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On October 21 2019 07:29 BroodKingEXE wrote: I'm kinda interested in getting into SC:R (used to play iCCup). Just wondering what the battle.net matchmaking times are currently? I don't really wanna play if I have to wait too long for games.
They're really good nowadays, probably like 20-30 seconds on average if I had to guess. This is because they changed the match maker system this season to include Korean opponents. The main downside for me is that it seems the games are a bit more laggy than before. Also, Korean players tend to be stronger players (my guess is that most players have lost 100 or more mmr compared to the previous season).
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Really depends on your MMR too, historically (although internet speed and location are still factors as well, just to a lesser degree from what I hear). The further you are from the average the longer it takes to find a match. I was getting 40-70 seconds at 1600-1700 ish on a new account a week or two ago.
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So, I was stuck house sitting with only WiFi and decided to try out some old micro maps. I ended up playing some single player micro maps. Specifically, BaDa)MicroControl-Trn11 from the thread: https://tl.net/forum/brood-war/17444-8882s-awesome-microcontrol-mappack.
I'm having a lot of trouble in the Vulture Vs Tanks. I'm wondering what some thought are as to how many vultures I should use to lay mines. How I can lay mines so they don't blow each other up, etc. I'm having trouble coming up with some details that provide consistent results. I feel the same way in game, so I'm hoping some good ideas in the micro map will translate into a real game. I'm still new so anything helps. Thanks!
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On October 22 2019 09:36 Poppinfreshzero wrote:So, I was stuck house sitting with only WiFi and decided to try out some old micro maps. I ended up playing some single player micro maps. Specifically, BaDa)MicroControl-Trn11 from the thread: https://tl.net/forum/brood-war/17444-8882s-awesome-microcontrol-mappack. I'm having a lot of trouble in the Vulture Vs Tanks. I'm wondering what some thought are as to how many vultures I should use to lay mines. How I can lay mines so they don't blow each other up, etc. I'm having trouble coming up with some details that provide consistent results. I feel the same way in game, so I'm hoping some good ideas in the micro map will translate into a real game. I'm still new so anything helps. Thanks!
Not really sure if I can contribute techniques that are 100% consistent because there seems to be too much randomness involved. Also remember that this is a training map where things are arranged so that it's a close call but doable with multiple attempts. In a real game you will find situations that are way easier but also even tougher calls.
Basically, I tried it a few times and a quite reliable way for this situation was to split the vultures into smaller groups (2-3 each), encircle the tanks/gols, and just lay as many mines as quickly as possible. See here: + Show Spoiler + I move-command them close enough to the tanks, then do one mine-laying-command with each group, and then pick individual vultures to lay even more mines.Finally I try to gain a little distance before the last explosions.
Here is another way where I use this neat little new trick to lay mines closely clustered in rapid succession. See here: + Show Spoiler + If you move the vultures in formation, then aim at the middle of the pack and press "lay mine" and shift+"hold" in the right rhythm (soomething like that), you can make them drop most of their mines very fast. Or at least they will rapid-fire after they have laid their mines.
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Woah! Thanks for the high-quality post Highgamer! I was starting to come to the realization that the answer was put the mines everywhere, fast! So, I think it will come down to reacting to the layout my vultures end up in (in a real game) and how/if I can weasel through around the tanks. I've also been doing it by A-Moving on the minimap and double tapping when they are first shot. Seems close enough to reality.
Also, I'm definitely going to mess around with Hold+Mine micro later this evening! Thanks again!
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Normally you can scan or float a building or something to assess the situation before you move in with your vultures. If you roam the map with a-move and they run into trouble while you're not watching it's generally better to quickly pull them back. Preferably you have them on a control-group and just select that group and click somewhere safe, which can be done without even looking at what they encountered if you think that it's too much to handle. (I often just click somewhere into my main-base because that's where I'll be busy most of the time, or on a suitable spot on the mini-map)
When you think you can break a siege-line with the vultures that you have (and maybe additional tanks/gols following on a-move), you want to spread the vultures out before they get in siege-range to avoid taking more splash-damage than necessary.
If you play with vultures a lot and lay a lot of mines you'll develop a feeling for how to lay mines well on the fly, how to make the right boxes quickly, how long it takes a vulture to lay a mine, and such. If you're still starting out with mines, you should definitelly understand how the Magic Box works in Broodwar because it allows you to consistently make all your selected vultures lay a mine in formation.
Over time you'll learn to hit the right ratio between spreading out the mines (so they don't get splashed by tank-shots or mine-explosions) and laying them close enough to the units you want to blow up.
