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Simple Questions Simple Answers - Page 123

Forum Index > StarCraft 2 Strategy
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Stinson
Profile Joined March 2011
Australia19 Posts
April 29 2011 04:31 GMT
#2441
I was told to move this topic to this thread.

Hi All,

I'm a bronze player therefore my micro is terrible and my macro obviously needs work.

I just played a game against a zerg player who rushed with a drone and killed my scv building my supply depot which delayed everything. I've watched the replay and I think maybe if I got onto that first drone (the one that killed the building scv) a bit quicker the game could have gone a different way.

My question is; What could I have done better to hold off that rush?


Thanks in advance,

Stinson

http://www.sc2replayed.com/replays/170313-1v1-terran-zerg-gutterhulk
It's getting too hot
Kambing
Profile Joined May 2010
United States1176 Posts
April 29 2011 05:16 GMT
#2442
On April 29 2011 13:31 Stinson wrote:
I was told to move this topic to this thread.

Hi All,

I'm a bronze player therefore my micro is terrible and my macro obviously needs work.

I just played a game against a zerg player who rushed with a drone and killed my scv building my supply depot which delayed everything. I've watched the replay and I think maybe if I got onto that first drone (the one that killed the building scv) a bit quicker the game could have gone a different way.

My question is; What could I have done better to hold off that rush?


Thanks in advance,

Stinson

http://www.sc2replayed.com/replays/170313-1v1-terran-zerg-gutterhulk


Sending the depot scv back to the mineral line to gang up on the drone was a big waste of time. You should've sent a second scv out to attack the drone while starting the depot. When you're being scv harassed, keep your cool. You only need one additional scv to chase off the harassing worker. Also remember that you can halt production of a building (default key 't') so the building scv can run if it is at low health or help briefly take down the worker before getting back to work.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 29 2011 05:25 GMT
#2443
On April 29 2011 14:16 Kambing wrote:
Show nested quote +
On April 29 2011 13:31 Stinson wrote:
I was told to move this topic to this thread.

Hi All,

I'm a bronze player therefore my micro is terrible and my macro obviously needs work.

I just played a game against a zerg player who rushed with a drone and killed my scv building my supply depot which delayed everything. I've watched the replay and I think maybe if I got onto that first drone (the one that killed the building scv) a bit quicker the game could have gone a different way.

My question is; What could I have done better to hold off that rush?


Thanks in advance,

Stinson

http://www.sc2replayed.com/replays/170313-1v1-terran-zerg-gutterhulk


Sending the depot scv back to the mineral line to gang up on the drone was a big waste of time. You should've sent a second scv out to attack the drone while starting the depot. When you're being scv harassed, keep your cool. You only need one additional scv to chase off the harassing worker. Also remember that you can halt production of a building (default key 't') so the building scv can run if it is at low health or help briefly take down the worker before getting back to work.


^^ in simpler terms, send an extra scv out to kill the drone, and double-team it with the scv thats building the depot until the drone runs away. Same for drones harassing your rax while it's building.
Micro your Macro
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 29 2011 05:29 GMT
#2444
On April 29 2011 12:14 iChau wrote:
In http://wiki.teamliquid.net/starcraft2/Nexus_first_(vs._Terran), what and when do you chrono-boost?

11 chrono nexus
13 chrono nexus
don't chrono 15 since you can't place nexus fast enough?
save chronos after the 13 so you can chrono out zealots + warp gates fast enough?


Yes. As general chrono advice:

Chrono when all of the "boost" affects play. Upgrades are great as they take a while and all of the boost will be used up before the upgrade finishes. Chronoing warp gates is great but you have to remember to use the warp cycle as soon as the chrono finishes in order to be most efficient. Chrono out probes when you can get 3 probes out in a row.
Micro your Macro
Timm
Profile Joined February 2011
34 Posts
April 29 2011 08:28 GMT
#2445
On April 29 2011 11:48 Joedaddy wrote:
Show nested quote +
On April 29 2011 11:24 Paper117 wrote:
Bronze level Z here, again.
I was wondering if there's a way to see how many 1v1 wins I have with Zerg. I think I'm close to getting my queen portrait, but I don't know how close. : )


There's not a way to see the number of wins you have with each race individually. If you've only played 1v1 and you've only laddered with zerg, you can go to your profile and see your "league wins" and figure it out that way.

Or, if you have played team games on ladder, you could add up the number of team game wins you have and subtract that from the total number of league wins. Assuming you have only played 1v1 ladder with zerg.


You can just open the quick match achievements - and look for the zerg 1v1 wins. It shows the progress..
taldarimAltar
Profile Blog Joined April 2011
973 Posts
April 29 2011 08:31 GMT
#2446
At how much hatchery health (% completion) do i put down cannons to make sure my cannons finish only after his hatch finishes? Assuming i have a pylon down already
Kyamo
Profile Joined March 2011
Canada129 Posts
April 29 2011 12:05 GMT
#2447
On April 29 2011 17:31 taldarimAltar wrote:
At how much hatchery health (% completion) do i put down cannons to make sure my cannons finish only after his hatch finishes? Assuming i have a pylon down already


Check liquipedia. A hatchery takes 100 sec to build, a cannon takes 40. So if the hatchery is more than 60% complete before you build the cannon, the cannon will finish afterwards.
VALkillmore
Profile Joined April 2011
United States5 Posts
April 29 2011 13:02 GMT
#2448
Hi All,
When a Protoss upgrades ground weapons at the forge does that also upgrade the output damage of Psionic Storm?

