On August 08 2011 20:19 don_kyuhote wrote: So is it standard for Terran to switch to Mech in TvZ if Terran fails to stop Zerg from securing 4th gas? I think it's a pretty accepted fact that once Zerg has 4th or more gas and near fully upgraded Ultra ling with defiler support, Bio with Vessel support just doesn't cut it.
I'm not quite sure but 4 gas zerg is still manageable. The problem I find with mech transitions is that if he can catch you while you transition, then you will be left in a tough spot because you will immediately require a 3rd gas. At the same time, you need to look out for when he moves to ultras and then you can most likely get into mech mode safely.
On August 09 2011 23:35 therockmanxx wrote: The original zealot's HP and Shield was 80 HP and 80SHIELD And was changed due to balanced to 100HP and 60 How that change the balance? Thanks...
In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.
With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.
On August 09 2011 23:35 therockmanxx wrote: The original zealot's HP and Shield was 80 HP and 80SHIELD And was changed due to balanced to 100HP and 60 How that change the balance? Thanks...
In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.
With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.
Yamato is a spell and does static damage... nevermind a zealot can survive yamato @-@.. wtf
On August 09 2011 23:35 therockmanxx wrote: The original zealot's HP and Shield was 80 HP and 80SHIELD And was changed due to balanced to 100HP and 60 How that change the balance? Thanks...
In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.
With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.
Yamato is a spell and does static damage... nevermind a zealot can survive yamato @-@.. wtf Changing to 100hp also makes the armor upgrade much better than it would if the zealot had more shields.
on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o
On August 10 2011 03:48 ThePianoDentist wrote: on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o
All modern island maps have a blocking mineral field to prevent terran imbalance from being able to simply build and float--all 3 races require drop tech to expand to islands
On August 10 2011 03:48 ThePianoDentist wrote: on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o
All modern island maps have a blocking mineral field to prevent terran imbalance from being able to simply build and float--all 3 races require drop tech to expand to islands
aaah so you mine it out like on destination. thankyou
As a Protoss player/fan, I have loved the few games I can find on Nal_Ra from liquipedia. I joined the scene a little late, so I didn't get the glory days of the dreamer but could someone link some games that are some of his more memorable or more noteworthy? The man had a flair for creative play which you don't see in Protoss players much these days.
On August 12 2011 04:12 TheGlassface wrote: As a Protoss player/fan, I have loved the few games I can find on Nal_Ra from liquipedia. I joined the scene a little late, so I didn't get the glory days of the dreamer but could someone link some games that are some of his more memorable or more noteworthy? The man had a flair for creative play which you don't see in Protoss players much these days.
I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.
One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.
* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.
I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.
One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.
* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.
1 fact tank and 1 fact vult, lay lots of mines, you should have 3rd and 4th facts coming around the time you're floating your 3rd CC out so you can add the second machine shop then and go 2 fact tank 2 fact vult, should be plenty to defend with, don't forget turrets and a depot or two or use the depot/barracks wall if it's the 3rd on Fighting Spirit you're talking about.
anyboyd have any vods of games or replays of PvT where P opens up with early reaver (gets reaver just before expand) transitioning into carriers later on?
I usually do the dt's into arbiters tech route, but have started switching to some early reaver play (found my dt drop never did enough damage, whereas i knew in same position dropping a reaver and 2 zealots could demolish his economy.) then seeing as I didn't take the temp archive tech route i was hoping to see if it would work to go straight stargate then fleet beacon.
I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.
One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.
* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.
idk TvP at all but have you tried looking at these? I bet that one of the TvP FPVODs covers the build you are talking about.
On August 13 2011 13:22 Release wrote: Off a 1 rax FE in a TvP, what's the correct response to a 12 nex? I've seen Flash just pull SCVs and bunker rush, but my micro really isn't up to par.
same as what you do on 1 fact. marine timing isnt delayed at all and if you can net some probe kills or to force probes on nat away from mining, then it is possible to even get ahead since u went 1 rax fe.
i think 12 nex is mostly an issue if you went factory first rather than for rax fe.
When I try builds that open with 12 rax 12 refinery I never have enough minerals for a factory when i hit 100 gas. Is this intended, or am i doing something wrong with my initial worker micro, do i need to cut workers or what?