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Simple Questions, Simple Answers - Page 295

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Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
January 21 2017 12:26 GMT
#5881
yes to both. Mines don't care about vision, and sometimes you see those funny mines just running around underneath a cliff.
Moderator
shall_burn
Profile Joined January 2016
252 Posts
Last Edited: 2017-01-21 13:59:55
January 21 2017 13:59 GMT
#5882
On January 21 2017 21:26 Liquid`Drone wrote:
yes to both. Mines don't care about vision, and sometimes you see those funny mines just running around underneath a cliff.

ah, very interesting. That BeSt reminiscence thread made me curious about how mines work. Thank you
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
January 21 2017 14:26 GMT
#5883
On January 21 2017 00:05 Dazed_Spy wrote:
Show nested quote +
On January 20 2017 12:23 HaFnium wrote:
On January 19 2017 11:56 Dazed_Spy wrote:
When to slow push vs fast push in tvp? (Big question I know)


Depends on what you mean by slow push. My idea is a really slow push where terran would crawl forward using lots of turrets and supply depots with mine support etc...

I do not think we see that a lot these days as it is quite map dependent. Used to be very popular on smaller maps with buildable centres, classically LT/python and maybe destination etc... esp. close spawns. (That shows my age unfortunately...)

In generally you would want to do it if you protoss' economy is similar to yours. Maybe in a 2 base vs 2 base situation or that you hae killed some bases after the mid-game push.

On non cross spawns on FS, would the geography not help a slow push in a similar way as python? (even if a bit worse) I.e is the rush distance too excessive/flanks too viable for a crawling style like that?


The timing of the push is very important in tvp. Too fast you can be caught offguard and lose the battle (and usually the game), too slow you are just simply letting protoss marco up.

I think early/mid game slow push on FS isn't that viable. In late game split map situations I guess it can be useful.

In a map like FS there are a few choke points. The first would be be across the bridge (I guess in some instances you may want to push out from your 3rd - but that can be quite difficult). Then you have the centre of the map which is quite wide. Finally you need to push across the bridge of protoss.

Another way to "slow push" is to advance till you reach the bridge of protoss and then set up a contain and push forwards. This is particularly useful to catch protoss offguard (if the obs are late/ early game advantage in BO or FD etc...). Again one can argue if this should be classified as a proper "slow push".


BW forever!
oldbozo
Profile Joined September 2016
4 Posts
January 21 2017 17:21 GMT
#5884
On January 21 2017 10:57 Liquid`Drone wrote:
you can kinda prevent it, if you manually move your scourges real close to the vessels before you issue the attack command, they won't screw up like that, or at least much less frequently. But then sometimes you misclick instead. I do think that overall, the scourges screw up slightly more frequently than I do, though.


thanks! I will try this method then.
HaFnium
Profile Blog Joined December 2006
United Kingdom1074 Posts
January 22 2017 00:42 GMT
#5885
On January 21 2017 09:10 oldbozo wrote:
Sometimes my scourge will pause before attacking a science vessel when they get close to it. It's like they to stop for a moment (which often leads to them getting shot down by marines). Is this something I can prevent or simply something I need to deal with?



the scourges are just scared as they don't want to die themselves...
not much you can do

on the other hand I find the infested terrans a lot braver... Maybe coz they are infested...
BW forever!
shall_burn
Profile Joined January 2016
252 Posts
January 22 2017 14:39 GMT
#5886
By the way, how does a scourge work? I seem to haven't found it on liquidpedia. It's just wierd that 1000 scourges may simultaneously attack a vessel and die. As if they were aoe, but they aren't. After the first two scourges kill the vessel, does it somehow exist for 1 more second so that the other scourges explode too or what? On the other hand, you don't have to clone multiple DAs to mindcontrol or feedback (if all the enemy casters got full mana).
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2017-01-22 16:16:45
January 22 2017 16:16 GMT
#5887
What's the best response in ZvP versus a 1 base corsair into 3 gate dragoon with range build?

I've recently changed up my plan versus 1 base builds to not rush lair anymore (on 3 hatcheries) and focus more on economy and hydralisks instead (earlier 4th hatch, hydra speed at least). I used to rely on sunkens and zerglings to defend (and threaten a backstab), while building up my mutalisk count but that's obviously not possible with this new style.