Thanks,
If you do what you've always done, you'll get what you've always got!
iChau
Profile Joined December 2010
United States1210 Posts
April 29 2011 13:07 GMT
#2449
On April 29 2011 22:02 VALkillmore wrote:
Hi All,
When a Protoss upgrades ground weapons at the forge does that also upgrade the output damage of Psionic Storm?

Thanks,


No, Psionic Storm stays as 80 damage in the duration, ignoring attack upgrades. Psionic storm also ignores enemy defense upgrades, as well as shield upgrades.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
April 29 2011 13:22 GMT
#2450
If playing protoss, how many warpgates/stargates/robos should i have endgame assuming my army comp is a standard colo death ball? Is there an actual optimal number or is it a case of if you have the money, just buy more buildings?
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 29 2011 15:43 GMT
#2451
On April 29 2011 22:22 firehand101 wrote:
if you have the money, just buy more buildings

Moody
Profile Blog Joined August 2010
United States750 Posts
April 29 2011 16:29 GMT
#2452
What's the name of the map that Day[9] mentioned on SOTG a while back? He described it as a 6 player 2v2 BroodWar map that was split by disruption webs, and everyone just 4 pooled / worker rushed. I can't for the life of me remember the name of it and I'm trying to show a friend of mine.
A marine walks into a bar and asks, "Where's the counter?"
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
April 29 2011 16:32 GMT
#2453
when microing marine/marauder against zealots (kiting), what's the best buttons to press to get your men to fire?

at the moment i either attack move or press hold. is that best or is there something better?
Moody
Profile Blog Joined August 2010
United States750 Posts
April 29 2011 16:35 GMT
#2454
On April 30 2011 01:32 jimbob615 wrote:
when microing marine/marauder against zealots (kiting), what's the best buttons to press to get your men to fire?

at the moment i either attack move or press hold. is that best or is there something better?


For the specific example you provided, hold position is the best option.
A marine walks into a bar and asks, "Where's the counter?"
rsvp
Profile Blog Joined January 2006
United States2266 Posts
April 29 2011 17:26 GMT
#2455
On April 30 2011 01:29 Moody wrote:
What's the name of the map that Day[9] mentioned on SOTG a while back? He described it as a 6 player 2v2 BroodWar map that was split by disruption webs, and everyone just 4 pooled / worker rushed. I can't for the life of me remember the name of it and I'm trying to show a friend of mine.


DMZ
Synergy
Profile Joined October 2010
United States90 Posts
Last Edited: 2011-04-29 17:48:10
April 29 2011 17:46 GMT
#2456
I heard progamers don't use the mouse buttons to set to control groups (for example button 4 and 5 on the side of a razer death adder mouse) why don't more people and more progamers use these buttons? they seem quite useful and accessible.
"Just go fucking kill him!"-Day[9]
YakiSOBA
Profile Joined December 2010
30 Posts
Last Edited: 2011-04-29 19:06:25
April 29 2011 19:05 GMT
#2457
How do I set these "camera" control hotkeys to F1,F2,F3, etc... like, what is the command to bind a section of the screen to a hotkey?

And in general, what is the best use of this? Setting one to your main, one to natural/other expansions? those are the main uses?
Antithesis
Profile Joined August 2010
Germany1124 Posts
April 29 2011 19:09 GMT
#2458
Does hotkeyed Ctrl+(idle workers) to select all idle workers not work anymore?

I put my "idle worker selection" hotkey from F1 to W and for some weeks CTRL+W worked for me. But then there was a small patch (1.3.1 or something) and since then CTRL+W doesn't select all idle workers, although the hotkey W still selects exactly one idle worker.

Has someone else this issue or was there a change in hotkey behavior? Respectively: Does Ctrl+F1 still work at all?
Mutation complete.
Sir Snoopy
Profile Joined March 2011
United States57 Posts
April 29 2011 19:09 GMT
#2459
What's the best way to find out your playstyle?
It sounds like a stupid question, but when you can't figure out what race you play, it's hard to get a mindset.
That's SIR Sir Snoopy to you!
ETisME
Profile Blog Joined April 2011
12343 Posts
Last Edited: 2011-04-29 19:15:16
April 29 2011 19:14 GMT
#2460
As a bronze zerg, I am beginning to play against some Silver league players and protoss I am fine with, but T is getting much better and applying a much higher pressure than previous bronze players, like hellions MarinE harrass FE and then banshee harrass and eventually contain with tanks.

I haven't played against such a dramastic change in tech path from T before, I managed to hold off the harass without too much pressure, losing about 10 drones in exchange for his 2 hellions and 2 banshees.

The problem mainly starts when I do not counter attack. the T would begin to push out his tank lines and I can't find a location to get my 3rd hatch. This is huge because this means my minerals are piling and I can't get enough gas to mass up more gas heavy units.

I am a very passive zerg, loves to drone until 40 supplies and wants some answers to these two questions:
How to apply early pressure with lings? I see a lot of pro zerg going defense and defense and eventually mass up and win the game. That is kind of my style too and I really need to find a good way to apply some degree of pressure earlier on.
I can only begin to put some pressure when I tech to lair to get speed and drop or even nydus worm.

And lastly, is ling/baneling ratio heavily dependant on the number of marines and tanks or should there be a general guideline like there should be more lings than banelings?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
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