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Simple Questions Simple Answers - Page 106

Forum Index > StarCraft 2 Strategy
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jimmyjingle
Profile Blog Joined November 2010
United States472 Posts
April 20 2011 01:20 GMT
#2101
What would be the difference in load times and speed playing starcraft (or any other similiar game) on a 5400rpm HDD vs a typical SD card.
I get brain like a skull
Kovaz
Profile Joined October 2010
Canada233 Posts
April 20 2011 01:25 GMT
#2102
Just curious, why do roaches counter zealots but are fairly even vs. stalkers, even though zealots do more dps, have about the same HP, and are cheaper so you can have more of them?
Kambing
Profile Joined May 2010
United States1176 Posts
April 20 2011 01:32 GMT
#2103
On April 20 2011 10:25 Kovaz wrote:
Just curious, why do roaches counter zealots but are fairly even vs. stalkers, even though zealots do more dps, have about the same HP, and are cheaper so you can have more of them?


A roach can actually beat a zealot one on one. The fact that roaches have a ranged attack and zealots are melee is what makes the difference (largely because roaches can kite zealots, especially on creep).
closey
Profile Joined October 2010
Hong Kong272 Posts
April 20 2011 01:45 GMT
#2104
On April 20 2011 02:32 Kaitlin wrote:
Show nested quote +
On April 19 2011 12:42 closey wrote:
On April 19 2011 12:40 Southpaw3353 wrote:
not sure if this has been asked before, but why cant you place creep on a ramp? it is really annoying to either wait longer or place another one closer to the ramp edge.


The simple answer: go ask blizzard, not TL.net


The helpful answer: Ramps are unbuildable terrain, and if they could have creep tumors, they could also have pylons. Pretty sure creep tumors are considered buildings.


Not true. If you've messed with the map editor it's entirely possible to make it so some buildings can be placed on ramps and some buildings can't.
Rock, Paper, Scissors
VashTS
Profile Joined September 2010
United States1675 Posts
April 20 2011 02:03 GMT
#2105
Not sure if this belongs, but I didn't see this topic Stickied in SC2 General, so..

I'm pretty sure that a LONG time ago, I added a unit to a hotkey group in a different way. Usually, you select your control group, CTRL click a unit to add, and then CTRL+x to reset the hotkey group, right? Well, this one time IIRC, I had actually clicked on the unit to add to the group first, then with some key combination I managed to actually add that unit to the group in the opposite way, as in clicking the unit, then hitting the hotkey group I was going to add it into.

Doing -anything- faster is always good, imo. Was this just my imagination, or is doing that possible? I looked around a bit, couldn't find anything.
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
Kambing
Profile Joined May 2010
United States1176 Posts
April 20 2011 02:32 GMT
#2106
On April 20 2011 11:03 VashTS wrote:
Not sure if this belongs, but I didn't see this topic Stickied in SC2 General, so..

I'm pretty sure that a LONG time ago, I added a unit to a hotkey group in a different way. Usually, you select your control group, CTRL click a unit to add, and then CTRL+x to reset the hotkey group, right? Well, this one time IIRC, I had actually clicked on the unit to add to the group first, then with some key combination I managed to actually add that unit to the group in the opposite way, as in clicking the unit, then hitting the hotkey group I was going to add it into.

Doing -anything- faster is always good, imo. Was this just my imagination, or is doing that possible? I looked around a bit, couldn't find anything.


You're description isn't quite clear. Are you talking about adding a selection of units to a control group instead of overwriting a control group with the current selection? If so, then you use shift-x to get this behavior ("add the current selection to group x") instead of ctrl-x ("overwrite group x with the current selection").
phfantunes
Profile Joined April 2010
Brazil170 Posts
April 20 2011 02:38 GMT
#2107
I've been away from SC2 for a while, so it's kind of hard to catch up with the metagame, and the fact that I'm average doesn't make it any easier.

That said, can anyone point me the standard Z builds for each matchup, so I can focus on those?

