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On May 15 2011 04:30 Killcycle wrote: The search function does not aide me in this.
A Siege Tank's attack gets a +armored attribute, this I know. But does this attribute hold for the splash damage? I'm wondering if the splash damage is
1) Calculated depending on what unit the initial blow hits (i.e if it hits a Stalker, the damage will be 100% / 50% / 25% of 50 damage, versus 100% / 50% / 25% of the base 35 damage on a light unit for the splashed units around it)
2) Calculated independently for each unit within splash radius (i.e a Stalker hit by splash would take x % of damage out of 50, versus a Zergling who'd take x % of 35)
Anyone know?
(2). Verified by measuring splash damage taken by a stalker next to an archon (50 * .25 ~ 13 dmg taken) versus an archon next to the stalker (35 * .25 ~ 8.75 dmg taken).
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On May 15 2011 05:16 Kambing wrote:Show nested quote +On May 15 2011 04:30 Killcycle wrote: The search function does not aide me in this.
A Siege Tank's attack gets a +armored attribute, this I know. But does this attribute hold for the splash damage? I'm wondering if the splash damage is
1) Calculated depending on what unit the initial blow hits (i.e if it hits a Stalker, the damage will be 100% / 50% / 25% of 50 damage, versus 100% / 50% / 25% of the base 35 damage on a light unit for the splashed units around it)
2) Calculated independently for each unit within splash radius (i.e a Stalker hit by splash would take x % of damage out of 50, versus a Zergling who'd take x % of 35)
Anyone know? (2). Verified by measuring splash damage taken by a stalker next to an archon (50 * .25 ~ 13 dmg taken) versus an archon next to the stalker (35 * .25 ~ 8.75 dmg taken).
Awesome, thanks. I wasn't sure how to accurately test it since I'm not intimately familiar with the size of units.
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If I'm not planning on 4gating but instead want to 3gate/2gate robo expand, is it still worth it to chronoboost Warp Gate research?
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On May 15 2011 05:44 HolyArrow wrote: If I'm not planning on 4gating but instead want to 3gate/2gate robo expand, is it still worth it to chronoboost Warp Gate research?
Yes, depending on the matchup and what you scout. Pvp you definitely want to crono it unless you are doing the 3 stalker rush 3gate/rob as shown by Artosis. Against T and Z depends on what you're scouting.
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On May 15 2011 06:08 Stipulation wrote:Show nested quote +On May 15 2011 05:44 HolyArrow wrote: If I'm not planning on 4gating but instead want to 3gate/2gate robo expand, is it still worth it to chronoboost Warp Gate research? Yes, depending on the matchup and what you scout. Pvp you definitely want to crono it unless you are doing the 3 stalker rush 3gate/rob as shown by Artosis. Against T and Z depends on what you're scouting.
Would you say that if the opponent is doing something aggressive (2rax, for instancE), chronoing WG research would be the right choice?
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Why are some terrans not walling in at the ramp and instead building a bunker? Vs. Protoss that is
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On May 15 2011 07:13 huggab0y wrote: Why are some terrans not walling in at the ramp and instead building a bunker? Vs. Protoss that is A small reason is that you lose a few minerals from sending an SCV there to build a building each time. Another small one is it shows your tech tree and addons sometimes.
However, the main reason against Protoss is that a one base Void Ray build will be about 3x stronger if you have a wall. Yes, it is definitely because of Void Rays that people choose to not wall in, as a lot of Protosses will just Void Ray all in you once they scout a wall-in.
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On May 15 2011 07:16 iTzAnglory wrote:Show nested quote +On May 15 2011 07:13 huggab0y wrote: Why are some terrans not walling in at the ramp and instead building a bunker? Vs. Protoss that is A small reason is that you lose a few minerals from sending an SCV there to build a building each time. Another small one is it shows your tech tree and addons sometimes. However, the main reason against Protoss is that a one base Void Ray build will be about 3x stronger if you have a wall. Yes, it is definitely because of Void Rays that people choose to not wall in, as a lot of Protosses will just Void Ray all in you once they scout a wall-in. also a wall-in is much less useful when the opponent has ranged units (stalkers) and none of them are particularly fast. some people think a wall-in is to prevent 6 pools, but it's to prevent sling runbys into your main.
my Q: when going MMMVG against a deathball with phoenixes...i'm suppose to just suicide my vikings and target fire collosi and hope they get to kill at least 2 collosi before they die right?
