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Simple Questions Simple Answers - Page 149

Forum Index > StarCraft 2 Strategy
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Fist
Profile Joined October 2010
Netherlands235 Posts
May 16 2011 16:53 GMT
#2961
On May 17 2011 01:45 Anihc wrote:
Show nested quote +
On May 17 2011 01:40 Fist wrote:
How come i never can get a 13 gateway with chrono boosten at 10 and 12? If I continuesly chrono boost i get a 14 gateway


If you're pylon scouting (scouting on 9 with your probe that makes the pylon), then you can't get a 13 gate and its normal that you have a 14 gate. Otherwise, you should be able to. Are you putting your initial probes on mining the closer mineral patches? Also try not queuing up the 14th probe before dropping the gateway.

Awesome, ill give it a try tonight. Stupid of me to not think of my 9 pylon scout
Thanks for your awesome help, as usual<3
Have you ever realized just how insignificant your existence on this planet really is?
windsupernova
Profile Joined October 2010
Mexico5280 Posts
May 16 2011 22:34 GMT
#2962
hmmm, I don't know if this has been asked recently but when you do a hath first what is better?:

-Double tumour first
-1 tumour 1 inject
-double inject

Same question for Pool Hatch.

Thanks in advance if this is answered and sorry if this has been asked before
"Its easy, just trust your CPU".-Boxer on being good at games
Isaac
Profile Joined August 2010
United States810 Posts
Last Edited: 2011-05-16 23:03:20
May 16 2011 22:55 GMT
#2963
how do i deal with 4 speed reapers when i go 1 rax expand no gas?
i expected it and had marines placed, but they just ran past them, when i pushed out to go kill him.
number one fan of marineking
entropius
Profile Joined June 2010
United States1046 Posts
May 17 2011 00:27 GMT
#2964
So, baneling drops, especially vP, are nasty -- if the other dude doesn't see them coming. If he sees them coming he just pulls probes.

Wouldn't it be nice if there were some way to stop him from pulling probes so you could kill them all?

Seems like there is -- nydus. (Yes, there's an initial investment, so this is only worthwhile if you think you can use nydus for other things too.) As you see him pulling probes, couldn't you just drop a nydus in front of them all, trapping them between the nexus, worm, and assimilator, and letting you kill them all?

Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-05-17 04:17:11
May 17 2011 04:09 GMT
#2965
On May 17 2011 07:34 windsupernova wrote:
hmmm, I don't know if this has been asked recently but when you do a hath first what is better?:

-Double tumour first
-1 tumour 1 inject
-double inject

Same question for Pool Hatch.

Thanks in advance if this is answered and sorry if this has been asked before


The general rule is inject as much as possible so that you use all your larva (in the early game) and then drop tumors as necessary with extra energy. Beyond that it depends on the particular situation at hand.

For example, when you hatch first, if you are left unmolested, you should have the economy to support constant double injects, so a tumor won't be required until you produce a third queen. If you are under early pressure (e.g., from a 2 rax that keeps your drone count low) you should consider dropping tumors if your larva piles up.

Pool hatch plays are similar since your second queen is delayed to match your delayed production. With speedling openings in particular, it is common to inject then tumor with the first queen which is then sent to the natural in anticipation of your expo. This is because your second queen should pick up the inject at your main when it pops.

On May 17 2011 09:27 entropius wrote:
So, baneling drops, especially vP, are nasty -- if the other dude doesn't see them coming. If he sees them coming he just pulls probes.

Wouldn't it be nice if there were some way to stop him from pulling probes so you could kill them all?

Seems like there is -- nydus. (Yes, there's an initial investment, so this is only worthwhile if you think you can use nydus for other things too.) As you see him pulling probes, couldn't you just drop a nydus in front of them all, trapping them between the nexus, worm, and assimilator, and letting you kill them all?


Seems like a nifty trick. The problems with it are:

1) There are multiple exit points from the mineral line around the geyser. So a single nydus worm will only slow down the escaping scvs. You will need to drop at least two (which requires two separate nydus networks) to get a good box.
2) You need a spotter or you need the dropship overlord to be a good ways ahead of the scv train because you won't be able to build a nydus if a scv is on the construction site.
3) Nydus worms make the baneling drop much more expensive. One +2 atk drop is 75/25 * 4 = 300/100 and the worm will add an extra 100/100 on top of that, doubling the gas cost.