Now I've tried just making hydras a few times with some sunkens as needed, but I think there's something better out there. Dragoons with range are really good vs hydralisks (with or without range) in these low economy situations. Do you think just pumping zerglings would do much better in a situation like this?

I don't get that many opportunities to practice vs this build, it's just very occasionally a guy on ladder who decides to do it, and then I tend to stick with what I know.
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 <= ||
Liquid`Drone
Profile Joined September 2002
Norway28706 Posts
January 22 2017 16:40 GMT
#5888
This is largely a game sense type of question, because this build is really easy to counter if you know it's coming ahead of time. Your idea of sticking with hatchery tech for longer is very good - this is safe against any type of one gate build order protoss can muster. The main thing you gotta do once you realize he's doing a 1 gate sair opening is to realize what his followup is. This is pretty much always achievable through poking with just 6 lings; if he keeps building more than 2 zealots, it means he's gonna follow up with templar tech and expand or some type of zealot attack. If he only has two zealots on his ramp and then starts dragoon production, you can assume he's either doing a 3 gate or reaver followup. The neat thing is that both of the latter options have the same counter : Burrow.

So basically, you drone up a decent amount (it doesn't have to be too much - you just need to have better economy than a one base protoss), then you get two hydras pretty fast against the corsairs, then you start building hydra ling and research burrow. Keep some lings around his natural, if he comes out with a bunch of dragoons (so many that there can't be a reaver), immediately start a sunken in your natural and burrow all your zerglings between 6 and 9 matrixes away from the sunken. (If the amount of dragoons instead indicates that he's reavering, burrow hydras in your mineral lines instead. If he tries to combine into a reaver dragoon attack, burrow both zerglings and hydralisks but more spread out than they'd otherwise be, when unburrowing immediately focus hydras on the reaver)

Assuming it actually is a 3 gate goon, you want to taunt him into attacking your sunken, ideally you start morphing it so late that he gets the impression that if he just hurries up and attacks it he'll get you, then he's sandwiched between the few hydras you have, units that were produced the past 30 seconds, and the 16 or so zerglings that unburrow as he's pretty much right on top of you. My experience is that this leads to like, entire protoss army dying while you still have 25 hydraling left and good economy to boot.
Moderator
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2017-01-23 03:34:27
January 23 2017 02:05 GMT
#5889
-Whats a 'normal' third timing for protoss in tvp where I should rule out any attempt at a timing attack? (i.e what is the standard timing where protoss is safe)/how do i ascertain that

Edit:

This is my 'understanding' of timings/key points to scout in tvp
-Toss should have 3 pylons built shortly after core/gas if I get an scv in, not sure the exact timing I should expect a third pylon tho. No third pylon=Possible proxy. What is the precise timing?
-Scouting his natural at 4:00-4:05, If I see 2-3 goons and a nexus im safe, if a nexus comes down later than 4:20 I should be suspicious, 4+ goons at the 4:00 timing would also be cause for alarm. yes/no?
-If he skips 2nd gateway after nexus and goes for a robo, or a super fast third, I can in theory do a fact cc fact timing (assuming im fding) and push him << How many goons would he be on at x timing to rule this in/out?
-If he goes for a "fast third" I could in theory do a 4 factory timing < I dont know what constitutes a fast third/timing/what to scout
-5 fact A fast third but not quite as fast as what would necessitate a 4 fact? Again no real idea of the timings/what to see
-6 Fact if hes just powering on 2 base for a while and took a delayed third? 2 base arbiter? No idea

>> And if hes not playing very greedily or is powering I should play a more double armory kind of style?
- if going for a double armory/late game terran and I scout the toss powering, go 4 factory before securing third
if hes going for an averagely fast third, take my third off two factory. correct?

