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I have a question about mechanics, specifically larva injecting (although I think the same can be applied to other macro mechanics).
How did YOU get good at it? I am no scrub, but I am unsatisfied with the amount of injects I miss. I did the following:
- engineered a hotkey setup that lets me inject up to 5 bases very quickly - I keep one hotkey dedicated to one hatchery so that I can tap it and check if it needs injecting. Since I cycle all hatcheries when injecting, they are in sync most of the time - practiced, a lot. against the AI and played games on ladder with the specific intent of not missing injects.
Despite this I typically have 100 energy on my queens by the 20 minute mark and full energy at the 30 minute mark. It's similar to the "tunnel vision" effect, where when starting out I was completely blind to what happened in the minimap; here I sometimes just forget about injecting and I cant fathom why. The difference is that I got good at looking the minimap pretty quickly while I can't seem to get the hang of injects. Why? What worked for you?
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On May 08 2011 09:35 dementrio wrote: I have a question about mechanics, specifically larva injecting (although I think the same can be applied to other macro mechanics).
How did YOU get good at it? I am no scrub, but I am unsatisfied with the amount of injects I miss. I did the following:
- engineered a hotkey setup that lets me inject up to 5 bases very quickly - I keep one hotkey dedicated to one hatchery so that I can tap it and check if it needs injecting. Since I cycle all hatcheries when injecting, they are in sync most of the time - practiced, a lot. against the AI and played games on ladder with the specific intent of not missing injects.
Despite this I typically have 100 energy on my queens by the 20 minute mark and full energy at the 30 minute mark. It's similar to the "tunnel vision" effect, where when starting out I was completely blind to what happened in the minimap; here I sometimes just forget about injecting and I cant fathom why. The difference is that I got good at looking the minimap pretty quickly while I can't seem to get the hang of injects. Why? What worked for you?
I don't really have a concrete solution for you, but rather some words of comfort. First of all, injecting is really important at 1-3 bases, but after that, you're likely not going to be able to use all of your larvae efficiently anyway. Secondly, if you look at most pro players, they're gonna have high energy queens late game as well. You're simply gonna miss a couple of seconds every time due to harassment, big engagements et cetera. That happens.
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On maps like Crevasse, what is a good build to use vs Zerg?
It's because I was playing a Bo3 vs a 1100 zerg and beat him barely (although I crushed him in the end because I had more bases) on Xelnaga with macro/and pure micro vs his huge apm w/ macro and ownage micro.
I lost the second game, and on the 3rd game I decided to choose Crevasse.
Little did I know, he expanded 2 times in less than 4 minutes and I couldn't do anything.
If I 15 nexus, what is the best transition (or most versatile) vs a zerg who double expands?
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On May 08 2011 09:35 dementrio wrote: I have a question about mechanics, specifically larva injecting (although I think the same can be applied to other macro mechanics).
How did YOU get good at it? I am no scrub, but I am unsatisfied with the amount of injects I miss. I did the following:
- engineered a hotkey setup that lets me inject up to 5 bases very quickly - I keep one hotkey dedicated to one hatchery so that I can tap it and check if it needs injecting. Since I cycle all hatcheries when injecting, they are in sync most of the time - practiced, a lot. against the AI and played games on ladder with the specific intent of not missing injects.
Despite this I typically have 100 energy on my queens by the 20 minute mark and full energy at the 30 minute mark. It's similar to the "tunnel vision" effect, where when starting out I was completely blind to what happened in the minimap; here I sometimes just forget about injecting and I cant fathom why. The difference is that I got good at looking the minimap pretty quickly while I can't seem to get the hang of injects. Why? What worked for you? What exactly is your hotkey setup? I inject by setting Q to cylcing between bases. Then every 10 seconds I tap Q and look through all my bases. When not injecting, I use this time to check on saturation, status of upgrade etc. I build my Evo chambers near my mineral line so I can see the upgrades when I cycle. Other races have to get used to pressing the build worker button every 17 seconds. The nice thing about Zerg is that while you have to get used to pressing Q regularly, you can accomplish other things besides injecting during that time. It simply will come with practice. When I first started with Zerg I fell off pressing Q around 10 minutes. Now 100 games later I fall off around 20 minutes, and I expect in the next couple of hundred games I will have it down pat.
