a normal game if you want), then practice the building-placement for the 4 different locations.

Building-placement feels stressful now, but if you figure out how it's done on FS then you will have no problem adapting to other maps on the fly after a while.
It's similar with pretty much everything in BW, even whole build-orders: the first one will be the hardest. Once you've learned one really well on one map, it's at least much easier to learn the next or move on to another map.

And be prepared to play hundreds of games until you make no more mistakes in your building-placement. Even stuff like forgetting the 2nd or 3rd depot will happen after dozens of games where it didn't.
oGoZenob
Profile Joined December 2011
France1503 Posts
July 25 2016 00:15 GMT
#5326
On July 24 2016 23:46 f10eqq wrote:
Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it.

I'm pretty sure the tanks shots are instantaneous, so you cant dodge them
I like starcraft
Probemicro
Profile Joined February 2014
3708 Posts
July 25 2016 04:32 GMT
#5327
On July 25 2016 09:15 oGoZenob wrote:
Show nested quote +
On July 24 2016 23:46 f10eqq wrote:
Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it.

I'm pretty sure the tanks shots are instantaneous, so you cant dodge them


[image loading]
Cele
Profile Blog Joined December 2008
Germany4016 Posts
July 25 2016 15:51 GMT
#5328
On July 25 2016 09:15 oGoZenob wrote:
Show nested quote +
On July 24 2016 23:46 f10eqq wrote:
Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it.

I'm pretty sure the tanks shots are instantaneous, so you cant dodge them


no, it's an old trick, you can dodge tank fire, the way Probemicro showed in the gif. However, in real games it's more feasible to bring two zealots in the shuttle. You have much more time to shoot with the reaver and the help a lot vs tanks (force them to unsiege)
Broodwar for life!
oGoZenob
Profile Joined December 2011
France1503 Posts
July 25 2016 17:10 GMT
#5329
On July 25 2016 13:32 Probemicro wrote:
Show nested quote +
On July 25 2016 09:15 oGoZenob wrote:
On July 24 2016 23:46 f10eqq wrote:
Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it.

I'm pretty sure the tanks shots are instantaneous, so you cant dodge them


[image loading]

My whole life is a lie
I like starcraft
TheNewEra
Profile Joined March 2011
Germany3128 Posts
Last Edited: 2016-07-25 21:54:44
July 25 2016 21:52 GMT
#5330
Who are the 3 korean casters of the asl? I'm pretty new and would love to know more about the personalities
One of them may be IntotheRain. Atleast I believe Artosis said so on Day1 but not sure about the others.
Midas <3 Casy <3 BeSt <3 | Pray to Doh-men, heathens! | Zwischen Harz und Heideland
StarFoxeR
Profile Joined July 2016
68 Posts
Last Edited: 2016-07-26 21:40:55
July 26 2016 21:38 GMT
#5331
What do you guys think a new player should do Vs Z ? Would sticking to the old MnM tank/vessel style be easier and forget the mech switch ? or do the mech switch late game ? I copied a Flash build from his stream where he goes from 4 Barracks 1 Fact 1 starport to all mech. Not sure how much production I should add when I take my third since he just floats away his Rax and restarts his base basically and goes Mech.
evilfatsh1t
Profile Joined October 2010
Australia8906 Posts
July 27 2016 02:16 GMT
#5332
if youre a totally new player i wouldnt recommend you go mech at all.
despite mech being the 'standard' late game build (and honestly its hard to win without it), new players typically wont have the mechanics nor the understanding of the game to pull it off.
stick to m&m builds until you understand the matchup before you start going for mech switches etc.
unless your opponents are above average m&m builds should still win you a lot of games
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2016-07-27 07:06:37
July 27 2016 07:00 GMT
#5333
Pretty much what evilfatsh1t wrote.

Of course you can try copying what Flash does in the lategame if you feel like it, but it's pretty hard to do without messing up your economy and/or missing out on army control.

Keep in mind though that if you play bio (+ vessels, a few tanks and vultures), once you reach D+ and higher, you will eventually struggle against Zergs who get their 3rd up easily during the muta/lurker-phase and who know how to defend with defilers/swarm. At some point it will feel as if it's impossible to do damage, and then suddenly masses of ultra-ling show up... The multi-tasking and precision in control that is required to play a bio-heavy lategame TvZ just gets too much for sheer mortals if they don't go into the lategame with a huge advantage already.

