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Simple Questions Simple Answers - Page 153

Forum Index > StarCraft 2 Strategy
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Autofire2
Profile Blog Joined May 2010
Pakistan290 Posts
May 19 2011 15:28 GMT
#3041
I'm looking for builds to steal ala Day 9. Is there a good TvZ player I can follow who has a solid, not super-micro style 2-rax FE? I'm using the new Macro or Die trainer and I think it's great fun
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
May 19 2011 15:52 GMT
#3042
On May 20 2011 00:28 Autofire2 wrote:
I'm looking for builds to steal ala Day 9. Is there a good TvZ player I can follow who has a solid, not super-micro style 2-rax FE? I'm using the new Macro or Die trainer and I think it's great fun


As a general rule, TvZ 2-rax FE is micro dependent: you use your 2 rax to produce many marines and force the zerg player to make zerglings or crawlers to defend, so he can't drone as hard. This also gives you a standing army to help get your expo up. However, your aggression, especially against zerglings, is limited by your ability to micro your marines. Terran fast expands vs Zerg almost always apply pressure and require micro to succeed, since forcing zerg to produce units other than drones gives terran an economic damage, and left to its own devices, zerg will pull ahead in drones very quickly.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
BigJoe
Profile Joined January 2011
United States210 Posts
May 19 2011 16:08 GMT
#3043
Hello TL

Quick question... dont feel it deserves an entire thread for it... but around here you hear people say they are (Low/Mid/High) (Bronze/Silver/Gold/etc...). What determines whether or not you are low/mid/high? I feel like it doesn't correspond with the rank in your current division, so please correct me if I'm wrong.

If its not that then how do you know if you are low/mid/high?

Thanks.
jdc214
Profile Joined May 2010
United States122 Posts
May 19 2011 16:12 GMT
#3044
Why did doa and moletrap cast the GSTL Finals instead of tastosis?
Steam: IceNine - Check out my twitch https://www.twitch.tv/iceninedota/
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 19 2011 16:12 GMT
#3045
On May 20 2011 01:08 BigJoe wrote:
Hello TL

Quick question... dont feel it deserves an entire thread for it... but around here you hear people say they are (Low/Mid/High) (Bronze/Silver/Gold/etc...). What determines whether or not you are low/mid/high? I feel like it doesn't correspond with the rank in your current division, so please correct me if I'm wrong.

If its not that then how do you know if you are low/mid/high?

Thanks.


Generally, it's something you kind of feel out. No one really knows how well you play except yourself. Pointswise it's always fluctuating, but a good guesstimate is to look at the #1 of your division and look at yourself based on that. Usually you can just tell though.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
May 19 2011 16:44 GMT
#3046
On May 20 2011 01:08 BigJoe wrote:
Hello TL

Quick question... dont feel it deserves an entire thread for it... but around here you hear people say they are (Low/Mid/High) (Bronze/Silver/Gold/etc...). What determines whether or not you are low/mid/high? I feel like it doesn't correspond with the rank in your current division, so please correct me if I'm wrong.

If its not that then how do you know if you are low/mid/high?

Thanks.


Outside of Master's/GM League, it's hard to use points to determine your MMR, so the best indication is who your opponents are. If you're a silver player who plays some silver and some gold, you're probably "high silver", especially if you can beat some of the gold players. If you're being matched against just silver, you're probably mid, and if you're matched against bronze players, you're probably low.

On the other hand, what league you're in doesn't REALLY matter until you get to high diamond league / low master's league. To get into high diamond / low master's you need 4 skills:

1) macro
2) a plan
3) crisis / anti-cheese management
4) super super basic micro, timing, and composition knowledge

and really #1 and #2 are the most important. Once you start playing against like, master league players, you'll start seeing players with generally solid macro who ALSO have solid micro and compositions and timings, and you'll need to develop those skills as well.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Gao Xi
Profile Blog Joined June 2009
Hong Kong5178 Posts
May 19 2011 16:46 GMT
#3047
On May 20 2011 01:12 jdc214 wrote:
Why did doa and moletrap cast the GSTL Finals instead of tastosis?

http://www.gomtv.net/forum/view.gom?topicid=192164&cid=0&kind=1
If you checked the LR thread it gave a reason...
龔智禮 _________________________________________________________________________________________________ CJ NATION
Lakona
Profile Joined September 2010
Canada110 Posts
May 19 2011 17:59 GMT
#3048
Diamond Terran trying to really get to the bottom of macro...