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On May 08 2011 10:21 [Atomic]Peace wrote:
What exactly is your hotkey setup? I inject by setting Q to cylcing between bases. Then every 10 seconds I tap Q and look through all my bases. When not injecting, I use this time to check on saturation, status of upgrade etc. I build my Evo chambers near my mineral line so I can see the upgrades when I cycle. Other races have to get used to pressing the build worker button every 17 seconds. The nice thing about Zerg is that while you have to get used to pressing Q regularly, you can accomplish other things besides injecting during that time. It simply will come with practice. When I first started with Zerg I fell off pressing Q around 10 minutes. Now 100 games later I fall off around 20 minutes, and I expect in the next couple of hundred games I will have it down pat.
I have remapped the camera hotkeys to shift+1-5 (adding to control groups is now alt+1-0 for me), so I can select the queens, press V for inject, hold shift and cycle through hatcheries with 1-5. It solves the problem with the queenless hatches the base camera hotkey has.
And I've played more than 2k games but still suck at injecting so I don't believe in the "comes with practice" mantra. I need some trick or technique but I tried all the ones I knew of.
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On May 08 2011 07:41 Probe1 wrote:Show nested quote +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. Probably not worth it for me what with the TSL and NASL.... I just want to watch MVP play.
If I 15 nexus, what is the best transition (or most versatile) vs a zerg who double expands? Basically just do the same kind of stuff you would do normally, but sooner, and with less units. He will have less units too. Move out when you feel comfortable with a small force solely with the intention of preventing mass drones. As Terran, I have found it fairly easy to kill the Zergs third when I move out with half the tank number, typically they are too busy droning at that time. If you hold the Xel Naga towers, you can be confident that he does not have a large force.
But to directly answer your question, from what I have obsed in ZvP, Stargate tech is a fantastic transition. Follow up with Colossus, or Immortal/HT if your a baller.
How do players snipe in such rapid succession?
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On May 08 2011 14:05 Techno wrote: How do players snipe in such rapid succession?
Select a group of ghosts, hit snipe and then either
1) Shift-click spam on your targets or 2) Hold down snipe and click spam on your targets
(1) queues up the snipe commands which can be pre-empted by prior actions the ghosts are taking (in particular if they're already auto-attacking due to proximity agro). (2) runs the risk of you losing your ghost selection (since holding down the snipe button essentially spams it according to your keyboard's repeat key rate) if you click too fast.
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On May 08 2011 14:42 Kambing wrote: 1) Shift-click spam on your targets or
I'm not sure what you mean by this. Press R for snipe, then hold shift and click the targets? I've tried this method and I'm pretty sure it isn't the correct method.
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Where can I find a link to the game where both players killed each others army and they were left with a zealot and a zergling each. I think it was casteD by HD and it was played on Kulas Ravine
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On May 08 2011 15:33 CrumpetGuvnor wrote: Where can I find a link to the game where both players killed each others army and they were left with a zealot and a zergling each. I think it was casteD by HD and it was played on Kulas Ravine + Show Spoiler + There you go bud... thank god for the stalemate feature.
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the difference between shift-cliking and holding R is that the former queues the snipes and the latter just spams snipe in rapid succession. This matters for example if the target is out of range, shift-queueing will make the ghost walk in range and then snipe, walk in range and then snipe, etcetera. holding R has the same effect as repeatedely pressing R.
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Not strictly an SC2 question but
What does the [R&S] tag stand for? Results and standings?
On May 08 2011 15:33 CrumpetGuvnor wrote: Where can I find a link to the game where both players killed each others army and they were left with a zealot and a zergling each. I think it was casteD by HD and it was played on Kulas Ravine
TT1 vs MasterAsia
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if they go mass tanks, thing zealot&immortals sooner then stalkers&colossus
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On May 08 2011 14:55 Techno wrote:I'm not sure what you mean by this. Press R for snipe, then hold shift and click the targets? I've tried this method and I'm pretty sure it isn't the correct method.
