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On May 11 2011 15:45 bankai wrote:Show nested quote +On May 11 2011 14:34 Anihc wrote:On May 11 2011 09:35 bankai wrote:On May 10 2011 11:25 bankai wrote: 1) In PvZ macro-oriented games, I noticed that typically high level players go for the IST or ISS compositions but as the game builds up and zerg techs to ultras/broodlords, that Protoss players do not replenish sentry count.
This could be my mis-observation but, why do ppl do that?? I thought for zerg, since their numbers are so great in late game, that you NEED forcefields to restrict their movement otherwise the deathball gets surrounded too easily??
2) PvZ - what is the best counter to lings/infestors in mid game and late game?? Help or guidance please??  1. When ultras/broodlords come out sentries aren't very useful anymore, and you need all the gas you have for stuff that can kill ultras/broods (i.e. void rays). But anytime before then, IMO it is a mistake/poor decision making that pros don't replenish sentry count. 2. There really is no widely accepted counter to ling/infestor at this point. Theoretically a HT based army (zeal/stalker/sentry/archon/HT) is the counter, but these strats have not been fully worked out yet, plus they die easily to any other zerg comp... so standard colossus/gateway with good macro may be your better bet. Thanks Anihc! On point 1, the thing I dont understand though is how to deal with big zerg numbers. Before ultras/broodlords, you need FF to keep their numbers in check with zerglings/roach/hydra otherwise you are surrounded. In the late game, they still hvae tons of zerglings/roach/hydra in the mix as well as a few ultras/broodlords. So without sentries late game (when they have ultras/broods), how do you prevent being surrounded and overwhelmed??
A lot of colossus Early-mid game you don't have access to aoe damage so you need to rely on FF. Once you get a lot of colossus on the field (4+) the zerg army dies much faster so FF isn't quite as important.
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On May 11 2011 22:38 Comlock wrote: Question1: when im watching a stream some pros seem to be able to get 3 workers at the gas very fast and it doesent seem like their drag selecting them. How is this done? (unless they just hot keyed 3 workers)
Question2: After beeing harrased, how can I get the 6 probes to easily return to gas when I;m using the Grid keyboard setup? Answer to #2: When you have run away with probes and want to go back to mining, first select all workers and tell all of them to go to one assimilator, then deselect 3 workers by shift-clicking them in the down middle box taht shows your unit portraits. Then you send all except the 3 workers to the other assimilator and again deselect 3 with shift-click. After that just send the rest to a mineral patch.
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On May 11 2011 22:38 Comlock wrote: Question1: when im watching a stream some pros seem to be able to get 3 workers at the gas very fast and it doesent seem like their drag selecting them. How is this done? (unless they just hot keyed 3 workers)
Question2: After beeing harrased, how can I get the 6 probes to easily return to gas when I;m using the Grid keyboard setup?
There's actually no magic to putting 3 guys in gas quickly as there are no hotkeys that will do this for you automatically (save for return cargo which will cause workers with cargo to return it and then go back to mining the last thing they were instructed to mine).
To get guys in gas, people simply do one of the three things quickly:
1) Box 3 workers near your base that are returning cargo and send them to gas 2) Shift-click 3 individual workers and send them to gas 3) Box >3 workers, then use http://wiki.teamliquid.net/starcraft2/Cloning i.e., send all those workers to gas, then shift-click three out of the group (via the wireframe) and send the remainder to minerals.
In the case that any of the selected workers going to gas has cargo, you can also hit 'c' (return cargo) to cause them to return their cargo before they go off to mine gas.
Being harassed is similar, although most people do (3) to clone the 6 workers back onto gas because they need to send everyone else to minerals anyways.
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This question has been bothering me for while now, what is the command for dropping all units out of a dropship/overlord/warp prism, while it is moving, and without clicking on each unit inside the dropship?
probably a noob question, but something I have never known and it sucks
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Use your drop hotkey and click on the dropship instead of on the ground.
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Can you warp in multiples of the same unit (ie Stalker) without having to hit S everytime? I was watching an Artosis stream and he was warping in Stalkers really quickly as if he didn't have rehit S.
Same with warping in Gateways, he looked like he wasn't hitting B, G (I hope those are the right hit keys lol). Is there a way to do that as well?
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On May 11 2011 23:59 SixGun wrote: Can you warp in multiples of the same unit (ie Stalker) without having to hit S everytime? I was watching an Artosis stream and he was warping in Stalkers really quickly as if he didn't have rehit S.
