Simple Questions Simple Answers - Page 165
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pezzaperry
142 Posts
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longtang
United States73 Posts
ty. Do people use the "last alert key?" ty | ||
ToastieNL
Netherlands845 Posts
My question; -At what time should I produce my Missile Turrets as Terran generally, I don't have a single clue as for when to build these. -Is 1CC/2ProdFac/3Army/4VikingsorDrops/5Ghosts/6E-Bay a good hotkey Setup, or do I have some inefficiency somewhere? | ||
Dingobloo
Australia1903 Posts
On May 26 2011 14:01 pezzaperry wrote: Also how do I deal with Mutalisk harass with protoss? It's really annoying I can never move out because I know that they will wipe out my mineral line when I do. This depends a bit on your opening and the map, there's generally a few ways to deal with it: - 6 gate: If you open 3 gate expand or even forge expand and scout a spire going up as soon as possible it's possible to just 6 gate and kill the zerg before mutalisks get out, this is generally what keeps it out of high-level play. - Phoenix: If you opened a stargate, you can take back a lot of map control using phoenix especially in close air positions or for bases that are spread out. - Blink/HT: On maps where 3 bases are close, but separated by cliffs using blink to bounce between them while building up a good HT/blink army which generally demolishes ling/mutalisk compositions when they try to engage. -Cannons: Obviously, begin building up a nice collection of cannons, but some placements are better then others, attempt to "cup" your bases and infrastructure by focusing on cannons on the outer-most expansions and using your mobile force in the middle. | ||
JFlame
Canada26 Posts
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Geiko
France1939 Posts
On May 26 2011 09:43 pezzaperry wrote: Thanks man too bad I'm on SEA server. This helps quite a lot and yeah I usually scout on 12 after gateway. So should I skip my cybernetics core then? Yes, you don't need a cybernetics core to defend 2 gate proxy, and if you get one, you won't have enough units to defend. On May 26 2011 14:01 pezzaperry wrote: Also how do I deal with Mutalisk harass with protoss? It's really annoying I can never move out because I know that they will wipe out my mineral line when I do. This has been answered here (Anihc's answer and mine): On May 25 2011 00:35 Anihc wrote: Technically the answer to mutas when you go 3 gate expand is to just kill him before he gets mutas (or when they first come out - if you attack him, he'll be forced to use them to defend), which you should have scouted out with hallucinations. But I know that's not your question... Blink is still your best answer, you just have to be patient and persistent. Keep your stalkers in 2 groups so you can defend both your bases, as well as trying to cut off the escape path of mutas with 1 group while the other group chases them away. If you're not doing so already, you should moving into range of the mutas, attacking, and then blinking to chase - instead of blinking into range to start attacking. Also targetting individual mutas is very important. In the past archons are not that great because they are big and slow, but the range upgrade might have made them a bit better in defending against mutas. I don't know, I haven't used them. You definitely want storm though. Aim for the shadow, turn on the flyer helper setting in the options if you haven't already. On May 25 2011 00:35 Geiko wrote: All of the above. I'd also add that putting 1 or 2 cannon in your mineral lines is always a good idea. They buy a lot of time for your blink stalker to come back and defend and are therefor extremely cost efficient. But yes before that when you poke and scout only speedlings and spine crawlers with no roaches, you can be 90% sure that fast mutas are coming. I would suggest you have a good 5-6 gate push ready for that eventuality. Against a good protoss, Zergs should never be able to pull off 2 base fast mutas without taking a lot of damage. | ||
Blazinghand
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United States25550 Posts
