Simple Questions, Simple Answers - Page 484
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Phyanketto
United States601 Posts
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EndingLife
United States1598 Posts
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Azhi_Dahaki
7 Posts
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EndingLife
United States1598 Posts
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Comedy
466 Posts
For example, if the angle to use Hold command shot on marines is incorrect, can you correct the angle with a quick m-con command either on the marine or right infront of them and still get a H-Shot off? | ||
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Kraekkling
582 Posts
other than the backdoor | ||
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mtcn77
Turkey645 Posts
On October 25 2025 23:56 Kraekkling wrote: what makes Litmus bad for Protoss in PvZ? other than the backdoor Protoss doesn't have a unit that necessarily benefits from having 2 vespene geysers in the main whereas zerg does. | ||
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iopq
United States1015 Posts
On October 26 2025 11:12 mtcn77 wrote: Protoss doesn't have a unit that necessarily benefits from having 2 vespene geysers in the main whereas zerg does. If only they had a unit that could use almost only gas and cast storms and then turn into an AoE attack unit when running out of mana... | ||
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iopq
United States1015 Posts
On September 30 2025 14:14 Comedy wrote: Do people use m-con in conjuction with h-con for mutalisks? For example, if the angle to use Hold command shot on marines is incorrect, can you correct the angle with a quick m-con command either on the marine or right infront of them and still get a H-Shot off? No, you use it on medics because if some mutas are out of range you end up mistiming the damage when sniping you move control on the medic and then quickly attack with a-click, the mutas move in a bit closer but all shoot at the same time so there's no frame where another medic can heal it up | ||
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mtcn77
Turkey645 Posts
On October 26 2025 21:57 iopq wrote: If only they had a unit that could use almost only gas and cast storms and then turn into an AoE attack unit when running out of mana... Tell it to the judge. These days protoss players have lost sight of archons and make HTs only to cast late game spells in their meta. | ||
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Ze'ev
143 Posts
edit: what would happen if I opened two factory goliath into a fast starport with a dropship and ran around trying to use goliaths to harass? ive seen boxer do this before; im curious what terran players think are the strengths/weaknesses of this style. | ||
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TonDan04
10 Posts
Which do you think contributes most to their APM? | ||
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evilfatsh1t
Australia8778 Posts
in reality though i would expect it to be the other way around with mouse being somewhere like 50-60%, simply due to repeated (and wasted) clicks. this is just me guessing though. someone probably has some old apm logs of pros from back in the days to look at | ||
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Highgamer
1444 Posts
On November 14 2025 01:08 Ze'ev wrote: How does fact-port work in tvt? like I get a wraith and what? vult-mines, tank-siege? dropship? or can i do basically any of these? edit: what would happen if I opened two factory goliath into a fast starport with a dropship and ran around trying to use goliaths to harass? ive seen boxer do this before; im curious what terran players think are the strengths/weaknesses of this style. I'd be interested in some answers to that first question aswell, as I never really ventured into that port-opening myself. I'm kinda surprised noone answered for a whole month albeit the low activity in this forum at this point. Whenever I face fact-port, the opponent would use the first few wraiths to box me into my natural and go for siege-contain, with a bunker maybe. Then reacting to how well I deal with it (fast break-out or not), either continuous wraith/tank-production or transition into more of a standard game with a faster 3rd than me. Against this opening, if you expect it and get armory+academy early enough and don't over-produce goliaths, a counter push is quite strong in my experience. A dropship would be kind of an obvious threat - but dangerous for him I think because the port/wraith-spending already puts him on a very low unit (tank) count. To noob-me this build always looked much stronger than it actually is: oppo has some paper-planes with low dmg and less tanks than me... The two-factory goliath + dropship-investement should lose to just tank production I think... | ||
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Jealous
10253 Posts
On December 13 2025 01:01 Highgamer wrote: I'd be interested in some answers to that first question aswell, as I never really ventured into that port-opening myself. I'm kinda surprised noone answered for a whole month albeit the low activity in this forum at this point. Whenever I face fact-port, the opponent would use the first few wraiths to box me into my natural and go for siege-contain, with a bunker maybe. Then reacting to how well I deal with it (fast break-out or not), either continuous wraith/tank-production or transition into more of a standard game with a faster 3rd than me. Against this opening, if you expect it and get armory+academy early enough and don't over-produce goliaths, a counter push is quite strong in my experience. A dropship would be kind of an obvious threat - but dangerous for him I think because the port/wraith-spending already puts him on a very low unit (tank) count. To noob-me this build always looked much stronger than it actually is: oppo has some paper-planes with low dmg and less tanks than me... The two-factory goliath + dropship-investement should lose to just tank production I think... I think it wasn't answered because the question is basically off-meta at this point, to my knowledge? I know how it used to work but I wouldn't feel comfortable answering with any confidence in 2025. Perhaps a recent pro rep or VOD would help us find the answer, but I struggle to recall any recent pro TvT where a player went fact-port. The original poster has posted several times asking things like why LT-era 4 Goliath drop is no longer viable, and while the answer may be as simple as "everyone got too good, one siege tank and one turret counters it, the maps are not as conducive to drop-based play, and no one gets surprised by a drop so fast drop is dead," it feels dismissive to post that kind of response. It's all theory at that point, because there are little-to-none examples from modern games. | ||
