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Simple Questions, Simple Answers - Page 27

Forum Index > Brood War Strategy
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JMave
Profile Blog Joined December 2007
Singapore1806 Posts
August 08 2011 12:59 GMT
#521
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.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
therockmanxx
Profile Joined July 2010
Peru1174 Posts
August 09 2011 14:35 GMT
#522
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...
Tekken ProGamer
Bwenjarin Raffrack
Profile Joined November 2008
United States322 Posts
Last Edited: 2011-08-09 16:16:21
August 09 2011 15:06 GMT
#523
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.

Edit:

On August 10 2011 00:52 lyAsakura wrote:
Show nested quote +
On August 10 2011 00:06 Bwenjarin Raffrack wrote:
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

I know, I was surprised too.
I'm not as thunk as dreople pink I am.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2011-08-09 16:06:11
August 09 2011 15:52 GMT
#524
On August 10 2011 00:06 Bwenjarin Raffrack wrote:
Show nested quote +
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.
WeMade FOX would be a deadly SC2 team.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
August 09 2011 18:48 GMT
#525
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
Brood War Protoss, SC2 Terran/Protoss
Memnon
Profile Joined April 2010
Canada37 Posts
August 09 2011 18:50 GMT
#526
There should be a mineral field in the middle. Mine that first.
xxpack09
Profile Blog Joined September 2010
United States2160 Posts
August 09 2011 20:14 GMT
#527
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
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
August 09 2011 20:15 GMT
#528
On August 10 2011 05:14 xxpack09 wrote:
Show nested quote +
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
Brood War Protoss, SC2 Terran/Protoss
Release
Profile Blog Joined October 2010
United States4397 Posts
August 09 2011 22:10 GMT
#529
Is 9 pool speed or 9 pool lair better against a 12 hatch?
☺
Magus
Profile Blog Joined April 2010
Canada450 Posts
August 09 2011 23:41 GMT
#530
On August 10 2011 07:10 Release wrote:
Is 9 pool speed or 9 pool lair better against a 12 hatch?

Generally speed would be better, but on a map with a ridiculous rush distance lair would be better. Or in that case just 12 hatch too.
TheGlassface
Profile Joined November 2010
United States612 Posts
August 11 2011 19:12 GMT
#531
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.
The mystery of life is not a problem to solve, but a reality to experience. **Hang in there STX fans!! Kal Hwaiting!**
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
Last Edited: 2011-08-11 19:23:55
August 11 2011 19:23 GMT
#532
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.

you've probably seen this one already
+ Show Spoiler +


2 parts
+ Show Spoiler +
http://www.youtube.com/watch?v=y91-33Kl1-U&playnext=1&list=PL6471A2AA8EAC17DE
brood war for life, brood war forever
jello_biafra
Profile Blog Joined September 2004
United Kingdom6641 Posts
August 11 2011 19:44 GMT
#533

(click video responses for other parts of it)
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
dementrio
Profile Joined November 2010
678 Posts
August 12 2011 10:12 GMT
#534
Hello,

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.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6641 Posts
August 12 2011 11:51 GMT
#535
On August 12 2011 19:12 dementrio wrote:
Hello,

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.
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
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
August 12 2011 23:47 GMT
#536
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.
Brood War Protoss, SC2 Terran/Protoss
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
August 13 2011 04:15 GMT
#537
On August 12 2011 19:12 dementrio wrote:
Hello,

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.
brood war for life, brood war forever
Release
Profile Blog Joined October 2010
United States4397 Posts
August 13 2011 04:22 GMT
#538
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.
☺
JMave
Profile Blog Joined December 2007
Singapore1806 Posts
August 13 2011 05:46 GMT
#539
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.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
dementrio
Profile Joined November 2010
678 Posts
August 13 2011 08:56 GMT
#540
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?
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