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Simple Questions, Simple Answers - Page 73

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CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
March 27 2012 16:55 GMT
#1441
2 fact tank stop after 3 and ebay/cc on what your feeling. Hunters esp as terran you just have to make sure not to lose to something stupid and you'll win easy. Watch for carriers though.
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
March 28 2012 20:24 GMT
#1442
This is indeed a simple question: how do you constantly produce SCV-s? I seem to fail horrendously at this: in TvZ I put both CC-s on 5 and 6 (midgame) and MnM on 1-4. I then get tank vessel on 5 (lategame) and then just f2 f3 and spam click SCV-s. Early game is fine, CC-s are basically on 2-3 and I can manage constant production. But mid game, it isn't working out too great. Is it a viable approach, is it not, and if not, how do you guys do it? Thank you in advance!
CaffeineFree-_-
Profile Blog Joined January 2010
United States712 Posts
March 28 2012 20:52 GMT
#1443
Start having a rhythm of doing things. Once I know my armies in a safe place i f2 macro then 1s cuz my CC is on 1 and then f3 click s f4 click s. Repeat process.
We say we love flowers, yet we pluck them. We say we love trees, yet we cut them down. And people still wonder why some are afraid when told they are loved
Puyi
Profile Joined November 2011
United States175 Posts
March 29 2012 01:38 GMT
#1444
i actually have the opposite problem as fazek. when do i take my 3rd on tvz? i usually have constant scv production but find my main mined out around the time i take my 3rd.

also, whats a decent amount of workers for each mu? i know that as a d ranker i should never stop making workers but theres times when i had just got my entire army killed and still 120 supply like 90+ workers
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1281 Posts
Last Edited: 2012-03-29 05:09:15
March 29 2012 04:55 GMT
#1445
On March 29 2012 10:38 Puyi wrote:
i actually have the opposite problem as fazek. when do i take my 3rd on tvz? i usually have constant scv production but find my main mined out around the time i take my 3rd.

also, whats a decent amount of workers for each mu? i know that as a d ranker i should never stop making workers but theres times when i had just got my entire army killed and still 120 supply like 90+ workers


3 fully saturated(slightly oversaturated really) bases worth of workers is all you'll really need in TvZ and TvP, I have no idea about TvT as I find it to be a more messy, less solved MU. Realistically I don't think the 'D ranker should keeping making workers' philosophy is a good one, generally solid D rankers these days have decent enough mechanics to reach this limit if they get into the late mid-game. Probably not a good idea to cut workers at any stage, but once you have enough workers, you should definitely stop building more.

As to how you will know in the middle of a game, this pretty much comes down to feel, hopefully you just get a better feel for it as you play more
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
6NR
Profile Joined March 2012
United States1472 Posts
March 29 2012 05:33 GMT
#1446
When is the next set of broadcast games in broodwar in korea? Thanks.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
March 29 2012 07:02 GMT
#1447
On March 29 2012 14:33 6NR wrote:
When is the next set of broadcast games in broodwar in korea? Thanks.


april 8th 18 kst

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323603

the qualifiers for the next osl be broadcasted before then, but they tend to not show full games.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
rebdomine
Profile Blog Joined October 2010
6040 Posts
March 29 2012 09:57 GMT
#1448
On March 29 2012 16:02 hacklebeast wrote:
Show nested quote +
On March 29 2012 14:33 6NR wrote:
When is the next set of broadcast games in broodwar in korea? Thanks.


april 8th 18 kst

http://www.teamliquid.net/forum/viewmessage.php?topic_id=323603

the qualifiers for the next osl be broadcasted before then, but they tend to not show full games.


I thought PL finals were April 7th?
"Just because you are correct doesn't mean you are right!"
Puyi
Profile Joined November 2011
United States175 Posts
March 29 2012 11:20 GMT
#1449
On March 29 2012 13:55 doubleupgradeobbies! wrote:
Show nested quote +
On March 29 2012 10:38 Puyi wrote:
i actually have the opposite problem as fazek. when do i take my 3rd on tvz? i usually have constant scv production but find my main mined out around the time i take my 3rd.

also, whats a decent amount of workers for each mu? i know that as a d ranker i should never stop making workers but theres times when i had just got my entire army killed and still 120 supply like 90+ workers


3 fully saturated(slightly oversaturated really) bases worth of workers is all you'll really need in TvZ and TvP, I have no idea about TvT as I find it to be a more messy, less solved MU. Realistically I don't think the 'D ranker should keeping making workers' philosophy is a good one, generally solid D rankers these days have decent enough mechanics to reach this limit if they get into the late mid-game. Probably not a good idea to cut workers at any stage, but once you have enough workers, you should definitely stop building more.