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On May 15 2011 06:25 HolyArrow wrote:Show nested quote +On May 15 2011 06:08 Stipulation wrote:On May 15 2011 05:44 HolyArrow wrote: If I'm not planning on 4gating but instead want to 3gate/2gate robo expand, is it still worth it to chronoboost Warp Gate research? Yes, depending on the matchup and what you scout. Pvp you definitely want to crono it unless you are doing the 3 stalker rush 3gate/rob as shown by Artosis. Against T and Z depends on what you're scouting. Would you say that if the opponent is doing something aggressive (2rax, for instancE), chronoing WG research would be the right choice?
Yeah, just make sure you have sentry to ff your ramp.
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is there a way to have your army target a single type of unit? for example your stalkers are attacking an army of marauders, marines, and helions and you want to kill the marauders first, aside from targeting one of the marauders and shift clicking all the remaining marauders, is there a command, say alt-right click, that your units would kill the marauders closest first and then kill any units within range after that?
hope that makes sense...
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Where can I find the vod for JP's GSL finals party stream? I heard it was more entertaining than the GSL itself.
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On May 15 2011 13:55 tvardary wrote: is there a way to have your army target a single type of unit? for example your stalkers are attacking an army of marauders, marines, and helions and you want to kill the marauders first, aside from targeting one of the marauders and shift clicking all the remaining marauders, is there a command, say alt-right click, that your units would kill the marauders closest first and then kill any units within range after that?
hope that makes sense...
Shift-right clicking with your units selected each unit is the only way of doing this. Either that or positioning your units to be more likely to kill closest units, but thats not gurantee. You could conceivably select 3-4 unit at a time shift right clicking to avoid units all bunching up trying to target something.
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Hi everyone, I'm a Diamond level Terran player.
I've been working on playing a very heavy or almost pure mech " GoOdy style" TvZ because frankly I hate how Marine/Tank comes down to lucky Banelings almost 90% of the time and how harass dependent it is.
Does anybody know what the standard timings a Zerg has for: (assuming little pressure is applied by Terran)
- When Spire begins construction
- When a two base Kyrix all-in style Baneling Bust will hit
- When Baneling Nest begins construction
- Hive begins construction
- When 3rd/4th base begins construction
I know that a lot of these vary depending on build/map, but if you are going a standard Muta/Baneling/Infestor composition, what are the timings on Metalopolis Cross Spawns (I figure that's about as standard of a TvZ as you can get haha).
I'm pretty awful at this match-up as when I was progressing up to Diamond I feel that the Z's I played were pretty awful. As a result I never really got a good sense of the match-up quite like I did for TvT or TvP.
Any help that can be provided is very appreciated as I really need to know these timings in order to know when to build my Engineering Bay/Armory and when to move out.
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I've been doing the SeleCT 2rax expand while I'm trying to learn Terran, and I'm having some trouble with 4gate. I tried throwing down a bunker and a third barracks when I scout it with my reaper, but I felt like the units still come out too late to hold anything, especially since I don't have stim. Am I just macroing poorly (my Terran is admittedly bad), or do I need a second bunker? Should I switch out of the 2rax build when I see the telltale signs of 4gate (saved up chrono, cut probes) with my initial scout?
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Question: When deciding to attack the enemy, is it always better to cut worker production a bit beforehand to just add a little bit more army advantage?
If so, how long should the cutting of workers last?
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Do spore crawlers still detect if not burrowed?
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On May 15 2011 15:14 Comlock wrote: Question: When deciding to attack the enemy, is it always better to cut worker production a bit beforehand to just add a little bit more army advantage?
If so, how long should the cutting of workers last?
It depends on the reinforcement distance. It's not worth it if you're only going to be able to send in like two or three units that will get picked off easily if the engagement doesn't go well. If you are Protoss however and have a proxy pylon that can easily reinforce, then cutting probes is not a bad idea.
On May 15 2011 15:37 kamui8899 wrote: Do spore crawlers still detect if not burrowed?
No.
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I play Zerg. If I scout factories with tech labs, how can I know whether they're going to be making tanks, blue flame hellions, or thors? (assuming I couldn't scout an armory)
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On May 15 2011 16:00 Dubo wrote: I play Zerg. If I scout factories with tech labs, how can I know whether they're going to be making tanks, blue flame hellions, or thors? (assuming I couldn't scout an armory) well even if they go hellion, almost everyone goes tank eventually so hard to say really
how do i scout for broodlords? is it essential to have located the spire and then scan occasionally? i've started getting lazy and just putting a preemptive turret in each of my mineral lines. every single loss to zerg i'm just happily building up tanks and then WTF BROODLORDS
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