Same with warping in Gateways, he looked like he wasn't hitting B, G (I hope those are the right hit keys lol). Is there a way to do that as well?
For warping in units, e.g., stalkers
1) Select warp gates, hold down 'S', and spam click the ground or 2) Select warp gates, press 'S', hold down shift, and spam click the ground
For constructing buildings with a single probe, e.g., pylons
1) Select probe, press 'B', press 'E', hold down shift, and spam click the ground
(1) takes advantage of keyboard repeat rate (so in effect you are spamming 'S' by holding it down) and (2) takes advantage of command queuing.
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On May 12 2011 00:13 Kambing wrote:Show nested quote +On May 11 2011 23:59 SixGun wrote: Can you warp in multiples of the same unit (ie Stalker) without having to hit S everytime? I was watching an Artosis stream and he was warping in Stalkers really quickly as if he didn't have rehit S.
Same with warping in Gateways, he looked like he wasn't hitting B, G (I hope those are the right hit keys lol). Is there a way to do that as well? For warping in units, e.g., stalkers 1) Select warp gates, hold down 'S', and spam click the ground or 2) Select warp gates, press 'S', hold down shift, and spam click the ground For constructing buildings with a single probe, e.g., pylons 1) Select probe, press 'B', press 'E', hold down shift, and spam click the ground (1) takes advantage of keyboard repeat rate (so in effect you are spamming 'S' by holding it down) and (2) takes advantage of command queuing.
Also make sure when you hold down the key you give it a second before you start clicking because there's a small delay. Holding down the key also works for spells like forcefield too >.>
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Hello ^^ I'm currently a silver level protoss player. I used to 4gate in my PvP, but with the 1.3.3 patch I want to change my build :D So, my question to the forum is what would be a good build versus Protoss as a lower level player that wants to get better ^^
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On May 11 2011 22:42 Anihc wrote:Show nested quote +On May 11 2011 15:45 bankai wrote:On May 11 2011 14:34 Anihc wrote:On May 11 2011 09:35 bankai wrote:On May 10 2011 11:25 bankai wrote: 1) In PvZ macro-oriented games, I noticed that typically high level players go for the IST or ISS compositions but as the game builds up and zerg techs to ultras/broodlords, that Protoss players do not replenish sentry count.
This could be my mis-observation but, why do ppl do that?? I thought for zerg, since their numbers are so great in late game, that you NEED forcefields to restrict their movement otherwise the deathball gets surrounded too easily??
2) PvZ - what is the best counter to lings/infestors in mid game and late game?? Help or guidance please??  1. When ultras/broodlords come out sentries aren't very useful anymore, and you need all the gas you have for stuff that can kill ultras/broods (i.e. void rays). But anytime before then, IMO it is a mistake/poor decision making that pros don't replenish sentry count. 2. There really is no widely accepted counter to ling/infestor at this point. Theoretically a HT based army (zeal/stalker/sentry/archon/HT) is the counter, but these strats have not been fully worked out yet, plus they die easily to any other zerg comp... so standard colossus/gateway with good macro may be your better bet. Thanks Anihc! On point 1, the thing I dont understand though is how to deal with big zerg numbers. Before ultras/broodlords, you need FF to keep their numbers in check with zerglings/roach/hydra otherwise you are surrounded. In the late game, they still hvae tons of zerglings/roach/hydra in the mix as well as a few ultras/broodlords. So without sentries late game (when they have ultras/broods), how do you prevent being surrounded and overwhelmed?? A lot of colossus  Early-mid game you don't have access to aoe damage so you need to rely on FF. Once you get a lot of colossus on the field (4+) the zerg army dies much faster so FF isn't quite as important.
lol not the answer i was expecting but smart 
Sooo....if zerg uses a speedling/ultra/broodlord composition, then i use stalkers/colossus/voids late game and drop the 'S' (Sentries) out of CSS?? Orrr i got with the IST composition but need more micro with my templars to keep speedling numbers in check??
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If you play vs a protoss as zerg. and take over a probe to build a protoss base. Do you inherit the upgrade the protoss have purchased so far? Or do you start from 0?
If the protoss for example have 1 probe and a pylon left then he have the uppgrades. Why shouldn't you have them as well?
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Hello TL, quick / easy question for you all: When an army with hallucinated units attacks another army with detection, do the hallucinated units still retain normal targeting characteristics or are they ignored by the opposing players units due to them having detection?
