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LotV Simple Questions Simple Answers - Page 10

Forum Index > Legacy of the Void
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crown77
Profile Joined February 2011
United States157 Posts
August 25 2015 04:15 GMT
#181
does anyone know if cyclone anti air is intentionally missing its basic ground to air attack? surely this must be a bug... it can lock on but is unable to simply fire up with its basic attack...
kottbullar
Profile Joined August 2012
Australia490 Posts
Last Edited: 2015-08-26 07:32:20
August 26 2015 07:29 GMT
#182
What's the greediest way possible to hold hellbat into liberator expand in zvt on abusable maps like Dash and Terminal and Bridgehead ?
Aron Times
Profile Blog Joined March 2011
United States312 Posts
August 27 2015 17:08 GMT
#183
So I noticed that you need far fewer workers to saturate a mineral line. It's 16 instead of 24. Is 16 the maximum saturation or just the ideal one, i.e. can I train up to 24 workers and get full mineral income?
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
Naffy
Profile Joined August 2011
France10 Posts
Last Edited: 2015-08-27 23:00:31
August 27 2015 22:53 GMT
#184
Hi. I was playing some GM games with over 700 LOTV games and 75 with the recent patch.

I've spent countless hours to try to understand how to stop Warp prism all-ins on 1 base or 2 bases in TvP.
It seems like nothing works against mass adepts early game. You need marines/marauders with stim, shield and medivacs before actually fight them.

- You could say bunkers in the mineral line : On GM level they can just chill around the bunker and make huge damage.
- You could say make tank/drop : Nope. you just don't care about the tank you kill all SCVs or marines by this time. Adepts are tanky.
- You could say make mines : Same as bunkers, on high level play they just run around it or get one adept by mine, it doesnt one shot them.
- You could say cyclones : recent nerf makes it impossible : too little damage with the lock thing.
- You could say cloak banshees : He just makes an observer and make stalkers instead.
- You could say hellions : Hell no. Adepts have a huge buff damage on light units. They don't do shit.

Not to mention that if you open reapers, the oracle comes in before you get 6 marines, which is stupid.
Not to mention the Voidray all-in everyone does


If you survive to this phase of the game. Remember : anytime you will move out on the map with your bioball, a warp prism will come in with 4 chargelots recently buffed and warp-in 6 more. They are unkitable with the production you have (without mules 3 rax max).

Sooo i don't want to feel like I only complain. I seek answers even from lower leagues, it could be interesting : Do you guys have a SAFE TvP build ?

Garnet
Profile Blog Joined February 2006
Vietnam9056 Posts
August 28 2015 02:11 GMT
#185
anyone can't find games? the "Find match" button just stuck on "waiting" for me.
duckk
Profile Joined March 2013
United States622 Posts
August 28 2015 02:41 GMT
#186
did they change how producing zerg units work? It feels more responsive when i make a unit from larvae, like they go to eggs right away. In hots it feels like its either delayed glitchy or something does not feel right, but it is definitely correct in lotv (settings are identical on my end and it is not a lag issue). Mutalisks feel better as well. Is this something they changed?
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
August 28 2015 02:44 GMT
#187
On August 28 2015 02:08 Eternal Dalek wrote:
So I noticed that you need far fewer workers to saturate a mineral line. It's 16 instead of 24. Is 16 the maximum saturation or just the ideal one, i.e. can I train up to 24 workers and get full mineral income?

The full worker saturation is still 24 on 8 patches. They just display the maximum as 16 to encourage people to expand more and oversaturate less.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
hooktits
Profile Blog Joined February 2008
United States972 Posts
Last Edited: 2015-08-28 04:10:31
August 28 2015 04:08 GMT
#188
I haven't played much starcraft since early hots and i barely even played any of that because i didn't like it. any ways i'm trying to get back to playing LOTV beta, but i don't even know all the new units and it would be nice if i there was a place that had a description of all the new units and what they are strong against and what they are weak against kinda like this page right here http://us.battle.net/sc2/en/game/unit/immortal

for example if u scroll down and look at the immortal it says strong against... and lists 1 unit of each race its good against then it lists 1 unit of each race it sucks against. Is there any where i can get some info like this about LOTV, i'm playing unranked games and i don't even know all the units i can build or what my opponent can build. I played a few games against the comp then like 3-4 unranked games and ran into a liberator i had no clue what it did, i ask what to use against it some one said ravager, i said what is a ravager? i just want a basic run down on the new units and what their strengths and weaknesses are? Any one have a link of somewhere i can find this info ?

edit: its been so long since i played i can barely even remember all the hots units T.T
edit 2: is there some kind of unit tester map for LOTV?
Hooktits of Tits gaming @hooktits twit
WhiteLuminous
Profile Joined July 2015
43 Posts
August 28 2015 04:20 GMT
#189
On August 28 2015 07:53 Naffy wrote:
Hi. I was playing some GM games with over 700 LOTV games and 75 with the recent patch.

