Simple Questions, Simple Answers - Page 332
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parkin
1079 Posts
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Jealous
10124 Posts
On August 06 2017 05:11 mLtySC wrote: So are there any micro prqctice maps out there? I'd like to improve my micro. There are some vs. AI Micro practice maps, but I don't recall many of them having Reavers. Your best bet would be to play Micro Tournament (I recommend versions 10.6 m-v). In there you can make custom micro scenarios. The only potential downside is you would need a practice partner because you need two people to run it. I recommend looking for willing participants in the CPL or FBW discords. | ||
EsX_Raptor
United States2801 Posts
On August 06 2017 05:43 parkin wrote: Will you be able to disable the prepurchase skin rewards and use the default ones instead in SC:R? There's an option to enable and disable the skins. | ||
endy
Switzerland8970 Posts
On August 05 2017 05:10 sickkungen wrote: any fix to the sluggish mouse of 1.19? It feels like the mouse behaves better in 1.19 when in windowed full screen (it was the opposite in 1.18...). + the usual, disable the useless v-sync. Though it's still pretty bad, I couldn't find a way to have it behave like in 1.16/1.18. I've barely played 1.19 because of this. If anyone found a solution to the sluggish mouse, please share it! | ||
B-royal
Belgium1330 Posts
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ihcob
23 Posts
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Dead9
United States4725 Posts
if you arent going to mech switch get a second ebay and get +2/+1 same thing for tvp, second armory and +2/+1 unless your sci fac isn't done yet | ||
splunge2
22 Posts
If anyone found a solution to the sluggish mouse, please share it! I have to check and then right uncheck again the mouse scaling without even pressing "ok" in between. So basically i have the option unchecked, which is also the default setting, but i have to check it once every time i start the game or it's really awkward.. Afterwards it's like 1.16 for me (other options: mouse sens off, v-sync off, windowed or windowed fullscreen, not sure and cant check right now)) | ||
merz
Sweden2760 Posts
On August 10 2017 17:54 splunge2 wrote: I have to check and then right uncheck again the mouse scaling without even pressing "ok" in between. So basically i have the option unchecked, which is also the default setting, but i have to check it once every time i start the game or it's really awkward.. Afterwards it's like 1.16 for me (other options: mouse sens off, v-sync off, windowed or windowed fullscreen, not sure and cant check right now)) I second this. If I check "mouse scaling" then uncheck it, without pressing OK, my mouse behaves like 1.16. Smooth and all. Weird fix, but it works for now, so hey ![]() | ||
ArmadA[NaS]
United States346 Posts
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endy
Switzerland8970 Posts
On August 10 2017 17:54 splunge2 wrote: I have to check and then right uncheck again the mouse scaling without even pressing "ok" in between. So basically i have the option unchecked, which is also the default setting, but i have to check it once every time i start the game or it's really awkward.. Afterwards it's like 1.16 for me (other options: mouse sens off, v-sync off, windowed or windowed fullscreen, not sure and cant check right now)) On August 10 2017 18:32 dignitas.merz wrote: I second this. If I check "mouse scaling" then uncheck it, without pressing OK, my mouse behaves like 1.16. Smooth and all. Weird fix, but it works for now, so hey ![]() omg it actually works thanks guys, this mouse issue was driving me crazy! however after doing that I'm getting the tiny cursor bug again... you too? | ||
mishimaBeef
Canada2259 Posts
I often see the 1st corsair get 1 overlord kill and then get chased by scourge, I'm not even sure if it gets any important scouting information. You don't know if he is going muta even if you see a spire, you have to actually see the investment in muta. My thinking is why spend 100 gas for almost nothing instead of speeding up your zealot legs and storm? I understand having a stargate is good though to instantly start anti-muta production if need be, but I just don't get why the 1st corsair is rushed out so. Perhaps someone can enlighten in this respect. | ||
Jealous
10124 Posts
On August 12 2017 07:54 mishimaBeef wrote: How come making a corsair is so standard in PvZ? Is it to sweep the area of overlords to accomplish undetected dark templar defenses? Sometimes I see this as a very gimmicky defense, and if the zerg uses proper hydra positioning they can make an overlord over anyways. Maybe the likes of Bisu just don't give a damn and invests so heavy in corsair that an undetectable DT *will* deflect your aggression with hydras? I often see the 1st corsair get 1 overlord kill and then get chased by scourge, I'm not even sure if it gets any important scouting information. You don't know if he is going muta even if you see a spire, you have to actually see the investment in muta. My thinking is why spend 100 gas for almost nothing instead of speeding up your zealot legs and storm? I understand having a stargate is good though to instantly start anti-muta production if need be, but I just don't get why the 1st corsair is rushed out so. Perhaps someone can enlighten in this respect. It's situational, but in general Corsairs have many uses: 1. They will protect the skies from Mutalisk flocks that will snipe your Templar and make you lose any Hydra engagement as a consequence. If you have no Corsair, you're pretty much begging for it. 2. By taking control of the skies, you also force the Zerg to invest in Scourge/anti-Air defense, and recently I've seen Zergs getting +1 Air Carapace (might have been going on for a while, not sure) to counteract the +1 Air Weapons from Toss. 3. You need the first Corsair to scout Zerg's tech/larva count/expansions, at the very least. 4. a. If Zerg is going for some all-in or early bust, the Corsairs can pick off Overlords at home, forcing Zerg to either keep a portion of their force back home to defend against them, or killing enough such that the Zerg gets supply blocked and can't continue to throw waves of units at you, or forces them to spend their already feeble Drone count and economy on Spire(s), etc. b. If you pick off the Overlord in front of your natural, then 1 DT can go a long way in deflecting cheeses. 5. Once you have 5 Corsair with +1 or 6 with no upgrades, they become very difficult to kill with Scourge/Muta alone. This means that if you are careful, you can get increasing returns on your investment as you will lose fewer and fewer Corsair and kill more and more of enemy air units. 6. They really hurt any Muta-first openings that commit a lot to air. There are other reasons but they are more situational/not coming to me at the moment, but this is a good enough list of basic things that make Corsair worthwhile. | ||
