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Simple Questions Simple Answers - Page 173

Forum Index > StarCraft 2 Strategy
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gibbons_
Profile Joined February 2011
52 Posts
May 30 2011 22:07 GMT
#3441
What is the difference in cancel animations for each race?

(As in, how do I know if I destroyed my opponents constructing building, or if he cancelled at the last second?)
NoDDiE
Profile Joined November 2006
Poland170 Posts
Last Edited: 2011-05-30 22:10:19
May 30 2011 22:09 GMT
#3442
i think stutter step refers to having highest dps possible, while being able to move behind. and kting focus on moving behind and fire less frequently (trying to survive)

and about question kite//stim//split. it depends on other units count. if he has superior baneling count than ling you can try to kite and abuse your higher speed. if he is ling heavy splitting is best option (since you probably wont be able to escape cause lings will surround you)

One for the money , two for the show , straight to hell is where i go
Sermokala
Profile Blog Joined November 2010
United States13849 Posts
May 30 2011 22:18 GMT
#3443
On May 31 2011 06:41 Geiko wrote:
Show nested quote +
On May 31 2011 05:33 Comlock wrote:
Question> Why is Day9 called Day9?


Forgot why exactly but he says so somewhere in here :
http://blip.tv/day9tv/day-9-daily-100-my-life-of-starcraft-3505715

Which if you haven't seen it, you should ^^



yeah watch it

back in the old old days of bw there was a clan he looked up to that was called 9 And he wanted an epic sounding name so he chose day.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Kyamo
Profile Joined March 2011
Canada129 Posts
May 30 2011 22:34 GMT
#3444
On May 31 2011 07:00 Geiko wrote:


What is the difference between marine stutter step and marine kiting ?



I believe stutter step refers to the move-shoot-move-shoot-move-shoot action itself, and kiting is when you are stutter stepping away from a unit with less range than you have, so that you can deal damage while taking as little damage as possible. Stutter step can be used in many situations, not all of which I would describe as kiting. Like for example stutter stepping your army forwards during a battle to get all of your guys in range, that isn't kiting IMO.
Fig
Profile Joined March 2010
United States1324 Posts
May 31 2011 00:11 GMT
#3445
Does EMP take out the energy of burrowed infestors? I know EMP doesn't reveal burrowed units, but can it still drain their energy?
Can't elope with my cantaloupe
Kambing
Profile Joined May 2010
United States1176 Posts
May 31 2011 00:19 GMT
#3446
On May 31 2011 09:11 Fig wrote:
Does EMP take out the energy of burrowed infestors? I know EMP doesn't reveal burrowed units, but can it still drain their energy?


Yes.
Rat089
Profile Joined April 2011
18 Posts
May 31 2011 00:46 GMT
#3447
As a protoss player one of the big sayings I hear is to always make probes/pylons but my question is is there a limit to the amount of probes you should produce? If I'm constantly making probes is there a point in the game where I should know to stop producing them otherwise I'll be hurting my army size.
Kambing
Profile Joined May 2010
United States1176 Posts
May 31 2011 00:58 GMT
#3448
On May 31 2011 09:46 Rat089 wrote:
As a protoss player one of the big sayings I hear is to always make probes/pylons but my question is is there a limit to the amount of probes you should produce? If I'm constantly making probes is there a point in the game where I should know to stop producing them otherwise I'll be hurting my army size.


The general limit is around 70 probes. This is saturation for ~3 bases which is the most that you'll need. Beyond this, you will be cutting into your army count in exchange for money that you will find difficult to spend (because of the 200 food limit).

There's no trick to know when to cut probes besides simply checking your bases occasionally. Make a habit of checking your saturation at each base periodically (by boxing your workers or ctrl-clicking them at each nexus) to know where you stand in the worker count.
Sanctimonius
Profile Joined October 2010
United Kingdom861 Posts
May 31 2011 01:40 GMT
#3449
I was watching a few TvTs and noticed that most settled down to a stand off in the middle of the map with a bit of positional play and light harass elsewhere for about five years before anything happens. I was wondering why people don't use more raven play to deal with that - a few hunter-seeker missiles would destroy clumps of sieged tanks, forcing a withdrawal, especially since it outranges any ground armies which could defend the tanks.

Any reason why nobody does this? Zerg player so no idea why it isn't used, as I assume there is a good reason for it not being used. I just don't really know what that is - an investment issue?
You live the life you choose.
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
May 31 2011 01:42 GMT
#3450
^ I would highly assume that is due to vikings being used in 99,99% of all TvT's?
johanngrunt
Profile Blog Joined July 2010
Hong Kong1555 Posts
May 31 2011 01:44 GMT
#3451
What is the correct response to a T going marine tank banshee all in off 1 base as P after going for an expo.
(1 rax with reactor, 1 fact with tech lab 1 star with tech lab)

Is it possible to break them before bunkers are set up or even after bunkers are set up?
dynwar7
Profile Joined May 2011
1983 Posts
May 31 2011 02:03 GMT
#3452
How do you guys defend against nydus harass? I mean, its really hard having to keep an eye on everything in your base while having to push. Nydus can come out almost anywhere basically where they have vision.

So what is your strategy on dealing with this harass?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Kambing
Profile Joined May 2010
United States1176 Posts
May 31 2011 03:01 GMT
#3453
On May 31 2011 11:03 DontLoseSightOfIt wrote:
How do you guys defend against nydus harass? I mean, its really hard having to keep an eye on everything in your base while having to push. Nydus can come out almost anywhere basically where they have vision.