Still imo it's better to start your TvZ practice by concentrating on learning the bio-heavy early- to midgame well, and only once you know your way into the lategame start practicing the mech-transition. For the mech-transition to work, first there has to be a lot of pressure on the Zerg and map control for the Terran which is to be achieved by bio-play. Most TvZs are decided in the midgame anyways, so learn how to play well with mostly bio-units against mutas and lurkers first.
StarFoxeR
Profile Joined July 2016
68 Posts
July 27 2016 13:07 GMT
#5334
Is it super important to have medics and marines on separate hotkeys ?
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
July 27 2016 13:26 GMT
#5335
On July 27 2016 22:07 StarFoxeR wrote:
Is it super important to have medics and marines on separate hotkeys ?

Yes because you can't stim the marines when they're grouped together.
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
Highgamer
Profile Joined October 2015
1470 Posts
Last Edited: 2016-07-27 18:50:31
July 27 2016 17:52 GMT
#5336
On July 27 2016 22:07 StarFoxeR wrote:
Is it super important to have medics and marines on separate hotkeys ?


In BW you want to be very precise about your control-group-composition, you want to make it a routine to form/fill up your control-groups in exactly the same way every game (until the overall situation gets too messy to do that, and even then it is strongly advised to keep everything in order as best as possible).

In TvZ that could mean the following:

You should have a hotkey-setup that reserves 3 or more control-groups in the early- and midgame for nothing but bio-units (for me these are control-groups 1, 2 and 3).+ Show Spoiler +
Obviously I also use these control-groups for my worker-scouts or builders in the very-early-game when there are no marines out yet
That way you can have 1-2 of these groups for purely marines, and one for the medics (and additional marines if you have). Later on you have to use two more control groups (for me: Nr. 4 and 5), one for your tanks (and additional marines) and one for your vessels.
If you use such a setup, then you should never need to put your handful of medics into the same control-groups as your marines, at least not in the early- and midgame where your army is relatively small and has to be perfectly stimmed.

What's important is that you practice the different methods of forming your control-groups (most notably ctrl+click-select and shift-adding units). If you do that, then after a while it will be really easy to always have your medics in a separate control-group.

Furthermore, for the mixed control groups you'll eventually have: You can still stim the marines in mixed control-groups by ctrl+click-selecting only them via one of the unit-icons at the bottom center of your screen when you have the said mixed control-groups selected (and then pressing 't' for stim obviously). That should not take much time once you've done it a few dozen times.

jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
July 27 2016 18:51 GMT
#5337
Anyone ever noticed that high templars float but they still trigger spider mines?
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
StarFoxeR
Profile Joined July 2016
68 Posts
July 28 2016 01:25 GMT
#5338
Thanks again guys.

Just one more question.

How many medics is too much ? Lets say I have 2 control groups of marines. Should I have an entire control group of medics ?
c3rberUs
Profile Blog Joined December 2010
Japan11296 Posts
July 28 2016 04:55 GMT
#5339
On July 26 2016 06:52 TheNewEra wrote:
Who are the 3 korean casters of the asl? I'm pretty new and would love to know more about the personalities
One of them may be IntotheRain. Atleast I believe Artosis said so on Day1 but not sure about the others.

Yes, IntoTheRain is there as well as Lee Seung Won and a guy I can't remember.

On July 28 2016 03:51 jello_biafra wrote:
Anyone ever noticed that high templars float but they still trigger spider mines?

When I started playing vs humans, this assumption totally killed me one game.It was push-break situation and I was slow to execute so my HTs were still at the back about 1/3 of the way through the battle. I selected them and commanded they storm the shit out of the clumps of tanks. I saw mines on the path but I let them come close anyway thinking it was okay. Just guess the horror show that ensued.
WriterMovie, 진영화 : "StarCraft will never die".
jello_biafra
Profile Blog Joined September 2004
United Kingdom6642 Posts
July 28 2016 11:47 GMT
#5340
On July 28 2016 10:25 StarFoxeR wrote:
Thanks again guys.

Just one more question.

How many medics is too much ? Lets say I have 2 control groups of marines. Should I have an entire control group of medics ?

You only really need 6-7 medics for 2 groups of marines.
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
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