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Simple Questions, Simple Answers - Page 471

Forum Index > Brood War Strategy
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Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2021-09-18 18:28:40
September 18 2021 18:28 GMT
#9401
On September 19 2021 03:07 Ballnazor wrote:
how do i make PvP fun, its such a dogshit fucking matchup, im hardstuck at 1700 because i drop every PvP


if you don't like it, just proxy 2 gate to get it over with quickly
DigiMask
Profile Joined June 2020
5 Posts
September 19 2021 03:14 GMT
#9402
I am a newbie. I have two questions:

1/ Let's say the opponent have a range of tanks, and I have good vision of them. I also have a group of Queens that I want to spawn the tanks into broodlings. I ctrl-1 the Queens. What is the fastest way to do that? The only way I know is to hit 1, click on a Queen, hit the target, and 1 again, to choose another target. but with that I might click on the same Queen twice. I saw that Zerg players omit the used Queen out of the group 1 - how to do that efficiently? Or is there other way than the slow method that I am using?

2/ How to organize an unit to hit several target in a pre-determined order? Or such as move to location A, and after that to location B?

Thanks
Liquid`Drone
Profile Joined September 2002
Norway28683 Posts
September 19 2021 11:23 GMT
#9403
First, if you have a group of queens with mixed energy so not all of them have 150, you should tell the entire group to broodling a unit just to see which ones start moving.

From that point, what you should do is a technique referred to as 'cloning'. You select all the queens with energy, tell all of them to broodling one tank, then hold down shift while you click on one of the icons of the grouped queens. (You can press the actual queens too, but that's far less reliable with a bunch of moving ones.) This deselects that queen from your group. Say you had 6 queens initially that you told to broodling the first tank - now you have 5 left. Then tell those 5 to broodling another tank, shift-click another queen from your group, now you have 4 left. Then tell those 4 to broodling a new tank, etc, all the way down to 1.

Make sure you have enough distance before you start cloning - or tell your remaining queens to stop their action before you reach the target, because otherwise you risk wasting a lot of energy. Unless you have parasited a terran unit, you will also normally have a fairly short window in terms of having vision of the terran army. Cloning broodlings is one of the areas of brood war where mouse speed and precision are the most important. It might well be good for you to use smaller groups- 3-4-5 queens, until you get the hang of it.

You can use shift to queue commands. If you hold shift while issuing several commands, your units will do them in the order you commanded them to. Does not work with sieged tanks (for whatever reason). Units also do tend to make a tiny pause when they reach their first target, so movement is even smoother and faster if you actively control your unit. (This is a significant factor when controlling your scouting worker in the early game. Giving it shift commands to move around the opponent's base makes it fairly easy to block it off and kill it, while actively controlling it makes it really hard. )
Moderator
DigiMask
Profile Joined June 2020
5 Posts
September 25 2021 04:04 GMT
#9404
Thanks, that's super helpful.
iopq
Profile Blog Joined March 2009
United States948 Posts
September 25 2021 09:45 GMT
#9405
On September 15 2021 13:29 evilfatsh1t wrote:
you dont need to wait until 7 or 8 corsairs. if he comes to harrass, defend with cannons and run around with your corsairs as well as possible to keep them from dying. your zealots should be running to his base to buy time or harrass.
if he doesnt come to harrass then you only need 5 corsairs with +1 to move out. if you control your corsairs well (ie. dont lose them stupidly to scourges), 5 corsairs will kill scourges before they hit and then you have easy air superiority. even if you lose a few corsairs you should have 1 or 2 more in production before you stop building corsairs so you get to maintain at least 5

if it's 5 corsairs with +1, what are you going to do against 12+ scourge all flying in with the 5 mutas? there's no way to kill them unless they stack into one area

