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Simple Questions Simple Answers - Page 135

Forum Index > StarCraft 2 Strategy
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Danglars
Profile Blog Joined August 2010
United States12133 Posts
May 07 2011 10:58 GMT
#2681
On May 07 2011 19:50 Capteone wrote:
How substantial is the difference


The difference between 12 and 13gate is very minimal. You will rarely trace a loss back to a later gate compared to other mistakes you make in scouting, mechanics, macro, etc. You make a choice for marginally better eco (and, in the case of 9pylon 13gate, better scouting) or marginally faster army.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Capteone
Profile Joined March 2010
United States197 Posts
Last Edited: 2011-05-07 12:00:14
May 07 2011 11:57 GMT
#2682
On May 07 2011 19:58 Danglars wrote:
Show nested quote +
On May 07 2011 19:50 Capteone wrote:
How substantial is the difference


The difference between 12 and 13gate is very minimal. You will rarely trace a loss back to a later gate compared to other mistakes you make in scouting, mechanics, macro, etc. You make a choice for marginally better eco (and, in the case of 9pylon 13gate, better scouting) or marginally faster army.

This helps a lot. For 13gate do you scout after pylon or gate typically
Devious-Gaming - www.Devious-Gaming.co.cc
generalapathy
Profile Joined April 2011
United States1 Post
May 07 2011 16:14 GMT
#2683
this may be situational, but generally, should protoss wall in?
Roerik
Profile Joined August 2010
31 Posts
Last Edited: 2011-05-07 17:20:33
May 07 2011 17:15 GMT
#2684
On May 08 2011 01:14 generalapathy wrote:
this may be situational, but generally, should protoss wall in?


Generally it will only be needed versus Zerg since zerglings can very easily run into the main during the early stages of the game, and as Zerg it's very important to know what the opponent is going so they have time to react. Versus Terran you only have marines and hellions (and sometimes marauders) and a marine/hellion will have a really hard time to run-by a stalker.

With a wall versus Protoss you are also extra vulnerable to void rays since they can easily charge up on the wall. Versus Terran it can troublesome if they siege-contain outside your main, since you are likely to lose your wall very easily to the tanks. Also your choke will bunch up your units from the main even more then without the wall-in, making the tanks deal a high amount of splash damage.

It can also be a good idea (vs any race) to wall-in if you're going to get any fast tech you want to hide, like fast DT's or a starport.

Here you can read more about walling in: http://wiki.teamliquid.net/starcraft2/Walling
Public opinion has a way of changing.
BalZer
Profile Joined March 2011
Italy44 Posts
Last Edited: 2011-05-07 17:36:12
May 07 2011 17:35 GMT
#2685
Q: Do Vikings get benefit from mech ground weapon and plate upgrade when they're in ground mode?
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
May 07 2011 17:58 GMT
#2686
On May 08 2011 02:35 BalZer wrote:
Q: Do Vikings get benefit from mech ground weapon and plate upgrade when they're in ground mode?

nope, air upgrades apply to both modes (ground upgrades apply to neither mode)
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
gabbsmo
Profile Joined May 2011
Sweden1 Post
May 07 2011 18:04 GMT
#2687
I'm a newbie Terran player. My main problem being protoss constantly overrunning me with lots of stalkers. I usually go 2 rax. How do I counter effectively?
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
May 07 2011 18:18 GMT
#2688
I'm a newer player, and I've chosen a single, simple, all purpose build to get me to mediocrity, the 7RR. I've done it a few times against the easy AI and I know how the build is supposed to function, but there are a few problems.

The first is sending out a scout. On every map except Scrap Station and close positions Metalopolis/Temple I have to send out a drone scout. I've done this against the AI but I've encountered a problem. sending out the scout and keeping their scout occupied hurts my income so much that I can't perform the build. I know that denying scouting isn't a huge part of the build but I need to keep track of the scout so that He doesn't cannon rush me or some bullcrap. I also need to know where he spawns. Anyone have a simple solution that I'm missing?
Astrapto
Profile Joined December 2010
United States69 Posts
May 07 2011 18:25 GMT
#2689
What is "zero clutter"?
ALLEN
Fist
Profile Joined October 2010
Netherlands235 Posts
May 07 2011 20:38 GMT
#2690
Why does a terran start with 11 supply, and Protoss and Zerg with 10?
Have you ever realized just how insignificant your existence on this planet really is?
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-05-07 21:15:19
May 07 2011 21:04 GMT
#2691
On May 08 2011 03:18 Kinetik_Inferno wrote:
I'm a newer player, and I've chosen a single, simple, all purpose build to get me to mediocrity, the 7RR. I've done it a few times against the easy AI and I know how the build is supposed to function, but there are a few problems.

The first is sending out a scout. On every map except Scrap Station and close positions Metalopolis/Temple I have to send out a drone scout. I've done this against the AI but I've encountered a problem. sending out the scout and keeping their scout occupied hurts my income so much that I can't perform the build. I know that denying scouting isn't a huge part of the build but I need to keep track of the scout so that He doesn't cannon rush me or some bullcrap. I also need to know where he spawns. Anyone have a simple solution that I'm missing?


