Simple Questions, Simple Answers - Page 359
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Ty2
United States1434 Posts
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ajmbek
Italy460 Posts
On October 30 2017 18:35 Ty2 wrote: How do people feel about sending an overlord inside the protoss' base? It seems you guarantee protoss at least one overlord kill and there's a possibility a dragoon can kill it and now you a second one dying to a corsair. Any thoughts? I find it essential sometimes to tell if protoss is going stargate or not or even two stargates or some highly dangerous build. Generally the ovi can be there long enought to see the tech tree and then go away before the first corsair cames out. Keep in mined he does not want to kill the nearest overlord with the first sair, he wants to scaut. By the time you can have scourges out. If he makes a dragon you area usually happy. As he will have less zealot and a 50 gas delay in tech. Also on many maps you have time to run when you see the dragon poping out | ||
ajmbek
Italy460 Posts
On October 30 2017 18:22 Golgotha wrote: I have a pvp dilemma. A specific scenario that happens often and I lose my lead and die. In pvp, I always go for fast shuttle into reaver by getting goon range late. So I always keep my goons on top of my ramp and defend. This works really well since it allows me to get the reaver faster than my opponent. I have lower goon count but using the reaver I can equal the odds. However, my dilemma is when I move down the ramps and the opponent has a line of goons waiting for me. I found out in a painful way that attack moving down a ramp makes the goons retarded. Literally retarded. They get lost inside my base and go down one by one. My question is, how do I break this situation? How do I use my early reaver to break this and how do I micro my goons so they don't go ballistic? Do I just stay on top of my ramp and reaver harass? But I really want to know how to micro the goons and the reaver so I can break the goon line at the bottom of my ramp. I want to punish it and not be holed up in my base. Am I supposed to target the enemy goons manually and kill them one by one? I even tried attack moving the reaver down the ramp but it just leaves it vulnerable to snipes since I can only fit a reaver on the ramp. Maps in question are outsider, FS, and circuit breaker. Would love to hear your advice. Thanks folks. The order you wold like to give your goons is muve. Possibly spamming the order. That way they will go down the ramp. The problem is they will take time to do that, and during that time they will not fire, while opponent will be hitting you. the proper way to deal with it is: a) try to harass asap b) drop some goons outside your many, and with the reaver attack the beginning of the containing line. In that moment use the other goons from main to go down the ramp. Experience will tell you how much goons to drop out and how much to keep in main at the ramp. | ||
shall_burn
252 Posts
On October 30 2017 18:22 Golgotha wrote: I have a pvp dilemma. A specific scenario that happens often and I lose my lead and die. In pvp, I always go for fast shuttle into reaver by getting goon range late. So I always keep my goons on top of my ramp and defend. This works really well since it allows me to get the reaver faster than my opponent. I have lower goon count but using the reaver I can equal the odds. However, my dilemma is when I move down the ramps and the opponent has a line of goons waiting for me. I found out in a painful way that attack moving down a ramp makes the goons retarded. Literally retarded. They get lost inside my base and go down one by one. My question is, how do I break this situation? How do I use my early reaver to break this and how do I micro my goons so they don't go ballistic? Do I just stay on top of my ramp and reaver harass? But I really want to know how to micro the goons and the reaver so I can break the goon line at the bottom of my ramp. I want to punish it and not be holed up in my base. Am I supposed to target the enemy goons manually and kill them one by one? I even tried attack moving the reaver down the ramp but it just leaves it vulnerable to snipes since I can only fit a reaver on the ramp. Maps in question are outsider, FS, and circuit breaker. Would love to hear your advice. Thanks folks. You may elevator all or a part of your goons to the low-ground and then surround-attack him. You may also try to hit him by a reaver from the ramp, and when his goons shoot back, pick it up with a shuttle. But generally, you don't want to be in such situation. Because it will take more effort from you to break out, than for him to hold you off and contain, you may lose your reaver/shuttle too, your elevator shenanigan may get revealed, etc, etc. My advice would be to go for your build on maps with big, actual ramps, such as Chain Reaction, Neo Jade, Aztec, etc. There it will be easier for you to hold off his early pressure this way (highground advantage) even with the delayed range. On FS CB etc go for something more standart with earlier range and a later reaver. In short, avoid getting contained, being locked sucks. Hard to break free, and by the time you've just cleared your natural, his nexus is halfway done | ||