-What time should I scan zerg when they 2 hatch, when should I scan zerg when they 3 hatch?
Never say Die! ||| Fight you? No, I want to kill you.
Cryoc
Profile Joined July 2011
Germany909 Posts
Last Edited: 2017-01-23 12:29:20
January 23 2017 12:22 GMT
#5890
On January 23 2017 11:05 Dazed_Spy wrote:
-Whats a 'normal' third timing for protoss in tvp where I should rule out any attempt at a timing attack? (i.e what is the standard timing where protoss is safe)/how do i ascertain that

Edit:

This is my 'understanding' of timings/key points to scout in tvp
-Toss should have 3 pylons built shortly after core/gas if I get an scv in, not sure the exact timing I should expect a third pylon tho. No third pylon=Possible proxy. What is the precise timing?
-Scouting his natural at 4:00-4:05, If I see 2-3 goons and a nexus im safe, if a nexus comes down later than 4:20 I should be suspicious, 4+ goons at the 4:00 timing would also be cause for alarm. yes/no?
-If he skips 2nd gateway after nexus and goes for a robo, or a super fast third, I can in theory do a fact cc fact timing (assuming im fding) and push him << How many goons would he be on at x timing to rule this in/out?
-If he goes for a "fast third" I could in theory do a 4 factory timing < I dont know what constitutes a fast third/timing/what to scout
-5 fact A fast third but not quite as fast as what would necessitate a 4 fact? Again no real idea of the timings/what to see
-6 Fact if hes just powering on 2 base for a while and took a delayed third? 2 base arbiter? No idea

>> And if hes not playing very greedily or is powering I should play a more double armory kind of style?
- if going for a double armory/late game terran and I scout the toss powering, go 4 factory before securing third
if hes going for an averagely fast third, take my third off two factory. correct?

-What time should I scan zerg when they 2 hatch, when should I scan zerg when they 3 hatch?

From my limited knowledge, this is how I keep track of Protoss endeavors.
If Protoss has only one gate at his base, the 3rd pylon should be built latest around the time his first goon is done (except he went for a faster nexus). I am not sure about your written timings, because I don't think you can even get 4 goons at 4:00 with 10/15 gates. A normal 1 gate expo gets 3 goons at ~4:25, a normal 2 gate gets 4 goons at ~4:25.

I am basing my opponents timings more on my own ones. I scout his natural between when my tank is done (around 4:20). If there is no Nexus, it is not a 1 Gate expo and if you are lucky you might see 2 goons coming out of his base at this time, indicating a 2 gate.

I would only go for 2 fact timing if I see a super fast nexus with only 1 gate or my FD already did good damage. With Robo first P can often stop it if they go shuttle/reaver.

The fast nexus is not so easy to answer, I would constitute anything a fast nexus, when he takes it immediately after his obs gets out (Robo after nexus) or if he takes it after 2 gate expo opening with no obs at all. You scout it simply with your vultures left over from the fd. I think the fast 3rd Nexus timing is significantly before a 2 Fact 3rd cc timing, your 2nd factory is just done around that time, but not 100% sure.

I don't make much difference between 4-5 fac. Depends more on how good my macro was beforehand. 6 Fac I rarely go, that is more for maps, where you cannot use the typical 2 fac 3rd cc timing. So I rather try to kill him as soon as possible. 6 fac is pretty bad in case he goes 2 base arbiters. You won't be able to push to far and he only needs to stall a bit for energy and you are going to have a bad time, be it stasis or recall. Some pro players go flash style on 2 base vs 2 base arbiters like sea did vs bisu, where they also tech to vessels and don't go just pure army, so that may be an option.
If P plays safe (that means you scan 3 gate obs), Flash style is the best option. If you see that P is clearly gearing up for a 3rd denial, you should indeed just wait for more factories to take it, but it is often hard to know if he does.

3 Hatch scan timing is around 6:20 to see the hatching of mutas and to start building turrets.
2 Hatch scan timing should be around 5:30 I think, but it is at the same time your scanner should be done by going for 2 Rax Academy after 1 Rax CC.
http://www.twitch.tv/cryoc
B-royal
Profile Joined May 2015
Belgium1330 Posts
January 23 2017 22:51 GMT
#5891
Thank you Liquid`Drone.

Is it possible to play a game against myself? I want to have 2 instances of starcraft active. This would make it very easy to test so many things.

