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Very new player here, watched videos for awhile.
I am playing Terran (go figure) and as such, when I play Zerg I do my best to wall-in. When playing against random, should I go for the wall-in? I mean there is only a 1 in 3 chance I am playing against a Zerg.
My other question, it seems like on Lost Tower I have a hard time walling-in correctly, the layout just doesn't seem to be right, if I don't place the buildings correctly I end up with a gap. Map's like Metalopolis (sp?) and Steppes of War placing the buildings is very straightforward. Is this just me being new and still learning where to place my depots?
Thanks for any replies.
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When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so?
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Which protoss units are effective against the Maurader?
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On April 22 2011 06:11 MellowsDad wrote: Very new player here, watched videos for awhile.
I am playing Terran (go figure) and as such, when I play Zerg I do my best to wall-in. When playing against random, should I go for the wall-in? I mean there is only a 1 in 3 chance I am playing against a Zerg.
My other question, it seems like on Lost Tower I have a hard time walling-in correctly, the layout just doesn't seem to be right, if I don't place the buildings correctly I end up with a gap. Map's like Metalopolis (sp?) and Steppes of War placing the buildings is very straightforward. Is this just me being new and still learning where to place my depots?
Thanks for any replies.
(By Lost Tower I assume you mean Lost Temple, i.e., Shattered Temple?)
The ramps on LT are standard short ramps so there is no difference in how you can wall off versus metal and steppes. You should try playing some games alone/against the AI/in YABOT, where you just make a wall on LT so you can figure out what they should look like in each position.
On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so?
In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one.
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On April 22 2011 01:35 Wildr0se wrote: why do some pros play with low level graphic?
One of the main reasons for this is that playing on lower graphics add a "crisper" feeling to playing and therefore less lagg
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On April 22 2011 06:52 Kambing wrote:Show nested quote +On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so? In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one. Relatedly, is the targeting priority for various units well known and is that information available somewhere? I've tried searching and while there are many instances of people saying things like "infestors are high target priority", there doesn't seem to be an explicit "ranking" of target priority. I also don't know exactly how target priority and distance from unit interact, since there is obviously a point where a unit won't move 2x the distance to attack a unit of higher priority than one that is x distance away.
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On April 22 2011 06:58 PtM wrote:Show nested quote +On April 22 2011 06:52 Kambing wrote:On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so? In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one. Relatedly, is the targeting priority for various units well known and is that information available somewhere? I've tried searching and while there are many instances of people saying things like "infestors are high target priority", there doesn't seem to be an explicit "ranking" of target priority. I also don't know exactly how target priority and distance from unit interact, since there is obviously a point where a unit won't move 2x the distance to attack a unit of higher priority than one that is x distance away.
This is the only resource that I know of. (I had to test the hallucinated bit myself with a friend).
http://wiki.teamliquid.net/starcraft2/Attack_Target_Priority
These were the numbers as of...early February I guess so they may not reflect reality. And I have not seen a treatise on attack priority any where else on the boards.
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On April 22 2011 07:47 Kambing wrote:Show nested quote +On April 22 2011 06:58 PtM wrote:On April 22 2011 06:52 Kambing wrote:On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so? In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one. Relatedly, is the targeting priority for various units well known and is that information available somewhere? I've tried searching and while there are many instances of people saying things like "infestors are high target priority", there doesn't seem to be an explicit "ranking" of target priority. I also don't know exactly how target priority and distance from unit interact, since there is obviously a point where a unit won't move 2x the distance to attack a unit of higher priority than one that is x distance away. This is the only resource that I know of. (I had to test the hallucinated bit myself with a friend). http://wiki.teamliquid.net/starcraft2/Attack_Target_PriorityThese were the numbers as of...early February I guess so they may not reflect reality. And I have not seen a treatise on attack priority any where else on the boards. Ah, cool, this seems to be what I was looking for. I'm actually surprised by the apparent lack of variation in attack priority; there seem to be very few units that are have an attack priority value other than 20. My impression had been that -- all else remaining equal -- a unit such as an infestor would be targeted before, say, a roach. Evidently that's not the case, so I'm assuming that the AI simply chooses the closest unit of the two when the units have equal attack priority. Thanks for the response.