I would consider it a good idea if I had the resources and the infrastructure already set up. However, I don't think it's worth going out of your way to tech into nydus worms just to augment your baneling drop play (although there are good reasons to be getting drop and nydus in conjunction anyways).
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
May 17 2011 04:36 GMT
#2966
reposting this as its a fairly lengthy reply to a thread regarding initial unit build orders for Protoss in PvT, and I didnt want it to go to waste.

"Zealot -> Stalker -> Stalker -> Sentry is my preferred order in nearly every build I do PvT.

The reason for this is that a sentry as your third unit comes out too slow to forcefield the ramp vs the 2 marauder/1marine/3 scv early pressure attack from Terran (or the same push minus SCVs), and once they're in your base the sentry is worse than useless.

You do get the forcefield in time to FF the ramp if you go sentry second, but then you only have the one stalker when it arrives and you don't have a lot of DPS.

Personally I feel more confident relying on microing with 1 zealot and 2 stalkers than trying to do it with 1 zealot 1 sentry and 1 stalker.

You're also safer against an SCV/marine all-in with two stalkers, as you can micro them rather than counting on one brilliant forcefield."
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
rsvp
Profile Blog Joined January 2006
United States2266 Posts
May 17 2011 07:28 GMT
#2967
On May 17 2011 13:36 Dhalphir wrote:
reposting this as its a fairly lengthy reply to a thread regarding initial unit build orders for Protoss in PvT, and I didnt want it to go to waste.

"Zealot -> Stalker -> Stalker -> Sentry is my preferred order in nearly every build I do PvT.

The reason for this is that a sentry as your third unit comes out too slow to forcefield the ramp vs the 2 marauder/1marine/3 scv early pressure attack from Terran (or the same push minus SCVs), and once they're in your base the sentry is worse than useless.

You do get the forcefield in time to FF the ramp if you go sentry second, but then you only have the one stalker when it arrives and you don't have a lot of DPS.

Personally I feel more confident relying on microing with 1 zealot and 2 stalkers than trying to do it with 1 zealot 1 sentry and 1 stalker.

You're also safer against an SCV/marine all-in with two stalkers, as you can micro them rather than counting on one brilliant forcefield."


Not sure why you're reposting here as this is the simple question simple answer thread, and what you posted is neither simple, a question, nor an answer. It really comes down to map, personal preference, and what build you're doing.
Comlock
Profile Joined May 2011
Norway17 Posts
May 17 2011 08:55 GMT
#2968
Questioin> When is the next Team Liquid Starleage?
Heihei
probob
Profile Joined March 2011
Germany227 Posts
May 17 2011 10:23 GMT
#2969
I have a question: Did someone tried to kill their own neural parasited units? I killed my own collosi and it seemed better to me to kill em off thorugh focus fire instead of hoping to get them back. Any thoughts on this?
Ich bin ein Berliner
shaNk
Profile Joined August 2010
Canada124 Posts
May 17 2011 10:56 GMT
#2970
On May 17 2011 19:23 probob wrote:
I have a question: Did someone tried to kill their own neural parasited units? I killed my own collosi and it seemed better to me to kill em off thorugh focus fire instead of hoping to get them back. Any thoughts on this?

It might be good........ in some situations...... but no you should most of the time not do this, and instead focus the infestor with (for exemple) blink stalkers, or another colo that is not neural'd, etc. Killing ur own NP'd dosnt only waste alot of ur damage on ur own units, but ur also killing ur own army. So no i dont think thats anywhere near a good idea, and im pretty sure theres more ways around it
NrGshaNk op nrg)
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
May 17 2011 11:26 GMT
#2971
On May 17 2011 07:55 Isaac wrote:
how do i deal with 4 speed reapers when i go 1 rax expand no gas?
i expected it and had marines placed, but they just ran past them, when i pushed out to go kill him.


I don't think you can without some really good marine and scv micro. Maybe some simcity around your mineral line to try and stop them getting in


On May 17 2011 07:34 windsupernova wrote:
hmmm, I don't know if this has been asked recently but when you do a hath first what is better?:

-Double tumour first
-1 tumour 1 inject
-double inject

Same question for Pool Hatch.