Two basic things that I'm beginning to see as contradictory - 1) never qeue, and 2) tap hotkeys to keep track of production instead of looking at your base.

I do both. However, upon inspecting my replays, I've noticed that this results in gaps in production cycles.

The idea behind not qeueing is that you start the next production cycle just before the first one is about to end - but with multiple production structures, all you see are those white dots, and you have no way of telling how close a cycle is to finishing. So, the only time you notice it's time to start the next unit is when you tap that hotkey and notice the other one has already been finished for some time, thus resulting in at least some degree of wasted time between production cycles.

What is the solution to this? How are you supposed to start the next unit only as the cycle is nearing completion without checking back to your base periodically to see when that is?
BigJoe
Profile Joined January 2011
United States210 Posts
May 19 2011 18:10 GMT
#3049
Thanks guys for answering my question, I really appreciate you putting the time into answering it.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 19 2011 18:15 GMT
#3050
On May 20 2011 02:59 Lakona wrote:
Diamond Terran trying to really get to the bottom of macro...

Two basic things that I'm beginning to see as contradictory - 1) never qeue, and 2) tap hotkeys to keep track of production instead of looking at your base.

I do both. However, upon inspecting my replays, I've noticed that this results in gaps in production cycles.

The idea behind not qeueing is that you start the next production cycle just before the first one is about to end - but with multiple production structures, all you see are those white dots, and you have no way of telling how close a cycle is to finishing. So, the only time you notice it's time to start the next unit is when you tap that hotkey and notice the other one has already been finished for some time, thus resulting in at least some degree of wasted time between production cycles.

What is the solution to this? How are you supposed to start the next unit only as the cycle is nearing completion without checking back to your base periodically to see when that is?


It's not a big deal to have two units queued up. What else are you really spending the money on? The reason you don't queue is because you are basically throwing resources into something that isn't being spent right away that could probably be spent on something else at that time. Since the money you put into a 2nd queued unit is going to be spent rather soon, it's fine. Just don't go queuing 3+ units.

However.....when you are doing something extremely micro intensive, it's rather difficult to take your attention away from the battle to macro. In that situation, it is okay to queue more than 2 units up, especially fast building units like workers so that you don't miss any production cycles in that time period. It's better to have your money going somewhere, rather than just have it stockpiling while you're busy.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
maltyyyy
Profile Joined January 2011
United States4 Posts
May 19 2011 18:22 GMT
#3051
can hallucinated probes carry minerals (protoss version of mule)?
"Nothing is true. Everything is permitted."
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 19 2011 18:27 GMT
#3052
On May 20 2011 03:22 maltyyyy wrote:
can hallucinated probes carry minerals (protoss version of mule)?


Nope, otherwise that would've been exploited to hell already. They only serve the purpose of looking like a fake probe. It has none of the other functionalities that a real probe has.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
TDC
Profile Joined May 2010
United States197 Posts
May 19 2011 18:51 GMT
#3053
On May 20 2011 03:22 maltyyyy wrote:
can hallucinated probes carry minerals (protoss version of mule)?

you should just try it yourself on a custom game... or else other people are gonna do that for you to answer your question
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
TDC
Profile Joined May 2010
United States197 Posts
May 19 2011 18:54 GMT
#3054
Hi, I'm looking for a safe PvP build.
I use naniwa's 2gate pressure into expo build in PvT which I found to be pretty safe, and I use 3 gate sentry expo build in PvZ which is also pretty safe and standard. In PvP though I would go 4 gate if I see my opponent going 4 gate, but if he takes gas, I either go blink stalker, 1gate 1 robo into 2 more gates, 3 gate into 1 robo, or fake 4 gate into FE, or DT. Basically I just want to knew which build is the safer build out of these options so I can perfect it with repetition.
Top 25 master league Toss http://www.sc2ranks.com/us/1253149/TDC
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
May 19 2011 20:13 GMT
#3055
On May 20 2011 03:15 Synystyr wrote:
Show nested quote +
On May 20 2011 02:59 Lakona wrote:
Diamond Terran trying to really get to the bottom of macro...

