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On May 04 2011 13:11 Keilah wrote: Q: you have tanks and a handful of other units vs a zerg with ultras and infestors. You are moving forward and see the ultras moving in to attack. The rear tanks are in siege mode, the front ones are in tank mode.
Do you: -Siege up the front line tanks ASAP? -Leave them in tank mode?
Seems to me like sieging is ineffective as you waste so much firing time, and the splash hardly does anything vs ultras anyways. Also, by not sieging you can spread a bit to negate ultra splash + fungals, and getting neural parasite on the forward tanks won't hurt as much.
Or am I missing something?
Pull them back and siege while your bio is up front engaging. If there are banelings, then siege right away, run your bio back and and focus down banelings and then micro your bio to kill the ultras.
On May 04 2011 13:23 bankai wrote:Show nested quote +On May 03 2011 23:47 Synystyr wrote:On May 03 2011 09:35 bankai wrote:I have some questions that I thought would be common but having trouble finding answers on TL, can someone help me with this: 1) PvT: Assuming Terran does a 1rax/2rax expand, what is the difference in responding as Protoss with 1 Gate FE and 2 Gate Robo (expand on 36ish supply)? I like to use 2 Gate Robo because it feels safer (im only gold player so just wanna get good at one build) but not sure how much of an economy lead I am giving FE terrans. 2) PvT: What should be my response to 3rax build, 4rax all-in, or 2 base 6rax all-in?? Should I just match Terran's barracks count with Gateways (e.g. if they 3rax, then i get 3 gates)?? 3) PvP: If I know my opponent is teching to Colossus, is there a better counter unit composition wise than just getting more COlossus than him?? I tried Immortal dropping but this is quite hard - do voidrays work well?? Or will they get shot down by a mixed gateway army of zealots/stalkers?? Thanks TL  1. The difference between a 1 Gate FE and a 2 Gate Robo is safety. If you know a Terran is expanding, how safe do you really need to be? A 2 Rax expand can pressure if Terran went Stim or Shells, but you should have enough units at that point to handle it. 2 Gate Robo will keep you completely safe against anything an expanding Terran can do to you at that point in the game, but you may suffer a small economic deficit because of it. It shouldn't be game breaking however and it is more about how confident you are in defending early game. 2. Sentries sentries sentries! Good forcefields from the high ground will always make defending large bio pushes much easier. If you scout heavy Marauders, get Void Rays with Zealot support if possible. This composition eats Bio really, really well. At this point in the game, you will have already committed to either a 1 base push or expanded. Sentries are better for defending an expo, while Void Ray/Zealot is good if you are just sitting on 3 Gates with no tech/expand. 3. You need to keep Colossus numbers low if possible. Blink Stalkers are great in sniping Colossi down and will work in a pinch situation. However, if you know way ahead of time that Colossi are coming, Stargate play will shut this down. Phoenix harass will help you get an econ lead and chronoed VRs will melt Colossi extremely quickly so long as you micro well. Wow what an honor to be answered by both Anihc and Synystyr! As a follow up questions to the above: 1) If 1 Gate FE vs 2 Gate Robo openers are about safety, as a newbie gold player, is it better to just use 2 Gate Robo for all openers if I am not THAT far behind a 1 rax expand?? At least until I get a grip on scouting and defending early game then I can try out 1 Gate FE? 2) I think I am fine with FF defense if I 1 base against a 3 rax or 4 rax build. My problem is more those MM pushes around the 8-9min mark when I have already expanded and so dont have a ramp. In this case, what should my unit composition be and how do I micro?? FF behind all of the marines/marauders? 3) So use blink stalkers if I need a 'rush' defense against mass colossus (and therefore, if I scout a Robo Bay then I should throw down a TC?), or if i know in advance use phoenix/voids?? Is the best way to micro the voids to just fly around the back of the Colossus? Extra questions too  4) In PvZ, how do you stop an infestor/speedling attack?? My gateways get owned and my Colossus get controlled! 5) In LiquidTyler's double forge build, he goes 3 Gate Robo, expand, then double forge. Is the 3rd gate before the nexus only because you suspect heavy bio play coming (e.g. 3rax or 4 rax)? Or is it because you need to mass lots of Gateway units to take full advantage of forge upgrades??