shall_burn
252 Posts
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Jealous
10126 Posts
@Ty2: I think that it is the correct choice, to scout Protoss with the Overlord and sack it. Some players even have 2 Overlords - one to scout the main and one just outside the natural (trutacz played this way against Bonyth in the [ReD] invitational). I think it's important because Protoss do sometimes add Gateways and skip Stargate, which can be very annoying to deal with if unscouted (I imagine; I don't often play Zerg, but I can see its power as Protoss). You can also see if they are getting +Air, how quick their Templar tech is, etc. I think one Overlord/Larva/100 minerals is worth that information trade. Also, should be noted that Protoss almost never make Dragoon in-base now, and if you have denied the Probe scout adequately, then his first Corsair almost always needs to scout your main/nat/3rd anyway. However, you are definitely the better player than me so perhaps you have some opposing thoughts? What's your take on it? On October 30 2017 22:33 shall_burn wrote: My question is: when do I get a new icon? Or where can I read about the TL icons in general? There is a cursed thread, with many flying monkeys, that you must never venture into. The algorithm is a well-kept secret, one that posters have been trying to determine for a decade and a half. I can tell you that the first switch comes after a certain amount of time, and a certain amount of posts; it may be between 499 and 501. I am afraid to say more, because even that much is tempting the flying monkey army to invade this very important thread. | ||
shall_burn
252 Posts
On October 31 2017 01:28 Jealous wrote: There is a cursed thread, with many flying monkeys, that you must never venture into. The algorithm is a well-kept secret, one that posters have been trying to determine for a decade and a half. I can tell you that the first switch comes after a certain amount of time, and a certain amount of posts; it may be between 499 and 501. I am afraid to say more, because even that much is tempting the flying monkey army to invade this very important thread. Oh wayyyyyttttt I just found out I can actually choose my TL race. I've been slightly dissatifsfied with my scv icon for all these years of membership, I wanted a probe, to begin with, haha. | ||
Golgotha
Korea (South)8418 Posts
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evilfatsh1t
Australia8639 Posts
manually selecting targets from outside range causes the reaver to walk and sometimes not shoot from max range. usually you dont bother with reaver micro much though (unless youre harrassing mineral lines and want to target workers rather than a random marine or you absolutely need to target fire a bunch of units together or the enemy reaver etc.). microing your shuttle is more important | ||
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Liquid`Drone
Norway28637 Posts
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Golgotha
Korea (South)8418 Posts
On October 31 2017 13:46 evilfatsh1t wrote: attack move is good enough. manually selecting targets from outside range causes the reaver to walk and sometimes not shoot from max range. usually you dont bother with reaver micro much though (unless youre harrassing mineral lines and want to target workers rather than a random marine or you absolutely need to target fire a bunch of units together or the enemy reaver etc.). microing your shuttle is more important Wait so don't target unless I'm sniping something specific? So a move is really better? I never knew that. No wonder I've been dying. | ||
evilfatsh1t
Australia8639 Posts
On October 31 2017 15:18 Golgotha wrote: Wait so don't target unless I'm sniping something specific? So a move is really better? I never knew that. No wonder I've been dying. i wouldnt say "better". more micro is always better if you can do it properly. im just saying a click isnt the end of the world and it does save some trouble in regards to reavers walking from out of range and shooting at a closer distance than usual. also worse players will appreciate not having to invest apm into the reaver so that you can focus on shuttle pick up micro instead | ||
ajmbek
Italy460 Posts
