Simple Questions Simple Answers - Page 111
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Ryder.
1117 Posts
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valheru
Australia966 Posts
On April 22 2011 15:48 Ryder. wrote: Does anyone have any good little tricks with microing seige tanks? By that I mean officially moving and seieging them without having to pay 100% attention to them. Also do people generally have them on a different to marines? So avoid potential a move commands overriding siege commands? Thanks. Keep your marines and tanks in seperate control groups so you don't override and commands and shift-clicking with you tanks (right-click shift-E right-click moves and seiges up at chosen spot) | ||
Clamps
66 Posts
If your tanks are in the middle of performing this sequence and you want to quickly move all the rest of your units but have them in a group mixed with the tanks, you can shift + move the units and not interupt the tanks. Basically it will add a move to the end of the queue for all units. The idle units, having no other commands will move right away, but the tanks will add a move after the siege and since they can't move will just ignore the command. But to be honest, it's a lot cleaner to just keep the tanks in a separate queue. | ||
LooseMoose
United States184 Posts
How much of an impact is destroying a refinery/ext/assim during a harrass? I see a lot of zergs attack the gas when harassing with mutas. | ||
lololol
5198 Posts
On April 22 2011 13:59 ShooTouts wrote: is 16 SCVs on minerals truly optimal saturation ? Up to 16 they are more efficient, but that's usually not optimal for your game. You should be aiming for 22-24 per base, if you're on 1 or 2 bases and 16 if you have 3 bases mining at the same time, in order not to have too much of your supply into workers, since 3 bases with 24 workers on minerals + 6 on gas is 90 supply. | ||
Hero1
135 Posts
my mate and I play 2v2 double terran. Is it ever save in 2v2 to go for a fast expansion? I mean, it's obvious that it's not a good idea if our opponents go for a 3rax/4gate or sth like that but if we scout appropriately (what do we have to scout in order to savely expand) and my mate is helping me saving my expansion by going for heavy MM or sth like that can't we use this in our favor? I've asked here on TL about some matches where we lost vs some fast expanding zergs and most people suggested to just marine rush the zerg since he wouldn't be able to hold the push of our combined armies. But if he puts down one or two spine crawlers and his mate pumps out a lot of T1 units, they can usually hold it pretty easily. That's why I'm asking. | ||
Timm
34 Posts
On April 22 2011 06:52 Gracksaurusrex wrote: Which protoss units are effective against the Maurader? Immortals, Voidrays. Collosi work against all bio, but i find that you cant fight in open spots with your collosus ball against marauders. | ||
tuestresfat
2555 Posts
On April 22 2011 18:26 Hero1 wrote: hey, my mate and I play 2v2 double terran. Is it ever save in 2v2 to go for a fast expansion? I mean, it's obvious that it's not a good idea if our opponents go for a 3rax/4gate or sth like that but if we scout appropriately (what do we have to scout in order to savely expand) and my mate is helping me saving my expansion by going for heavy MM or sth like that can't we use this in our favor? I've asked here on TL about some matches where we lost vs some fast expanding zergs and most people suggested to just marine rush the zerg since he wouldn't be able to hold the push of our combined armies. But if he puts down one or two spine crawlers and his mate pumps out a lot of T1 units, they can usually hold it pretty easily. That's why I'm asking. hihi, 1 base all ins are very popular in 2v2s because they are extremely powerful. As you said, fast expansions are fine as long as you scout your opponent. Against Protoss and Terran, look for the timing of their first and 2nd gas (first will almost always be 13-15 supply, timing of the 2nd varies). Against Terran, do your best to keep your scout alive against the initial marine, your goal is to see the timing of his gas, what he does with his barracks after marine, and possibly anything else he might do (additional buildings, etc). Against Protoss, if you see Stalker after Zealot, or straight up Stalker, the chances of some kind of aggressive timing push is extremely high (at least this is the case for higher levels, at bronze-lowdiamond levels you can't scout this because they don't know what they're doing). You also want to take note of the amount of chrono energy on his Nexus. If he's saving up, it's a dead give away he's 4gating. You don't need to actually scout the 4gates, just look at the chrono energy, and the timing of his gas. Scouting Zerg is a little different, but I'll answer your other questions first since you addressed Zerg specifically. I will add on that the type of map you play on will greatly affect your ability to fast expand on it. Is it a shared base map? Can you wall a common ramp? How wide open are your naturals and how far away are they from your base? These are all things you need to take into consideration when you're making a decision after scouting. Blindly fast expanding in teams is usually a sure way to die by the 6min mark. It is understandable why people recommended you to marine rush, really you should win with just doing that. If you see one player placing static defenses around his base, just avoid him and go for the other player. Static defenses are very cost effective but they still cost quite a lot of minerals at the early game. If you can avoid them completely, there's no reason your combined bio ball shouldn't be able to take out the other player as his teammate is completely useless. Again, spawn location, position, the type of map, and the timing of your 'rush', are all factors that can change the result. Please link some reps if you want more detailed help. | ||
