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On April 18 2011 03:56 Engore wrote:Show nested quote +On April 18 2011 02:06 Kambing wrote:On April 18 2011 01:56 Engore wrote: Q: Why are people with 847 league wins still ranked in Bronze? I have under 20 league wins and probably only 40 total matches in league and i have to play people that probably have well over 1500 game experience. That seems kinda lopsided because the experience factor alone gives them an enormous advantage. Seems like these kinds of people could easily play silver or gold.. not sure why it doesn't auto promote them. Because w:l is not necessarily a strong indicator of skill with battle.net 2.0. It's not how many games you play (since the system aims to place you at a 1:1 win-loss ratio), but instead whom the system matches you against that determines progression through leagues. In short, just because someone who has won 1k+ games in bronze doesn't necessarily mean they are any better than someone in silver. It just means that they have ground out ~2000 games to get to that point. Excalibur_Z is the ladder expert around these parts. Look around for his posts, e.g., the comprehensive ladder guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=195273to get a sense of how and why the ladder works the way that it does. I've read that thread before but i will never wrap my head around how someone with that much experience can be in the lowest league. I just cannot see how its fair. Experience can make up a lot for lack of skill. I can beat gold players but i can't beat a bronze with 847 wins..just don't get it.
Usually these people are farming games to get achievements or something. So if you know (*edit: beforehand) they have won an insane amounth of matches, (because they have a protret of a colossus for example) you can adjust and expect a cannon rush or worker rush etc..
Even with all this experience they are apparently as good as you are because the match maker sees you as a match.
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On April 18 2011 18:27 Taxo wrote: I'm only a bronze league protoss player but I want to improve my play, stop rushing and getting a good macro. I'm reading Cecilsunkure's tread about improving so I would like to ask here what would be the best BO (1 for each match up) to help me really learn and improve my play?
edit: if there is a solid PvX build that I could practice wich is usable every mu thats great as well (again not talking about cheese here) but I thought there wasn't so 1 for each mu will be very nice
tnx in advance
The standard builds right now are: PvT: 2 gate robo. (or if you are unable to keep your money low start with a 3gate robo and practice to get the 2gate robo down) PvP: 4 gate PvZ: 3 gate expand
In bronze you can 4 gate against everyone all the time, but its not very good against terran on the higher levels imo, so learn the robo build..
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This is a question about the value of minerals vs. gas. Don't think about the actual cost-effectiveness of the units against each other or the value of killing one unit over the other.
If both players traded armies. What ratio of hellions to tanks would be considered cost effective or an even trade?
3 hellions per tank? 3.5 hellions per tank? 4 hellions per tank? 5?
150 minerals 125 gas per tank 100 minerals per hellion
You could simply just say 100 minerals is = to x amount of gas if you don't want to use units to answer.
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How much does it cost an scv to repair?
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On April 18 2011 17:45 Terranoob wrote: What's the best way to form a concave quickly around an enemy when fighting?
The best way (and you see many pros do this) is to pre-arrange your army in roughly the concave shape that you want to achieve. And then, when the fight begins, 1a past the opposing army so that you force your army to walk into the fight in that formation (versus 1aing right in front of your army which will cause the army to slightly converge on the point you click bit before spreading back out).
On April 18 2011 19:34 Betalump wrote: This is a question about the value of minerals vs. gas. Don't think about the actual cost-effectiveness of the units against each other or the value of killing one unit over the other.
If both players traded armies. What ratio of hellions to tanks would be considered cost effective or an even trade?
3 hellions per tank? 3.5 hellions per tank? 4 hellions per tank? 5?
150 minerals 125 gas per tank 100 minerals per hellion
You could simply just say 100 minerals is = to x amount of gas if you don't want to use units to answer.
This is not really a simple question since the value of minerals vs. gas is dependent on what you're trading and the state of the players' economies at the time. I suppose a very (very) rough lower bound would come from observing that on a saturated base you have somewhere between 16-24 workers on minerals and 6 workers on gas. So the lower bound would be 4:1 (i.e., 400 minerals to every 100 gas).
Even this estimate feels low though because 1) there are points where the mining ratios are even more skewed, e.g., in the early game, and 2) this lower bound does not take into account that gas is the limiting factor for tech and cost-effective/powerhouse units (e.g., tanks and sentries).
On April 18 2011 19:35 FlattLine wrote: How much does it cost an scv to repair?
A proportion of the cost to build the thing you're repairing, namely 25%. http://wiki.teamliquid.net/starcraft2/Repair#Abilities.
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What are general guidelines of micro with pure gateway units against stim MM ball?
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On April 18 2011 20:59 ApocAlypsE007 wrote: What are general guidelines of micro with pure gateway units against stim MM ball?
