On November 11 2018 15:38 Cheesefome wrote: Is there any reason to use "use mouse scaling" in the options? What are the pro's and con's of using it? Only substantial difference that i have noticed is the mouse pointer is larger when i enable it.
It is an option which is probably only used by players like me that played a lot of BW prior to remastered and use "windowed fullscreen". Enabling it replicates the exact same mouse sensitivity of 1.16 in remastered.
It does? I didnt know! Thank you! Are you still in 4:3 now or 16: 9? I play windowed fullscreen but with the sd graphics
On November 11 2018 15:38 Cheesefome wrote: Is there any reason to use "use mouse scaling" in the options? What are the pro's and con's of using it? Only substantial difference that i have noticed is the mouse pointer is larger when i enable it.
It is an option which is probably only used by players like me that played a lot of BW prior to remastered and use "windowed fullscreen". Enabling it replicates the exact same mouse sensitivity of 1.16 in remastered.
It does? I didnt know! Thank you! Are you still in 4:3 now or 16: 9? I play windowed fullscreen but with the sd graphics
I play with SD graphics, so with 4:3 and black bars on the sides.
On November 11 2018 08:39 Steeles21600 wrote: @Sero
In TvP i dont wall in but i do the supply depot barrack placement near the cc to help against zealot rushes. If i was making mistakes 30 seconds into ever game i wouldnt be here, and the only mistakes you can make 30 seconds into a game is blocking yourself and not making workers. I suppouse not sending out the overlord if you are zerg.
You are correct that i suck and maybe also that im wrong, but correcting me is much more productive for everyone involved than just saying that im too bad to even get 30 seconds into the game without making mistakes so bad they cost me the game.
This is a help thread, lots not turn it into toxic argument where you assume everything about someone.
I can say 100% that if you are F rank you are doing some errors in the first 30 seconds of the game!
This build imo, is strong but has some problems. It doesn't take initiative of map control early but doesn't sit as much when compared to 1 fact expand as it allows the terran to push at once after expanding.
This is a line from wizards' art of terran strategy guide. Obviously its out of date and was meant for the meta in the early 00's, but im curious if any veterans out there remember this build and understand the timings? My interpretation is that its exactly like 1 fact siege cc, but instead with two factories--but, ive timed this out a bit and its very awkward as to when you ought to put down the cc. For an expansion build your inclined to do so at essentially a regular timing, after you make your first tank. But that makes the 2nd factory redundant, and if you build it after you que the 2nd tank your still going to idle on at least one factory for a while.
So, does anyone actually know the timings for this build/and on smaller maps like python or LT, what would you consider the viability level? [I understand its going to be clearly inferior to the modern meta, really what im curious about is whether the surprise/discomfort element for the protoss might overcome the inefficiency as a sort of b0x build].
two fac expand is pretty stupid. two fac allin kill the opponent can be very strong. (and, are stronger on maps like python/lt where the walking distances are shorter.
I didn't read the guide as you simply put a link to the entire thing, but from your quote I can say it's entirely wrong.
2-Fact 3 Tank push is designed to at least kill the P natural, if not his entire base. The proper way to do it involves making the second factory when the first is at 87.5%, so that your second machine-shop finishes together with the first tank, and you can queue two more at the same time.
If you want to check it out, go to zimp's replay thread and get the Last replays pack. In there look for the second game against Air[fOu] (game number 0016)
Defensive 2-Fact into an expo doesn't make sense as, like you pointed out, will just leave you with a later expo and one idle Factory.
I cant actually link to the tvp section of the guide as thats not how the site works; he already acknowledges the existence of the joyo push earlier in the post, seeming to imply this is a distinct concept all together, not a rush build. Heres the total "guide" to the build, ommitted the last lines previously as I didnt consider it helpful at elucidating what it even was:
2 Fact Tank
This build imo, is strong but has some problems. It doesn't take initiative of map control early but doesn't sit as much when compared to 1 fact expand as it allows the terran to push at once after expanding. All the toss needs to do is to double expand at furthest possible spots at once to totally avoid the incoming tank push.The terran can switch to dropships but it will cost him time, alot more than 1 fact expand. From here he picks you apart. 30 secs of floating and landing time is also another thing that brings this build down. Because of its ability to push at once after expanding, it can be great for 12 vs 3. Also it can switch to 2 Fact Vult when you need to easily, provided your scouting timing is correct.
Not recommended unless you are totally sure but pretty strong still. Needs to wall as making rines slow the opening down. However this build will be your real savour when you are playing a map that you really need the power of push early when vults and dropships cannot be effective enough to hold map control after early game due to terrain constraints. You need to send 2 SCVs out to make up for recon that tanks can't provide when vult can.
I'm just surprised at how inept this build seems. Typically modern players are dismissive of the past without due cause, and Wizard was a good player of the era--and yet, I, like the two of you, cant think of how this build really makes any sense. :s
oh modern players are dismissive of the past with due cause, especially if you go this far back.
