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gas is at full capacity at 3 workers. some maps require 4 but its pretty rare http://www.panschk.de/mappage/comments.php?mapid=1481
workers mine at about 45-50% capacity at 1x worker per patch, and reach full capacity at about 3x patch assuming 9 mineral patches
on maps with 4 mineral patches (such as circuit breaker 12 3 6 9) you can reach about full mining capacity off of 2x patch
generally you want to cap at 60 to 80 scvs split between 3+ bases. if you're staying on 2base for an extended period of time you may want to cap somewhere around 40 to 60
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Is there a trick to repairing? I watch pros able to keep turrets and buildings alive like crazy. is there something I have to do or do I just spam right click non stop? thanks!
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On August 13 2017 19:13 Golgotha wrote: Is there a trick to repairing? I watch pros able to keep turrets and buildings alive like crazy. is there something I have to do or do I just spam right click non stop? thanks! You answered your own question. The same method is used to attack with scv's for the purposes of killing scouting probe or destroying proxy buildings.
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no he did not. the trick is to NOT spam right click, as each click interrupts the repairing, but substracts more minerals/gas. just do a quick compare.
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The important part is getting as many SCVs as possible to repair ASAP, and that takes some precise on-the-fly movement-commands - just like any micro with SCVs is not so much about spamming but about precise movements/commands.
For example, oftentimes it's better to not directly r+click on the building, because then the SCVs will all try to repair from the same side (from which they arrive), blocking each other. Instead, you could click past the building for a sec or two, so that the SCVs will move past the building in a more orderly fashion, and when they're just nicely spread around the building, then you press r+click.
At least I found that this works better when repairing a small building like a turret against Mutas. If you just click the turret with 5-6 SCVs, only 2-3 will actually get to repair until it's too late. Key to a good repair is to a) see the mutas coming and b) move the SCVs in position smoothly in time.
If anyone knows an awesome repair-technique that'd be cool tho....
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damn, that's some great advice. I did not realize that spam repair would interrupt the process. no wonder...
So that means that we should surround the turret with enough scvs to cover all sides. then, right click once when the mutas shoot their first volley. that should keep the turret alive long enough. only right click again once the scvs stop their repair animation. I can't think of a better way, please enlighten me.
1. A follow up question. if you see 9 mutas and they go for a turret, is it actually possible to repair save the turret or is the dps of 9 mutas too high? what about 12 mutas? Sometimes I have one turret left and I feel like it would have been better for me to run the hell away, instead of trying to save something that I can't.
2. An entirely different question, about a streamer. Larva the korean zerg streamer. Why is he so famous? Is it cuz of his antics? Or is he actually very good? I don't think he's that good because I rarely see him in tourneys. What makes his stream so fun then? I don't get how he has more views than Jaedong...
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1.) I did some testing just now (and you should do that yourself really.. best way to learn):
I let 9/11 mutas attack a turret and repaired it with some SCVs.
Result:
7 SCVs slightly out-repair 9 mutas, while 6 SCVs will keep the turret alive for quite a long time (until marines arrive e.g.).
10 Mutas kill the turret eventually if it's 7 SCVs repairing.
If it's only 7 mutas, 5 SCVs can keep the turret alive veeerrry long.
The mutas didn't do the "all shoot at once"-thing (muta-micro), and obviously they didn't do glaive-dmg to the SCVs.
So in a real game, they'll do max damage each volley, they'll retreat and come back (so that the turret repairs fully and the SCVs stop repairing) and they will kill SCVs, be it by glaive or focus-fire.
The trick is to wait for the mutas to shoot a volley, then click on the turret once every time (R not even needed).
I'd say: In a real game, if it's really 9 mutas or more, it will be hard to get more out off repair than 2-3 more volleys from the mutas needed to kill the turret. You'll hardly ever get 7+ SCVs grouped around a turret in time, some will be killed. If you can really pull it of also depends on whether Zerg lines up the volleys perfectly or whether there are gaps and the SCVs can repair more. And if there are upgrades in play.
If it's less than 9 mutas, I guess it can become a big problem for Z quickly if you can group 5-6+ SCVs around a turret in time. So if you killed a few mutas of the flock or in any situation where only few mutas attack, repairing with a handful of SCVs is a good idea (if it doesn't mean you delay your inputs to get marines/anti-air to defend properly).
edit: Thanks for the hint Dead9. Learn something new every day xD Didn't even know the cheat changed the repair-rate... how could I think that was realistic tho, game breaking repair speed... as if I didn't have hundreds of turrets being repaired destroyed by mutas... these are the stupidest kinds of brain farts lol
2.) Larva is actually one of the best Zergs out there ATM probably. Afaik he has issues with stage-fright (rather: he chokes when it's a big game), that's why he doesn't perform well in tournaments. He was around during the whole dark time of BW, after the pro-scene died, so everyone who kept watching BW on korean private streams knows him and respects him for his love and endurance for BW. He shows some antics, but seems like a very open person, in a way he is very honest about himself showing himself in crazy situations/states of mind. I don't speak korean tho, so no idea how it is if you understand what he's saying.
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u probably had build speed on, 1 scv does not outrepair 11 mutas
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In a 1rax FE for TvP follow up, after establishing siege and a few tanks, would it be wise to research mines and speed before adding 2 facts on 2gas?
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Is there a list of common timings somewhere (When do mutas spawn with 2 hatch muta, when does a cc first terran have siege mode ready, etc)? That would be really helpful to improve my game.
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Japan11286 Posts
I think the consensus between pros is that Larva is the best Zerg player in the scene right now, behind or maybe even on the same level as EffOrt.
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On August 14 2017 09:55 DreXxiN wrote: In a 1rax FE for TvP follow up, after establishing siege and a few tanks, would it be wise to research mines and speed before adding 2 facts on 2gas?
Ive written a long reply to you here: http://www.teamliquid.net/forum/bw-strategy/513073-tvp-axiom-build-order#2 Sorry its long, its over the top really but there might be something in there of interest to you  Hopefully others might enjoy it too.
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Not overbearing at all, that was excellent info. Thanks!
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Is it easy to get a hold of korean pro replays atm? Would really like some ZvX high level replays for learning purposes.
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On August 15 2017 18:52 heishe wrote: Is it easy to get a hold of korean pro replays atm? Would really like some ZvX high level replays for learning purposes. It's not that easy/common tbh. You can check this thread for some older replays/packs. Check the last pages for more recent ones:
http://www.teamliquid.net/forum/brood-war/310883-replays
Even so, even the older ones should still be relevant.
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Why are there so few builds for protoss on liquipedia? I mean I'd put more on there, but I have no idea how to use the site.
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Speed over range in 99% of situations. You can take range first only if you do like a fake hydra bust (to snipe so buildings) or to defend vs wraiths in some seldom situations.
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better map control through movement and easier micro > slightly stronger army
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Ok, thanks. The global ladder for remastered, is it global in the sense that all players are on the same ranking list so we can compare one another, or global in the sense that I can be on u.s east and get a game against a korean playing on the korean server?
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