I've spent countless hours to try to understand how to stop Warp prism all-ins on 1 base or 2 bases in TvP.
It seems like nothing works against mass adepts early game. You need marines/marauders with stim, shield and medivacs before actually fight them.

- You could say bunkers in the mineral line : On GM level they can just chill around the bunker and make huge damage.
- You could say make tank/drop : Nope. you just don't care about the tank you kill all SCVs or marines by this time. Adepts are tanky.
- You could say make mines : Same as bunkers, on high level play they just run around it or get one adept by mine, it doesnt one shot them.
- You could say cyclones : recent nerf makes it impossible : too little damage with the lock thing.
- You could say cloak banshees : He just makes an observer and make stalkers instead.
- You could say hellions : Hell no. Adepts have a huge buff damage on light units. They don't do shit.

Not to mention that if you open reapers, the oracle comes in before you get 6 marines, which is stupid.
Not to mention the Voidray all-in everyone does


If you survive to this phase of the game. Remember : anytime you will move out on the map with your bioball, a warp prism will come in with 4 chargelots recently buffed and warp-in 6 more. They are unkitable with the production you have (without mules 3 rax max).

Sooo i don't want to feel like I only complain. I seek answers even from lower leagues, it could be interesting : Do you guys have a SAFE TvP build ?



The simplest answer is: no; the second simplest answer is: do what TOP and SuperNova are doing. To elaborate, I don't think there is a safe macro opening. The most successful games from the two Terrans seems to involve proxy factory/proxy starport using mines and liberators to harass, keep them from killing you, and force Protoss into both Stargate tech and reliable detection. You're up there on the ladder as you've said yourself, so the rest should be more straightforward, but as of today this seems to be the most successful TvP opening at the highest level.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
August 28 2015 15:34 GMT
#190
how are zergs handling the charge zealot rushes with +1 attack? are you guys attacking early? are you guys going for a quick 2 base spire?
LiquidDota Staff@BluemoonGG_
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2015-08-29 19:42:55
August 29 2015 19:28 GMT
#191
On August 28 2015 11:41 duckk wrote:
did they change how producing zerg units work? It feels more responsive when i make a unit from larvae, like they go to eggs right away. In hots it feels like its either delayed glitchy or something does not feel right, but it is definitely correct in lotv (settings are identical on my end and it is not a lag issue). Mutalisks feel better as well. Is this something they changed?


They changed some unit control related stuff.



This was fixed. I've yet to see the full benefit because i have 160 ping to LOTV server (and sc2 adds an extra ~100ms of delay, so i have a quarter second lag on all of my unit commands) but it's obvious where it helps

---

how are zergs handling the charge zealot rushes with +1 attack?


how early do you mean? 1 nexus or 2? Also zealot bonus damage is getting big nerf soon, it wasn't tested properly before being implemented


---

Do you guys have a SAFE TvP build ?


From my experience, the terrans to completely shut that stuff down had enough army to face 4-6 adepts plus a cyclone, viking or liberator to force the prism to GTFO. It's been defended a few times @ redbull archon from pro level players, so take a look at all of the TvP's there (i didn't catch most of them myself)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
kenzy_5g
Profile Joined April 2015
13 Posts
Last Edited: 2015-08-30 04:01:14
August 30 2015 04:00 GMT
#192
On August 29 2015 00:34 BluemoonSC wrote:
how are zergs handling the charge zealot rushes with +1 attack? are you guys attacking early? are you guys going for a quick 2 base spire?

No I pretty much cannot survive vs chargelot based builds for the life of me. I dare say they're overpowered at the moment.

Blizzard already said they're looking into nerfing them. As for now you cannot survive most attacks that come before Lurkers. Once you get like ~5 lurkers it becomes pretty easy to stop, but getting to that point is damn near impossible.

edit: oh yeah and if they mix in adepts/immortals with the push then just fucking GG. some ladder hero named ReyReign just did that vs me today and there was nothing I could do in hindsight.
BiiG-Fr
Profile Joined May 2015
Canada109 Posts
Last Edited: 2015-08-31 12:41:55
August 31 2015 12:40 GMT
#193
On August 28 2015 07:53 Naffy wrote:

Do you guys have a SAFE TvP build ?