Just make an archon and throw down a third
evilfatsh1t
Profile Joined October 2010
Australia8688 Posts
September 26 2021 00:54 GMT
#9406
5 sairs kills any scourges that come from the same direction. if your opponent is good enough to split all his scourges and fly at you from all different directions then you should put in an equal effort to maneuver your corsairs to give you a better angle to hit them.
and if youve got 5 sairs in proper time theyre not going to have 12 scourges with a bunch of mutas. itll be less
Immaterial
Profile Blog Joined September 2010
Canada510 Posts
Last Edited: 2021-09-26 20:03:58
September 26 2021 19:57 GMT
#9407
Does anyone know where I can find good wall ins for new maps? Liquidpedia only has them for older maps atm. Ofc I can just test in singleplayer and come up with my own walls but it’s nice to learn the optimal placements. Thanks guys
It is the mark of an educated mind to be able to entertain a thought without accepting it.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6638 Posts
September 27 2021 14:17 GMT
#9408
On September 27 2021 04:57 Immaterial wrote:
Does anyone know where I can find good wall ins for new maps? Liquidpedia only has them for older maps atm. Ofc I can just test in singleplayer and come up with my own walls but it’s nice to learn the optimal placements. Thanks guys

https://broodwall.com/

There you go.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
MeSaber
Profile Joined December 2009
Sweden1235 Posts
September 28 2021 02:16 GMT
#9409
Lol cool site but it needs expanding.

Also they intermixed TH and BGH o.O Completely different maps.
-.-
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2021-09-28 03:22:24
September 28 2021 02:43 GMT
#9410
On September 27 2021 04:57 Immaterial wrote:
Does anyone know where I can find good wall ins for new maps? Liquidpedia only has them for older maps atm. Ofc I can just test in singleplayer and come up with my own walls but it’s nice to learn the optimal placements. Thanks guys



You can use (Wiki)ScmDraft 2

- https://i.imgur.com/7eU1ZmK.png
[image loading]

Replay: https://www.file.io/download/KGRsMrNfEczR


Where this would be the correct wall:

- https://i.imgur.com/0o8mjEf.png
[image loading]

Using this you dont need any in-game trial and error. You do however need open maps and thats another issue. You can reconstruct the entrance using SCMDraft and just test that part, be sure to use correct cliffs and edges as that matters. Here is some proof of that:

- https://i.imgur.com/PIOQbtK.png
[image loading]

One of the more famous edge-tiles if you are a Hunter/BGH player. This makes the Marine spawn on correct side:

- https://i.imgur.com/PGkzLNj.png
[image loading]

Now you can also see why having 100 types of Hunter/BGH (or of any other map for that reason) makes a huge difference to what works and not. Just a tiny change on cliff/edge/doodad can change how you place your buildings, and also if you win or lose :D
.
.

And exploits:

- https://i.imgur.com/Rxo5Tfp.png
[image loading]
-.-
iopq
Profile Blog Joined March 2009
United States948 Posts
October 03 2021 12:13 GMT
#9411
On September 26 2021 09:54 evilfatsh1t wrote:
5 sairs kills any scourges that come from the same direction. if your opponent is good enough to split all his scourges and fly at you from all different directions then you should put in an equal effort to maneuver your corsairs to give you a better angle to hit them.
and if youve got 5 sairs in proper time theyre not going to have 12 scourges with a bunch of mutas. itll be less


Zerg can build scourge and muta out of 5 hatcheries, basically only limited by the speed of the second and third gas

if 5 sairs could kill all of Zerg's production by that point (we're talking 7-8 minutes into the game) nobody would go muta ever
evilfatsh1t
Profile Joined October 2010
Australia8688 Posts
October 03 2021 14:07 GMT
#9412
whats your point?
you asked how toss would deal with roughly 5 mutas and a handful of scourges and the answer is to have minimum 5 sairs with +1.
suddenly you change the scenario and zerg is mass producing mutas and scourge out of 5 hatcheries? well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge.
nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack.

