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On May 06 2011 02:38 vahgar.r24 wrote: As zerg , i generally go mass ling + Roaches and about 5 infestors vs toss and terran with 3 base. For some reason at abt 20 mins I have a huge stock of gold but my gas seems to be close to 0 ..so I cant tech up to ultras or blords..am i missing something here?
...take more expansions? Expansions don't cost any gas, and in fact they give you more gas.
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On May 06 2011 02:38 vahgar.r24 wrote: As zerg , i generally go mass ling + Roaches and about 5 infestors vs toss and terran with 3 base. For some reason at abt 20 mins I have a huge stock of gold but my gas seems to be close to 0 ..so I cant tech up to ultras or blords..am i missing something here?
You really want to have 4+ bases at the 20 minute mark since your opponent should have at least their third by then. It's tough to make a meaningful transition into t3 tech without at least 8 gas backing it up. Alternatively, if you find yourself in this situation in-game, you should consider stockpiling gas by spending your production cycles making mineral units (i.e., lings), drones, and expanding or throwing down macro hatches.
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Why does HuK's PvT style skip Sentries completely? (about 95% of his games)
He only gets like 1 sentry at most for defensive purposes (against an aggressive 1 basing Terran), but never for the later intention? He gets a Colossus earlier than usual, but is it worth it? He usually just sticks to Stalker Zealot.
How much Sentries on average do you get against a bionic Terran (for the intention of late game like PvZ that is)? In PvZ its about 6-9, but what about PvT?
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How many sentries does it take to consta-FF a ramp? Talking a standard size ramp like from the main to nat on shakuras plateau, that can be blocked by 1 FF
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Why is 3vs3 so shitty? Tier 1 spam and that's it... Ridiculous game.
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On May 06 2011 10:05 Blacktion wrote: How many sentries does it take to consta-FF a ramp? Talking a standard size ramp like from the main to nat on shakuras plateau, that can be blocked by 1 FF 6
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On May 06 2011 10:08 slimshady wrote: Why is 3vs3 so shitty? Tier 1 spam and that's it... Ridiculous game.
3v3 and 4v4 is all about mass something because if the other team goes mass something you're pretty much screwed.
DT rushes and other builds that rely on surprise won't work due to team members.
2v2 is more about strategy.
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On May 06 2011 10:11 Roerik wrote:Show nested quote +On May 06 2011 10:05 Blacktion wrote: How many sentries does it take to consta-FF a ramp? Talking a standard size ramp like from the main to nat on shakuras plateau, that can be blocked by 1 FF I'm fairly sure that you would need 3 Sentries to constantly block a ramp with 1 Forcefield at a time.
Vathus is correct. FF takes 50 energy, http://wiki.teamliquid.net/starcraft2/Energy regenerates at .5625 energy/s, and FF lasts for 15s. So it takes the first sentry 50/.5625 = 88.9s to regenerate enough energy to re-forcefield. So you need 88.9 / 15s ~ 6 sentries.
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On May 06 2011 10:41 Kambing wrote:Show nested quote +On May 06 2011 10:11 Roerik wrote:On May 06 2011 10:05 Blacktion wrote: How many sentries does it take to consta-FF a ramp? Talking a standard size ramp like from the main to nat on shakuras plateau, that can be blocked by 1 FF I'm fairly sure that you would need 3 Sentries to constantly block a ramp with 1 Forcefield at a time. Vathus is correct. FF takes 50 energy, http://wiki.teamliquid.net/starcraft2/Energy regenerates at .5625 energy/s, and FF lasts for 15s. So it takes the first sentry 50/.5625 = 88.9s to regenerate enough energy to re-forcefield. So you need 88.9 / 15s ~ 6 sentries. Cheers, this was the detail i was looking for, i know i couldve worked it out m yself but im lazy, a little drunk and math makes my head hurt
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How many in game seconds will it take for a Thor to charge up strike cannons from 0? From 50?
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On May 06 2011 14:10 bobwhiz wrote: How many in game seconds will it take for a Thor to charge up strike cannons from 0? From 50?
I assume you mean post patch with energy since it is currently a 50s cooldown. Using the energy regeneration numbers from my previous post:
From 0 energy: 150/0.5625 = 266.67s From 50 energy: (150 - 50)/0.5625 = 177.78s
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TvT question
i just started playing terran and ive been doing 1rax >> cc >> 2nd raxx >> 2gas >> factory/starport asaply and do whatever... ive been seeing none of this from pros in the small amount of replays ive seen. is that build viable at pro level?