I'm thinking: ZvT - 15 hatch, ling/muta/baneling; ZvP - 14 pool/gas, speedling; ZvZ - 15 hatch, roaches.
CardinalSC
Profile Joined January 2011
United States145 Posts
April 20 2011 03:15 GMT
#2108
Where can I find TSL3 or TSL PAX Showmatch series replays? I'm looking for Adelscott's 1 Gate Expand or Tyler's Double Forge, if there are any other games with those available.
VashTS
Profile Joined September 2010
United States1675 Posts
April 20 2011 03:15 GMT
#2109
On April 20 2011 11:32 Kambing wrote:
Show nested quote +
On April 20 2011 11:03 VashTS wrote:
Not sure if this belongs, but I didn't see this topic Stickied in SC2 General, so..

I'm pretty sure that a LONG time ago, I added a unit to a hotkey group in a different way. Usually, you select your control group, CTRL click a unit to add, and then CTRL+x to reset the hotkey group, right? Well, this one time IIRC, I had actually clicked on the unit to add to the group first, then with some key combination I managed to actually add that unit to the group in the opposite way, as in clicking the unit, then hitting the hotkey group I was going to add it into.

Doing -anything- faster is always good, imo. Was this just my imagination, or is doing that possible? I looked around a bit, couldn't find anything.


You're description isn't quite clear. Are you talking about adding a selection of units to a control group instead of overwriting a control group with the current selection? If so, then you use shift-x to get this behavior ("add the current selection to group x") instead of ctrl-x ("overwrite group x with the current selection").

Sorry, I'm constantly running a high fever (102ish) since I'm sick, so it impedes my ability to do things properly.

Anyway, you gave me the correct answer that I was looking for: Shift+x adds highlighted units to the x Hotkey group.

Thank you. =)
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-04-20 03:31:43
April 20 2011 03:27 GMT
#2110
On April 20 2011 11:38 phfantunes wrote:
I've been away from SC2 for a while, so it's kind of hard to catch up with the metagame, and the fact that I'm average doesn't make it any easier.

That said, can anyone point me the standard Z builds for each matchup, so I can focus on those?

I'm thinking: ZvT - 15 hatch, ling/muta/baneling; ZvP - 14 pool/gas, speedling; ZvZ - 15 hatch, roaches.


Those are correct. ZvP in particular transitions to roaches for ling/roach aggression, but the build is quickly shifting to accommodate banelings and/or infestors. In ZvZ you can make an argument for hatch first into roach or speedling pressure/expand.

On April 20 2011 12:15 CardinalSC wrote:
Where can I find TSL3 or TSL PAX Showmatch series replays? I'm looking for Adelscott's 1 Gate Expand or Tyler's Double Forge, if there are any other games with those available.


TSL3: http://www.pokerstrategytsl3.com/vods
Liquid-PAX showmatch series: http://www.youtube.com/user/HuskyStarcraft and http://day9tv.blip.tv/ (I.e., all the vods are stored between husky and day9 since they co-commentated. You'll have to dig a little to find them all unfortunately.)

On April 20 2011 12:15 VashTS wrote:
Show nested quote +
On April 20 2011 11:32 Kambing wrote:
On April 20 2011 11:03 VashTS wrote:
Not sure if this belongs, but I didn't see this topic Stickied in SC2 General, so..

I'm pretty sure that a LONG time ago, I added a unit to a hotkey group in a different way. Usually, you select your control group, CTRL click a unit to add, and then CTRL+x to reset the hotkey group, right? Well, this one time IIRC, I had actually clicked on the unit to add to the group first, then with some key combination I managed to actually add that unit to the group in the opposite way, as in clicking the unit, then hitting the hotkey group I was going to add it into.

Doing -anything- faster is always good, imo. Was this just my imagination, or is doing that possible? I looked around a bit, couldn't find anything.


You're description isn't quite clear. Are you talking about adding a selection of units to a control group instead of overwriting a control group with the current selection? If so, then you use shift-x to get this behavior ("add the current selection to group x") instead of ctrl-x ("overwrite group x with the current selection").

