Simple Questions, Simple Answers - Page 273
Forum Index > Brood War Strategy |
Ty2
United States1434 Posts
| ||
B-royal
Belgium1330 Posts
- You need excellent map awareness. Prevention is better than cure. - Hive is absolutely key in ZvP in general. I used to get hive way too late and if you let the protoss get 4 bases (or more) you're in for a SUPER long game that you'll most likely lose! You can not cost effectively engage 10 cannons with templars/reavers backing it without dark swarm, plague and drops. - You'll want to stay ahead in bases. If protoss invests a lot in cannons, your standing army should be stronger so long as you don't suicide units unnecessarily. - Avoid cannons if you can. Let's say he has 20 cannons at a ramp, but zero around his nexus => drop your army at the nexus. Same thing in case he has 20 cannons around a new expansion but barely any around an old or at his natural. If he's really being an ass and the expansions are basically unbreakable...
| ||
StarFoxeR
68 Posts
One dumb question. I have difficulty telling if I have 2 or 3 or 4 worers on gas. Whats the best way to tell? | ||
evilfatsh1t
Australia8690 Posts
2 workers leaves a small gap where there is no worker walking in between your hatch and gas 3 workers looks like a perfectly timed production line 4 workers you see a worker waiting at the gas before the worker in there gets out | ||
jello_biafra
United Kingdom6638 Posts
Anyone know if it's true or is it all the same? | ||
StarFoxeR
68 Posts
| ||
B-royal
Belgium1330 Posts
On September 04 2016 10:56 StarFoxeR wrote: Anyone have a list of some relative timings for Terran ? Day 9's podcast on relative timings was pretty great just wondering if anyone has some ones for T. He started talking about knowing things like when to build factories so that they finish when the unit pops out on your pre existing ones but never gave how to do that. You can check the build time of a factory and compare it to the build time of a goliath/tank. Goliath is 25 seconds on fastest. I don't know the build time for a factory and tank off the top of my head. | ||
jello_biafra
United Kingdom6638 Posts
On September 04 2016 11:42 B-royal wrote: You can check the build time of a factory and compare it to the build time of a goliath/tank. Goliath is 25 seconds on fastest. I don't know the build time for a factory and tank off the top of my head. Factory is 50 seconds and tank is 31.25 seconds http://www.teamliquid.net/forum/bw-strategy/84768-list-of-build-times-on-fastest-speed | ||
Cryoc
Germany909 Posts
https://docs.google.com/spreadsheets/d/1ay0lrbmCNfN55BMkJxnXP6wf467MhX3S8WjaWAcPoSU/edit?usp=sharing | ||
StarFoxeR
68 Posts
http://wiki.teamliquid.net/starcraft/3_Hatch_Muta_(vs._Terran) http://wiki.teamliquid.net/starcraft/3_Base_Spire_into_5_Hatch_Hydra_(vs._Protoss) The protoss one says specifically its a build to do vs FFE which I see a decent amount but I see a lot of 1 base too what build should I switch to when I see 1 base toss ? Is the Terran one mainly vs fast expand also ? How do I react to a 1 base terran while doing this build ? | ||
ortseam
996 Posts
| ||
StarFoxeR
68 Posts
On September 04 2016 23:29 ortseam wrote: Well, there are a lot of variations on both. One base terran can be 2 rax opening, which you need to scout and sunken up accordingly (while slowly getting to 3 hatch muta), or fast tech which can include speedvults, wraiths against both of which you need hydras (or even tank push) . One base protoss can be 2 gate, where you need to defend with sunks/lings (depends on opening and how many zealots toss makes before tech/expo) or 1 gate gas against which you can go hydra den->lair->hydra speed->lair tech of your choice (2 hatch muta can also be good and hard counters fast reaver) That was really really really helpful thank you. | ||
B-royal
Belgium1330 Posts
Generally you will have decided your opening already before you scout him. If you opened with 12 pool and he has a wall, you are behind. If he decides to go for a factory into vulture, it can arrive as soon as 4 minutes at your natural. Your natural hatch will finish around 3.30 so you'll have to make a sunken immediately. If you open with 12 hatch, you're good to go. There's A LOT of different things terran can do but generally a safe build order is to get the sunken around 3.30 at your natural, go lair first into zergling speed into hydralisk den. Try to hide a couple of zerglings on the map to avoid his vulture and to scout the natural and possibly his main base. You can actually infer a lot from the stage of the game and what you see so pay close attention. How many marines does he have? Is he building a CC at his natural? Does he have a starport? Does he have a machine shop? Etc. NOTE: if no vulture is leaving his base, it could be that he's just trying to be mislead you by building a wall and his CC in his main. If he went 1 rax => CC (in his main), it should float over to his natural by 4:15 AT THE LATEST. If:
This means he CAN have a starport (Fantasy build) If:
He CANNOT have a starport If:
he CAN have a starport. This is very important since it will determine whether he's going for a wraith or a dropship (+ mines/speed vultures). If you managed to get the scout and you have inferred that he has a starport and he's continuing to make vultures, he will most likely get a dropship to drop vultures in your main. You will need hydralisks to deal with this. Another option is that you do NOT see a CC at his natural around this time but there is a vulture on the map. This could for example be a 2 port wraith, a marine/medic drop, a fast tank push. It's again very important that you try to get as much scouting information.