1) (The #1 rule of any enagement) Do your best to engage in a position favorable to you and unfavorable for them, e.g., a choke to minimize the number of ffs you need to lay down. 2) (The #2 rule of any engagement) Do your best to engage in a concave instead of a single file line of death. 2) Use forcefields to both stop stim kiting (forcefield behind) and split up their army (forcefields inside). 3) Make sure after splitting their army to step back so that the cut-off portion still can't hit you. 4) Pop guardian shield! 5) Make sure zealots are in front and (as much as possible) sentries in the back but also in range of hitting their front-line.
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Generally not. Hydras come out too late and to have adequate defenses against a well-executed 4 gate, you need to cut drones to the point where hydra production is infeasible anyways. You are better served with some combination of lings, spines, queens, banelings, and roaches depending on your tastes and your mid-game transition plan
thank you kambling
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On April 19 2011 00:51 polok wrote:
Generally not. Hydras come out too late and to have adequate defenses against a well-executed 4 gate, you need to cut drones to the point where hydra production is infeasible anyways. You are better served with some combination of lings, spines, queens, banelings, and roaches depending on your tastes and your mid-game transition plan
thank you kambling
I don't 4gate zerg too often but I find that when I do, I lose (or at least find it more difficult to win) when they throw down multiple spine crawlers while running lings around to the back of my army and threatening an attack. I can't attack his building spine crawlers because the lings can either counter my main or attack from my back, and on the other hand I can't engage his lings because they can either run away or get enough time for the spine crawlers to finish. Quite a hard situation to be in and I find that splitting your zealots to the back of the army helps, while keeping the stalkers focused on the building spine crawlers.
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When I do the 'standard protoss opener' 9 pylon 13 gate 14 gas 16 pylon @100% gateway, cyber.
When should I chrono my nexus, so as not to waste any of it? I always chrono right when the 9 pylon completes, the second one comes into quesiton though. If I use it right when the first one expires, then I have to cut a probe for a few seconds to place my gate on 13. If I use it after the gateway, then my gas has to go down on 15.
EDIT: I found out this is only a problem if I scout on 9 instead of on 13.
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On April 19 2011 02:28 HiredGoonThug wrote: When I do the 'standard protoss opener' 9 pylon 13 gate 14 gas 16 pylon @100% gateway, cyber.
When should I chrono my nexus, so as not to waste any of it? I always chrono right when the 9 pylon completes, the second one comes into quesiton though. If I use it right when the first one expires, then I have to cut a probe for a few seconds to place my gate on 13. If I use it after the gateway, then my gas has to go down on 15.
EDIT: I found out this is only a problem if I scout on 9 instead of on 13.
If you scout on 9, just get your gate on 14.
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HiredGoon, a safe bet is usually right after you put down your gas.
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When is a good time to do a 7 RR? What is it good against?
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also do u know any good site to discuss sc broodwar?
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Hey, did you guys know you can yank roaches out of the dirt with graviton beam? Kinda like picking carrots in the garden.
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On April 19 2011 05:29 eunheeseung wrote: also do u know any good site to discuss sc broodwar?
www.teamliquid.net
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I always hear that its a good time to expo when you're pushing out but isn't that counterintuitive? Don't you want that cash on hand to reinforce your push?
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On April 19 2011 06:20 Autofire2 wrote: I always hear that its a good time to expo when you're pushing out but isn't that counterintuitive? Don't you want that cash on hand to reinforce your push?
I'm not good at this game but this is what I think: Well if you are going all in you don't need your expo but if you are planning to take it into the mid or late stages of the game you're gonna need that income sooner or later and usually sooner is better.
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On April 19 2011 06:20 Autofire2 wrote: I always hear that its a good time to expo when you're pushing out but isn't that counterintuitive? Don't you want that cash on hand to reinforce your push?
Pushing out doesn't always mean the same thing as committing to an attack that you hope will end the game. If by pushing out you're actually going all-in, then yes you shouldn't expo behind it. But in most cases you're just moving out to attack or maybe even just threaten an expo, and in that case your offensive pressure is what creates the defense that allows you to expand.
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On April 19 2011 06:28 Kevan wrote:Show nested quote +On April 19 2011 06:20 Autofire2 wrote: I always hear that its a good time to expo when you're pushing out but isn't that counterintuitive? Don't you want that cash on hand to reinforce your push? I'm not good at this game but this is what think: Well if you are going all in you don't need your expo but if you are planning to take it into the mid or late stages of the game you're gonna need that income sooner or later and usually sooner is better.
It does seem counterintuitive, but pushing while throwing down an expo exploits the mantra the best defense is a good offense. The best way to ensure that your opponent doesn't attack your vulnerable building expo is to take the fight to them.
Note that when you push in this manner, you aren't committing to a complete attack. As autofire points out, if you go all-in, you might as well save your cash for reinforcements. However, here you're just trying to buy time for your expo to build by forcing your opponent to stay in his base.
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