As to how you will know in the middle of a game, this pretty much comes down to feel, hopefully you just get a better feel for it as you play more

what about pvt? should i ever stop making probes? even after 3 bases saturated? because normally a P has 5 bases. plus the potential of vulture harass sniping probes. but terran mech is so cost effective that i wanna have as much supply as i can to my army.
Rainalcar
Profile Joined April 2010
Croatia443 Posts
March 29 2012 14:22 GMT
#1450
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again
j.r.r.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1281 Posts
March 29 2012 14:48 GMT
#1451
On March 29 2012 20:20 Puyi wrote:
Show nested quote +
On March 29 2012 13:55 doubleupgradeobbies! wrote:
On March 29 2012 10:38 Puyi wrote:
i actually have the opposite problem as fazek. when do i take my 3rd on tvz? i usually have constant scv production but find my main mined out around the time i take my 3rd.

also, whats a decent amount of workers for each mu? i know that as a d ranker i should never stop making workers but theres times when i had just got my entire army killed and still 120 supply like 90+ workers


3 fully saturated(slightly oversaturated really) bases worth of workers is all you'll really need in TvZ and TvP, I have no idea about TvT as I find it to be a more messy, less solved MU. Realistically I don't think the 'D ranker should keeping making workers' philosophy is a good one, generally solid D rankers these days have decent enough mechanics to reach this limit if they get into the late mid-game. Probably not a good idea to cut workers at any stage, but once you have enough workers, you should definitely stop building more.

As to how you will know in the middle of a game, this pretty much comes down to feel, hopefully you just get a better feel for it as you play more

what about pvt? should i ever stop making probes? even after 3 bases saturated? because normally a P has 5 bases. plus the potential of vulture harass sniping probes. but terran mech is so cost effective that i wanna have as much supply as i can to my army.


pvt is kinda tricky, just over 3 bases saturated is what you want to aim for. But obviously you need to replace lost probes. Some people like to constantly have roughly 3 bases fully saturated, I prefer to have as many has 4 or 5 mining bases with less saturation. But for all I know that might only work at low levels, where taking expos might expose a timing that T's could abuse at higher levels.

For me personally, I prefer to have about 3 bases worth of fully saturated probes, less sometimes, and just gain a bonus from low saturation over many bases, this allows me to maximise the size of my army to more easily break pushes, but I know alot of people prefer to have heavy saturation off just 1 more base than T because expoing is often risky.
MSL, 2003-2011, RIP. OSL, 2000-2012, RIP. Proleague, 2003-2012, RIP. And then there was none... Even good things must come to an end.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
March 29 2012 16:45 GMT
#1452
On March 29 2012 23:22 Rainalcar wrote:
Show nested quote +
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again


sounds like you want hunters.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
jello_biafra
Profile Blog Joined September 2004
United Kingdom6641 Posts
March 29 2012 17:22 GMT
#1453
On March 29 2012 23:22 Rainalcar wrote:
Show nested quote +
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again

Uh...Lost Temple?
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
Jealous
Profile Blog Joined December 2011
10313 Posts
March 29 2012 19:04 GMT
#1454
On March 29 2012 20:20 Puyi wrote:
Show nested quote +
On March 29 2012 13:55 doubleupgradeobbies! wrote:
On March 29 2012 10:38 Puyi wrote:
i actually have the opposite problem as fazek. when do i take my 3rd on tvz? i usually have constant scv production but find my main mined out around the time i take my 3rd.

also, whats a decent amount of workers for each mu? i know that as a d ranker i should never stop making workers but theres times when i had just got my entire army killed and still 120 supply like 90+ workers


3 fully saturated(slightly oversaturated really) bases worth of workers is all you'll really need in TvZ and TvP, I have no idea about TvT as I find it to be a more messy, less solved MU. Realistically I don't think the 'D ranker should keeping making workers' philosophy is a good one, generally solid D rankers these days have decent enough mechanics to reach this limit if they get into the late mid-game. Probably not a good idea to cut workers at any stage, but once you have enough workers, you should definitely stop building more.

As to how you will know in the middle of a game, this pretty much comes down to feel, hopefully you just get a better feel for it as you play more

what about pvt? should i ever stop making probes? even after 3 bases saturated? because normally a P has 5 bases. plus the potential of vulture harass sniping probes. but terran mech is so cost effective that i wanna have as much supply as i can to my army.

Okay, something I read a long time ago says something along these lines for saturation:

Protoss and Terran should aim to have 2-2.5 Probes/SCVs per mineral patch.
Zerg should aim for 1.5, as they have more bases.

I don't think any race should go over 70-80 workers. Your army size will be too limited. With a poor army size, your army retention rate will be low in PvZ and your attacks less damaging in PvT (in head-to-head engagements, at least). Although it's true you might be able to macro up faster and for more rounds, in PvZ this is disadvantageous due to Templar energy and the fact that you need to form Archons, and in PvT it means that you are less likely to take out a good number of his tanks (and vults reproduce faster than P armies), and a hanbang will be too weak as well (sometimes you can win the whole game by taking out all of a Terran's tanks, only possible with good army count).

Taking bases is just as important for mining as it is for claiming territory and making sure your enemy doesn't get to them, should it get to the late game. In PvT for example, taking a second main is often crucial so you can have more gateways + easy flank set-up. So, take bases, transfer probes so your probe count is relatively even between all your bases.