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On April 22 2011 08:36 PtM wrote:Show nested quote +On April 22 2011 07:47 Kambing wrote:On April 22 2011 06:58 PtM wrote:On April 22 2011 06:52 Kambing wrote:On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so? In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one. Relatedly, is the targeting priority for various units well known and is that information available somewhere? I've tried searching and while there are many instances of people saying things like "infestors are high target priority", there doesn't seem to be an explicit "ranking" of target priority. I also don't know exactly how target priority and distance from unit interact, since there is obviously a point where a unit won't move 2x the distance to attack a unit of higher priority than one that is x distance away. This is the only resource that I know of. (I had to test the hallucinated bit myself with a friend). http://wiki.teamliquid.net/starcraft2/Attack_Target_PriorityThese were the numbers as of...early February I guess so they may not reflect reality. And I have not seen a treatise on attack priority any where else on the boards. Ah, cool, this seems to be what I was looking for. I'm actually surprised by the apparent lack of variation in attack priority; there seem to be very few units that are have an attack priority value other than 20. My impression had been that -- all else remaining equal -- a unit such as an infestor would be targeted before, say, a roach. Evidently that's not the case, so I'm assuming that the AI simply chooses the closest unit of the two when the units have equal attack priority. Thanks for the response.
Yeah, that's actually one of the interesting takeaways from this. Many people think that infestors have higher target priority but the table says that this is not the case. And empirically you can see this is true too, e.g., in a unit tester, try dancing a pack of lings at various ranges of a siege with infestors in range. The siege tank will choose the closest of the two targets each time its cooldown refreshes.
The reason why most people believe that infestors have higher target priority is because if you 1a your army into battle with infestors in the group, they infestors will charge into the enemy's front-line and then get toasted because they're the closest units in range.
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On April 21 2011 01:16 dc_na wrote: If a Hatchery is heavily damaged, how does upgrading it to a lair increase its health? Does it keep the same % or does it add the new max hp to its current hp? Ex: hatchery at 200/1500 It adds 500 hp, which is the difference between a hatchery and a lair.
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On April 22 2011 06:11 MellowsDad wrote: Very new player here, watched videos for awhile.
I am playing Terran (go figure) and as such, when I play Zerg I do my best to wall-in. When playing against random, should I go for the wall-in? I mean there is only a 1 in 3 chance I am playing against a Zerg.
My other question, it seems like on Lost Tower I have a hard time walling-in correctly, the layout just doesn't seem to be right, if I don't place the buildings correctly I end up with a gap. Map's like Metalopolis (sp?) and Steppes of War placing the buildings is very straightforward. Is this just me being new and still learning where to place my depots?
Thanks for any replies.
I wall in vs random always because I don't think NOT walling in is a huge advantage vs the other races but it is a huge disadvantage if they happen to roll Zerg.
Do you turn on building grid placement? It's in the options, and it will show a grid when you try to place buildings - it can really help you get the "edge" of the ramp perfectly cos you know where you can and can't build.
Also...steppes has been out of the map pool for a while .