On May 26 2011 14:55 ToastieNL wrote: Last ALert key isn't that thrustworthy in SC2 in my opninion, to many things happen. I guess early game it has a use? My question; -At what time should I produce my Missile Turrets as Terran generally, I don't have a single clue as for when to build these. -Is 1CC/2ProdFac/3Army/4VikingsorDrops/5Ghosts/6E-Bay a good hotkey Setup, or do I have some inefficiency somewhere? This depends on the matchup, and what you've scouted. Against a banshee rush, you want a turret in each min line by about 7:00. Against protoss, you want to get a turret as soon as you think he's going DTs, and get one at your forwardmost choke that you keep your army at. Against zerg, you want to get a missile turret once you see him taking multiple at his natural, or by the 10 minute mark, to stall mutalisks that get into your mineral lie. That's a fine setup, but some people prefer to split their prod fac hotkeys across several keys, or to use 1-4 for army and 5-7 for macro since the panic buttons, the army hotkeys, are easier to hit this way. | ||
XTRAmir
Germany32 Posts
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Geiko
France1939 Posts
On May 26 2011 16:32 XTRAmir wrote: What is the current PvZ standart opening since 3 Gate Sentry Expand isnt safe anymore and will die to roach/ling timing push. If possible with a link. Standards are being made as we speek. 3 gate sentry expand still works fine, you just have to put up some blind cannons, or use hallucinate to scout. There is also this 2 gate expand, which is safe vs losira style roach/ling : http://www.teamliquid.net/forum/viewmessage.php?topic_id=225509 Finally there is the DT expand, that HuK uses and is increasingly popular : http://www.teamliquid.net/forum/viewmessage.php?topic_id=213108 | ||
gejfsyd
Poland156 Posts
On May 26 2011 14:01 pezzaperry wrote: Also how do I deal with Mutalisk harass with protoss? It's really annoying I can never move out because I know that they will wipe out my mineral line when I do. If you dont want to 6 gate you will need to get canons and blink stalker. After that you have two options: As many people say, stalker-templar works well, but actually zealot-archaon(with some blinkstalkers, that you have made before to defend) work just as well. I thinks its even better in some cases becouse its more mobile. Obviously both styles have their pros and cons. Btw. Its hard to get a third against mutalinging player on most of the maps, so when you move out, you need to do damage. I'll try to find a replay of using zealot-archaon to combat muta-ling | ||
Blazinghand
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United States25550 Posts
On May 26 2011 16:44 gejfsyd wrote: If you dont want to 6 gate you will need to get canons and blink stalker. After that you have two options: As many people say, stalker-templar works well, but actually zealot-archaon(with some blinkstalkers, that you have made before to defend) work just as well. I thinks its even better in some cases becouse its more mobile. Obviously both styles have their pros and cons. Btw. Its hard to get a third against mutalinging player on most of the maps, so when you move out, you need to do damage. I'll try to find a replay of using zealot-archaon to combat muta-ling Cannons are good if you don't have blink, since it'll buy you time to get your army over while the mutas either avoid or try to focus down the cannon. | ||
jmertelj
Slovenia84 Posts
here's a simple question: how does creep spread over cliffs? Can it go down a cliff without having to go via ramps? | ||
Geiko
France1939 Posts
On May 26 2011 17:08 jmertelj wrote: Lol, I love it how the topic is 'simple question, simple answers' yet, the posts take 5 minutes to read xD here's a simple question: how does creep spread over cliffs? Can it go down a cliff without having to go via ramps? It can't go down cliffs without ramps. Do note however that the creep will spread over cliffs (or voids !) if there is already a bit of creep there (such as creep from an overlord for example) | ||
meiloAUT
Austria41 Posts
On May 26 2011 15:58 JFlame wrote: I have heard many people say that opening Roach in TvZ is bad. Why is this? and/or how does one punish a roach opening in tvz? 1. Marauders are extremly cost efficient vs roaches. 2. Tanks to full dmg to roaches and since roaches are relative slow tanks will get in extra shot before zerg reaches them 3. Since they dont have the extrem dmg burst of banes but instead do dmg at a constant rate, medivacs healing bio and SCV repairing buildings become much more effective (Healing marines/ repairing buildings doesnt work out that well when they die an horrible acid death within seconds) 4. Since you use a lot of gas for roaches you will have less mutas which makes dealing with drops harder. (also roaches are immobile relative to muta/ling/bane) Punish it by exploiting the points above ^^. | ||