On October 30 2017 22:23 shall_burn wrote: You may elevator all or a part of your goons to the low-ground and then surround-attack him. You may also try to hit him by a reaver from the ramp, and when his goons shoot back, pick it up with a shuttle. But generally, you don't want to be in such situation. Because it will take more effort from you to break out, than for him to hold you off and contain, you may lose your reaver/shuttle too, your elevator shenanigan may get revealed, etc, etc. My advice would be to go for your build on maps with big, actual ramps, such as Chain Reaction, Neo Jade, Aztec, etc. There it will be easier for you to hold off his early pressure this way (highground advantage) even with the delayed range. On FS CB etc go for something more standart with earlier range and a later reaver. In short, avoid getting contained, being locked sucks. Hard to break free, and by the time you've just cleared your natural, his nexus is halfway done Do not ever drop ALL of your dragons on low ground while trying to break a contain. Your opponent will just walk up your ramp and you will be loosing 100% of the time. | ||
shall_burn
252 Posts
On October 31 2017 21:23 ajmbek wrote: Do not ever drop ALL of your dragons on low ground while trying to break a contain. Your opponent will just walk up your ramp and you will be loosing 100% of the time. Sounds reasonable, however, by the time you drop your goons, more fresh-trained ones will arrive. But generally — yes, you're right here. | ||
Golgotha
Korea (South)8418 Posts
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pyrogenetix
China5094 Posts
On October 30 2017 18:22 Golgotha wrote: I have a pvp dilemma. A specific scenario that happens often and I lose my lead and die. In pvp, I always go for fast shuttle into reaver by getting goon range late. So I always keep my goons on top of my ramp and defend. This works really well since it allows me to get the reaver faster than my opponent. I have lower goon count but using the reaver I can equal the odds. However, my dilemma is when I move down the ramps and the opponent has a line of goons waiting for me. I found out in a painful way that attack moving down a ramp makes the goons retarded. Literally retarded. They get lost inside my base and go down one by one. My question is, how do I break this situation? How do I use my early reaver to break this and how do I micro my goons so they don't go ballistic? Do I just stay on top of my ramp and reaver harass? But I really want to know how to micro the goons and the reaver so I can break the goon line at the bottom of my ramp. I want to punish it and not be holed up in my base. Am I supposed to target the enemy goons manually and kill them one by one? I even tried attack moving the reaver down the ramp but it just leaves it vulnerable to snipes since I can only fit a reaver on the ramp. Maps in question are outsider, FS, and circuit breaker. Would love to hear your advice. Thanks folks. This is one of the reasons why people will go range first in pvp because pvp early to mid game is basically who's got more goons. My advice would actually be to not get shuttle speed. Ask yourself: 1) Are you doing enough damage to justify shuttle speed 2) Is your reaver harass success due to shuttle speed or other things like mistakes by your opponent or better micro by yourself 3) Are you willing to give up your nat Also you seem to be microing goons wrong. If anything you should be using hold position when move shooting down your ramp. Right click, H, right click, H, just like when blind mine sweeping. But this isn't that great since your goons don't FF and his goons will. If you absolutely need to go shuttle speed for personal reasons my advice on breaking out of a goon contain scenario is: 1) 2 zealots and reaver in shuttle - don't just hurl down and drop zeal zeal reav if he is quick he will focus fire (FF) your shuttle before your reav is out. Drop a zealot, fly back into high ground then come back and drop the second zeal and then your reav. Make sure the goons are not going to FF your shuttle. Also, after you drop first zeal start to move goons down ramp and FF his goons. Maybe have 1 or 2 zealots in the front when moving down ramp. 2) 4 zealots in shuttle - this one is easier as you're just dropping them down to soak damage. Then move your goons down while FF his goons. Have your reav close to your drop off point so that right after you drop zeals you go back and grab reav to join the fight. 3) probe slide - grab 3, 4 or even 5 probes, right click nat mins, and as you hear enemy goons firing, move your shuttle into play and goons down ramp. Shuttle can be filled with anything. 4) reaver crawl - reaver on ramp and just try to pick at the enemy goons. keep your shuttle moving by flying it around in a small circle. the shuttle has a slow acceleration so if your shuttle is at a dead stop and you right click on reaver it will pickup slower. May want to get a battery to keep reav/shuttle alive when doing this. Basically 3 or 4 good scarabs is enough to make a move, get too greedy and he will FF your reav/shuttle. 5) fake - use an empty shuttle and make it look like you're trying to reaver harass, when he moves a big chunk of his army to FF, move goons down with reaver. Obviously if he's smart he won't move like 12 goons to attack your shuttle but sometimes this works on new players or if he's busy with something else. That's pretty much what I can think of. I stand by my advice to not go shuttle speed. Usually in pvp, shuttle speed is for when your first harass was good and you're getting speed to try and snowball from there. Or you're just really really confident in your shuttle micro and believe that it wins you games. GooDLucK | ||
