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On May 04 2012 22:57 Xishem wrote:Show nested quote +On May 04 2012 22:44 Stantard wrote: Hey, my issue was that I constantly miss injecting, how do I not miss these? what exactly should I have hotkeyed ? and how do "cycle" through stuff ? Personally, I hotkey all my hatches on 4, my larvae queens on 5, and then screen hotkey all my hatches on F1-F4 (and shift+F1-F4 if I need them). Then you can simply hit 5, F1, v, click your hatch, F2, v, click your hatch, etc.. You can do this incredibly fast because you just have to click on the same place on your screen each inject. The advantage, I feel, of having your queens hotkeyed is that you can click on the same place on your screen for each hatch, and not have to instead screen hotkey (or double tap numbers), move your mouse to your queen, click, hit v, click your hatch, then do that for each hatch. You can use the above method to inject 4 hatches in literally 0.5 or 0.75 seconds once you get the muscle memory for it down (and it doesn't take long).
What does "screen hotkey" mean ? I tried hotkeying to f1 and it is not working
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How do you take a third if Terran goes banshe?
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On May 04 2012 06:14 blade55555 wrote:Show nested quote +On May 04 2012 03:59 Tribuno wrote: do u guys think its still possible to win a game after a 3 pylon ramp block with cannons? the 2-3 times i had to play this and didn't stop it i quitted the game.. what should i do? obviously i know that i should not permit it but if he are able to do it.. what do u do? It's possible, but tbh the protoss has to be kinda bad to lose imo. The 3 pylon block literally puts protoss way far ahead, they get their expansion almost done or done before you can even start yours. Let alone you have to make less drones so you can bust out thus leaving you even more behind economically. It's quiet silly how far behind this puts you, to prevent it you should always have a drone following the probe so you can prevent this. There are 2 things you can do, you can go for fast nydus (somehow tosses still lose to this a lot no idea how but they do lol). Or you can do a baneling bust on the 3 pylons. I believe it is 4 banelings and the 3 pylons will die at the same time thus unpowering the cannon and you are free. The problem is, no matter what toss is still going to be very far ahead economically so the way you go after that is up to you.
Does that mean you should always put a drone at the back of the probe? cause that feels a bit annoying... I would like to know more! cause I used to make a 2 hatch - 1 base all in after this kind of block, but now they are usually reinforcing the wall, when I start killing with some roaches from high ground, forcing me to reveal the ur all in before it actually hits their base..., so I am not sure about what to do in this regard...
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What armor timings are important in ZvT vs mech? The only one I can really think of is +2 armor before +3 vehicle weapons so that thors don't 2 shot roaches, but by then you'll probably have broods and such out. Is armor even worth getting?
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On May 04 2012 23:30 Stantard wrote:Show nested quote +On May 04 2012 22:57 Xishem wrote:On May 04 2012 22:44 Stantard wrote: Hey, my issue was that I constantly miss injecting, how do I not miss these? what exactly should I have hotkeyed ? and how do "cycle" through stuff ? Personally, I hotkey all my hatches on 4, my larvae queens on 5, and then screen hotkey all my hatches on F1-F4 (and shift+F1-F4 if I need them). Then you can simply hit 5, F1, v, click your hatch, F2, v, click your hatch, etc.. You can do this incredibly fast because you just have to click on the same place on your screen each inject. The advantage, I feel, of having your queens hotkeyed is that you can click on the same place on your screen for each hatch, and not have to instead screen hotkey (or double tap numbers), move your mouse to your queen, click, hit v, click your hatch, then do that for each hatch. You can use the above method to inject 4 hatches in literally 0.5 or 0.75 seconds once you get the muscle memory for it down (and it doesn't take long). What does "screen hotkey" mean ? I tried hotkeying to f1 and it is not working
You have to set the screen position first that corresponds to your screen hotkey. The standard hotkeys for that are CTRL + F5-F8 and CTRL+SHIFT + F5-F8, something you should change if you start to use them frequently. Then you can use the screen hotkeys.
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On May 05 2012 00:26 XxJuicexX wrote: How do you take a third if Terran goes banshe?
Hi there are two possible ways to secure a third. If you go two base muta your third should be totally safe. Or you can spread creep towards your third and make sure there are 2-3 queens plus a spore there while ur third is being built.
