Simple Questions, Simple Answers - Page 456
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Anc13nt
1557 Posts
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Highgamer
1441 Posts
a) yolo, nothin to lose all to gain, 400+ mmr doesn't rule out disc or falling asleep in queue b) possible learning experience, benchmark for personal level of play, playing your idol-rank c) never ever give up under no circumstances by principle, "surrender is a disgrace"-kinda upbringing d) didn't pay attention during loading-screen | ||
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MeSaber
Sweden1235 Posts
On September 05 2020 12:29 Anc13nt wrote: trying to understand psychology of player who doesn't leave when opponent is like 400+ mmr above them Why would you? Its the best learning experience. | ||
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Jealous
10231 Posts
On September 05 2020 12:29 Anc13nt wrote: trying to understand psychology of player who doesn't leave when opponent is like 400+ mmr above them Maybe you're just not that good, or they know how salty you might get. | ||
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Dante08
Singapore4139 Posts
On September 05 2020 12:29 Anc13nt wrote: trying to understand psychology of player who doesn't leave when opponent is like 400+ mmr above them If it's a TvT I leave straight away. If TvZ or P I might stay to figure out where out my skill stands. | ||
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WGT-Baal
France3413 Posts
Also in general i never give up a game without at least trying something. I wouldn't stay long in the game if i fall clearly behind but i d still wait till that point/a fight. I ve won with 300-400MMR difference before in a bo1 on ladder (and 200+ in BSL). Worst case you get rekt and lose 5pts. | ||
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outscar
2832 Posts
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evilfatsh1t
Australia8763 Posts
i dont play remastered because i dont have it but if i did i would 100% bind my pylons and probes to e | ||
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Liquid`Drone
Norway28706 Posts
On September 07 2020 15:41 outscar wrote: Do you guys think it's a good idea to bind E tank siege mode? I occasionally play SC2 and find how comfortable E for siege mode because I mostly miss O and hit patrol instead. Any of you use E too? good idea to change pretty much all hotkeys to the same side of the keyboard. Possible exceptions for stuff like 'I've played protoss for 15 years and I'm really used to hitting 0p9p to build probes'. Personally I've changed probes, pylons, siege mode and mines to e, patrol to q. Those are some of the biggest quality of life improvement changes, for sure. I also think theres an argument to be made that part of why queens are seeing more success post sc-remaster is the hotkey rebinding. I used them a lot for a 15+ year period before sc:r too, and I have to say I think there is a significant difference in how easy cloning broodlings is when moving the hotkey from b to d, even though that isn't even a big distance change - but still one where one is easier to do in rapid succession than the other. | ||
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MeSaber
Sweden1235 Posts
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Jealous
10231 Posts
On September 07 2020 21:25 MeSaber wrote: One thing i wish blizzard should fix is to remove the choice of having custom hotkeys or not. It should always be ENABLED. How else could i change my hotkeys if not all games support it. And yes im now talking about custom games not ladder but still, if i should change my hotkeys which i do want to do but i cant because this minor "bug". It's not a bug but a lobby option. Host can determine whether they want the opponent to have a QoL advantage. | ||
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Optimate
249 Posts
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Anc13nt
1557 Posts
On September 11 2020 12:20 Optimate wrote: Why do Terrans sometimes mix in a Ghost to Lockdown Arbiters in TvP instead of just EMP'ing them? Ghosts are more supply efficient and lockdown never misses while EMP sometimes misses. Also lockdown pretty much guarantees the arbiter will die while emp does not (arbiter might have time to run away). But Ghosts require too much prep to use effectively so they're rarely made in general. The pros who do occasionally use ghosts against arbiters in a serious game also tend to play more unorthodox imo. | ||
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Highgamer
1441 Posts
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y2kid
92 Posts
So in short... I don't really know these terrans you mention, but they're not really used in pro games when players are trying their best. | ||
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Highgamer
1441 Posts
On September 12 2020 00:35 y2kid wrote: Maelstorm actually has it's place in the game, [...] Not to be a grammar-nazi, but I see this mix-up quite often and several ppl might be surprised/interested to learn this: it's actually MaelstROm, apparently from a scandinavian/germanic root-word for "grinding current" or "mill-stream" (wikipedia is your friend) | ||
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yubo56
690 Posts
On September 12 2020 12:29 Highgamer wrote: Not to be a grammar-nazi, but I see this mix-up quite often and several ppl might be surprised/interested to learn this: it's actually MaelstROm, apparently from a scandinavian/germanic root-word for "grinding current" or "mill-stream" (wikipedia is your friend) Kudos for giving the interesting correction rather than the low hanging it's/its fruit. Etymology is cool! | ||
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Highgamer
1441 Posts
On September 13 2020 06:28 yubo56 wrote: Kudos for giving the interesting correction rather than the low hanging it's/its fruit. Etymology is cool! Busted. I had another indirect schoolmastery scheme going as I went for a correct usage of "it's" in my answer. No seriously, I hadn't even noticed that here and wouldn't go for such a thing, as that would be grammar-nazism (hate the exaggerated term btw). It bugs me sometimes though, just like then/than, there/their... but those seem to be hard ones for many folks. In hindsight, I guess that you cannot even grammar-nazi someone who messes up the spelling of a word if he/she thinks that it stands for something else in there first place (and gets that one right). ![]() So I'm rather a... etymology-nazi... No way, etymology ROXX! | ||
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Anc13nt
1557 Posts
Doesn't the Saturation table in this article kind of go against the idea of diminishing mineral returns for each scv beyond 1 scv per mineral saturation? In a mineral field with 9 patches, it appears every 2 scvs after 9 scvs yields 78 minerals per minute (so 39 minerals per minute for each scv) up to 27 scvs, after which additional scvs do not change total minerals per minute. In other words, it seems like there is a constant marginal return on total minerals per minute starting from the 10th scv to the 27th scv. The liquipedia entry agress with what I mentioned earlier, saying "Total mineral mining rate increases at a linear rate up to 1.0x saturation, then at an approximately linear (but slower) rate up to 3.0x saturation." Perhaps someone could try to test it again. I would like to know if this is true because it is very counter-intuitive and it does have some implications on strategy too. The main thing I'm thinking about is that it might make sense to maynard more workers than expected so your bases mine out more evenly. For instance, if you are doing an 8 gate PvZ on FS and your main and natural are running low on minerals while your third has just finished, you may want to maynard as many probes as possible (up to 27 at most because the third has 8 mineral patches and a gas) while maintaining 1 probe per mineral saturation in your natural and main. This will help you mine out more evenly as your main and natural will mine out later so you will have a more stable mineral income for longer period of time than if you maynarded fewer probes to the third. One might've been reluctant to do this before knowing this information because they feared that they wouldn't mine as many minerals per minute but in theory, the total minerals mined per minute wouldn't be any different. | ||
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BonitiilloO
Dominican Republic626 Posts
On September 07 2020 15:41 outscar wrote: Do you guys think it's a good idea to bind E tank siege mode? I occasionally play SC2 and find how comfortable E for siege mode because I mostly miss O and hit patrol instead. Any of you use E too? i play a lot of broodwar remastered as well as SC2 and i have copy all sc2 hotkeys to broodwar remastered like E for siege i have also change Probe from P to E | ||
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