Two basic things that I'm beginning to see as contradictory - 1) never qeue, and 2) tap hotkeys to keep track of production instead of looking at your base.

I do both. However, upon inspecting my replays, I've noticed that this results in gaps in production cycles.

The idea behind not qeueing is that you start the next production cycle just before the first one is about to end - but with multiple production structures, all you see are those white dots, and you have no way of telling how close a cycle is to finishing. So, the only time you notice it's time to start the next unit is when you tap that hotkey and notice the other one has already been finished for some time, thus resulting in at least some degree of wasted time between production cycles.

What is the solution to this? How are you supposed to start the next unit only as the cycle is nearing completion without checking back to your base periodically to see when that is?


It's not a big deal to have two units queued up. What else are you really spending the money on? The reason you don't queue is because you are basically throwing resources into something that isn't being spent right away that could probably be spent on something else at that time. Since the money you put into a 2nd queued unit is going to be spent rather soon, it's fine. Just don't go queuing 3+ units.

However.....when you are doing something extremely micro intensive, it's rather difficult to take your attention away from the battle to macro. In that situation, it is okay to queue more than 2 units up, especially fast building units like workers so that you don't miss any production cycles in that time period. It's better to have your money going somewhere, rather than just have it stockpiling while you're busy.


I agree mostly with what you're saying, but I would like to be more specific.
Early game the only thing you should probably ever queue is scvs and never more than 2 total. If you learn your build really well you might find some situations where it doesn't matter, but for the most part just don't queue and get better at production overall. If you have the money and you're in a really intense situation in a practical sense it's okay, but one thing you should work on is not feeling like you "don't have enough APM" to do something, keep practicing and it will eventually come to you.

Some explanation:
Missing scvs is a huge deal, you can't really spend that money in any better way, improving your economy now will also allow you to improve you economy faster later on. Obviously units are important to and there are games you can lose because you're not producing enough units, but there are other great investments that you can make with that money that you slip on that don't hurt you as much in the long game: Command centers, production, depots, upgrades, etc. You can't really profitably use the delay in scvs to improve your economy, that's fighting against yourself.
I always try to shield slam face, just to make sure it doesnt work
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
May 19 2011 20:15 GMT
#3056
On May 20 2011 00:28 Autofire2 wrote:
I'm looking for builds to steal ala Day 9. Is there a good TvZ player I can follow who has a solid, not super-micro style 2-rax FE? I'm using the new Macro or Die trainer and I think it's great fun

EGLZgamer, he often 2-raxes, but likes to quickly transition into an expo with some light pressure. He doesn't force it into a micro heavy style, just forces some lings, keeps map control while he can, and pulls back from what I've seen.
I always try to shield slam face, just to make sure it doesnt work
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
May 19 2011 20:17 GMT
#3057
now archons are a massive unit can anti air such as phoneix hit them???
Live and Let Die!
Felo
Profile Blog Joined October 2010
Germany392 Posts
May 19 2011 20:19 GMT
#3058
On May 20 2011 05:17 Tommylew wrote:
now archons are a massive unit can anti air such as phoneix hit them???


Nope, thats something totally different.

Massive only means that they can

a.) Break Force Fields
b.) Don't get slowed by Marauders
c.) Can't be lifted by Phoenixes
EU GML P | Check my Stream (with commentary!) -> www.twitch.tv/xFelo
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
May 19 2011 21:50 GMT
#3059
On May 20 2011 05:19 Felo wrote:
Show nested quote +
On May 20 2011 05:17 Tommylew wrote:
now archons are a massive unit can anti air such as phoneix hit them???


Nope, thats something totally different.

Massive only means that they can

a.) Break Force Fields
b.) Don't get slowed by Marauders
c.) Can't be lifted by Phoenixes

d.) Take bonus damage from void rays (although this is minor).
I always try to shield slam face, just to make sure it doesnt work
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
May 19 2011 21:55 GMT
#3060
As a Terran, when pushing out with a mech heavy army (~150-160 supply pushing):

1) Roughly how many SCVs should I bring?
2) How should I control them? Select them all and click "autorepair"? Put them in a separate control group and manually repair what needs to be done? Something else?
Undefeated TL Tecmo Super Bowl League Champion
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