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Hi, i'm a diamond zerg and i had a question about ZvT In ZvT i play ling baneling infestor and ultras, and i have some difficulties denying expansion, especially planetaries. If i send a ling runby to try and snipe the planetary, it seems like they never manage to do so, and unless i have ultras and i am able to manage to get them all the way to the planetary, it just won't die. I was thinking if blowing it up with 20 banelings is an option I should consider, or maybe i should let the planetary stay and try to kill workers? Or should i just avoid it and accept the fact it probably won't fall?
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On May 05 2012 00:46 Tachion wrote: What armor timings are important in ZvT vs mech? The only one I can really think of is +2 armor before +3 vehicle weapons so that thors don't 2 shot roaches, but by then you'll probably have broods and such out. Is armor even worth getting?
I think I heard slush mention yesterday that he only gets attack upgrades when going against mech. Even so, it might be worth to go double evo for the melee upgrade as well, for the broodlings and all that, although I suppose when you can afford it getting all the upgrades possible would be ideal.
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On May 05 2012 01:30 Asolmanx wrote: Hi, i'm a diamond zerg and i had a question about ZvT In ZvT i play ling baneling infestor and ultras, and i have some difficulties denying expansion, especially planetaries. If i send a ling runby to try and snipe the planetary, it seems like they never manage to do so, and unless i have ultras and i am able to manage to get them all the way to the planetary, it just won't die. I was thinking if blowing it up with 20 banelings is an option I should consider, or maybe i should let the planetary stay and try to kill workers? Or should i just avoid it and accept the fact it probably won't fall?
Hi, mid-high masters Z here 
The strength of a mid-lategame ling-infestor-ultra (banelings optional, dont get them before you need to) is that you can DEMOLISH a unprepared T army.
Don't try and snipe planetaries with this kind of play-- what I like to do (I play the same style) is do drops into the main/nat/third which generally are orbitals
bane drops are devastating
ling drops can camp production, catch a tank or two just like mutas can
infestor drops with burrow can be endlessly annoying
full army doom drops can just be hilarious, because who doesn't love dropping ultras?
Sincerely, Archile
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Is there an easy way to remove units from a hotkey group? Like if I accidentally end up with drones or overlords in my control group 1 and need to remove them? Right now I'm just shift clicking them off and then ctrl+1 to get them out of the group.
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in zvp does anyone know how to counter these (about 7zealot) early agressions around the time when the 3rd expo should be dropped? http://drop.sc/172078 i saw the chrono on the gates and the zealots, so i know theres going to be early agressions, so i dropped a roach warren and a spine. But the rush of zealots killed off my whole economy and he transitioned into a standard army with a few void rays.
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If you scout no gas in nautral up to 6:30, and especially if you see chronos, you make a 6:30 roach warren. Also, make the roaches at the third, and feel free to use drones to keep zealots off of your roaches
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On May 05 2012 13:53 Frunkis wrote: Is there an easy way to remove units from a hotkey group? Like if I accidentally end up with drones or overlords in my control group 1 and need to remove them? Right now I'm just shift clicking them off and then ctrl+1 to get them out of the group.
That's pretty much how you do it. But, in case you want to remove more units of the same kind, like all of the banelings from your ling group, you press ctrl + shift + a baneling, and you deselect them all. Then you rebind the group with ctrl +1
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On May 05 2012 00:32 Macpo wrote:Show nested quote +On May 04 2012 06:14 blade55555 wrote:On May 04 2012 03:59 Tribuno wrote: do u guys think its still possible to win a game after a 3 pylon ramp block with cannons? the 2-3 times i had to play this and didn't stop it i quitted the game.. what should i do? obviously i know that i should not permit it but if he are able to do it.. what do u do? It's possible, but tbh the protoss has to be kinda bad to lose imo. The 3 pylon block literally puts protoss way far ahead, they get their expansion almost done or done before you can even start yours. Let alone you have to make less drones so you can bust out thus leaving you even more behind economically. It's quiet silly how far behind this puts you, to prevent it you should always have a drone following the probe so you can prevent this. There are 2 things you can do, you can go for fast nydus (somehow tosses still lose to this a lot no idea how but they do lol). Or you can do a baneling bust on the 3 pylons. I believe it is 4 banelings and the 3 pylons will die at the same time thus unpowering the cannon and you are free. The problem is, no matter what toss is still going to be very far ahead economically so the way you go after that is up to you. Does that mean you should always put a drone at the back of the probe? cause that feels a bit annoying... I would like to know more! cause I used to make a 2 hatch - 1 base all in after this kind of block, but now they are usually reinforcing the wall, when I start killing with some roaches from high ground, forcing me to reveal the ur all in before it actually hits their base..., so I am not sure about what to do in this regard...