and the reason why using 5 sairs with +1 is the recommended response is because protoss wants to be the aggressor as much as possible. if you do what you suggested and just sit back and take a 3rd, you better be much better than the zerg because its more of a pain to win. you have to forfeit map control to zerg for a long time while you dream about reaver/ht compositions
Soulforged
Profile Blog Joined February 2007
Latvia918 Posts
Last Edited: 2021-10-04 20:17:03
October 04 2021 20:04 GMT
#9413
On October 03 2021 23:07 evilfatsh1t wrote:well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge


Assuming both sides micro, it is a disengage for the protoss with +1 8 sairs vs a +1 muta/scourge cloud. (5/6 hatch 3 gas)

Good enough to force not just drones, not good enough to commit to an attack with zealots.

If there's also an archon escorting the sairs, P can do an attack but it can still go south depending on the micro.

Considering that, saying it is an a-move win for protoss with just sairs is a bit much.

nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack.

Ehh, muta/mass scourge defense has been around for a few years now, specially on maps with easy to defend 3rd gas.
It is pretty damn strong.


Note: I'm not saying you shouldn't go for 8(or more) sairs with +1 vs this, I'm saying just 1 stargate production ain't enough and scourge flanks are strong.
iopq
Profile Blog Joined March 2009
United States948 Posts
October 08 2021 14:49 GMT
#9414
On October 03 2021 23:07 evilfatsh1t wrote:
whats your point?
you asked how toss would deal with roughly 5 mutas and a handful of scourges and the answer is to have minimum 5 sairs with +1.
suddenly you change the scenario and zerg is mass producing mutas and scourge out of 5 hatcheries? well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge.
nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack.

and the reason why using 5 sairs with +1 is the recommended response is because protoss wants to be the aggressor as much as possible. if you do what you suggested and just sit back and take a 3rd, you better be much better than the zerg because its more of a pain to win. you have to forfeit map control to zerg for a long time while you dream about reaver/ht compositions


I didn't ask the question, I'm just saying Zerg sitting around making mass scourge is actually very strong since they only cost gas, so it's easy to switch into mass hydra behind it

You go 5 muta, make scourge as necessary while getting six hatcheries, a sunken at each place, hydra den, evo chamber

it's not very smart to try to go into a zerg wall-in with just zealots even if their hydras have no upgrades yet
Optimate
Profile Joined August 2020
249 Posts
November 16 2021 19:05 GMT
#9415
Are Valkyries supposed to be good against Carriers like for killing interceptors?
quaristice
Profile Joined February 2021
112 Posts
November 16 2021 21:01 GMT
#9416
On November 17 2021 04:05 Optimate wrote:
Are Valkyries supposed to be good against Carriers like for killing interceptors?

no they're surprisingly awful at it
Cryoc
Profile Joined July 2011
Germany909 Posts
November 20 2021 22:50 GMT
#9417
On November 17 2021 04:05 Optimate wrote:
Are Valkyries supposed to be good against Carriers like for killing interceptors?

Late response, but valkyrie splash damage does not affect interceptors at all. That is why they are awful against them. Only if a interceptor is targeted directly then that single interceptor takes damage.
http://www.twitch.tv/cryoc
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
November 28 2021 06:33 GMT
#9418
What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks!
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Jealous
Profile Blog Joined December 2011
10174 Posts
November 28 2021 07:14 GMT
#9419
On November 28 2021 15:33 DyEnasTy wrote:
What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks!

Just kill them before the Mutalisk timing with something like Ayumi or Sparks build? You could even consider going 1 base 2 Barracks bust if you want to end things quickly and not have to deal with the increasing disparity in performance in the mid and late game due to their greater speed
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
November 28 2021 16:39 GMT
#9420
Have you considered something like the 1-1-1? It's lighter on APM and vulture micro is lots of fun :D You do have to scout a lot and walk a tightrope if you play this, but aside from the ones recommended above, this would be a fun build to try imo.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
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