I ask because I could've sworn I've seen my overlords move away from a hallucinated phoenix after being shot regardless of taking no damage and my overseer having detected that it was in fact a hallucination. This would indicate that despite the fact the hallucination is detected, normal behavior is to be expected from units hit by the hallucinated unit's attack (IE run away or return fire). However I could've simply been mistaken as my vision was rather blurred by the tears of Zerg rage while watching 15 phoenixes rape my base. If anyone knows for sure, it would be a great help. Thanks all.
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On May 11 2011 13:19 lazydino wrote: Here's a simple one! How can you tell if a protoss building has been canceled rather than destroyed? What is the difference? +1!
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Poll: change race due to 1 match-up?no (6) 55% yes (5) 45% 11 total votes Your vote: change race due to 1 match-up? (Vote): yes (Vote): no
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On May 12 2011 09:39 GrassEater wrote: If you play vs a protoss as zerg. and take over a probe to build a protoss base. Do you inherit the upgrade the protoss have purchased so far? Or do you start from 0?
If the protoss for example have 1 probe and a pylon left then he have the uppgrades. Why shouldn't you have them as well?
Any units that you create from your new protoss base start from scratch. Since you're the owner of those units, the game uses your upgrade history to determine the stats of those units (versus mind-controlled units which are controlled by you but still owned by someone else so they inherit their upgrade history).
On May 12 2011 09:55 Mr. Nefarious wrote: Hello TL, quick / easy question for you all: When an army with hallucinated units attacks another army with detection, do the hallucinated units still retain normal targeting characteristics or are they ignored by the opposing players units due to them having detection?
I ask because I could've sworn I've seen my overlords move away from a hallucinated phoenix after being shot regardless of taking no damage and my overseer having detected that it was in fact a hallucination. This would indicate that despite the fact the hallucination is detected, normal behavior is to be expected from units hit by the hallucinated unit's attack (IE run away or return fire). However I could've simply been mistaken as my vision was rather blurred by the tears of Zerg rage while watching 15 phoenixes rape my base. If anyone knows for sure, it would be a great help. Thanks all.
Hallucinated units have lower priority than their regular counterparts. So they are prioritized over non-hallucinated units (assuming you have detection). Otherwise, they act like normal enemy units for the purposes of targeting and such.
On May 12 2011 10:10 cbrsmurf wrote:Show nested quote +On May 11 2011 13:19 lazydino wrote: Here's a simple one! How can you tell if a protoss building has been canceled rather than destroyed? What is the difference? +1!
I actually sat down and tried this out for 15 minutes because I didn't know the answer. I couldn't tell the difference between a canceled and destroyed protoss building-in-construction. I thought it was the sound that was difference (there's a distinctive swooping explosion and a more generic boom) but it turned out the game was cycling between them for each type of explosion.
I could be wrong though. I play on low graphical settings across the board, so something might pop out more on higher settings.
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If there is a sizable drop (say 3 or 4 medivacs) is it better to focus fire the medivacs or fight the units? I try to kill the medivacs with my stalkers, but it seems like the marines get free shots while I'm trying to kill the medivacs.
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On May 12 2011 12:26 badDogma wrote: If there is a sizable drop (say 3 or 4 medivacs) is it better to focus fire the medivacs or fight the units? I try to kill the medivacs with my stalkers, but it seems like the marines get free shots while I'm trying to kill the medivacs.
Medivacs = no heal for the units = no infinite stim
Usually if you know a huge drop is coming you will have 5 stalkres or something patrolling the edge to focus-fire. By killing drop ships, you can also kill 4-8 units for "free". If the medivacs stay alive, the mm will be a pain in the ass to deal with if they're constantly being healed.
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On May 12 2011 12:26 badDogma wrote: If there is a sizable drop (say 3 or 4 medivacs) is it better to focus fire the medivacs or fight the units? I try to kill the medivacs with my stalkers, but it seems like the marines get free shots while I'm trying to kill the medivacs.
If you bring enough units to be 100% sure you're gonna destroy the drop, focus fire the medivac so he doesn't run away, if you bring barely enough to fend it off, dont' focus medivacs and just kill the units.
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Whenever I have my Protoss ball and press my FF's I have to wait for my sentries to shuffle through my army to cast...what can I do to make that not happen
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Is one DT equal to one scan?
In PvT, if I notice an expo that T does not have detection at, is it worth the money to send a dt at the expo, knowing that it will kill (at most) one or two workers?
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