Simple Questions Simple Answers - Page 117
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mewbert
United States291 Posts
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Kyamo
Canada129 Posts
On April 26 2011 11:36 ExquisiteRed wrote: Do games that you are dropped from affect your MMR? Most of the time, yes. If it is your internet lagging and you drop, it always counts as a loss. But there's another situation, when Bnet is having problems and you get the weird situation where the "Waiting for..." screen shows, its your name on there, but you can still chat in the box and you are dropped. In that situation usually the game doesn't show in match history and presumably doesn't count. | ||
Kambing
United States1176 Posts
On April 26 2011 14:35 Rat089 wrote: Is it better to start the game off by building a probe or sending your probes to mine minerals then que up a probe. Which is more beneficial in the longer run, the few extra minerals from the start or being ahead in harvester count? The reason I bring this up is after reviewing a reply of me and my friend 2v2 game I notice at the beginning for the first few seconds the production tab was empty cept for my lone probe. He was about 1/3 way thru before the other workers qued up. Build probe then send guys to gas. It is better to have more workers earlier. Furthermore, in the limit, consider the two motions for build -> send vs. send -> build *click* e *box* *click* *box* *click* *click* e The first sequence is parallelizable in the sense that after you click, you can begin the box of your workers while you hit e. In the second sequence, the clicks on the minerals and then your nexus have to happen in sequence. Practically speaking this makes no difference in time, but the subtle timing makes the build -> send motion more fluid and easier to do for most folk than send -> build. On April 26 2011 19:26 Aeropunk wrote: What can Protoss do to counter mass banelings and zerglings, other than to not let them get into a big ball to begin with? This question pops up a bit. Unfortunately protoss don't have a set answer to baneling/zergling yet (nevermind a "counter" to them) so this isn't a simple question with a simple answer. There is a request for such a guide in the request a guide/discussion thread. You might want to read the how to beat spanishiwa build (P) thread for ideas as well. Although you should be aware that the spanishiwa build they discuss encompasses two distinct ideas: hard droning with very late gas and the ling/bling/infestor style that you're interested in combating. I also posted an incontrol coaching session that deals with bling play (albeit coupled with roaches) several pages back that you might want to watch. | ||
beyond.wudge
Australia58 Posts
How do you keep them with your army and stutter step with them without making you have to tab to marines when you want to stim. Do you use separate hotkeys and just band box the army when you fight or? Are there different styles? | ||
Kambing
United States1176 Posts
On April 26 2011 22:10 beyond.wudge wrote: How should Ghosts be best used in bioballs RE:Mechanics/Hotkeys How do you keep them with your army and stutter step with them without making you have to tab to marines when you want to stim. Do you use separate hotkeys and just band box the army when you fight or? Are there different styles? Separate hotkeys are preferable because it makes said abilities easier to access. It also allows you to more easily position your ghosts and marines in an optimal way (which is really more important). That being said, you'll see plenty of people go with separate hotkeys or 1a + tab based on preference. As far as stutter stepping goes, if you're stuttering with your marines, they most likely have stim up and will thus be outrunning your ghosts. In that case, it probably makes more sense to send your ghosts back while you stutter micro the marines since you'd rather keep your ghosts alive at the cost of the marines rather than the other way around. This whole set up also favors individual hotkeys over a single control group + tab. Otherwise, if you use separate hotkeys, you really don't have any other choice than to box them if you want to stutter step with all your units at once. | ||
IamPryda
United States1186 Posts
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Kambing
United States1176 Posts
On April 26 2011 23:03 IamPryda wrote: Can someone please direct me to where I can find the guide/Bo or replays of zealot/archon and if there isn't one could someone make one thanks You should be searching around before asking a non-specific question like this. Afaik there are no zealot/archon guides as it is a non-standard unit composition. Your best bet is to request one at the request-a-guide thread. | ||
Rylaji
Sweden580 Posts
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Wyk
314 Posts
How can I defend my natural? I have concussive shells, stim, and after I get my CC I add 2 naked rax. So far I went for 2-3 bunkers but FF gets the best of me. Any good transition out of that 2 rax? | ||
Coldspyros
United States18 Posts
On April 26 2011 19:26 Aeropunk wrote: What can Protoss do to counter mass banelings and zerglings, other than to not let them get into a big ball to begin with? From watching various GSL's, I would think that the response to those are zealots and forcefields. Zealots obviously tank the damage better than Stalkers, and in large numbers can prevent a surround. Force fields can stop the things from getting to your army in the first place, or, if you can't do that, they can prevent a complete surround. An option that I haven't seen used too much (although it seems it would do well against ling+bling) is High templar with storm, that rips through bio in general. | ||