This isn't a comprehensive post, but I think I dealt with the most common builds. Final note: be wary of a factory being build outside of your base to be floated in and to subsequently produce vultures. | ||
VirulentFilth
Canada5 Posts
| ||
Highgamer
1415 Posts
As for the social part, you should get listed up here: Practice Partner Thread. Also cultivate your friends-list on Iccup. Just ask people if you can add them if they're friendly and helpful. I personally started out with this guide which is quite long but a good read: How to improve by Ver. The guide stresses macro and mechanics pretty hard, but there are other ways to improve depending on what kind of a learner/player you are. Maybe watching streams or first-person-VoDs helps you more than anything. For a start: Just pick one race, one matchup, one build-order at a time. Practice things that only concern your play in the singleplayer until you feel comfortable. Find a few friends on your level and maybe a higher-ranked teacher who is willing to watch your games/replays or play against you with the intent to identify and solve your problems. And right here is the thread to ask all the little things you cannot answer by yourself via the search function. Also definitely use the search function to look through the BW Strategy Forum, there are threads about pretty much everything to be found. Liquidpedia helps in many cases, too, if it's not outdated. | ||
VirulentFilth
Canada5 Posts
| ||
StarFoxeR
68 Posts
| ||
evilfatsh1t
Australia8690 Posts
On September 03 2016 06:08 jello_biafra wrote: So does anyone know what the exact deal is with hold position, attack and patrol? My understanding has always been (from what I was informed many years ago) that patrol results in quicker turning time on certain units (like the vulture) and hold position gives a faster attacking time (on goons especially) but that might just be because you just have to press H as opposed to A -> click or P -> click Anyone know if it's true or is it all the same? theyre not all the same. i cant give definite answers but from my experience, all units auto attack enemies in range. using this information: hold issues an instant stop command which causes units to attack whatevers in range. if the unit is already stopped, the hold command does not issue a new command to the unit. patrol i honestly only use with vultures and mutalisks because those are the only units that attack fast enough to make use of their turn rate. other units dont seem to respond as well with patrol compared to attack and hold. attack's advantage over hold is that you can select the target (and for me personally its just easier to use since i play other games that use a->click too), but the disadvantage would be that it issues a new command every time you use it, meaning if a unit is already in the motion of attacking and you a->click the unit will refresh its animation causing it to glitch (commonly seen with dragoons). i could be wrong with everything though. everything i said was based on my experiences and some things i noticed could have just been in my head | ||
B-royal
Belgium1330 Posts
On September 05 2016 08:56 StarFoxeR wrote: Still having a difficult time picking between Z or T. I really like both. My heart kinda says Z but ZvZ and ZvP seem like a pain to learn/play. On the other hand all 3 T matchups seem fun but T isnt quite as cool as Z with dark swarm lurkers mutas even though mech is super cool and once you get good at it im sure its incredibly fun. Anyone have an opinion on what race is the funnest once you get decent ? If you haven't really played ZvZ or ZvP you can't make an informed decision. I would play all 3 matchups of both terran and protoss for a while and then decide if I were you. Then choose the one that's the most fun. | ||
StarFoxeR
68 Posts
On September 05 2016 09:36 B-royal wrote: If you haven't really played ZvZ or ZvP you can't make an informed decision. I would play all 3 matchups of both terran and protoss for a while and then decide if I were you. Then choose the one that's the most fun. Oh Ive played them. Its just when I do I die to zealot corsair or DT and when I play ZvZ Im lost and just die to lings so I really havent figured out how to get to the fun parts of those matchups. | ||
| ||