Yes, that's what I mean and it is correct. As dementrio mentions, this queues up snipes orders from successive ghosts. And as I mentioned, this can be a problem if your ghosts are already executing an action because the snipes won't happen until the action is complete. In particular, if your ghosts are already in combat and are auto-attacking, then shift-clicked snipes won't happen until the target is dead (since they are queued up after their current attack command). This will give the appearance that the snipe commands weren't issued when in reality they are in their ghost's command queue.
If you have N ghosts, the queuing behavior allows you queue up more than N snipes. Contrast this with the hold-R-down method where you can only assign up to N snipe commands --- one per ghost --- at once.
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On May 07 2011 03:04 Kambing wrote:Show nested quote +On May 07 2011 00:17 legatus legionis wrote: I cannot use the shift key comfortably. My pinkey is bent and using it so often it starts to cause some strain. I want to remap the shift key to either tab or space. But the ingame menu doesn't allow me to remap "add unit to group 1" to tab+1 neither for space. Is there still anyway I can remap the key? Or maybe a suggestion to another key or something? For control I use the leftside of the palm of my hand btw. Thanks Caps lock is a common alternative for the pinky modifiers as well. You can use a program like SharpKeys to do the remapping.
Thanks again, also for the my previous question. Sharpkeys worked perfectly. It was really easy to use, it even allows you to "show" the key you want by pressing it. The only thing I forgot was after changing shift to caps, I had to change caps to shift and now it's perfect, <3
I addition to this for the sake knowledge, before I looked up your answer and tried it I noticed while watching progamers play, they all have their keyboards near the edge, where almost only the wrist part of the forearm is on the table. My setup is totally different. I only have my elbow over the edge sometimes, for the most part my elbow is also leaning on the table. I think this makes tendons that run on the outside of the elbow to get contrained when you lean on them? I don't know but moving the keyboard to the edge, which also allowed me to get in a better posture, more upright, helped the general strain a lot. So for anyone with a similar issue or when someone asks about it, this is something to take into consideration as well.
Again thanks a lot Kambing, I don't have any more questions but I really appreciated this so enjoy the forum credits
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sort of a tech/hotkey customisation technique i own a razer naga; would it be good for me to start training myself to use the buttons on the side when i press hotkeys? i dislike having to reach over with my left hand to constantly change hotkeys i play terran and i use 4 as my ccs, 5 as barracks, 6 as factories, 7 as starports, 1-3 are units. if i can train myself to use it, which might take a while, i can constantly have my left hand on the asd section any advice on this?
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as p, against ling -> turtle -> muta, what is the standard response?
i mean specifically unit composition and tech decisions as a result of predicted/scouted muta
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On May 08 2011 21:46 legatus legionis wrote:l. Again thanks a lot Kambing, I don't have any more questions but I really appreciated this so enjoy the forum credits 
No prob and thanks. =)
On May 08 2011 21:57 Otters wrote: sort of a tech/hotkey customisation technique i own a razer naga; would it be good for me to start training myself to use the buttons on the side when i press hotkeys? i dislike having to reach over with my left hand to constantly change hotkeys i play terran and i use 4 as my ccs, 5 as barracks, 6 as factories, 7 as starports, 1-3 are units. if i can train myself to use it, which might take a while, i can constantly have my left hand on the asd section any advice on this?
Yeah moving binds so that my left-hand didn't have to move off of wasd was my priority as well. In general, it is a good idea to move your most commonly used keys closer to wasd so that they are all in within reach.
How you end up doing this (and how you utilize your current hardware in the process) is a matter of personal taste. So I think it boils down to trying out a bunch of stuff and seeing what feels good and what doesn't feel good.
A good way to get started is to try out what other people have done before you. Check out these posts for some inspiration: http://www.teamliquid.net/forum/search.php?q=razer naga (cough, use search! =).
On May 08 2011 22:12 twoc wrote: as p, against ling -> turtle -> muta, what is the standard response?
i mean specifically unit composition and tech decisions as a result of predicted/scouted muta
Assuming you scout early enough, a 6 gate timing before mutas pop is ideal. It punishes them for teching too quickly and relying only on lings and spines for defense.
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thanks a lot Kambing, forgot about the search function hehe another question: does someone have a guide or vod which shows how to execute marine tank medivac tvz properly? and what number of production facilities should i have off 2/3 bases when i execute it? lastly, what are some good tvt builds? tried searching, looked at the iechoic, didn't really like it all that much
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