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Simple Questions Simple Answers - Page 158

Forum Index > StarCraft 2 Strategy
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Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 22 2011 03:46 GMT
#3141
On May 22 2011 12:43 Rat089 wrote:
As a Protoss player how can I improve my end game overall score? Right now in team games I can average like 120-130k points but compared to my friends I am the lowest one in almost every team game. I always try to spend my minerals and I buy upgrades, expos, etc and even though it seems like my friends are doing the same thing end game their score is always so much higher than mine.

Any advice?


My advice is to stop caring about that. Those scores mean nothing in the grand scheme of things.

However, the most points come from Economy and Army. Kill tons of units and keep your money low and your income high.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
spybreak
Profile Joined October 2010
United States684 Posts
May 22 2011 04:15 GMT
#3142
After watching a couple of GSL VODS, I noticed some Terrans in TvP like to wall off with 3 supply depots.Any particular reason for this? Is it to protect Bunkers from FF?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 22 2011 04:44 GMT
#3143
On May 22 2011 13:15 spybreak wrote:
After watching a couple of GSL VODS, I noticed some Terrans in TvP like to wall off with 3 supply depots.Any particular reason for this? Is it to protect Bunkers from FF?


If you wall off with production facilities or addons, you're subject to attacks from high range protoss units like void rays and stalkers, and are not able to shoot back. If you wall with bunkers and supply depots, you can put units in the bunkers or on top of the depots to prevent protoss from harassing your wall as easily. In general, Terran is hesitant to wall against Protoss due to concerns of wall harass.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
runforyourllife
Profile Joined September 2010
United States73 Posts
May 22 2011 04:59 GMT
#3144
when you do mutli prong drops, do you drop simultaneously, or one dropship after another?
Kambing
Profile Joined May 2010
United States1176 Posts
May 22 2011 05:18 GMT
#3145
On May 22 2011 13:59 runforyourllife wrote:
when you do mutli prong drops, do you drop simultaneously, or one dropship after another?


Your question is a little ambiguous but ultimately "it depends" on the situation.

For example, if you intentionally want to draw their army to one end of their base (e.g., with a smaller decoy drop), you can stagger your drops to give them time to make the commute. If you're interested in doing maximum damage because they're out of position or you just want to abuse their inability to multitask (by splitting up their army) you can drop simultaneously.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
May 22 2011 05:43 GMT
#3146
did hyung joon ever become a pro gamer?
marineking will u huk my bigtt1 ilu
Rat089
Profile Joined April 2011
18 Posts
May 22 2011 06:56 GMT
#3147
What is a good counter for a massive roach army as Protoss? I've tried collossus vs roaches but the heavy cost (In tech and unit) means I usually only have 1-2 collossus backed with a few stalkers/zealots before they all in me and wreck my base.
Venomsflame
Profile Joined February 2011
United States613 Posts
May 22 2011 07:09 GMT
#3148
On May 22 2011 13:44 Blazinghand wrote:
Show nested quote +
On May 22 2011 13:15 spybreak wrote:
After watching a couple of GSL VODS, I noticed some Terrans in TvP like to wall off with 3 supply depots.Any particular reason for this? Is it to protect Bunkers from FF?


If you wall off with production facilities or addons, you're subject to attacks from high range protoss units like void rays and stalkers, and are not able to shoot back. If you wall with bunkers and supply depots, you can put units in the bunkers or on top of the depots to prevent protoss from harassing your wall as easily. In general, Terran is hesitant to wall against Protoss due to concerns of wall harass.


You kind of touched upon it, but another reason the 3 supply depot wall is becoming more popular is because it gives a much better concave for bio units when a protoss player is near/charging up the ramp when opposed to a barracks/depot wall. Likewise it allows more mobility for marines to catch/back off void rays when that wall is attacked.
Venomsflame
Profile Joined February 2011
United States613 Posts
May 22 2011 07:13 GMT
#3149
On May 22 2011 15:56 Rat089 wrote:
What is a good counter for a massive roach army as Protoss? I've tried collossus vs roaches but the heavy cost (In tech and unit) means I usually only have 1-2 collossus backed with a few stalkers/zealots before they all in me and wreck my base.