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Question: Marines, stalkers or mauraders that are doing shoot, retreat, shoot retreat...
How is it done? Looking at VOD it doesent seem like they are clicking the enemby then clicking back to retreat, then clicking the enemy then retreating etc..
Do they just click back to retreat and hit the stop key when they want to shoot at the attacking melee units?
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I tried searching the post and didn't find anything related.
My question is, why saturate a natural expansion at all, other than for gas? It doesn't seem like workers are 'blocked' by other workers or mine at a slower speed when in large groups, and it seems like it's easier to protect a single mineral line than two.
The best explanation I've seen so far is that it makes the mineral patches 'last longer', which I don't think is true. There's a set number of minerals to be mined between a starting base and an expansion, and whether I use all probes on one and then move them to the other, or mine from both, I still get - in theory - the same amount of minerals. (Aside from the gold expansions, of course.)
Just FYI, I haven't been able to play since December and just got my computer working again, so I'm essentially 'new'; so if there's something obvious I'm missing then I apologize.
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On May 06 2011 19:24 Goodfeelings wrote: I tried searching the post and didn't find anything related.
My question is, why saturate a natural expansion at all, other than for gas? It doesn't seem like workers are 'blocked' by other workers or mine at a slower speed when in large groups, and it seems like it's easier to protect a single mineral line than two.
The best explanation I've seen so far is that it makes the mineral patches 'last longer', which I don't think is true. There's a set number of minerals to be mined between a starting base and an expansion, and whether I use all probes on one and then move them to the other, or mine from both, I still get - in theory - the same amount of minerals. (Aside from the gold expansions, of course.)
Just FYI, I haven't been able to play since December and just got my computer working again, so I'm essentially 'new'; so if there's something obvious I'm missing then I apologize. Basically, you want to have 2 to 3 workers per mineral patch, because more than two workers will lead to diminishing returns per worker, while more than 3 does not benefit you at all. For example, 12 workers at your main and 12 workers at your natural will give you a higher income than 24 workers at your main.
For details, see e.g. http://www.teamliquid.net/forum/viewmessage.php?topic_id=219257
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On May 06 2011 18:39 SlapMySalami wrote: TvT question
i just started playing terran and ive been doing 1rax >> cc >> 2nd raxx >> 2gas >> factory/starport asaply and do whatever... ive been seeing none of this from pros in the small amount of replays ive seen. is that build viable at pro level?
Expanding AND teching at the same time in pro level play is extremely punishable. You'll mostly see a Bunker/mass racks follow up to a CC first build so that they can defend early pressure and then tech safely. Doing both at the same time has so many vulnerabilities and really just falls apart to a solid 1 base timing push.
On May 06 2011 18:42 Comlock wrote: example: Marines, stalkers or mauraders that are doing shoot, retreat, shoot retreat...
How is it done? Looking at VOD it doesent seem like they are clicking the enemby then clicking back to retreat, then clicking the enemy then retreating etc..
Do they just click back to retreat and hit the stop key when they want to shoot at the attacking melee units?
Move->A click back->move A-click->back etc.
or
Move->S or H->Move->S or H etc.
Both do the same thing but the second one takes less keystrokes. I personally A-move to kite. It just feels more natural. Some pros actually right click the unit they want to focus down while kiting but that takes extremely high APM and mouse accuracy. I just like to time my move and scoot shooting with the attack cooldown of my unit instead. There's a great thread about how to time MM micro with a metronome to practice. Check it out! http://www.teamliquid.net/forum/viewmessage.php?topic_id=219637
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When doing phoenix harassment against terran in early-midgame, is it better to snipe mules or scv?
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On May 06 2011 20:34 Lithian wrote: When doing phoenix harassment against terran in early-midgame, is it better to snipe mules or scv? While you could figure this out purely by numbers (and I'd guess that the numbers would probably advise you to go for the mules), I'd say it depends quite a bit on the level of play we're talking about. Against most casual players, it's easier to overburden the player's decision-making and mechanics than to outplay him by the numbers... so my vote would be to go for the scvs mining gas, because even though the raw damage might be not as grave (although not by a large margin), this will most likely grab his attention (and maybe even mess up his build).
The only exception would be when you see a mule arriving, because in that case you can be sure that the inflicted damage will definitely be higher if you go for it instead of an scv.
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the thing is ... u dont know how long the mule is already mining! When it's a brandnew muled which was called down a moment ago then lift that! but if u just flew by with ur pnx and see the mules then go for the gas scv's
why gas scv's? - because u easily can miss the first scv killed or forgot to put guys back in the refinery/extractor/assimilator! hope i could help
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