1. Yes, 2 Gate Robo is a solid standard opener that you should definitely learn. You'll learn a lot about defending with only a few units, having better scouting with constant Observer movement and getting a decent expansion timing down. A very good build to learn to help with your game mechanics. Practice practice practice! Then learn 1 Gate FE 
2. Your FFs should split the army in half and make a slight convex so that the split forces have to travel farther to get back in the front. Your zealots should be right up front slicing up the front split Bio. If you scout MM, Colossi and Chargelots with a HT lategame should be your goal.
3. If you really can, try and keep up with Colossi production. They really are the best PvP unit so if you can get them out first or think you can catch up quickly, go that route. Otherwise, Blink is good in a pinch situation and Stargates will hard counter Robo builds very well until the mid-lategame. Keep your Voids floating over your army and poke in and out with them to draw stalkers into your zealots.
4. I'm a Terran player Feedback is probably a must to help deal with Infestors. Splitting your forces helps as well as having a good concave.
5. The upgrades are meant for a Gateway heavy army. It's much like teching twice since you have Robo and upgrades. This means you need the 3rd Gateway to make sure you have enough army production to defend while you are weakest (during the upgrades researching and not having tech units).
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hi everyone, I'm still relatively new to SC2 and I just at some crossroads on deciding on what race i would like to play. First off i have played all 3 races a bit so I'm not just being lazy and coming here for an answer.
I tend to be slightly...impatient you might say, I tend not to go too well when I'm made to sit around and just do nothing so I was wondering which race would be, in your opinion, the most or more offensive and proactive race? Appreciate any responses in advance.
~Razza
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In ZvZ what should your thoughts be on creep spreading? Should it be done at all? Or should I just have creep between my main -> nat?
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On May 02 2011 00:10 Ryder. wrote:When playing as toss with collosi vs Terran or Zerg deathball vs deathball, should I be using stalkers to focus down Vikings/corrupters? Like forcefield units, back up and focus? Or just let them attack ground infantry? Never really knew the answer to this, hopefully this is the appropriate place to ask  . Got buried a few pages back, does anybody have an answer?
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>I recently switched to zerg >get supply capped a lot >when should i build my overlords?
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On May 04 2011 20:25 Razza29 wrote: hi everyone, I'm still relatively new to SC2 and I just at some crossroads on deciding on what race i would like to play. First off i have played all 3 races a bit so I'm not just being lazy and coming here for an answer.
I tend to be slightly...impatient you might say, I tend not to go too well when I'm made to sit around and just do nothing so I was wondering which race would be, in your opinion, the most or more offensive and proactive race? Appreciate any responses in advance.
~Razza
Each race can be offensive and proactive in their own ways. If you like 1 base games, Terran is probably the way to go for you. You have so many options in terms of 1 base allins and can end games rather quickly. Variety and speed right there for ya.
On May 04 2011 20:35 Bswhunter wrote: In ZvZ what should your thoughts be on creep spreading? Should it be done at all? Or should I just have creep between my main -> nat?
Main -> Nat early on is only what you should worry about until you get yourself more established in the game. Later on, you want to spread creep just because of the extra map vision you get from it. Sure, it benefits the other Zerg, but you get more out of it yourself.
On May 04 2011 20:37 Ryder. wrote:Show nested quote +On May 02 2011 00:10 Ryder. wrote:When playing as toss with collosi vs Terran or Zerg deathball vs deathball, should I be using stalkers to focus down Vikings/corrupters? Like forcefield units, back up and focus? Or just let them attack ground infantry? Never really knew the answer to this, hopefully this is the appropriate place to ask  . Got buried a few pages back, does anybody have an answer?
You want to snipe as many Vikings/Corrupters pre-engagement if possible. Otherwise, it's a judgement call. If there are an overwhelming amount of either, you want to just have your Stalkers do as much damage to the ground force as possible since you will lose all your Colossi regardless and need to win the ground battle to come out ahead. If it is possible to snipe all the Vikings/Corrupters without losing all of your Colossi, do it. Colossi splash is too good that even saving one is enough to win the ground battle for you if properly microed.