Alpha-NP-
United States1242 Posts
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Golgotha
Korea (South)8418 Posts
On November 02 2017 00:57 pyrogenetix wrote: This is one of the reasons why people will go range first in pvp because pvp early to mid game is basically who's got more goons. My advice would actually be to not get shuttle speed. Ask yourself: 1) Are you doing enough damage to justify shuttle speed 2) Is your reaver harass success due to shuttle speed or other things like mistakes by your opponent or better micro by yourself 3) Are you willing to give up your nat Also you seem to be microing goons wrong. If anything you should be using hold position when move shooting down your ramp. Right click, H, right click, H, just like when blind mine sweeping. But this isn't that great since your goons don't FF and his goons will. If you absolutely need to go shuttle speed for personal reasons my advice on breaking out of a goon contain scenario is: 1) 2 zealots and reaver in shuttle - don't just hurl down and drop zeal zeal reav if he is quick he will focus fire (FF) your shuttle before your reav is out. Drop a zealot, fly back into high ground then come back and drop the second zeal and then your reav. Make sure the goons are not going to FF your shuttle. Also, after you drop first zeal start to move goons down ramp and FF his goons. Maybe have 1 or 2 zealots in the front when moving down ramp. 2) 4 zealots in shuttle - this one is easier as you're just dropping them down to soak damage. Then move your goons down while FF his goons. Have your reav close to your drop off point so that right after you drop zeals you go back and grab reav to join the fight. 3) probe slide - grab 3, 4 or even 5 probes, right click nat mins, and as you hear enemy goons firing, move your shuttle into play and goons down ramp. Shuttle can be filled with anything. 4) reaver crawl - reaver on ramp and just try to pick at the enemy goons. keep your shuttle moving by flying it around in a small circle. the shuttle has a slow acceleration so if your shuttle is at a dead stop and you right click on reaver it will pickup slower. May want to get a battery to keep reav/shuttle alive when doing this. Basically 3 or 4 good scarabs is enough to make a move, get too greedy and he will FF your reav/shuttle. 5) fake - use an empty shuttle and make it look like you're trying to reaver harass, when he moves a big chunk of his army to FF, move goons down with reaver. Obviously if he's smart he won't move like 12 goons to attack your shuttle but sometimes this works on new players or if he's busy with something else. That's pretty much what I can think of. I stand by my advice to not go shuttle speed. Usually in pvp, shuttle speed is for when your first harass was good and you're getting speed to try and snowball from there. Or you're just really really confident in your shuttle micro and believe that it wins you games. GooDLucK huge thanks man. I actually don't ever go for fast shuttle in pvp. sorry if there was a confusion. I do go for fast shuttle with reaver though. that's where I either die or win. Either I win in a goon battle since I have the reaver. Or I get lucky and pop many probes with reavers. But sometimes the opponent camps my ramp and that's when I usually die. I like the fake shuttle idea. That's very smart. edit: Some more questions. 1. In PvT, is this the correct order of arbiter upgrades? Energy-Stasis-Recall? Would there be any point in getting recall first or recall 2nd after energy? 2. How do people leave so quickly? F10 and what else do they press? | ||
Dead9
United States4725 Posts
terran don't often opens mech because the current maps don't really support it. opening mech gives zerg the option of expanding much more easily than opening bio @Golgotha 1. generally stasis then recall. for the most part arb energy isn't worth it unless you're playing a very slow game or have a lot of arbs 2. alt q q or f10 esq | ||
shall_burn
252 Posts
1. In PvT, is this the correct order of arbiter upgrades? Energy-Stasis-Recall? Would there be any point in getting recall first or recall 2nd after energy? Back when I played, I opened dts then straight to arbiters, while amassing goons at my natural. Researched energy then recall = super-fast recalls. By the time the recall upgrade completes, my first arbiter would gain exactly 150 energy, and next arbiters will already pop out with more (67?) energy. | ||
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