Sorry, I'm constantly running a high fever (102ish) since I'm sick, so it impedes my ability to do things properly.

Anyway, you gave me the correct answer that I was looking for: Shift+x adds highlighted units to the x Hotkey group.

Thank you. =)


No prob. =)
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2011-04-20 04:56:11
April 20 2011 04:54 GMT
#2111
Anyone know of a pro level game where a terran no-gas 1 rax FE holds a 4-gate?

As toss I almost always 4-gate 4-gate if I scout that build as it seems super greedy and I almost never lose, but I'm wondering if that is just because I am a low level player (low masters).

EDIT: My opponents seem to think I'm just a cheeser when I respond with a 4-gate but from my perspective they are being super greedy and I'm not sure who is correct.
Curu
Profile Joined March 2010
Canada2817 Posts
April 20 2011 05:24 GMT
#2112
On April 20 2011 13:54 tarath wrote:
Anyone know of a pro level game where a terran no-gas 1 rax FE holds a 4-gate?

As toss I almost always 4-gate 4-gate if I scout that build as it seems super greedy and I almost never lose, but I'm wondering if that is just because I am a low level player (low masters).

EDIT: My opponents seem to think I'm just a cheeser when I respond with a 4-gate but from my perspective they are being super greedy and I'm not sure who is correct.


MVP vs San at GSL World Championship on Taldarim Altar.

MKP also uses it against MC on Crevasse, but it was against 4 Gate Stargate rather than the standard 4 Gate.
wat
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
Last Edited: 2011-04-20 05:50:25
April 20 2011 05:45 GMT
#2113
Hello,

I'm trying to incorporate more Roach drops, Zergling drops and Baneling drops in my play, sometimes even Hydras. This causes me to extraordinarely over- drop (which is in my opinion the best way to find out what works and what doesn't).
It's to bad this causes me to forget to macro, and I don't send any new drops when I'm microing my current drop.

Could anybody list me some drop tricks, like, is it possible to queue a drop to drop, kill Pylon, leave? I know how to drop when moving manually, but is it possible to queue a drop while moving?

So, actually, I'm looking for qute things to do with drops. Queue-able is great, manual is fine too.

Kind regards,
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
tarath
Profile Joined April 2009
United States377 Posts
April 20 2011 05:50 GMT
#2114
On April 20 2011 14:24 Curu wrote:
Show nested quote +
On April 20 2011 13:54 tarath wrote:
Anyone know of a pro level game where a terran no-gas 1 rax FE holds a 4-gate?

As toss I almost always 4-gate 4-gate if I scout that build as it seems super greedy and I almost never lose, but I'm wondering if that is just because I am a low level player (low masters).

EDIT: My opponents seem to think I'm just a cheeser when I respond with a 4-gate but from my perspective they are being super greedy and I'm not sure who is correct.


MVP vs San at GSL World Championship on Taldarim Altar.

MKP also uses it against MC on Crevasse, but it was against 4 Gate Stargate rather than the standard 4 Gate.


Awesome, will rewatch MVP vs San, thanks.
abSTRAkt
Profile Joined April 2010
Canada19 Posts
April 20 2011 06:08 GMT
#2115
How many shots from a 0/0 maurader will kill an scv?
How many shots from a 1/0 maurader will kill an scv?
tarath
Profile Joined April 2009
United States377 Posts
April 20 2011 06:14 GMT
#2116
On April 20 2011 15:08 abSTRAkt wrote:
How many shots from a 0/0 maurader will kill an scv?
How many shots from a 1/0 maurader will kill an scv?


5
5
Kambing
Profile Joined May 2010
United States1176 Posts
April 20 2011 06:14 GMT
#2117
On April 20 2011 14:45 ToastieNL wrote:
Hello,

I'm trying to incorporate more Roach drops, Zergling drops and Baneling drops in my play, sometimes even Hydras. This causes me to extraordinarely over- drop (which is in my opinion the best way to find out what works and what doesn't).
It's to bad this causes me to forget to macro, and I don't send any new drops when I'm microing my current drop.