TAX_MAN
United States4 Posts
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Kambing
United States1176 Posts
On April 22 2011 16:41 LooseMoose wrote: In ZvT is it normal to float a lot of minerals? (as a zerg player). My gas is always below 200 but I always seem to have 1.5k+ minerals depending on how long the game has been going. How much of an impact is destroying a refinery/ext/assim during a harrass? I see a lot of zergs attack the gas when harassing with mutas. It is common to float minerals in zvt because zerglings take up lots of larva but little minerals. However, it is not unavoidable. You should instead be expanding quicker or throwing down in-base hatcheries to soak up that cash. The golden rule of muta harass is to harass whatever your opponent lets you harass. Frequently terrans put turrets in range of their scvs but not their refineries, so the refinery ends up being a good target. And it isn't a bad target at all since it slows down their tech and it takes a while to rebuild. | ||
Kambing
United States1176 Posts
On April 22 2011 20:46 TAX_MAN wrote: If canceling a bunker do you get all of your minerals returned similar to its salvage ability? Nope. It costs as much as a standard cancel. | ||
SunnyTzu
4 Posts
Is there a SOLID build I can use every PVP that isn't a variation of 4gate? I'm not lazy, I have tried several liquidopedia builds with not so great results... If something can potentially fend off 4 gate and put me into a good position mid game regularly, I will put the effort in to learn it. I just want to know which one has the fewest holes and can work in the greatest # of situations in order to build skill the most efficiently. Thanks | ||
Synystyr
United States1446 Posts
On April 23 2011 03:21 SunnyTzu wrote: Hey. I've decided I actually want to learn more and build skill PvP rather than use the Korean 4 gate every game. I can still get fairly easy wins with it (platinum level) but they feel unsatisfying and I don't feel like I'm getting any improvement to my game by using it. Is there a SOLID build I can use every PVP that isn't a variation of 4gate? I'm not lazy, I have tried several liquidopedia builds with not so great results... If something can potentially fend off 4 gate and put me into a good position mid game regularly, I will put the effort in to learn it. I just want to know which one has the fewest holes and can work in the greatest # of situations in order to build skill the most efficiently. Thanks Try taking a look at this guide. http://www.teamliquid.net/forum/viewmessage.php?topic_id=192658 It's very, very flexible in the midgame after you defend 4 Gate. It's a little tough to pull off because it requires excellent unit control and spending. Artosis did a very nice tutorial video on it and recommends that you should be a bit higher level to try it out. I'd give it a shot keeping in mind that you may not execute it very well the first few times you do it. Sounds like you'd put the effort forth to learn it though so this might be the build for you! | ||
Windows 7
United States236 Posts
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SunnyTzu
4 Posts
On April 23 2011 04:18 Synystyr wrote: Try taking a look at this guide. http://www.teamliquid.net/forum/viewmessage.php?topic_id=192658 It's very, very flexible in the midgame after you defend 4 Gate. It's a little tough to pull off because it requires excellent unit control and spending. Artosis did a very nice tutorial video on it and recommends that you should be a bit higher level to try it out. I'd give it a shot keeping in mind that you may not execute it very well the first few times you do it. Sounds like you'd put the effort forth to learn it though so this might be the build for you! Looks like EXACTLY what I was looking for, thank you very much my friend. | ||
DrBeansy
England85 Posts
i loved watching MLG dallas and just wondered if someone could expain a little about each of all the major tournaments (there seems to be so many all the time) and how i can go about watching them cheers | ||
svefnleysi
Iceland623 Posts
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Kambing
United States1176 Posts
On April 23 2011 05:08 Windows 7 wrote: Is there a way to automatically set SCVs on auto-repair before they are even made, similar to how it is in campaign? If not, is there a hotkey to enable auto-repair, or must I right-click the button in the bottom right? Unfortunately not. The only way is to right-click the repair button (in general, any other auto-castable spell, e.g., create interceptors). On April 23 2011 07:10 DrBeansy wrote: I get confused by all the different sc tournaments going on. I hear about GSL, MLG, north american all star league, dreamhack, TSL (?) i loved watching MLG dallas and just wondered if someone could expain a little about each of all the major tournaments (there seems to be so many all the time) and how i can go about watching them cheers Here's some copy-pasta from my post over at penny-arcade.com. It's not comprehensive (e.g., you can read about dreamhack at dreamhack.se) but it'll get you started. You can also look at the TL tournament tracker to see daily tournament goodness.
On April 23 2011 09:30 svefnleysi wrote: Does your bonus pool have to be zero for you to get promoted? No. Besides promotion into grandmasters (which has an inactivity restriction measured with bonus pool unspent) your bonus pool has no bearing on your mmr or league placement. | ||
Cyn.ful
United States89 Posts
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BoneGrinder
United States40 Posts
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