mishimaBeef
Canada2259 Posts
For example, perhaps you could expand on point 3 and describe what type of scouting information you gain that you wouldn't from a faster zealot legs poke. | ||
Jealous
10124 Posts
On August 12 2017 08:07 mishimaBeef wrote: Actually, I'm looking for a discussion focussed on the timing of the 1st corsair, not corsairs in general. Okay, I'd have to say that it's because by this time, you often have little to no other reliable method of gaining information. As you mentioned, risking not being prepared for a Mutalisk opening is also a consideration. It should also be noted that if done properly, I am pretty sure it can see 3 Hatch Hydra bust right before they move out to bust your natural, buying you precious time to prepare yourself. In general, if I keep my Probe alive for a really long time, I see everything that I need to see, and they haven't gotten speed, I sometimes delay it. EDIT: Also, you can generally tell if it's going to be Mutalisk by seeing the larva count. If they are using all their larva, either it isn't Mutalisk, or they are going to be very late. | ||
NexT_SC2
United States117 Posts
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Jealous
10124 Posts
On August 12 2017 08:51 NexT_SC2 wrote: Ok I've looked all over for this but for some reason I just can't find it. What are the optimal number of scvs for minerals and gas? 3 seems to be best for gas but I'm lost in terms of minerals. How many workers do you want per patch? Also do you keep constant scv production until a certain number like in sc2? Many thanks. It's 3 per gas for modern maps. For mineral patches, generally agreed upon number is 2.5 per mineral patch. However, it is normal to undersaturate when you're cheesing/cutting for your build or if you're Zerg on a lot of bases (general number for a macro Zerg was agreed to be 1.5x) or if you expand very early, and it is normal to oversaturate before you expand in order to send the excess workers to your new base and spread the numbers evenly (for example, you don't take your natural as Protoss for quite some time but you didn't cut probes, you can go up to having 30+ on your main mineral line, and then you ferry over 12-15 to your natural). You want to have an even distribution of workers on each mineral line ideally; I personally think in the lategame in most situations you would want more in your newer bases than in your well-defended older ones just so that you mine out the more contested bases faster. The general number of workers you want to have going into the lategame, if I'm not mistaken is 70-80. Zergs generally get 60-70 from what I've seen. | ||
ProMeTheus112
France2027 Posts
On August 12 2017 08:07 mishimaBeef wrote: Actually, I'm looking for a discussion focussed on the timing of the 1st corsair, not corsairs in general. For example, perhaps you could expand on point 3 and describe what type of scouting information you gain that you wouldn't from a faster zealot legs poke. since Z economy is so flexible, there is a lot of possible things that a Z can do early on like an extra expansion or this many hatches or more or less drones how many gases the timing of everything matters and your only way to scout it, in order to counter it properly is pretty much corsairs once there is gling speed. Z tends to have the initiative in the early game and they have more ways to possibly rush/all-in or macro and you must account for that, to build your midgame efficiently. You normally need to know if they went for early lurk, or early large amounts of hydras.. if you invest in a zealot legs poke that is not going to be effective, and you also have no scouting of Z's tech and stuff, it can mean game will be lost soon. Sunkens are very effective. Because any follow up you haven't accounted for by Z will put you behind. (so with the corsair you look for number of hatches, drones, gases, units, larvas, if there are hydras do they have range/speed yet, how many sunks, etc I guess sometimes you find good situation to spend time on killing ovis and you can guess on Z's stuff if you see part of it, especially if there are hydras+scourges well you have to go away but you have worth info, he cant have this many very early mutas or that many mass hydras). Since its almost required to have that early corsair before teching, getting it earlier allows you to tech earlier and tech more efficient | ||
Highgamer
1403 Posts
On August 12 2017 08:51 NexT_SC2 wrote: Ok I've looked all over for this but for some reason I just can't find it. What are the optimal number of scvs for minerals and gas? 3 seems to be best for gas but I'm lost in terms of minerals. How many workers do you want per patch? Also do you keep constant scv production until a certain number like in sc2? Many thanks. I remembered that this was talked about not too long ago and searched a bit: there is info-galore on this topic. Consensus seems to be that the theoretically "optimal" number (it's around 2.5 per mineral-patch I guess) is hardly ever "optimal" in real-game situations for different reasons. Here is another post like yours in this very same thread: coming from SC2: how many workers to saturate bases? Here's a whole thread devoted to the topic: how-many-workers-total And in there you find some really detailed discussions: Economy management by Birdie. Zerg econ management + Terran section by w3jjjj | ||
KrulAsfaltuf
Zimbabwe70 Posts
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