So what is your strategy on dealing with this harass?


Nothing magical.

1) Carpet your bases with overlords, pylons, or depots so you have complete vision.
2) Watch your minimap like a hawk. Nydus's are building-sized on the minimap so assuming you have good vision, you should spot them.
3) If you are particularly vulnerable or otherwise devoid of vision, patrol zealots/lings/stalkers in positions that you anticipate nydus play (e.g., the back of your main on temple while you are positioning to take a 4th at cross-positions).
Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
May 31 2011 03:26 GMT
#3454
On May 31 2011 11:03 DontLoseSightOfIt wrote:
How do you guys defend against nydus harass? I mean, its really hard having to keep an eye on everything in your base while having to push. Nydus can come out almost anywhere basically where they have vision.

So what is your strategy on dealing with this harass?


As you said, it's really hard to deal with it when they're popping nyduses everywhere. Basically you got to use structures to cover the unexplored spots of your bases, particularly on maps with big mains like shakuras. If you know he is going for a nydus attack, keep one small group of units back in your base to defend, and constantly look at your minimap. There is really no full proof method of stopping nyduses, the key is minimap awareness and how fast you react, if your reaction time is good and have sufficient units, the chances of his nydus worm successfully building is very low.
AlphaQUp
Profile Joined March 2011
United States7 Posts
May 31 2011 06:14 GMT
#3455
On May 31 2011 10:44 johanngrunt wrote:
What is the correct response to a T going marine tank banshee all in off 1 base as P after going for an expo.
(1 rax with reactor, 1 fact with tech lab 1 star with tech lab)

Is it possible to break them before bunkers are set up or even after bunkers are set up?


Umm unless you 4-6gate, I would say zealot blink stalker with sentry support and phoenixes would be a good counter (phoenixes pick up the tanks and kill banshees while zealot blink stalker with guardian shield ff sentries deal with the marines)
I LOVE DUBSTEP
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
May 31 2011 06:27 GMT
#3456
On May 31 2011 15:14 AlphaQUp wrote:
Show nested quote +
On May 31 2011 10:44 johanngrunt wrote:
What is the correct response to a T going marine tank banshee all in off 1 base as P after going for an expo.
(1 rax with reactor, 1 fact with tech lab 1 star with tech lab)

Is it possible to break them before bunkers are set up or even after bunkers are set up?


Umm unless you 4-6gate, I would say zealot blink stalker with sentry support and phoenixes would be a good counter (phoenixes pick up the tanks and kill banshees while zealot blink stalker with guardian shield ff sentries deal with the marines)


If the terran player is making a variety of tech units off of one base, you should produce gateway units with robo support. Getting a stargate only works once you can see the banshees with an observer. Zealots are a good choice, and you'll need many stalkers unless you have phoenixes. Without stimpack, his marines will fare poorly against the zealots, which also don't take full damage from tanks.

If this is a build that gets cloak, instead of a stargate, you'll have a robotics facility. make an observer and be VERY CAREFUL with it, as some terran players will scan and try to kill it so his banshees can clean up. You'll need to make stalkers to shoot his air units, which means fewer zealots, which is fine, since you can make immortals to take down the tanks

Don't try to "break" him if you fast expoed, but if he's rushing out banshees, and his bunkers are late, use an early stalker or two to attack his marines and deal damage. your main goal is to survive with an intact economy until Terran expos, then use that timing window to crush him.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Rasky
Profile Joined July 2010
United States406 Posts
May 31 2011 06:29 GMT
#3457
How do you turn on the game timer???
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
May 31 2011 06:33 GMT
#3458
On May 31 2011 15:29 Rasky wrote:
How do you turn on the game timer???


Menu --> Options --> Gameplay --> check box for Show Game Timer
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ThisisRaider
Profile Joined March 2011
Namibia153 Posts
May 31 2011 12:39 GMT
#3459
How do you know when someone is going for bf hellion? I cant even see the diff between a 1/1/1 siege push and a bf hellion rush / drop. (or do you need to actually see the units to know the difference?) (my logic also tells me me big map = hellion, small map = siege timing - but you know..)

If I scan at about 6 minutes and I see a hellion and tech lab / active research. Do I spam AA towers on say Metalopalis for example? Or do I make a sensor tower at the back and put my units waiting in the front. I only get about 2 hours to play a day, so please just help me, coz I dont have the time to figure this out. (hellions so fast, they can just run past and if I pull scv's off the mineral, they line up lol)

Some dude who never beats me just screws me over with this atm, im completely unsure how to react. (iow unit composition, AA tower placement, should I simcity, is there a hard counter? 0o_)

So basicly, how can I be sure when its hellion and when its just a regular 1/1/1
and also, how should I react on each kind of map?

Ask me if you need to know more details I didnt mention.
Blueflame helions is not a good choice unless you go mech (which is not a good choice).
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
May 31 2011 14:14 GMT
#3460
^

scan with your 3rd mule, if you smell bf helion park some units inside your mineral line, and go for siege mode. wait for the drop, kill the helions and a move to his base and collect points.

ofc its never that simple, but early game there is no real way to tell if its blue flame or siege mode unless you see the units.

tvt the general theme is to go for harass/defend harass then expo.
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