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TonDan04
10 Posts
Like, if I have a group of 7 vultures and i send it out, and i take my attention away for a second, when I double tap where will my screen be when it happens? If the vultures are bunched together, it is easy, but what if the vultures are further apart. What about if other units like goliaths and tanks are bunched a long with the vultures, or also when the group is on the move? | ||
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Highgamer
1444 Posts
On December 14 2025 09:30 TonDan04 wrote: When you double tap a control group and your units are somewhat scattered, how is it determined where the screen is? Like, if I have a group of 7 vultures and i send it out, and i take my attention away for a second, when I double tap where will my screen be when it happens? If the vultures are bunched together, it is easy, but what if the vultures are further apart. What about if other units like goliaths and tanks are bunched a long with the vultures, or also when the group is on the move? I tried to search for threads/posts on this because they must exist out there already but it's kinda hard to find, so here is what I think I know: If you double-tap a ctrl-group, the game calculates the point in the center of all the units in said group and puts your screen there. If several of those units are in the same spot, the center will move closer to that spot (as if they "weighed" more together). You can test this by putting your units into a big (multiple screen-wide) circle/rectangle. Or you send one unit from the group very far away, and as it travels, keep double-tapping and see how the screen-positioning changes. Now, this is a common problem if e. g. you have all your mutas/wraiths together in a ctrl-group with one overlord/worker at home: The screen always lands somewhere in the middle of the map if you double-tap - or somewhat off rather, not right on the mtuas/wraiths. Luckily there's a fix: If you select the ctrl-group and press ctrl+C, then the screen will be centered on the "highest priority" unit (something like that) in the group that was first/earliest assigned to that control group. Fighting units have higher "priority" than workers, so the screen will always jump right to your flock of mutas/wraiths/etc. - or rather to the muta/wraith that was first assigned to that group. (I guess alternatively you could make a second ctrl-group with only the mutas/wraiths, and use that group with double-tap to center on them, then switch to the mixed group for stacked movement) In what order all the different units take priority in this, I don't know, just a few. You can also use ctrl+C (to an extend) with units of the same type if you can keep track of the order in which you assigned them to the group. Lets say a group of only vultures: If your existing ctrl-group # of vultures, somewhere out on the map, has lost some and you add new ones with shift+# (from your natural, far away), then double-tapping would put your screen somewhere in the middle of the map. But if you ctrl+C, then the screen will jump to the vultures that were first assigned, so to those out in the field. If you added a tank to that group instead, then ctrl+C would center your screen on the tank, because he has "higher priority". | ||
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Kraekkling
582 Posts
If you select the ctrl-group and press ctrl+C, then the screen will be centered on the "highest priority" unit (something like that) in the group that was first/earliest assigned to that control group. wtf I've never heard of this before, that's super useful | ||
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TonDan04
10 Posts
On December 17 2025 00:57 Kraekkling wrote: wtf I've never heard of this before, that's super useful I tested this and I'm not sure how useful it could be. It seems to place highest priority on flying units like wraiths, dropships, and vessels. Terrans usually don't group their flying units with ground units, with their own assigned hotkeys. | ||
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Highgamer
1444 Posts
On December 17 2025 04:39 TonDan04 wrote: I tested this and I'm not sure how useful it could be. It seems to place highest priority on flying units like wraiths, dropships, and vessels. Terrans usually don't group their flying units with ground units, with their own assigned hotkeys. The priority-thing might be very situational but ctrl+C in general is very useful for small optimizations. It's surprisingly good in many situations where you don't have something in a ctrl-group. It works with buildings, too. I use it intuitively without even knowing , so I just played a game and tried to pay attention to when I use it. For example if I want to rally 3 newly placed factories (that I don't want to hotkey at all, like factories no. 10-12, and which are not covered by an existing F-key) to my natural: I select one of the factories, F4 for my natural, right-click ground, then ctrl+C and I'm right back at my newly placed factory to rally the other two. Of course there are several different ways to do this, but this one requires no re-assigning of F-Keys or ctrl-groups whatsoever and uses very few button-presses. Another small thing I noticed: If you want to place a building somewhere just outside of your current screen (e. g. a refinery on an extractor below the screen that's just out of click-range), you'd normally have to scroll the screen a bit with your mouse. I realized that I just pick an SCV at the bottom of my screen, press ctrl+C which lowers my screen a bit so that I can see the geyser, and I can place the refinery. Works well for my first few depots around my mineral-line, too. For this move there are tons of situations where you can quickly adjust your screen-position on a unit/building without having to edge-scroll. Nothing game-changing obviously, but I'm sure there are many different small useful applications for ctrl+C. It's a good skill toi have, definitelly. | ||
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