gejfsyd
Poland156 Posts
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Havefa1th
United States245 Posts
On April 27 2011 00:34 gejfsyd wrote: how many drones do you need on 2 bases to be able to constantly produce zerlings with perfect injections? Forgive my lack of math, but you don't need all that many. You only need 15 to produce constant zerglings off 2 hatch with one being injected (and even that pools minerals), so somewhere between 18-20 would probably be a good count. Ignore me if someone comes up with a math-based answer. | ||
Coldspyros
United States18 Posts
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Alvas
United States309 Posts
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rsvp
United States2266 Posts
On April 27 2011 03:16 Coldspyros wrote: Bumping my question again, don't think anyone answered. As protoss, how many gates can you support with one base (fully saturated)? Or how many gates, and one robo? The surprising answer is that you can only support 3 gates (constant production) off of 1 base. However, no one truly ever has constant production, so the generally accepted answer is 4 production buildings per base (ex. 4 gates or 3 gate 1 robo or 3 gate 1 stargate, etc.). On April 27 2011 03:19 Alvas wrote: As a toss player, if I am not going for a 4gate early finish, should I be constantly making probes, or is there some cutoff number I should be aiming for? This actually isn't a simple question. Worker management (when to make probes, how many to make) isn't just a Zerg concept. It is entirely situational and will come with experience. If you want some general guidelines, in PvZ and PvT you should never stop making probes until you have about ~70-90. While 3 probes per mineral patch is max, anywhere from 2-2.5 per mineral patch is "optimal" especially when you get to multiple bases. Also, just because you get to saturation on a base doesn't mean you should stop making probes, you should keep making them so that when you expand you can transfer workers there immediately. | ||
Quochobao
United States350 Posts
In BW, every overlord is a detector, yet corsair/dt remains a legitimate strategy (and iirc, sunken colony detects too). So why is phoenix/dt not as dominant now? - Is it because of a change in relative tech timing? - Is it because zerg has more drones and can afford spores more easily? | ||
rsvp
United States2266 Posts
On April 27 2011 02:56 Havefa1th wrote: Forgive my lack of math, but you don't need all that many. You only need 15 to produce constant zerglings off 2 hatch with one being injected (and even that pools minerals), so somewhere between 18-20 would probably be a good count. Ignore me if someone comes up with a math-based answer. Assuming 2 bases and 1 queen per base (2 queens total): Perfect injections will result in 6.42 larva per minute. From 0-2 drones per mineral patch, each drone mines 42 minerals per minute. Assuming you need to make overlords, each larva costs 55.56 minerals. (# bases) * (larva per minute) * (minerals per larva) / (mining rate per drone) = 16.99 drones = 17 drones. However, by delaying your injections by 5-6 seconds you can actually increase your larva production to 6.66 larva per minute per base (http://www.teamliquid.net/forum/viewmessage.php?topic_id=167278). New calculations result to 17.62 drones = 18 drones. Furthermore, since you only have ~8 drones per base mining, you can optimize mining by putting 2 drones on each "close" mineral and avoiding mining from the "far" minerals (http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055). This increases income per drone to 45 minerals per minute. New calculations result to 16.45 drones = 17 drones. TL:DR: if you're perfect in every way, 17 drones is your answer. If you're not, and also if you're losing lings so you don't need to make additional overlords, then the answer is probably about 15-16 drones. | ||
DrBeansy
England85 Posts
this annoys me alot with starcraft, so hard to watch games without finding out the result | ||
Kambing
United States1176 Posts
On April 27 2011 04:14 Anihc wrote: However, by delaying your injections by 5-6 seconds you can actually increase your larva production to 6.66 larva per minute per base (http://www.teamliquid.net/forum/viewmessage.php?topic_id=167278). New calculations result to 17.62 drones = 18 drones. Actually that thread is wrong. When a hatch goes above 3 active larva, the natural larva timer is frozen rather than reset. So delaying your inject for the 3rd larva in a cycle only delays your subsequent inject by 5 seconds rather than granting any additional larva from natural production because you reset the timer. | ||
CecilSunkure
United States2829 Posts
On April 27 2011 04:26 Kambing wrote: Actually that thread is wrong. When a hatch goes above 3 active larva, the natural larva timer is frozen rather than reset. So delaying your inject for the 3rd larva in a cycle only delays your subsequent inject by 5 seconds rather than granting any additional larva from natural production because you reset the timer. Source? | ||
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