Could anybody list me some drop tricks, like, is it possible to queue a drop to drop, kill Pylon, leave? I know how to drop when moving manually, but is it possible to queue a drop while moving?

So, actually, I'm looking for qute things to do with drops. Queue-able is great, manual is fine too.

Kind regards,


Two things to keep in mind when trying to build up complex queued commands like this:

1) You can add any command onto a unit's queue as long as the unit can perform than action the moment you queue up the command even though it may not make direct sense for the unit to later do it.
2) Unit command queues are wiped when they enter and exit a dropship

So in particular, you can't totally automate the process of queueing a group of units to enter a dropship, kill a pylon when they are dropped, then get back into the dropship. But you can queue the second half of it, i.e., after the units are dropped which you can automate, you can instruct them to kill a pylon then queue a move back into the dropship so that they get in immediately after the pylon goes down.

Because of the nature of baneling bombs, you can fully automate baneling drops with the following actions:

1) Load up banelings into an overlord.
2) Shift-move a path for the overlord that ends at one end of a mineral line.
3) Shift-d to queue a drop a move on that overlord once it reaches that end of the mineral line
4) Shift-move a path from one end of the mineral line to the other end
5) Shift-move a path from the other end of the mineral line to some safe spot
tarath
Profile Joined April 2009
United States377 Posts
April 20 2011 06:16 GMT
#2118
On April 20 2011 15:14 Kambing wrote:
Show nested quote +
On April 20 2011 14:45 ToastieNL wrote:
Hello,

I'm trying to incorporate more Roach drops, Zergling drops and Baneling drops in my play, sometimes even Hydras. This causes me to extraordinarely over- drop (which is in my opinion the best way to find out what works and what doesn't).
It's to bad this causes me to forget to macro, and I don't send any new drops when I'm microing my current drop.

Could anybody list me some drop tricks, like, is it possible to queue a drop to drop, kill Pylon, leave? I know how to drop when moving manually, but is it possible to queue a drop while moving?

So, actually, I'm looking for qute things to do with drops. Queue-able is great, manual is fine too.

Kind regards,


Two things to keep in mind when trying to build up complex queued commands like this:

1) You can add any command onto a unit's queue as long as the unit can perform than action the moment you queue up the command even though it may not make direct sense for the unit to later do it.
2) Unit command queues are wiped when they enter and exit a dropship

So in particular, you can't totally automate the process of queueing a group of units to enter a dropship, kill a pylon when they are dropped, then get back into the dropship. But you can queue the second half of it, i.e., after the units are dropped which you can automate, you can instruct them to kill a pylon then queue a move back into the dropship so that they get in immediately after the pylon goes down.

Because of the nature of baneling bombs, you can fully automate baneling drops with the following actions:

1) Load up banelings into an overlord.
2) Shift-move a path for the overlord that ends at one end of a mineral line.
3) Shift-d to queue a drop a move on that overlord once it reaches that end of the mineral line
4) Shift-move a path from one end of the mineral line to the other end
5) Shift-move a path from the other end of the mineral line to some safe spot


You can actually do better than that, see this thread:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=209256
StutteR
Profile Blog Joined January 2010
United States1903 Posts
April 20 2011 06:17 GMT
#2119
How big of an impact would making ramps unforcefieldable have?
`~` | effOrt Movie sKyHigh forever & SEn
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2011-04-20 06:24:38
April 20 2011 06:23 GMT
#2120
On April 20 2011 15:17 StutteR wrote:
How big of an impact would making ramps unforcefieldable have?


Hard to say as so much of toss rush defense is completely centered on using this and since it is possible no one has tried to defend these rushes without it.

1) 4-gate would be much stronger PvP, most defenses rely on forcefield
2) A lot of zerg cheeses (speedling all ins, bling busts, roach all ins) might become unstoppable
3) Concussive shell rushes would become much much harder to stop

You can just go play toss and not forcefield your ramp and have a friend cheese you a bunch and see if you die all the time. Anything that makes 4-gate stronger in pvp seems like a bad plan.
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