Every single pre-replays player would get absolutely destroyed by a 1700 mmr player today. People just had no real clue back in 2000. I mean, there were some players with decent mechanics even back then, but build orders weren't even remotely well developed; people had no idea how many corners they could, or should, be skipping.
If you ask that you might aswell be so kind to tell people what you're talking about... and not let them search for it in a 40 min video....
Of course, if you're as good as Last, adding a few ghosts for lockdown is a good tactical means to take arbiters out of engagements (not only stasis, also their cloaking of other units) or to prevent recalls. Or to ramp-block (min 20.35ff). It's super baller, too... really great display in that game of how that should be done. And against a player of Snow's caliber on top of that.
Check out 17.05ff., 20.35ff., 26.50ff., 28.15ff. for example and the very end (38.25ff.)
I wouldn't call it a strategy though in the sense of an overarching concept to win because it's very situational, a technique that you use for higher purposes, and overall Last wins through his good bread 'n' butter mech-play... As you can see, the game is quite close, too, at multiple points. It ends on literally the last base, so whatever his plan was, it didn't go as planned because you don't plan such a situation. Even if such a game necessarily produces some situations where the ghost shines, noone can say if he won because of the ghosts or if he'd won faster if he just had built a few more other units and spent his time microing those.
Can someone explain to me what the utility of the old goliath drop opening in tvt was? What builds it was considered viable against, what modern builds it is considered weak against?
On November 17 2018 12:04 XenOsky wrote: im having trouble vs some fast exp builds in pvp, advice? edit: gasless fast expo. like 12 nexus > gate > forge, or 12 nexus > gate gate
My protoss mmr is way lower than yours (I was like barely b rank with protoss) but I guess I have some ideas that might be at least interesting. In my experience, I feel like dt drop or reaver drop are pretty strong against fast expand builds (I sometimes proxy the robo and it also has good results).
Also, I don't know if this is viable at all but one time I won by going reaver then dt and I used the reaver and dt to destroy the cannons in the main so dt is undetected. I've also played some games where instead of getting range I got robo first, which is probably really risky. If opponent has very good scouting or dragoon positioning, I'm not sure if any of these ideas work to be honest.
Whats the ideal response vs a 2gate PvP if you open the standard 1gate gas->core->zealot? Assume that the map is either a low ground main or a main without a ramp.
If there's different reactions for 2 gate variations like 2gate proxy, 2 gate proxied in your base, a standard 2 gate, or 2gate with a shield battery in your main, please explain how you deal with each.
Specific answers other than perfect goon control would be much appreciated, cause I'm tired of having to hide pylons around the map while explaining to my opponents that they are only winning because they are bad.
On November 17 2018 14:47 oshibori_probe wrote: Whats the ideal response vs a 2gate PvP if you open the standard 1gate gas->core->zealot? Assume that the map is either a low ground main or a main without a ramp.
If there's different reactions for 2 gate variations like 2gate proxy, 2 gate proxied in your base, a standard 2 gate, or 2gate with a shield battery in your main, please explain how you deal with each.
Specific answers other than perfect goon control would be much appreciated, cause I'm tired of having to hide pylons around the map while explaining to my opponents that they are only winning because they are bad.
If you scout them early (before you start your cybernetics core) immediately throw down a 2nd gate of your own and stop mining gas. You can match their zealot count. Keep your probe alive in their base. If they start their assimilator, then start mining gas and start your core. You are now both safe and still ahead in tech.
If they don't go assimilator and instead expand, expand yourself and you should still be slightly ahead in terms of tech since you will have the gas lead. Just be sure you continue zealot production to match theirs.
On November 17 2018 12:04 XenOsky wrote: im having trouble vs some fast exp builds in pvp, advice? edit: gasless fast expo. like 12 nexus > gate > forge, or 12 nexus > gate gate
My protoss mmr is way lower than yours (I was like barely b rank with protoss) but I guess I have some ideas that might be at least interesting. In my experience, I feel like dt drop or reaver drop are pretty strong against fast expand builds (I sometimes proxy the robo and it also has good results).
Also, I don't know if this is viable at all but one time I won by going reaver then dt and I used the reaver and dt to destroy the cannons in the main so dt is undetected. I've also played some games where instead of getting range I got robo first, which is probably really risky. If opponent has very good scouting or dragoon positioning, I'm not sure if any of these ideas work to be honest.
I feel like the safest response is to just pressure with 1 gate goon while expanding yourself. Force them to cannon up and try to deny scouting so they have to cannon in their main in case you were to go dt drop.
You can try to dt drop but it's pretty all-in. Fast reavers can also work, but it's a tricky timing to get it before they are pumping 4 or 5 gate goon and can just throw units at you.