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Thanks a lot for your input Synstyr
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On May 04 2011 20:46 ThisPeople wrote: >I recently switched to zerg >get supply capped a lot >when should i build my overlords?
This isn't 4chan =|
Generally 2-3 supply before you get capped and even more later into the game. Just don't get supply blocked.
On May 04 2011 21:08 Razza29 wrote:Thanks a lot for your input Synstyr 
No problem ^^
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On May 04 2011 20:46 ThisPeople wrote: >I recently switched to zerg >get supply capped a lot >when should i build my overlords?
Besides the timings in the early game for a particular build (that you can find by trial and error or by scraping them from a pro replay), there's no easy answer other than watching your supply and being diligent about building overlords in advance. A good groove to get into is building overlords as necessary between inject cycles with the natural larva from your hatches.
Another thing to keep in mind is an inject produces 4 larva and you will produce ~3 larva naturally from your hatch between cycles (accounting for lag between injections). Overlords give you 8 food, so you will literally need at least one overlord per injection cycle per hatch if you are staying on top of your macro, and more than that if you are producing 2 food units out of those larva.
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In the state of the game, IdrA claimed he tried spanishiwas style in NASL, where can I see these games?
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What does the [L] tag in threads mean?
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On May 04 2011 22:19 JackOscar wrote: In the state of the game, IdrA claimed he tried spanishiwas style in NASL, where can I see these games?
Go to nasl.tv and check out the VODs there. You need to have a season pass in order to view them.
On May 04 2011 22:31 Farkinator wrote: What does the [L] tag in threads mean?
Taken straight from the SC2 Strategy Forum Guidelines.
[L] Low Level
You know you aren't a star player and you need help with fundamentals
Use the [L] tag if you are still learning the basics of the game and if you have fundamental problems / questions. There is no clear cut line where "Low Level" starts - it's up to you. Do you feel you need input from a top tier player, or are you still working on mechanics? Judge your own skill. Please note that making a [L] thread does not exclude you from obeying the rest of these guidelines or allows you to ask stupid questions.
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In TvT when both players are locked in a siege battle (holding their siege lines just out of range of enemy tanks) - why dont they attempt to break it with a nuke? is it not viable? it would at least force an unsiege, right? and the ghost would be relatively safe wouldnt he?
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On May 04 2011 22:57 centinel4 wrote: In TvT when both players are locked in a siege battle (holding their siege lines just out of range of enemy tanks) - why dont they attempt to break it with a nuke? is it not viable? it would at least force an unsiege, right? and the ghost would be relatively safe wouldnt he?
It's not the most conventional method, but it is used and people know about it. TLO is one player who popularized it and uses it often. It's a great way to gain positioning and snipe unsieged tanks. It's just not used too too much yet, but is very viable. Ghosts as a whole are just an underused unit at the moment but we may see a spike in usage once the new patch hits. The game is young, but it'll catch on eventually.
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another short question, is there a golden rule on the ratio between lings and banelings (given you only have these two army composition and all he has is a big gateway ball)?
this is because sometimes I noticed I can clear out the whole army with banelings left over and not enough zerglines to do counter attack
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On May 04 2011 20:49 Synystyr wrote:Show nested quote +On May 04 2011 20:35 Bswhunter wrote: In ZvZ what should your thoughts be on creep spreading? Should it be done at all? Or should I just have creep between my main -> nat? Main -> Nat early on is only what you should worry about until you get yourself more established in the game. Later on, you want to spread creep just because of the extra map vision you get from it. Sure, it benefits the other Zerg, but you get more out of it yourself.
I saw a game (dont remember which), one Z went something like roach + misc stuff (banelings, lings), the other massed mutas. In that case you benefit from not spreading creep, as the guy did it in the match (it was highlevel, so not some noobs). Is that benefit more than what you lose on passive scouting?