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On April 22 2011 08:48 Kambing wrote:Show nested quote +On April 22 2011 08:36 PtM wrote:On April 22 2011 07:47 Kambing wrote:On April 22 2011 06:58 PtM wrote:On April 22 2011 06:52 Kambing wrote:On April 22 2011 06:48 New Zealander wrote: When your missile turrets detect hallucinated units, will your units 'smart-fire' on the real units or do you need to specifically direct them to do so? In general hallucinated units (when detected) have lower priority than other units. So if a real unit and detected hallucinate unit are both in range, your units will favor the real one. Relatedly, is the targeting priority for various units well known and is that information available somewhere? I've tried searching and while there are many instances of people saying things like "infestors are high target priority", there doesn't seem to be an explicit "ranking" of target priority. I also don't know exactly how target priority and distance from unit interact, since there is obviously a point where a unit won't move 2x the distance to attack a unit of higher priority than one that is x distance away. This is the only resource that I know of. (I had to test the hallucinated bit myself with a friend). http://wiki.teamliquid.net/starcraft2/Attack_Target_PriorityThese were the numbers as of...early February I guess so they may not reflect reality. And I have not seen a treatise on attack priority any where else on the boards. Ah, cool, this seems to be what I was looking for. I'm actually surprised by the apparent lack of variation in attack priority; there seem to be very few units that are have an attack priority value other than 20. My impression had been that -- all else remaining equal -- a unit such as an infestor would be targeted before, say, a roach. Evidently that's not the case, so I'm assuming that the AI simply chooses the closest unit of the two when the units have equal attack priority. Thanks for the response. Yeah, that's actually one of the interesting takeaways from this. Many people think that infestors have higher target priority but the table says that this is not the case. And empirically you can see this is true too, e.g., in a unit tester, try dancing a pack of lings at various ranges of a siege with infestors in range. The siege tank will choose the closest of the two targets each time its cooldown refreshes. The reason why most people believe that infestors have higher target priority is because if you 1a your army into battle with infestors in the group, they infestors will charge into the enemy's front-line and then get toasted because they're the closest units in range.
One of the wierd parts is that static defense that is non-relevant to your army gets the same target priority as actual units. For example, an empty bunker.
Edit: nvm, just the bunker, other static defense is lower than an actual unit.
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Question:
Why do pros who stream go through the trouble of hiding their hotkeys if they have no problem revealing their strategies and everything else to their viewers?
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On April 22 2011 09:15 DarkPlasmaBall wrote: Question:
Why do pros who stream go through the trouble of hiding their hotkeys if they have no problem revealing their strategies and everything else to their viewers?
It's their broodwar instincts kicking in rather than a desire to keep their hotkeys secret. BW didn't have little hotkey tabs like sc2, so they hide them to reduce on-screen clutter.
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In PvT, what terran build order is optimal against a 4gate warp rush (stalkers mostly). Thanks.
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On April 22 2011 10:13 jimbob615 wrote: In PvT, what terran build order is optimal against a 4gate warp rush (stalkers mostly). Thanks.
Well, good scouting and defense blocks this. By the time you scouted a 4wg, your "build order" is on the way. You want to see if he has a lot of chrono-boost when he places down his cyber, and if you don't see any 2nd build.
As soon as you see the signs, throw down 2 bunkers and you actually want marauders in this case.
If your build has already started, just get a SHITLOAD of units and since you can only get marines, bring 4-8 scv's and set them on auto-repair.
You only need around 4 scv's if you went marauders, and oh, get a total of 3 rax once you scout a 4 gate.
You need those 3 rax done by around 5 minutes. Also, cut scv's momentarily to get everything up, then produce. Around the 5:30 minute, it's good to cut scv's.
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Do Zerg hatcheries have a limit to how many larva-injected larva can spawn?
Also, is it true Zerg hatcheries stop auto-spawning larva after 3?
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On April 22 2011 11:10 coll1de wrote: Do Zerg hatcheries have a limit to how many larva-injected larva can spawn?
Also, is it true Zerg hatcheries stop auto-spawning larva after 3?
There is a general limit of 19 larva per hatch (which you can only obtain via injections). Subsequent larva that spawn at a hatch (only via injections) cause old larva to immediately die.
And yes, the natural larva mechanic generates 1 larva every 15 seconds. When the larva count at a hatchery exceeds 3, the natural larva timer is suspended until the larva count goes under 3, in which case, the timer resumes.
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is 16 SCVs on minerals truly optimal saturation ?
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On April 22 2011 13:59 ShooTouts wrote: is 16 SCVs on minerals truly optimal saturation ?
Two per patch (8 patches usually = 16 SCVs) is optimal in that there is almost 0 wasted mining time (one SCV finishes as soon as the other gets there). 3 per patch (24) is acceptable but considered "maximum" saturation.
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