On February 10 2012 03:55 ONEofUS wrote: Yes i added you! we can play some practice games i suggest to play vs ai on python or fighting spirit and practice 1 bo over and over until you feel good/ start to play the campagne to get a feeling for bw
mh add me /f a fastcherry
see you
Neat! I will probably be playing between ~18:00 - at least 24:00 tomorrow night. I'll make sure to whisper you.
1. I like tvz mech style so I am working on it but the problem I have is that the only BO/strat I can find is Fantasy Style with the 1fac 1 starport for the dropship harass. My multitasking is not really up for that and I would like to see an alternative. Like 1fact expo 2nd fact into macro.
2. Is it even possible to skip the starport? It seems against mutas i kind of struggle with only a couple of bad AI gollies without the valks. Also, against 2 hatch lurk, i am contained pretty badly because of lack of detection. Are 2 scans enough for early midgame?
3. The factories. What is the ratio of machine shops to naked facts late game? It seems i don't need that many tanks at first so 1machine shop with 4 naked is ok but later do I need more tanks or keep mass gollies?
I have question regarding the general unresponsiveness of key presses in Brood War. I understand that BW is an old game, but I am hoping that there is a solution to this problem.
I ctrl group my army as 1, 2 and 3, to attack. However, if I press 1, 2 and 3 too fast, only ctrl group 1 will attack the designated location. I tried a different keyboard, same issue. To fix this, I must press each key a slowly to make sure that the key responds in the game.
I still thought it was a problem with my keyboard, but when I play sc2, I can barely press the keys and the input will still go through.
Do I just have to live with this annoyance in Brood War?
Edit: did more testing. it seems like BW cannot read multiple simultaneous key presses. it is one input at a time...UGH.
On February 06 2012 07:39 Release wrote: why don't people 3hatch before pool anymore? It gives zerg a small advantage against 1 rax fe and only proxy rax would defeat it, which would defeat a 12 hatch anyways.
its not true. 1 rax fe can also defeat it if he decides to bunker rush you. 3 hatch before pool is incredibly risky. even going 12 pool rather than 11 makes a huge difference against a forward rax.
No, you don't bunker rush it when Z 3hat before pool unless you want to lose or Z is just bad/doesn't know how to handle it. See Flash vs Jaedong on Zodiac for just why Flash hasn't since tried to bunker rush in that situation. (One of the Sea vs Killer games on Bloody Ridge also shows why albeit the opening was atypical.) If you drone scout instead of with ovie like in this game then you are perfectly free to do it (or pool at 13) if you see nothing suspicious or already have read that T will rax cc.
It's the zerg version of when Terran makes depot, scouts and just double CC's if they see 12hat.
well, it seemed that flash went way too all-in for that. since he had already gotten the cc, forcing more lings, getting the second barracks and taking out a few drones would have put him way ahead. even if he took out the bunker, you have forced him to use a lot of larve on lings and delaying mining from the natural.
On February 11 2012 06:06 Dagon wrote: Ok. Some TvZ Mech questions.
1. I like tvz mech style so I am working on it but the problem I have is that the only BO/strat I can find is Fantasy Style with the 1fac 1 starport for the dropship harass. My multitasking is not really up for that and I would like to see an alternative. Like 1fact expo 2nd fact into macro.
2. Is it even possible to skip the starport? It seems against mutas i kind of struggle with only a couple of bad AI gollies without the valks. Also, against 2 hatch lurk, i am contained pretty badly because of lack of detection. Are 2 scans enough for early midgame?
3. The factories. What is the ratio of machine shops to naked facts late game? It seems i don't need that many tanks at first so 1machine shop with 4 naked is ok but later do I need more tanks or keep mass gollies?
i like this game a lot simply because of the mind game that was going through all game round. the basic idea of this would be to hide your intentions. you can see that jaedong was left completely in the dark and only making units one at a time from each hatchery to prevent larvae saturation. only when he saw goliaths then he began his hydra production.
an alternative would be to go for mass goliaths into a third base. you should not add a second add on at this point until you reach third gas because you are going to be starved on gas until that point. edit:1 fac expo into goliaths works fine.
against 2 hatch, it would be advantageous for you. if i am not wrong and possibly requiring clarification, there exists a timing that you can attack him with marines and a few vultures even if he has a sunken up.
On February 11 2012 10:23 Golgotha wrote: I have question regarding the general unresponsiveness of key presses in Brood War. I understand that BW is an old game, but I am hoping that there is a solution to this problem.
I ctrl group my army as 1, 2 and 3, to attack. However, if I press 1, 2 and 3 too fast, only ctrl group 1 will attack the designated location. I tried a different keyboard, same issue. To fix this, I must press each key a slowly to make sure that the key responds in the game.
I still thought it was a problem with my keyboard, but when I play sc2, I can barely press the keys and the input will still go through.
Do I just have to live with this annoyance in Brood War?
Edit: did more testing. it seems like BW cannot read multiple simultaneous key presses. it is one input at a time...UGH.
You don't have to press slowly. Just make sure you let go of a key first before you press another.
If you want to quickly move your army around then: press and let go 1, right click and let go, press and let go 2, right click and let go...etc.