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On May 04 2011 20:49 Synystyr wrote:Show nested quote +On May 04 2011 20:37 Ryder. wrote:On May 02 2011 00:10 Ryder. wrote:When playing as toss with collosi vs Terran or Zerg deathball vs deathball, should I be using stalkers to focus down Vikings/corrupters? Like forcefield units, back up and focus? Or just let them attack ground infantry? Never really knew the answer to this, hopefully this is the appropriate place to ask  . Got buried a few pages back, does anybody have an answer? You want to snipe as many Vikings/Corrupters pre-engagement if possible. Otherwise, it's a judgement call. If there are an overwhelming amount of either, you want to just have your Stalkers do as much damage to the ground force as possible since you will lose all your Colossi regardless and need to win the ground battle to come out ahead. If it is possible to snipe all the Vikings/Corrupters without losing all of your Colossi, do it. Colossi splash is too good that even saving one is enough to win the ground battle for you if properly microed.
Yes it's situational, but when in doubt, always aim for vikings/corruptors in battle.
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On May 04 2011 23:33 ETisME wrote: another short question, is there a golden rule on the ratio between lings and banelings (given you only have these two army composition and all he has is a big gateway ball)?
this is because sometimes I noticed I can clear out the whole army with banelings left over and not enough zerglines to do counter attack
The most important thing to do is to kill the Protoss army. It's not easily replenishable and is almost impossible to kill once the deathball gets too large. I would go extremely heavy on the banelings with a few lings to hold the army in place. It's much easier then to send a couple waves of speedlings from larva injects afterwards to counterattack and pick off small groups of warped in units than to try to slowly pick apart the Protoss ball.
On May 04 2011 23:40 shinarit wrote:Show nested quote +On May 04 2011 20:49 Synystyr wrote:On May 04 2011 20:35 Bswhunter wrote: In ZvZ what should your thoughts be on creep spreading? Should it be done at all? Or should I just have creep between my main -> nat? Main -> Nat early on is only what you should worry about until you get yourself more established in the game. Later on, you want to spread creep just because of the extra map vision you get from it. Sure, it benefits the other Zerg, but you get more out of it yourself. I saw a game (dont remember which), one Z went something like roach + misc stuff (banelings, lings), the other massed mutas. In that case you benefit from not spreading creep, as the guy did it in the match (it was highlevel, so not some noobs). Is that benefit more than what you lose on passive scouting?
I suppose if you are not going ground forces, then you gain no extra benefit from the creep spread and can get vision instead with overlord placement and Mutalisk map control. Creep spread helps you send in reinforcements to the enemy base more quickly and give you home base vision advantage with ground forces otherwise.
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I usually go for a third base when I notice I have the money to, and decide to get a CC instead of more rax or something depending on how the game is going. Is that correct? I always FE so I never cut a production cycle or anything or else I'd just die, so I don't really know about proper expansion timings past the FE which is planned beforehand.
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On May 04 2011 20:25 Razza29 wrote: hi everyone, I'm still relatively new to SC2 and I just at some crossroads on deciding on what race i would like to play. First off i have played all 3 races a bit so I'm not just being lazy and coming here for an answer.
I tend to be slightly...impatient you might say, I tend not to go too well when I'm made to sit around and just do nothing so I was wondering which race would be, in your opinion, the most or more offensive and proactive race? Appreciate any responses in advance.
~Razza Well I dunno much about PvZ but
TvP: T is more offensive in that they have to harass, while P is often just trying to make a lot of collosus + stuff. Especially in lower leagues, often P won't do much of anything except fend off the Terran harass and try to max out on a "deathball." But there are P "timing attacks" too. Lots of 4-gate in lower leagues too (or maybe I invite it by always fast expanding). P can also harass with DT's, proxy pylons, warp prisms (rare), etc. There are VR rush builds, etc.
TvZ: It's often T trying to get a pretty big army up to make one prolonged game-ending push, unlike TvP where either T or P can push out (T will try to hit before too many collosus; P will try to hit when they have a ton of collosus). Z's aggression usually consists of counter-aggression (lings in your base when you head out), baneling busts, and muta harass. Z is often more active around the map once they get mutas because drops are now riskier. I feel like mid-game is often about T trying to get enough tanks to push out, while Z annoys the crap out of him with mutas.
So it can go either way really. And I'm sure these are gross overgeneralizations.
PvZ: P makes sentries, collosus, and stuff. Z makes roaches and hydras. They fight somewhere and forcefields are thrown down. iuno about this one, doesn't sound very fun either way imo
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