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You can launch it through the main game menu when you launch the game. They changed stuff around as to how holders and the relationship between editor and game work afaik.
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I am pretty sure, that Blizzard stated some time ago that the original map editor is no longer supported and that they removed it from the game. You have to download scmdraft2 and use that one. On the surface, it is very similar to the original editor, so if you created maps in the past you should be able to do it with scmdraft.
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can someone gime me the link to ENG KSL vod?
plz
The Small vod topic gives me some live SC II stream that I am absolutly not interested in
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Does anyone know how to micro scv vs drone/probe such that the scv attacks without stopping? (moving shot)
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On November 27 2019 22:42 LG)Sabbath wrote: Does anyone know how to micro scv vs drone/probe such that the scv attacks without stopping? (moving shot)
Spam "m" and right click attack on the enemy worker, sometimes adjusting by clicking on the ground just ahead of the unit
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On November 29 2019 06:10 kogeT wrote:Show nested quote +On November 27 2019 22:42 LG)Sabbath wrote: Does anyone know how to micro scv vs drone/probe such that the scv attacks without stopping? (moving shot) Spam "m" and right click attack on the enemy worker, sometimes adjusting by clicking on the ground just ahead of the unit Thanks, I'll try it out
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You have to right click the ground after the scv attacks as soon as possible so the scv doesn't slow down is the most important part.
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As zerg, what are the safest "counter-builds" openings against 9/9 double-gate (at protoss main and/or at center of a map)?
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On December 06 2019 12:08 zaMNal wrote: As zerg, what are the safest "counter-builds" openings against 9/9 double-gate (at protoss main and/or at center of a map)?
assuming you drone scouted midd center gates
If you opened overpool: Counter p's center gate (kill pylon then deny probes from remaking it) or main with as many lings you can get out before P walls your ramp with 3 zeals. Cancel expo and make an inbase hatch + sunk, get speed. Your goal is to sneak out as many lings as you can and have them constantly move between P's center pylon and main, that way you can isolate zealots and pick them off easily.
If you opened 12hatch: Let hatch finish, produce lings out of it and counter with all your lings until your ramp is blocked. Once again, try to snipe the center pylon/pick off stray zealots, then hit main. Do damage whenever you have numbers over P's zealots. Don't force fights, abuse P's lack of mobility and wait for him to make a mistake. Try to be annoying with your ling movement.
This response taxes P's multitask a lot, it's very easy for them to miss-micro. You don't necessarily need to do game ending damage to their worker count, taking out the center pylon and denying a probe from remaking it is massive damage. This weakens the amount of zeals they rally to your ramp which makes it easier for you to bust out. Eventually your ling count will be high enough to bust your ramp and hit P's main. Take nat from there, if you can't kill him with lings (P has cannons in main) just drone up and go into hydras.
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On December 06 2019 13:15 TT1 wrote:Show nested quote +On December 06 2019 12:08 zaMNal wrote: As zerg, what are the safest "counter-builds" openings against 9/9 double-gate (at protoss main and/or at center of a map)? assuming you drone scouted midd center gates If you opened overpool: Counter p's center gate (kill pylon then deny probes from remaking it) or main with as many lings you can get out before P walls your ramp with 3 zeals. Cancel expo and make an inbase hatch + sunk, get speed. Your goal is to sneak out as many lings as you can and have them constantly move between P's center pylon and main, that way you can isolate zealots and pick them off easily. If you opened 12hatch: Let hatch finish, produce lings out of it and counter with all your lings until your ramp is blocked. Once again, try to snipe the center pylon/pick off stray zealots, then hit main. Do damage whenever you have numbers over P's zealots. Don't force fights, abuse P's lack of mobility and wait for him to make a mistake. Try to be annoying with your ling movement. This response taxes P's multitask a lot, it's very easy for them to miss-micro. You don't necessarily need to do game ending damage to their worker count, taking out the center pylon and denying a probe from remaking it is massive damage. This weakens the amount of zeals they rally to your ramp which makes it easier for you to bust out. Eventually your ling count will be high enough to bust your ramp and hit P's main. Take nat from there, if you can't kill him with lings (P has cannons in main) just drone up and go into hydras. Please correct me if I am wrong, but I feel like center Gate is really weak against 1 Hatch speed? So, if the Gates are center, then following a standard Overpool build with speed is a good move for Zerg?
IDK what is standard now but I always cross-scout with Drone vs. P in order to check center for Gates on maps like FS.
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