SlapMySalami
United States1060 Posts
On May 26 2011 17:16 Geiko wrote: It can't go down cliffs without ramps. Do note however that the creep will spread over cliffs (or voids !) if there is already a bit of creep there (such as creep from an overlord for example) me being a disbeliever i went to prove you wrong HOWEVER i was proven wrong i will elaborate first i took a creep tumor and spread the creep to the edge of a chasm. when i put an overlord on the other side as close to the creep as possible and use generate creep/stop generate creep the creep kept spreading without my overlord next test i did the same thing but i put the overlord pretty far away from adjacent cliffs.. and the creep spread from the middle of the area under the overlord surprisingly (after turning off the generate creep asaply) if you must know the pattern it spreads from the overlord toward the creep tumor first and then spreads the other way as soon as all possible parts are connected | ||
SlapMySalami
United States1060 Posts
On May 26 2011 15:58 JFlame wrote: I have heard many people say that opening Roach in TvZ is bad. Why is this? and/or how does one punish a roach opening in tvz? im assuming because you want to spend as little money as possible on units (ideally make 2-4 zerglings until you know what is coming) and because for any early aggression you will have had to make lings already to defend for example a 2 raxx. i also think speedlings are more useful than roaches but that point can probably be debated | ||
Tommylew
Wales2717 Posts
On May 26 2011 16:32 XTRAmir wrote: What is the current PvZ standart opening since 3 Gate Sentry Expand isnt safe anymore and will die to roach/ling timing push. If possible with a link. ive still been going 3 gate sentry all you have to do is make sure you scout effectively with ur first probe normally if they dont expand is a sure sign they are rushing. I always scout out the base till spawning pool is close to fiishing and mayb hang around shortwhile after to see if I can see roach warren drop then I go out of site at expo to see if they have expanded, normally if they havent expanded early you should of already got aforge at ur main anticapating some allin or roach push. awaiting the push then justmake sure you forefield the ramp while if ur cannons arent finished and make more units build then making sure u split the lings and the roaches at the ramp. | ||
Probe1
United States17920 Posts
Is there a list of coaches for hire on team liquid? There are probably over a hundred individual threads but is there a amalgamated list with Coaches, contact info and prices somewhere? | ||
MoreFaSho
United States1427 Posts
On May 26 2011 19:08 Tommylew wrote: ive still been going 3 gate sentry all you have to do is make sure you scout effectively with ur first probe normally if they dont expand is a sure sign they are rushing. I always scout out the base till spawning pool is close to fiishing and mayb hang around shortwhile after to see if I can see roach warren drop then I go out of site at expo to see if they have expanded, normally if they havent expanded early you should of already got aforge at ur main anticapating some allin or roach push. awaiting the push then justmake sure you forefield the ramp while if ur cannons arent finished and make more units build then making sure u split the lings and the roaches at the ramp. I'm pretty sure he's talking about the two-base roach ling timing where zerg cuts drones between 26 and 32 and builds 6-8 roaches with a speedling rally behind. This really isn't unstoppable, but it is harder to defend than to execute. That's the reason some players avoid it, but that's really just being a worse player in the long-run because 3-gate is obviously the opening you would like to do and the best players are fine playing with a marginal advantage. | ||
Synystyr
United States1446 Posts
On May 26 2011 20:45 Probe1 wrote: Tommylew got DOTA by basshunter stuck in my head. Evil quote at the bottom. Is there a list of coaches for hire on team liquid? There are probably over a hundred individual threads but is there a amalgamated list with Coaches, contact info and prices somewhere? http://www.gosucoaching.com/ This is your best bet in finding a good coach. All the information you need is there. Of the Liquid members, the only one offering coaching on that site is Ret. | ||
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