Hello Naffy,

It seems there is no safe build in TvP since the last patch, the only solution you have is to choose a blind counter BO and pray (like marauder first against adept but insta loose to oracle, rush liberator...).

A lot of terran master+ I know just stopped to play this version, because TvP is nearly unplayable, or are just off-racing.
If your opponent is of choleric temper, irritate him.
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
September 02 2015 13:28 GMT
#194
Isn't there any change to phoenix or tempest in lotv compared to hots?
Age of Mythology forever!
brickrd
Profile Blog Joined March 2014
United States4894 Posts
September 02 2015 14:36 GMT
#195
On August 30 2015 13:00 kenzy_5g wrote:
Show nested quote +
On August 29 2015 00:34 BluemoonSC wrote:
how are zergs handling the charge zealot rushes with +1 attack? are you guys attacking early? are you guys going for a quick 2 base spire?

No I pretty much cannot survive vs chargelot based builds for the life of me. I dare say they're overpowered at the moment.

Blizzard already said they're looking into nerfing them. As for now you cannot survive most attacks that come before Lurkers. Once you get like ~5 lurkers it becomes pretty easy to stop, but getting to that point is damn near impossible.

edit: oh yeah and if they mix in adepts/immortals with the push then just fucking GG. some ladder hero named ReyReign just did that vs me today and there was nothing I could do in hindsight.

diamond, so not sure if my opponents just aren't executing the attack properly, but i've held charge zealot openings into immortal/adept followup with mass roach by creating some sim city and keeping my roaches away from open areas. kind of map dependent though - like on the space station map with the backdoor natural i was able to completely wall off the ramp to the third so zealots couldn't bust through and trade efficiently while i teched up to lurkers

for my own question, how do you deal with protoss stasis trapping your third base so you can't engage while they kill the hatchery? it was blink into three oracles and he just dropped stasis wards everywhere, and then fought half my army. if i pull back he just kills the hatchery

is this a "don't let him get into that position" thing? am i supposed to be killing the stasis wards? do i just have to go lurker against oracles so i can sit back further?
TL+ Member
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
Last Edited: 2015-09-02 20:01:41
September 02 2015 20:00 GMT
#196
On September 02 2015 23:36 brickrd wrote:
Show nested quote +
On August 30 2015 13:00 kenzy_5g wrote:
On August 29 2015 00:34 BluemoonSC wrote:
how are zergs handling the charge zealot rushes with +1 attack? are you guys attacking early? are you guys going for a quick 2 base spire?

No I pretty much cannot survive vs chargelot based builds for the life of me. I dare say they're overpowered at the moment.

Blizzard already said they're looking into nerfing them. As for now you cannot survive most attacks that come before Lurkers. Once you get like ~5 lurkers it becomes pretty easy to stop, but getting to that point is damn near impossible.

edit: oh yeah and if they mix in adepts/immortals with the push then just fucking GG. some ladder hero named ReyReign just did that vs me today and there was nothing I could do in hindsight.

diamond, so not sure if my opponents just aren't executing the attack properly, but i've held charge zealot openings into immortal/adept followup with mass roach by creating some sim city and keeping my roaches away from open areas. kind of map dependent though - like on the space station map with the backdoor natural i was able to completely wall off the ramp to the third so zealots couldn't bust through and trade efficiently while i teched up to lurkers

for my own question, how do you deal with protoss stasis trapping your third base so you can't engage while they kill the hatchery? it was blink into three oracles and he just dropped stasis wards everywhere, and then fought half my army. if i pull back he just kills the hatchery

is this a "don't let him get into that position" thing? am i supposed to be killing the stasis wards? do i just have to go lurker against oracles so i can sit back further?


ya im not sure what you're sim city'ing with because spines melt to chargelots and everything is really wide open, especially if youre talking like a quickest possible charge with a prism. dunno maybe i need to get overlord speed sooner and constantly fly shit over his base to see what he's banking or something. either way, charge is getting a much needed nerf thank god.

to answer your question - if you're allowing him to get in between you and your third hatchery, your creep spread needs to be better, there's almost no way he should be able to do that to you. if its outside of your third base, a single ling will trigger the stasis trap but unlike widow mines, it goes off almost instantly. so if you send a couple into the area, they'll go off.

oh and here's another question.

protoss that rushes a mothership and carriers/tempest after opening with a void ray. how on earth do i stop it? rush out as much eco as i can and try to 200/200 push him as fast as i possibly can? with what units? upgrades?
LiquidDota Staff@BluemoonGG_
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2015-09-03 17:32:49
September 03 2015 17:31 GMT
#197
On September 03 2015 05:00 BluemoonSC wrote:
Show nested quote +
On September 02 2015 23:36 brickrd wrote:
On August 30 2015 13:00 kenzy_5g wrote:
On August 29 2015 00:34 BluemoonSC wrote:
how are zergs handling the charge zealot rushes with +1 attack? are you guys attacking early? are you guys going for a quick 2 base spire?

