|
wow thank you for the videos! the muta micro looked like HAX I can't make it work 
I have huge problems getting my mutas to fire at the maximum range. When I pull it back at max range it always doesn't fire.. I can only get it to shoot at 2 range and I'm doing m click right click, m click a click, hold and patrol,. I've tried it all.
|
On September 14 2015 19:02 JieXian wrote:wow thank you for the videos! the muta micro looked like HAX I can't make it work  I have huge problems getting my mutas to fire at the maximum range. When I pull it back at max range it always doesn't fire.. I can only get it to shoot at 2 range and I'm doing m click right click, m click a click, hold and patrol,. I've tried it all.
That's something you must figure by feeling about that maximum range. It cannot be explained in words. :/
|
wating for more great work
|
Nice iniative Scan, i wont be reading all this myself since i dont play anymore but thumbs up to you for doing this anyways
|
On August 28 2015 18:44 LaStScan wrote:Show nested quote +On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late? As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone. 8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15.Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you behind.Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals. Is the superiority of a 13 pool over an 11 pool true for a 2 hatch builds as well? Should I start doing 12 hatch, 13pool ,12 gas sort of builds when i decide to 2h, or?
|
On November 19 2015 12:16 Dazed_Spy wrote:Show nested quote +On August 28 2015 18:44 LaStScan wrote:On August 28 2015 17:37 Atom[Bomb] wrote: Isn't it too greedy to go 12 hatch -> 13 pool?
How do you know it's safe to build the spawning pool so late? As long as it's not center 2 Barracks rush, you can stop ANYTHING. Also, it is not late. About 5 seconds(Assumption) slow compare to 11 Spawning pool. If the game flow is all safe plays, your 3rd hatchery and gas timing are faster than the original 3 Hatchery Opening. The original build order starts the gas at 2:56~58. The newest and optimized 3 Hatchery Opening can start the gas at 2:50~52.Back to your question. Even if you are going 11 Spawning Pool, you will be having a huge difficulty of fighting against center 2 Barracks rush. That's something you must scout with your drone. 8 Barracks Bunker rush = have 12 Drones out to the field, produce drones until the supply number 15.Since you do not start 3rd hatchery, you have 12 Drones are fighting against 2~3 marines + # of SCVs and 3 drones are mining mineral with 250++ Mineral in your pocket. 12 Drones will most likely to win the fight of Bunker rush nowadays. That's why the Terran players usually get only 3 SCVs with their Marines to snipe some Drones. Tip: losing more than 5 Drones will put you behind.Think of a concept of PvZ where Protoss plays 2 Gateways wall and then hard core Zealots push with 4 Probes. From the Protoss's PoV, he continues to produce Zealots and Probes. Zerg has to decide from every single Larva so Zerg loses his time to fill up his # of workers to mine Minerals. Is the superiority of a 13 pool over an 11 pool true for a 2 hatch builds as well? Should I start doing 12 hatch, 13pool ,12 gas sort of builds when i decide to 2h, or?
For the 2 hatch tech, I would suggest you to 12 hatch 12 gas 11 pool. Let's take a deep analysis. For 3 hatch, you made 2 drones then spawning pool. You used 100 mineral before pool. 2 hatch tech, you made 1 drone and morphed an extractor. You used 100 mineral before pool.
I hope this made a clear explanation for your question, and thank you for visiting my guide. ^^
I've been thinking to create more guide of B.O., but then I don't want to get sniped by players. :D I would need some of second thoughts. Sorry for the waiting.
|
Anything TvT related would be nice, especially involving dropship play (nice thread btw!)
|
I'll be soon making a post Counter Build against cross position Carrier Build.
|
wow cool anti-carrier build! +1 for Scan guides
|
Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
|
On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC.
He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank.
Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important.
|
On December 08 2015 16:50 LaStScan wrote:Show nested quote +On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC. He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank. Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important. I see, thanks. With doing damage I meant at the time you moved down the ramp with 5 marines and 2 tanks, he could have had 1 zealot and 4 goons I think, which is enough to kill all marines without losing a dragoon and possibly snipe a tank.
|
On December 08 2015 20:15 Cryoc wrote:Show nested quote +On December 08 2015 16:50 LaStScan wrote:On December 08 2015 00:06 Cryoc wrote: Nice game, sadly that build only works for gosus with good micro. But I really was scratching my head during the start. Shuttle never comfirmed your opening in the early game. He did not have a single unit at your natural to see you move out and take your natural. Why is that? He could have done some damage considering you delayed your first tank for a faster CC. He could have tried to gather some information with those beginning units, but it's not a best choice. he saw my 1 scv on ramp with marines holding. Since it's crossed map position, I think he just confident enough to stop any rush since he did 1 zeal 3 goons opening. I would have done 3 marines into 23 cc, but I saw his first zealot so I made more marines and 1 SCV on ramp into 26 cc before a tank. Note: Also, it is impossible to break a ramp when there is 5 marines with a SCV. It will be just his disadvantage if he tries to trade/waste against marines. Marines are not useful in late game. Early those goons and a zealot is very important. I see, thanks. With doing damage I meant at the time you moved down the ramp with 5 marines and 2 tanks, he could have had 1 zealot and 4 goons I think, which is enough to kill all marines without losing a dragoon and possibly snipe a tank.
People don't do siege expo because your vultures are way too late, and protoss can easily take 3rd nexus with 6 dragoons. Also, 4 marines 2 tanks 1 vulture can easily win against 4 goons 1 zealot.
|
A valuable thread, thank you, Scan!
|
Thank you again Scan!
|
|
|
On January 24 2016 16:40 LaStScan wrote:[YYYY-MM-DD] 2015.10.01 ~ 2015.12.31 99 Fish ladder games to achieve B rank. Replays can be downloaded from this link. http://www.filedropper.com/cleannara
Thank you Scan!
|
On January 24 2016 16:40 LaStScan wrote:[YYYY-MM-DD] 2015.10.01 ~ 2015.12.31 99 Fish ladder games to achieve B rank. Replays can be downloaded from this link. http://www.filedropper.com/cleannara
Thank you
|
Much appreciated scan, will watch the fuck out of those replays haha.
|
|
|
|