Thanks in advance if this is answered and sorry if this has been asked before


I think it would depend on your drone count, how many gas you have at that point and how many minerals. If you have relitivly high minerals then inject, if your minerals are low (because you've taken 1-2 gas) then creep tumor since you don't have the minerals to us up the lavae. Generally i will inject as soon as a queen pops and then poop out a creep tumor with the next 25 energy (whether i go pool hatch or hatch pool, also do this with 1 queen or 2)
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Thanathology
Profile Joined April 2011
Belgium7 Posts
Last Edited: 2011-05-17 11:32:38
May 17 2011 11:30 GMT
#2972
On May 17 2011 07:34 windsupernova wrote:
hmmm, I don't know if this has been asked recently but when you do a hath first what is better?:

-Double tumour first
-1 tumour 1 inject
-double inject

Same question for Pool Hatch.

Thanks in advance if this is answered and sorry if this has been asked before


I prefer one tumor, one inject. Tumor in my main, inject at natural. You can't spend all larvae with double inject and i lack larvae in double tumor. I also start my 3rd queen rather quickly to spread the creep. This way i get fast creep spread and good amount of larvae.

Btw, My gas is usually started around 18 supply. This gives me a decent time for ling speed and allows me to spend my larvae on drones. I also don't need to remove drones from geiser and can go whatever tech route i prefer.
Phicksur
Profile Joined May 2011
United States2 Posts
May 17 2011 13:57 GMT
#2973
As I am a new member, and there are no new threads on this in the past several months, and the forums warned me about necroposting I am asking here. Is it still possible to win the Insane AI challenges in under 5 minutes as of the latest patch?

No matter how hard I try to zvz 6 pool they always pull enough drones to wipe out my zerglings and spine crawlers before any damage is done. By the time I hit their base with 6 zerglings and 3 spine crawlers (and my remaining 4 drones to try to absorb damage to the growing spine crawlers) their queen and the dozens of drones kill off my stuff before it can even finish growing. The AI seems to always know when something is growing so doing it secretly is out of the question. I tried cannon rushing first but the damned AI seems to always know when there's a cannon being warped in.

I am beginning to believe these achievements are no longer possible with all the multiplayer updates.
Kambing
Profile Joined May 2010
United States1176 Posts
May 17 2011 14:34 GMT
#2974
On May 17 2011 22:57 Phicksur wrote:
As I am a new member, and there are no new threads on this in the past several months, and the forums warned me about necroposting I am asking here. Is it still possible to win the Insane AI challenges in under 5 minutes as of the latest patch?

No matter how hard I try to zvz 6 pool they always pull enough drones to wipe out my zerglings and spine crawlers before any damage is done. By the time I hit their base with 6 zerglings and 3 spine crawlers (and my remaining 4 drones to try to absorb damage to the growing spine crawlers) their queen and the dozens of drones kill off my stuff before it can even finish growing. The AI seems to always know when something is growing so doing it secretly is out of the question. I tried cannon rushing first but the damned AI seems to always know when there's a cannon being warped in.

I am beginning to believe these achievements are no longer possible with all the multiplayer updates.


Spine rushing only works on certain maps where you can force the AI to engage the spine in a 1 hex choke so that it has time to finish. The AI auto-attacks any building being constructed in its base regardless of its vision. You can take advantage of this to get efficient insane AI wins:

1) As protoss, simply stage your first cannon outside their base on the low ground to cover the second, high ground cannon. Typically this will cause all their workers to try to attack the low ground cannon which, if simcity'ed properly should not go down.
2) As zerg, repeatedly double gas steal to keep their workers from mining until your lings get out.

Terran has the hardest time now because of these changes since low-high ground bunkers take longer to build and they cannot gas steal effectively.
KoolBlue
Profile Joined May 2011
Canada2 Posts
May 17 2011 15:02 GMT
#2975
I have noticed that most pro players don't use their thumb to tap keys (i.e. B) while playing, why is this?
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2011-05-17 15:06:30
May 17 2011 15:05 GMT
#2976
I have a simple question, but first a simple preface:

I like going ling/infestor in ZvT, and gathering roaches for mech and blings for heavier bio. I get broodlords ultimately if he's heavy on mech, otherwise ultras.