No I pretty much cannot survive vs chargelot based builds for the life of me. I dare say they're overpowered at the moment.

Blizzard already said they're looking into nerfing them. As for now you cannot survive most attacks that come before Lurkers. Once you get like ~5 lurkers it becomes pretty easy to stop, but getting to that point is damn near impossible.

edit: oh yeah and if they mix in adepts/immortals with the push then just fucking GG. some ladder hero named ReyReign just did that vs me today and there was nothing I could do in hindsight.

diamond, so not sure if my opponents just aren't executing the attack properly, but i've held charge zealot openings into immortal/adept followup with mass roach by creating some sim city and keeping my roaches away from open areas. kind of map dependent though - like on the space station map with the backdoor natural i was able to completely wall off the ramp to the third so zealots couldn't bust through and trade efficiently while i teched up to lurkers

for my own question, how do you deal with protoss stasis trapping your third base so you can't engage while they kill the hatchery? it was blink into three oracles and he just dropped stasis wards everywhere, and then fought half my army. if i pull back he just kills the hatchery

is this a "don't let him get into that position" thing? am i supposed to be killing the stasis wards? do i just have to go lurker against oracles so i can sit back further?


ya im not sure what you're sim city'ing with because spines melt to chargelots and everything is really wide open, especially if youre talking like a quickest possible charge with a prism. dunno maybe i need to get overlord speed sooner and constantly fly shit over his base to see what he's banking or something. either way, charge is getting a much needed nerf thank god.

to answer your question - if you're allowing him to get in between you and your third hatchery, your creep spread needs to be better, there's almost no way he should be able to do that to you. if its outside of your third base, a single ling will trigger the stasis trap but unlike widow mines, it goes off almost instantly. so if you send a couple into the area, they'll go off.

oh and here's another question.

protoss that rushes a mothership and carriers/tempest after opening with a void ray. how on earth do i stop it? rush out as much eco as i can and try to 200/200 push him as fast as i possibly can? with what units? upgrades?

i just built a couple of evo chambers on the ramp and jammed mass roaches in the gap. he even proxied the robo for the adept immortal followup but i had lurkers in time for that. i dunno maybe his macro sucked

yeah thinking back on it i didn't have good creep spread outside the third in that game, and the other problem is i didn't see the strategy coming at all because i hadnt faced any stasis play before. i just didn't know they were there. he was poking with blink stalkers and i was trying to position defensively when i just suddenly lost. i guess i need to focus more on surrounding the third with creep and being careful against oracles

a master toss told me you should fight skytoss with corruptor viper but ive never tried it, i was skeptical. it's hard to practice against toss when theres nothing but z on the dia ladder lol

how to fight liberator/tank against a terran who slow pushes with turrets and spreads his units like crazy? i was on mass viper queen ultra hydra and trying to just abduct units, but my control wasn't good enough, i lost too much. does my counter work with good control? just more practice?

TL+ Member
MagicRover
Profile Joined August 2015
4 Posts
September 03 2015 20:22 GMT
#198
Does anyone know the link to the webpage where blizzard anounces results from automated tournaments? They advertise it after an automated tournament is completed.
goody153
Profile Blog Joined April 2013
44309 Posts
September 04 2015 01:40 GMT
#199
Guys where can i find vods of toptier terran games who uses liberator ? thanks just wanna watch some games of good players
this is a quote
shin ken
Profile Blog Joined October 2009
Germany614 Posts
Last Edited: 2015-09-04 11:21:51
September 04 2015 11:16 GMT
#200
Hi there! I got into beta yesterday and the first opening I tried was 15 CC without depo (into mech). Is that okay or is there a more effective way to get an early CC?

Also what are the chances we'll see one archon game per proleague match? They had 2on2 before and this could be a cool opportunity for more team in team games.

My third question: what is the best time to play archon mode? We tried 8 PM CET yesterday and the matchmaker was very slow (also we lost every game, but that's to be expected when you have no clue what the new units do etc. ^^)
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