If you don't want to get cannon rushed yes. If you want to chance that he wont' cannon rush don't, but if you don't follow his probe he can get a 3 pylon wall whenever he feels like.
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On May 05 2012 00:32 Macpo wrote:Show nested quote +On May 04 2012 06:14 blade55555 wrote:On May 04 2012 03:59 Tribuno wrote: do u guys think its still possible to win a game after a 3 pylon ramp block with cannons? the 2-3 times i had to play this and didn't stop it i quitted the game.. what should i do? obviously i know that i should not permit it but if he are able to do it.. what do u do? It's possible, but tbh the protoss has to be kinda bad to lose imo. The 3 pylon block literally puts protoss way far ahead, they get their expansion almost done or done before you can even start yours. Let alone you have to make less drones so you can bust out thus leaving you even more behind economically. It's quiet silly how far behind this puts you, to prevent it you should always have a drone following the probe so you can prevent this. There are 2 things you can do, you can go for fast nydus (somehow tosses still lose to this a lot no idea how but they do lol). Or you can do a baneling bust on the 3 pylons. I believe it is 4 banelings and the 3 pylons will die at the same time thus unpowering the cannon and you are free. The problem is, no matter what toss is still going to be very far ahead economically so the way you go after that is up to you. Does that mean you should always put a drone at the back of the probe? cause that feels a bit annoying... I would like to know more! cause I used to make a 2 hatch - 1 base all in after this kind of block, but now they are usually reinforcing the wall, when I start killing with some roaches from high ground, forcing me to reveal the ur all in before it actually hits their base..., so I am not sure about what to do in this regard...
Why not simply employ the Drone drill method? Via this method, anytime a Toss goes for 3-Pylon ramp block, it's an auto-win for me...esp. if said Toss expends/wastes even more resources in trying to get Cannons up behind the Pylons.
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On May 05 2012 15:01 Asolmanx wrote:Show nested quote +On May 05 2012 13:53 Frunkis wrote: Is there an easy way to remove units from a hotkey group? Like if I accidentally end up with drones or overlords in my control group 1 and need to remove them? Right now I'm just shift clicking them off and then ctrl+1 to get them out of the group. That's pretty much how you do it. But, in case you want to remove more units of the same kind, like all of the banelings from your ling group, you press ctrl + shift + a baneling, and you deselect them all. Then you rebind the group with ctrl +1 omfg! i have always wished this was in the game, AND IT WAS! THANK YOU!!
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On May 05 2012 15:33 uLaLuLaLume wrote:Show nested quote +On May 05 2012 00:32 Macpo wrote:On May 04 2012 06:14 blade55555 wrote:On May 04 2012 03:59 Tribuno wrote: do u guys think its still possible to win a game after a 3 pylon ramp block with cannons? the 2-3 times i had to play this and didn't stop it i quitted the game.. what should i do? obviously i know that i should not permit it but if he are able to do it.. what do u do? It's possible, but tbh the protoss has to be kinda bad to lose imo. The 3 pylon block literally puts protoss way far ahead, they get their expansion almost done or done before you can even start yours. Let alone you have to make less drones so you can bust out thus leaving you even more behind economically. It's quiet silly how far behind this puts you, to prevent it you should always have a drone following the probe so you can prevent this. There are 2 things you can do, you can go for fast nydus (somehow tosses still lose to this a lot no idea how but they do lol). Or you can do a baneling bust on the 3 pylons. I believe it is 4 banelings and the 3 pylons will die at the same time thus unpowering the cannon and you are free. The problem is, no matter what toss is still going to be very far ahead economically so the way you go after that is up to you. Does that mean you should always put a drone at the back of the probe? cause that feels a bit annoying... I would like to know more! cause I used to make a 2 hatch - 1 base all in after this kind of block, but now they are usually reinforcing the wall, when I start killing with some roaches from high ground, forcing me to reveal the ur all in before it actually hits their base..., so I am not sure about what to do in this regard... Why not simply employ the Drone drill method? Via this method, anytime a Toss goes for 3-Pylon ramp block, it's an auto-win for me...esp. if said Toss expends/wastes even more resources in trying to get Cannons up behind the Pylons.