On February 11 2012 10:23 Golgotha wrote: I have question regarding the general unresponsiveness of key presses in Brood War. I understand that BW is an old game, but I am hoping that there is a solution to this problem.
I ctrl group my army as 1, 2 and 3, to attack. However, if I press 1, 2 and 3 too fast, only ctrl group 1 will attack the designated location. I tried a different keyboard, same issue. To fix this, I must press each key a slowly to make sure that the key responds in the game.
I still thought it was a problem with my keyboard, but when I play sc2, I can barely press the keys and the input will still go through.
Do I just have to live with this annoyance in Brood War?
Edit: did more testing. it seems like BW cannot read multiple simultaneous key presses. it is one input at a time...UGH.
You don't have to press slowly. Just make sure you let go of a key first before you press another.
If you want to quickly move your army around then: press and let go 1, right click and let go, press and let go 2, right click and let go...etc.
Q: I've noticed when a reaver shoots and you click "stop" the scarab blows up w/o killing anything. Was wondering if the same happens if you give another command to the reaver while the scarab is still in movement?
On February 13 2012 10:10 GoTuNk! wrote: Q: I've noticed when a reaver shoots and you click "stop" the scarab blows up w/o killing anything. Was wondering if the same happens if you give another command to the reaver while the scarab is still in movement?
Reavers can move around and get picked up by shuttles without detonating their scarabs, I didn't actually know pressing stop made the scarab dud.
On February 13 2012 10:10 GoTuNk! wrote: Q: I've noticed when a reaver shoots and you click "stop" the scarab blows up w/o killing anything. Was wondering if the same happens if you give another command to the reaver while the scarab is still in movement?
Reavers can move around and get picked up by shuttles without detonating their scarabs, I didn't actually know pressing stop made the scarab dud.
It's done so that you can use the next scarab faster when you know your first one will dude.
I'm wondering about macro techniques for Z. I understand the concept about spaming your unit producing structures while doing other stuff to make sure you're in constant production. For T and P that is. For Z on the other hand, you can't really see if you can produce by just spamming. You need to return to the hatch to count your larva, that is unless you want to click s+x everytime you wanna check your production. It feels a bit uuuuugghhh, as Day[9] would say.
On February 13 2012 21:31 Dead9 wrote: it's actually done because you misclick it doesn't fire the next scarab any faster at all
Actual usage of stop key is for when the scarab is stuck. Meaning, reaver can't shoot the next scarab until the first one explodes. So, if you know that the first is going to be a dud and you want to shoot at something fast, you should press stop and target the next thing. Otherwise, reaver would be doing nothing until first one ultimately duds.
But this kind of situation happens rarely so it's really not required to know about it.
About macroing for zerg, I think jaedong hot keys his 6 or 7 hatcheries. So I imagine he just 5sz 6sz 7sz 8sz or something like that.
One trick I learned from my friend is, out of 3 larva, 1 larva is dedicated for drones. So that I can have constant growth of drone pop.
Why would you ever want to start with 9 supply instead of 8 supply? To me it seems that with a good split you can afford a supply depot at 8 without cutting any scv time.
Making a supply depot exactly when you go to 9 supply is the latest possible depot (maximizes mining time) while still finishing at the same time as your 10th scv (no down time in scv production.)
On February 14 2012 06:13 ii.blitzkrieg wrote: Making a supply depot exactly when you go to 9 supply is the latest possible depot (maximizes mining time) while still finishing at the same time as your 10th scv (no down time in scv production.)
But why would I want to maximize mining time for nothing? Why is it better to place the supply at 130 mins instead at 100? If there is no scv downtime, wouldn't waiting that extra bit of time be just a waste? Not only would your 8supply would be in time for the 10th scv, it would also allow you to build a faster rax.
you should reach 100 minerals about when your 9th scv pops out (plus or minus a few seconds depending on mining efficiency) it's slightly more efficient than an 8 depot; it's not a major difference but every little bit counts
here's an example, you can look through other fpvods for more
hey guys! i got a hard question. it regards the 3 hatch into 5 hatch hydra (or muta or lurker/ling, whatever the hell you want).
I think 35/35 supply for Zerg is when things REALLY start to get cooking. this is imo my most vulnerable point! first of all, i am frantically waiting for my spire that I laid around 27 supply to finish, so I can counter the first sair. then at 32/35 I lay down a macro hatch, another one at 35.
But then what? Do I blindly put down colonies, evo and hydra den before I break 35 supply limit? basically what I am asking is what are things I can delay so I can eek out more econ advantage?
If I see he is going mass zealots, I know I build 2 sunkens at each nat and put up evo chamber and hydra den as a wall. This I understand.
However, what upgrades do I delay or immediately get in response to a mass zealot attack? If I see quick templar arch I get overlord speed asap. But do I get hydra speed or lurker?
If he goes zealot, goon and sair, do I get hydra speed or lurker? And what about the upgrades? do i get attack or melee or carapace?
lastly, is there a scouting guide that tells me what to do when I see what P is doing? sometimes i scout with my scourge but I feel like it is a waste of precious gas since it always seems like no matter what the P does, I must defend anyways so my BO is the same. Sorry for the newbie questions!