Some more advantages of having multiple bases with lower saturation:
1. Your probe production is greater, should you lose a lot of them.
2. Your probes are less clumped up and there are fewer per base, so siege tank drops/vult harass/mines exploding in your mineral line are that much less damaging to your economy.
3. Easier to run probes away during harass.
4. Your mining efficiency WILL go up. The reason 2.5 is considered "full saturation" is because I believe that any more than that adds barely any minerals per minute. This means that every resource field is being mined, all the time. However, if you have say 80 patches and 1 probe at each patch, there will never be a moment when that probe is not mining or not returning minerals. Having 2 probes on some more distant/oddly angled patches achieves this also, but not always. Therefore, I theorize that lower saturation at more bases is almost always advantageous vs greater saturation at few bases, or at least never disadvantageous.
5. You will be able to keep those bases for longer, so if you are having difficulty expanding again, then you are not so pressured as if you would be on 2 nearly-mined-out fully saturated bases, for example.

Sorry I kinda went off on a rant there but I figured that would explain what I am pretty sure is the mentality behind saturation, expanding, and probe count.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Rainalcar
Profile Joined April 2010
Croatia443 Posts
March 29 2012 19:33 GMT
#1455
On March 30 2012 01:45 hacklebeast wrote:
Show nested quote +
On March 29 2012 23:22 Rainalcar wrote:
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again


sounds like you want hunters.


No, not hunters, not more then 4 players, and I would like an ordinary map in terms of minerals/gas, where you need to expand to get money. 2 gas in main I can bear, but not 10x3000 minerals patches in main.
j.r.r.
Rainalcar
Profile Joined April 2010
Croatia443 Posts
March 29 2012 19:34 GMT
#1456
On March 30 2012 02:22 jello_biafra wrote:
Show nested quote +
On March 29 2012 23:22 Rainalcar wrote:
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again

Uh...Lost Temple?


No, by safe 2nd I mean behind main like God's, or "in main", like Acro.
j.r.r.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
Last Edited: 2012-03-29 19:59:51
March 29 2012 19:49 GMT
#1457
On March 30 2012 04:33 Rainalcar wrote:
Show nested quote +
On March 30 2012 01:45 hacklebeast wrote:
On March 29 2012 23:22 Rainalcar wrote:
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again


sounds like you want hunters.


No, not hunters, not more then 4 players, and I would like an ordinary map in terms of minerals/gas, where you need to expand to get money. 2 gas in main I can bear, but not 10x3000 minerals patches in main.

hunters is not the same as big game hunters.

edit: oh you want a back door expo. That really cuts it down. Katrina is the closest you are going to get I guess. It is going to be hard to find a map with both harass cliffs and a back door expo.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Jealous
Profile Blog Joined December 2011
10313 Posts
Last Edited: 2012-03-29 20:13:00
March 29 2012 20:10 GMT
#1458
On March 30 2012 04:34 Rainalcar wrote:
Show nested quote +
On March 30 2012 02:22 jello_biafra wrote:
On March 29 2012 23:22 Rainalcar wrote:
On March 27 2012 20:04 Rainalcar wrote:
Could you recommend as terran favoured as possible map with the following specs:
4 player
Open
128x128 or less
Easily wallable main vs zealots, lings if possible but not a must
Safe 2nd expo with gas so that a 1rax fe can be easily utilised
Broken apart middle with plenty of chokes so that ground armies are difficult to maneuver
Harassable cliffs for siege tanks


I repeat the request, thanks again

Uh...Lost Temple?


No, by safe 2nd I mean behind main like God's, or "in main", like Acro.

There is no cliff, but Arcadia II has a very thin wall that you can have air units to spot, and the nat and third are conjoined pretty much within your "base." There are also islands.

Another good option is Othello, which is semi-blocked cliff and complete cliff on third. Was considered T >> P at least iirc, not sure about TvZ. No backdoor third, but like hackle said the options are limited there.

Another great map with a backdoor 3rd is Loki II, but there are no cliffable bases.

Sorry man, can't have the cake and eat it too Imba maps are boring anyways. That's why there are so few maps (LT, God's [partially] from what I can tell being the only ones) that fit your criteria. What're you trying to achieve?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Rainalcar
Profile Joined April 2010
Croatia443 Posts
March 29 2012 20:18 GMT
#1459
I'm trying to find a 1v2 map to play vs my friends. I found some good ones for Zerg and Protoss 1v2 with the help of people here. I know our limits and our play patterns, that is why I need a map with above characteristics where I can wallin, build 4 marines, build safe CC, and go probably Siege (or Vulture Drop).
j.r.r.
Jealous
Profile Blog Joined December 2011
10313 Posts
March 29 2012 20:51 GMT
#1460
On March 30 2012 05:18 Rainalcar wrote:
I'm trying to find a 1v2 map to play vs my friends. I found some good ones for Zerg and Protoss 1v2 with the help of people here. I know our limits and our play patterns, that is why I need a map with above characteristics where I can wallin, build 4 marines, build safe CC, and go probably Siege (or Vulture Drop).

LT, God's Garden, Katrina and Loki are your best bets then.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
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