Chasing the opponent's scout with one of your own workers should be the exception to the norm, e.g., when your own scout spots a forge or other conspicuous setup in the protoss base, especially when your lings can deny the scout before your roach warren goes down. With one drone (your forward scout) dedicated to non-mining activities, this should bring your income inline with the build.

On May 08 2011 05:38 Fist wrote:
Why does a terran start with 11 supply, and Protoss and Zerg with 10?


It compensates for terran's first scv being sucked up in construction of depot #1. This is specifically because CCs grant 10 supply whereas nexuses and hatches grant 10.
Lord Danktree
Profile Joined May 2011
United States3 Posts
May 07 2011 21:15 GMT
#2692
Maybe not a simple question, but I can't start a new topic for 3 days so I'll ask it here. I've browsed TL for a while, never made an account though because frankly, I'm not that good and I wanted to get better before I started asking questions, etc. I'm a high gold league player, and I have a fairly easy time with ladder matches with the exception of PvZ. I just can't find a counter to a quick expo early game. I can't quick expand with them, because usually the zerg player keeps a medium sized force of zerglings outside my base that would be able to prevent my expo, and at that point in the game my army would have a hard time taking out the lings. I can't wall off the expo usually because it would be too costly early game (I'm talking maybe around the 5 or 6 minute mark). I'll try 4 gate with proxy, but by the time I can get a decent size of units (8 zealots, 8 stalkers, and one or 2 sentries) the zerg playing has a formidable amount of roaches and lings that usually take out my army. If I go 2 gate robo, by the time i get a few immortals out I can usually make a good push, but between zerglings, spine crawlers, and roaches, I usually can't finish, and then they'll tech accordingly. I was just wondering if there's any quick advice or tips on how to handle fast expanding zerg, because this is the only matchup I really have a problem with.
Kambing
Profile Joined May 2010
United States1176 Posts
May 07 2011 21:30 GMT
#2693
On May 08 2011 06:15 Lord Danktree wrote:
Maybe not a simple question, but I can't start a new topic for 3 days so I'll ask it here. I've browsed TL for a while, never made an account though because frankly, I'm not that good and I wanted to get better before I started asking questions, etc. I'm a high gold league player, and I have a fairly easy time with ladder matches with the exception of PvZ. I just can't find a counter to a quick expo early game. I can't quick expand with them, because usually the zerg player keeps a medium sized force of zerglings outside my base that would be able to prevent my expo, and at that point in the game my army would have a hard time taking out the lings. I can't wall off the expo usually because it would be too costly early game (I'm talking maybe around the 5 or 6 minute mark). I'll try 4 gate with proxy, but by the time I can get a decent size of units (8 zealots, 8 stalkers, and one or 2 sentries) the zerg playing has a formidable amount of roaches and lings that usually take out my army. If I go 2 gate robo, by the time i get a few immortals out I can usually make a good push, but between zerglings, spine crawlers, and roaches, I usually can't finish, and then they'll tech accordingly. I was just wondering if there's any quick advice or tips on how to handle fast expanding zerg, because this is the only matchup I really have a problem with.


Yeah, your question is a little broad and difficult to pin down precisely without replays and such (which would warrant its own thread). It sounds like you need a stable opening in pvz and http://wiki.teamliquid.net/starcraft2/3-Gate_Sentry_Expand_(vs._Zerg) is currently just that. There's lots of talk of 3-gate sentry expands going extinct, but those are developments you don't need to worry about for the time being.
Techno
Profile Joined June 2010
1900 Posts
May 07 2011 21:43 GMT
#2694
If a buy a Gom season pass right now, when will it end? Will I have access to the vods from previous GSLs? When the current season ends, will I still have access to future VODs? If so, which ones?
Hell, its awesome to LOSE to nukes!
Probe1
Profile Blog Joined August 2010
United States17920 Posts
May 07 2011 22:41 GMT
#2695
On May 08 2011 06:43 Techno wrote:
If a buy a Gom season pass right now, when will it end? Will I have access to the vods from previous GSLs? When the current season ends, will I still have access to future VODs? If so, which ones?


You only get the month/tournament you purchase. If you buy May, you can only watch the VODs from May. You'd have to buy March, Feb, et cetera to catch em all.

Next month you have to buy it again.
Same goes for last month.



This season ends with the final at May 9th, 18:10 Korean time.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
psuasskicker
Profile Joined May 2011
United States3 Posts
May 07 2011 23:11 GMT
#2696
Tried searching here and Liquipedia and couldn't find this, but I'm also not sure if I'm searching the right terms either...

Has anyone done any studies on how much of an impact on Zerg it has for minerals to be on the bottom of a Hatch vs. above it, in terms of how far away the larvae are for Drone hatching? I'm assuming it's negligible, but curious if anyone's studied it and can show a difference that might be meaningful.
It's all fun and games till someone loses an eye. Then it's just fun.
Chutoro
Profile Joined January 2011
New Zealand95 Posts
May 07 2011 23:40 GMT
#2697
I normally open 15 hatch in ZvT. Should I switch to pool first in close position on Metalopolis or Shattered Temple?