If you have your robo already, why not go immortals? Immortals deal ridiculous damage to roaches, especially if they have a lack of support units and are just going "mass roach." However it's perhaps more important to get upgrades pretty aggressively. Any zerg player going heavy roach play(except some allin roach pushes) into mid/late game will have a double evo chamber and will be upgrading well. You need to AT LEAST match him.

So as a respose, you can chrono out immortals, go stalker sentry heavy from your gateways. Sentries can use force fields to give you good control of the roaches' positioning/movement and the immortals and stalkers should shell out enough damage if you macro well. It's important to keep scouting during the midgame to know if he's going hydra to followup or straight into broodlords or some other tech.

And I don't know if it really needs to be stated, but an observer to see his army when it burrows is necessary to survive.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
May 22 2011 07:48 GMT
#3150
On May 22 2011 16:09 Venomsflame wrote:
Show nested quote +
On May 22 2011 13:44 Blazinghand wrote:
On May 22 2011 13:15 spybreak wrote:
After watching a couple of GSL VODS, I noticed some Terrans in TvP like to wall off with 3 supply depots.Any particular reason for this? Is it to protect Bunkers from FF?


If you wall off with production facilities or addons, you're subject to attacks from high range protoss units like void rays and stalkers, and are not able to shoot back. If you wall with bunkers and supply depots, you can put units in the bunkers or on top of the depots to prevent protoss from harassing your wall as easily. In general, Terran is hesitant to wall against Protoss due to concerns of wall harass.


You kind of touched upon it, but another reason the 3 supply depot wall is becoming more popular is because it gives a much better concave for bio units when a protoss player is near/charging up the ramp when opposed to a barracks/depot wall. Likewise it allows more mobility for marines to catch/back off void rays when that wall is attacked.


i think the main thing is just DTs

the options are dont wall or wall with supply depot.. u guys threw in walling with production buildings but that is out of the question
marineking will u huk my bigtt1 ilu
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 22 2011 08:16 GMT
#3151
On May 22 2011 16:48 SlapMySalami wrote:
Show nested quote +
On May 22 2011 16:09 Venomsflame wrote:
On May 22 2011 13:44 Blazinghand wrote:
On May 22 2011 13:15 spybreak wrote:
After watching a couple of GSL VODS, I noticed some Terrans in TvP like to wall off with 3 supply depots.Any particular reason for this? Is it to protect Bunkers from FF?


If you wall off with production facilities or addons, you're subject to attacks from high range protoss units like void rays and stalkers, and are not able to shoot back. If you wall with bunkers and supply depots, you can put units in the bunkers or on top of the depots to prevent protoss from harassing your wall as easily. In general, Terran is hesitant to wall against Protoss due to concerns of wall harass.


You kind of touched upon it, but another reason the 3 supply depot wall is becoming more popular is because it gives a much better concave for bio units when a protoss player is near/charging up the ramp when opposed to a barracks/depot wall. Likewise it allows more mobility for marines to catch/back off void rays when that wall is attacked.


i think the main thing is just DTs

the options are dont wall or wall with supply depot.. u guys threw in walling with production buildings but that is out of the question


oh, I assumed he was asking "why wall with 3 supply depots as opposed to some other buildings"

If the question is "why wall", it's almost certainly to stop DTs from walking into the main. the depots let your own units move, fight, and enter and exit your main very easily compared with other walling structures (ie turrets, prod facs, or bunkers).
When you stare into the iCCup, the iCCup stares back.
TL+ Member
taku_
Profile Joined May 2011
United States8 Posts
May 22 2011 09:19 GMT
#3152
What kind of hotkey changes may be recommended if any? I am just starting out really and I am wondering if maybe switching the create control groups 1-4 etc to the F1-F4 keys instead of using ctrl-1 to create them.

Would this be advisable?
nicke10
Profile Joined August 2010
Sweden114 Posts
May 22 2011 10:41 GMT
#3153
Hello I'm a high diamond zerg palyer that wants to switch to Protoss.

What are the most standard, and overall "best builds to PRACTICE alot" in every matchup?