But how do I deal with midgame siege tank with lair tech? I've been having a real problem against siege tanks in ZvT with using infestors, and not sure what to do. My macro isn't the issue, I just get sort of confused and not sure what to make. I guess I could make more lings but that doesn't seem right, and I could make more infestors but that doesn't get rid of siege tanks and NP isn't good against mass tank, only small numbers. So not sure what to do :O

I mean I'm just sitting there with only infestors and lings (right about when infestation pit has finished getting energy but before hive, right around third timing). He comes at me with lots of tanks and I have no clue what to do - should I tech for roaches or banelings or mutas? Do I have enough time? I just sit there twiddling my thumbs because I have no idea what unit to make or if I should just make more of the units I can - which is ONLY ling/infestor.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-05-17 15:49:14
May 17 2011 15:42 GMT
#2977
On May 18 2011 00:02 KoolBlue wrote:
I have noticed that most pro players don't use their thumb to tap keys (i.e. B) while playing, why is this?


Few reasons:

1) Most players inherit their speed from touch-typing quickly, during which the thumb is only responsible for the spacebar.

2) As a corollary to #1, most people are far less precise with their thumbs than their remaining digits, so it ends up steadying their hand position rather than actively pressing keys.

3) With your hands on the home row, it is difficult to press keys above space bar with your thumb without contorting your hand in an awkward way. In particular, you have to scrunch your hand inward in order to bring your thumb up whereas most people naturally tend to splay their hand.

(All of this is in general terms of course. There are undoubtedly people that use their thumb to hit keys and have no problems with it. It boils down to whatever is comfortable for you.)

On May 18 2011 00:05 Belial88 wrote:
I have a simple question, but first a simple preface:

I like going ling/infestor in ZvT, and gathering roaches for mech and blings for heavier bio. I get broodlords ultimately if he's heavy on mech, otherwise ultras.

But how do I deal with midgame siege tank with lair tech? I've been having a real problem against siege tanks in ZvT with using infestors, and not sure what to do. My macro isn't the issue, I just get sort of confused and not sure what to make. I guess I could make more lings but that doesn't seem right, and I could make more infestors but that doesn't get rid of siege tanks and NP isn't good against mass tank, only small numbers. So not sure what to do :O

I mean I'm just sitting there with only infestors and lings (right about when infestation pit has finished getting energy but before hive, right around third timing). He comes at me with lots of tanks and I have no clue what to do - should I tech for roaches or banelings or mutas? Do I have enough time? I just sit there twiddling my thumbs because I have no idea what unit to make or if I should just make more of the units I can - which is ONLY ling/infestor.


The timing is very tight for a pure ling/infestor build vs. standard marine/tank pre-medivac timings. Reactively making tech at the point that you scout your opponent moving out is too late, so your only chance is to switch to full out army mode and play defensive. For example poke at his army to force preemptive sieges, and don't engage until you catch him un-sieged or until you have a critical mass of units.

If you can't get your timings down so that your infestors are up in a reasonable time, then assuming you want your mid-game unit composition to be infestors, you should consider adding intermediate tech to keep you safe. Banelings are the most reasonable thing to tech to since they can be cost-effective against marines.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
May 17 2011 16:00 GMT
#2978
^ The infestors are out in time, it's just that infestors aren't good against siege tanks. I guess just massing lings wouldn't be the worst thing though. Banelings seem okay, it's not really the marines that are the problem. I guess just make do with lings.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Manimal_pro
Profile Joined June 2010
Romania991 Posts
May 17 2011 16:28 GMT
#2979
is there any way to make 15 CC work against protoss on large maps ?
If you like brood war, please go play brood war and stop whining about SC2
Theovide
Profile Joined September 2010
Sweden914 Posts
May 17 2011 18:08 GMT
#2980
I was watching Jinro streaming and I saw him targetting his SCVs and mules to do a transfer, he then clicked on his unit interface, on the picture of one of the SCVs, and suddenly only had the scvs targeted. So my question is, how do you do that? ;D

(He didn't shift click away the mules, nor double click the SCV on the game field of the battle, he clicked on one of the green scv guys in some way, if he just wasn't so fast that I saw wrong :p).

<3 for answers.
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