I'm having trouble holding any kind of halfway decent bunker rush in those situations. Wondering if I should be making the attempt at all or if my opening is flawed.
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-05-08 00:04:23
May 07 2011 23:59 GMT
#2698
On May 08 2011 08:11 psuasskicker wrote:
Tried searching here and Liquipedia and couldn't find this, but I'm also not sure if I'm searching the right terms either...

Has anyone done any studies on how much of an impact on Zerg it has for minerals to be on the bottom of a Hatch vs. above it, in terms of how far away the larvae are for Drone hatching? I'm assuming it's negligible, but curious if anyone's studied it and can show a difference that might be meaningful.


I don't know of any such studies either although I have seen one-off posts that discuss it. The general consensus is that it is indeed negligible (backed up the observation that no current zerg timings are affected by such a difference).

On May 08 2011 08:40 Chutoro wrote:
I normally open 15 hatch in ZvT. Should I switch to pool first in close position on Metalopolis or Shattered Temple?

I'm having trouble holding any kind of halfway decent bunker rush in those situations. Wondering if I should be making the attempt at all or if my opening is flawed.


It's harder but not impossible to hold (non-proxy) 2 rax pressure even in close positions. You just need to be crisp with your timing. In particular, make sure you start your nat queen and spine asap while your drones are harssing the bunker. Also make sure that you are not throwing drones and lings away by chasing off creep. These little losses are the difference between a successful defense or not.

That's not to say that a speedling opening is not a bad option either. But you do have to be careful of other threats as well, in particular, bunker blocks at your ramp and marine timings as your natural goes up.
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
May 08 2011 00:29 GMT
#2699
On May 07 2011 19:58 Danglars wrote:
Show nested quote +
On May 07 2011 19:50 Capteone wrote:
How substantial is the difference


The difference between 12 and 13gate is very minimal. You will rarely trace a loss back to a later gate compared to other mistakes you make in scouting, mechanics, macro, etc. You make a choice for marginally better eco (and, in the case of 9pylon 13gate, better scouting) or marginally faster army.

That said, this difference can matter on the professional level. When Nani 4 gates, he goes 12 gate and gets his units out a few seconds faster. I remember seeing a couple of his games where this made a huge difference.
☢
Thobrik
Profile Joined February 2011
Sweden1120 Posts
Last Edited: 2011-05-08 00:35:18
May 08 2011 00:33 GMT
#2700
On May 08 2011 06:15 Lord Danktree wrote:
Maybe not a simple question, but I can't start a new topic for 3 days so I'll ask it here. I've browsed TL for a while, never made an account though because frankly, I'm not that good and I wanted to get better before I started asking questions, etc. I'm a high gold league player, and I have a fairly easy time with ladder matches with the exception of PvZ. I just can't find a counter to a quick expo early game. I can't quick expand with them, because usually the zerg player keeps a medium sized force of zerglings outside my base that would be able to prevent my expo, and at that point in the game my army would have a hard time taking out the lings. I can't wall off the expo usually because it would be too costly early game (I'm talking maybe around the 5 or 6 minute mark). I'll try 4 gate with proxy, but by the time I can get a decent size of units (8 zealots, 8 stalkers, and one or 2 sentries) the zerg playing has a formidable amount of roaches and lings that usually take out my army. If I go 2 gate robo, by the time i get a few immortals out I can usually make a good push, but between zerglings, spine crawlers, and roaches, I usually can't finish, and then they'll tech accordingly. I was just wondering if there's any quick advice or tips on how to handle fast expanding zerg, because this is the only matchup I really have a problem with.


There are really two choices:
1) Punish him before the expansion kicks in
2) Expand at a similar timing.

1) A choice here could be the 2-assim sentry heavy four gate. You should attack him at the 6-7 min mark with around 60% sentries and the rest zealots with possibly one or two stalkers. Make sure to focus down any spine crawlers with the zealots and constantly forcefield the ramp to prevent reinforcing lings/queens to come. Dont be afraid to use lots of forcefields to isolate your sentries from the lings as well. Look at pro games for inspiration!
Another choice could be early stargate. Both phoenixes and void rays can be viable, but personally I feel like it's easier to use the voidrays at later stages, If phoenixes, take down all overlords you can find and then use them for scouting/drone harass. Don't make more than 4-5.

2) You say that he usually has a couple of lings when you try to early expand. If so, you're not early expanding. On big maps like tal'darim altar forge expand could be a good choice. Just put up two cannons (better than one at gold league level) behind your forge/gateway wall and then probe up. Again, look at professionals doing the build to get it right.

In both cases, I feel like sentry usage is really important. Force fields are really good if you use them right. Try perhaps doing the single player protoss challenges to practice using them. Maybe you can find some custom maps which let you practice that as well, like micro wars?

Anyhow, hope you gained something from this. Good luck!

edit: Just like to say that I personally dislike the 3gate expand, as I feel that it is an "in between" build. That is, you're not gaining a considerable economic advantage and neither are you pressuring your opponent.
"Philosophy is questions that may never be answered, Religion is answers that may never be questioned."
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