Right now I want to know if my opponent can see my overlord or not (in various positions on different maps) and if I can spot a worker moving out from a base or not if it moves along a standard path.
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 <= ||
Sero
Profile Joined October 2010
United States692 Posts
January 24 2017 01:14 GMT
#5892
Can you still bypass Fish's time and melee game requirement for ladder if you have a Korean phone number?
<3 FlaSh HiyA Stats HoeJJa
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2017-01-24 03:59:06
January 24 2017 03:58 GMT
#5893
On January 24 2017 10:14 Sero wrote:
Can you still bypass Fish's time and melee game requirement for ladder if you have a Korean phone number?


phone number not needed anymore, for now
ppshchik
Profile Joined September 2010
United States862 Posts
January 26 2017 18:49 GMT
#5894
Few questions regarding bio hotkey / control groups

1.Do I just mix the bio together in one group, and then ctrl+left click all the non-medic units to stim whenever the group engages units?

2. Or do I separate the bio between combat groups and medic groups, and then 1a2a3a4a since the medic's heal hotkey is also "A", then I can just stim the entire combat biogroup?

3. Whenever I "a-move" my medics sometimes they end up healing injured scv's in the mineral line (a result of being harassed by ling / muta / lurkers, thus messing up the pathing whenever my bio wants to leave my base to attack. Is there an optimal way for me to control my medics?

Thanks a lot!
Legends never die... they end up working in McDonalds.
Highgamer
Profile Joined October 2015
1441 Posts
Last Edited: 2017-01-26 19:41:35
January 26 2017 19:37 GMT
#5895
You want to have all your marines/firebats in groups without medics, so that you can stim all your bio-fighters instantly (and sometimes you want to move your medics only, e.g. when you a-move somewhere and all your marines are/end up fully healed but still firing at something, the medics will walk on without protection).

That said: at some point, when all your hotkeys are in use, it will be better to fill the medic-group up with additional marines/firebats, better to have more on the battlefield. So you will end up with one mixed group, but you can - as you said - stim those marines with ctrl+click-select.

On your last point: If you have your medics on a separate hotkey, you can do stuff like: a-move all your marines/firebats out of your natural, but move-command your medic-only-group a short distance out of the natural. So all units will leave, you just have to remember to a-move the medics as soon as they're out of range of the SCVs.
Apart from that, I don't think there's much you can do about some of the medics straying off, healing SCVs. I'd like to know what units they prioritize in terms of healing, actually.

edit: if you have small groups of M&M out on the field, like a drop that survived, I would just put them on one hotkey, medics+marines. ctrl+click will be enough here, and generally better than using 1 control-group for 1-2 medics in this phase of the game.
shall_burn
Profile Joined January 2016
252 Posts
January 27 2017 08:05 GMT
#5896
1,2,3 marines 4 medics 5 vessels
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
January 27 2017 14:05 GMT
#5897
On January 24 2017 07:51 B-royal wrote:
Thank you Liquid`Drone.

Is it possible to play a game against myself? I want to have 2 instances of starcraft active. This would make it very easy to test so many things.

Right now I want to know if my opponent can see my overlord or not (in various positions on different maps) and if I can spot a worker moving out from a base or not if it moves along a standard path.



With the BWAPI you can.

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


use

ai = null , ai = null

and you can control both instances (use windowed mode to make it easier)
If you cannot win with 100 apm, win with 100 cpm.
B-royal
Profile Joined May 2015
Belgium1330 Posts
January 27 2017 16:38 GMT
#5898
On January 27 2017 23:05 LetaBot wrote:
Show nested quote +
On January 24 2017 07:51 B-royal wrote:
Thank you Liquid`Drone.

Is it possible to play a game against myself? I want to have 2 instances of starcraft active. This would make it very easy to test so many things.

Right now I want to know if my opponent can see my overlord or not (in various positions on different maps) and if I can spot a worker moving out from a base or not if it moves along a standard path.



With the BWAPI you can.

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


use

ai = null , ai = null

and you can control both instances (use windowed mode to make it easier)


Thank you very much leta
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 <= ||
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
January 29 2017 09:00 GMT
#5899
Why did they never have a third place match for ASL2?
Bakuryu
Profile Blog Joined August 2009
Germany1065 Posts
January 30 2017 03:12 GMT
#5900
i always forget the url of that 1 website which has lots of bw information, probably connected to bwapi.
stuff like: damage, miss chance, unit regeneration...
could somebody post it again please? ^^
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