Thanks in advance. So far I've found 3 gate exp for Z and 3 gate aggresive against T.
"It's not that I'm dumb, I'm just Neural Parasited by a retarded Infestor." - Sean "Day[9]" Plott
Geiko
Profile Blog Joined June 2010
France1939 Posts
Last Edited: 2011-05-22 10:55:33
May 22 2011 10:54 GMT
#3154
On May 22 2011 19:41 nicke10 wrote:
Hello I'm a high diamond zerg palyer that wants to switch to Protoss.

What are the most standard, and overall "best builds to PRACTICE alot" in every matchup?

Thanks in advance. So far I've found 3 gate exp for Z and 3 gate aggresive against T.


Here are my standards which work for me at mid masters .

Zerg : 3gate sentry expand. Or fake three gate sentry expand into DT expand. Against zergs you really want to make sure your build can hold a 2 base roach/speedlings all in Losira style.

Terran : 2 or 3 gate robo expand. Check out Tylers double forge upgrades build. Against Ts you want to make sure you have a way of holding 1 marine + 1 marauder + 3 scv push without losing too much. You also want to make sure your expansion can hold a 3 racks allin. Finaly, last thing to be worried about is the one base raven pushes terrans are fans of.

Protoss : Defensive 4 gate on Tal darim and scrap. Defensive 3 gate on other maps. You want to be able to hold a standard 4 gate push. You also want to be able to not fall behind on gas and teching. The match up has been completely changed with the patch so there isn't any real standards. I suspect that twilight + robo play will become more and more popular (kiwikaki at MLG)

Almost all of these builds are on the recommended threads page.
geiko.813 (EU)
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 22 2011 12:18 GMT
#3155
On May 22 2011 18:19 taku_ wrote:
What kind of hotkey changes may be recommended if any? I am just starting out really and I am wondering if maybe switching the create control groups 1-4 etc to the F1-F4 keys instead of using ctrl-1 to create them.

Would this be advisable?


One common hotkey change is to move the backspace key "Next Base Camera" from backspace to either ~ or Capslock, to make larvae injection easier, and because it's a generally useful key.

For control groups, moving the "create control group" buttons to the F keys might speed things up-- I personally like the usage of the F1-4 keys for location hotkeys. I've also heard of some who use the F1-4 keys in place of 7-0 for control groups, with control-F1 through control F4 to form the groups, to ease access to the extra control groups.

Really, you want something that will require the least hand movement and give you easy access to the most control groups while maintaining the best hotkey accuracy, and this will vary from person to person.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
vanao
Profile Joined November 2010
9 Posts
May 22 2011 13:52 GMT
#3156
Can Ravens and turrets detect Changelings?
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
May 22 2011 15:12 GMT
#3157
On May 22 2011 22:52 vanao wrote:
Can Ravens and turrets detect Changelings?


Yes.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Venomsflame
Profile Joined February 2011
United States613 Posts
May 22 2011 16:04 GMT
#3158
On May 23 2011 00:12 Torte de Lini wrote:
Show nested quote +
On May 22 2011 22:52 vanao wrote:
Can Ravens and turrets detect Changelings?


Yes.


Uhm. No...

Scans and ravens and turrets detect hallucinations, not changelings. Also, this is easily something for google/liquipedia and should not really be in this thread.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
May 22 2011 16:10 GMT
#3159
On May 23 2011 01:04 Venomsflame wrote:
Show nested quote +
On May 23 2011 00:12 Torte de Lini wrote:
On May 22 2011 22:52 vanao wrote:
Can Ravens and turrets detect Changelings?


Yes.


Uhm. No...

Scans and ravens and turrets detect hallucinations, not changelings. Also, this is easily something for google/liquipedia and should not really be in this thread.


No, you are wrong. Changelings are detected by anything that has detection. YOU should use google/liquipedia and get your facts straight.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Venomsflame
Profile Joined February 2011
United States613 Posts
Last Edited: 2011-05-22 16:15:31
May 22 2011 16:14 GMT
#3160
http://wiki.teamliquid.net/starcraft2/Changeling

My bad. I saw this:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=206984

Outdated memory/info ftl.
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