This doesn't work on all maps and not in all positions. At least not for me .
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On May 05 2012 15:33 uLaLuLaLume wrote:Show nested quote +On May 05 2012 00:32 Macpo wrote:On May 04 2012 06:14 blade55555 wrote:On May 04 2012 03:59 Tribuno wrote: do u guys think its still possible to win a game after a 3 pylon ramp block with cannons? the 2-3 times i had to play this and didn't stop it i quitted the game.. what should i do? obviously i know that i should not permit it but if he are able to do it.. what do u do? It's possible, but tbh the protoss has to be kinda bad to lose imo. The 3 pylon block literally puts protoss way far ahead, they get their expansion almost done or done before you can even start yours. Let alone you have to make less drones so you can bust out thus leaving you even more behind economically. It's quiet silly how far behind this puts you, to prevent it you should always have a drone following the probe so you can prevent this. There are 2 things you can do, you can go for fast nydus (somehow tosses still lose to this a lot no idea how but they do lol). Or you can do a baneling bust on the 3 pylons. I believe it is 4 banelings and the 3 pylons will die at the same time thus unpowering the cannon and you are free. The problem is, no matter what toss is still going to be very far ahead economically so the way you go after that is up to you. Does that mean you should always put a drone at the back of the probe? cause that feels a bit annoying... I would like to know more! cause I used to make a 2 hatch - 1 base all in after this kind of block, but now they are usually reinforcing the wall, when I start killing with some roaches from high ground, forcing me to reveal the ur all in before it actually hits their base..., so I am not sure about what to do in this regard... Why not simply employ the Drone drill method? Via this method, anytime a Toss goes for 3-Pylon ramp block, it's an auto-win for me...esp. if said Toss expends/wastes even more resources in trying to get Cannons up behind the Pylons.
Yeah, I guess I have to learn it to see how it works... Never really got into it cause I am lazy and in real game situation never managed to do it correctly. Thanks Blade for your answer!
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^ have you just not read my guide or the million things I've said and posted on about drone drilling? Doesn't work on most spawns and maps, even if you do do it you aren't ming wifh 90%+ of your drones while toss is fully ming and making workers, toss just adds a gateway/pylons/cannons behind it and by thetime you drill, there's another building behind it which 90% of the time tyou can't drill it and then the cannons up...
I don't understand ulala saying its 'autowin' - its more like autoloss as toss adds a gateway if you actually can drone drill, and then cannon is u while only 4 drones at most can hit the new wall.
As for armor upgrades zvt - you want +1 carapace started about around lair timing, so you can survive 2 shots instead of 1 with lings against 0attack tanks, and one more hit for roaches. Otherwise, just single evo for melee/attack until 4+ bases when you have the money, and double uprgrades on melee/carapace to really strengthen your broodlings. Some people get double evo when going heavy ling and using all gas into fadt hive or only infestors, but basically most people stay on 1 evo until they have high econ that making double evo upgrades doesn't cause you too sacrifice too much in mutas or whatever tech.
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I'm not entirely sure why i lost this ZvP on Cloud Kingdom. Usually on ZvP i like going DRG style roach/ling/muta but mutas are ass on CK so i decided to go roach infestor. I (almost) max on roach/infestor/ling and attack him, and i trade relatively okay. I keep making roaches and engage him again, and trade okay again (i'm preserving my infestors well too). Right as I try to transition into broodlord/infestor he just attacks with +2 colossus/blink stalker and rofl stomps me. I"m having a really difficult time (in general) getting the transition into broodlord/infestor down right, because it seems like half the time i do it i die to a ridiculous timing attack like that. I'm thinking maybe after my first attack or so i should have just turtled into BL/infestor, but then i have the problem of having a bunch of supply tied up in roaches that i can't suicide since he'll just attack immediately, but if i keep them then they continue to tie up supply... I just don't know, I'm so lost in this matchup when i can't go mutas.
I admit my mindset in ZvP is really bad (like Idra bad except i'm 1/1000000th the player Idra is) but I really don't know what i did wrong decisionmaking wise (i had macro issues but i'm only in plat, i'm constantly working on those issues, and i'm pretty sure i macroed better than the protoss player anyway).
http://drop.sc/172247
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