On June 01 2011 08:27 gibbons_ wrote: Asking again: 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?)
Theres no way to tell
Whaaaa??
I thought Protoss buildings explode into cubes when destroyed, and don't when they're cancelled or something like that?
Nope. I did some experimentation awhile ago with all 3 races to see if there is any way to tell. As StoLiVe said, the only difference is with Zerg buildings. When a zerg cancels a building, he gets the drone back. Other than that, there is no way to tell.
I'm a Gold Rank Terran trying to figure out how I can improve my macro. My macro has slowly increased just by playing constantly over and over while looking at specifics such as:
- Supply count - SCV's being built - Mule's being called - Production buildings making units - Etc.
My question: Is there perhaps an exercise or some kind of map that can measure a person's macro? And if it doesn't measure is there some kind of method to improving one's macro without just constantly grinding on ladder?
For example, sometimes I go on YABOT and practice a BO and attempt to get to 200/200 with a few requirements (3/3 upgrades, Stim, Combat Sheild, etc.). I know it's not realistic in terms of having an opponent, but... just kinda' shooting blanks.
On June 01 2011 22:51 InfernoOmni wrote: Hi everyone,
Long time member and reader. First time poster.
I'm a Gold Rank Terran trying to figure out how I can improve my macro. My macro has slowly increased just by playing constantly over and over while looking at specifics such as:
- Supply count - SCV's being built - Mule's being called - Production buildings making units - Etc.
My question: Is there perhaps an exercise or some kind of map that can measure a person's macro? And if it doesn't measure is there some kind of method to improving one's macro without just constantly grinding on ladder?
For example, sometimes I go on YABOT and practice a BO and attempt to get to 200/200 with a few requirements (3/3 upgrades, Stim, Combat Sheild, etc.). I know it's not realistic in terms of having an opponent, but... just kinda' shooting blanks.
Any advice? Many thanks.
Have you tried the Macro or Die map? I'm a pretty high masters zerg and I found that map pretty entertaining the few times I've played it. It uses the Green Tea AI and will nuke your probes if you wait too long to call down a mule or if your money gets too high. You obviously still need a good build to practice as obviously you can keep your minerals low and still have a bad build since it doesn't check that you don't have idle buildings or constant scv production explicitly, but getting supply blocked just might be the last thing your scvs did wrong.
Silver level player here, always trying to improve I hope someone would be able to tell me how many gateways I should build, when going chargelot archon of two bases. I always reach a point where I have: 5 warpgates, twilight council, templar arcives, 4gases, expansion saturated and a forge researching. I know my macro isn't solid but I'm trying to find out how many gates you need when you have great macro and doing this strat, because I always reach a point and float to many minerals (like really much 1k or something). Thanks in advance ^^
newly diamond T here. ever since promotion i have been facing the craziest builds. 2 port banshee, 1 base colossus.
i guess 1 base colossus also takes a quick second gas? it sucks because when i see that, i'm worried about VRs and make marines that end up being useless against collosus. and i build an ebay + turret which end up being useless. is it better to simply scan a few times and hope he isn't hiding his buildings? do a bomber-esque 1-2 marine scout drop?
2 port banshee really threw me off guard as i figured it would just be a 1 port banshee harass or iechoic into expo, but he just kept massing banshees and vikings. and my marauders were just standing there doing nothing.
tips?
should i basically just suck it up and scan his base instead of muling up?
On June 02 2011 00:00 sleigh bells wrote: newly diamond T here. ever since promotion i have been facing the craziest builds. 2 port banshee, 1 base colossus.
i guess 1 base colossus also takes a quick second gas? it sucks because when i see that, i'm worried about VRs and make marines that end up being useless against collosus. and i build an ebay + turret which end up being useless. is it better to simply scan a few times and hope he isn't hiding his buildings? do a bomber-esque 1-2 marine scout drop?
1 Base colossus takes a quick second gas, but it's hard to distinguish from a 2 gate robo expo that wants more sentries, or (if you can't scout the robo) a 1 base DT or 1 Base void ray build.
Your best bet is to scout his front with a couple of marauders once you have concussive, or to hide a scv somewhere near his nat to see when he expos. If he has 2 gasses and doesn't expo, he's probably teching. IF he has 2 gasses, doesn't expo, and you see stalkers, he's definitely teching, since he's not spending gas on his gateway units.
Against all varieties of heavy protoss tech, the answer is to build a missile turret at the front of your nat. It will detect DTs trying to run in, and it is excellent against Void Rays. furthermore, it outranges colossi (before lances), so a 1 base colossus rusher will have to wait for lances to attack. Especially against DTs, this is a big money saver, since you won't have to scan.
2 port banshee really threw me off guard as i figured it would just be a 1 port banshee harass or iechoic into expo, but he just kept massing banshees and vikings. and my marauders were just standing there doing nothing.
tips?
should i basically just suck it up and scan his base instead of muling up?
Against mass banshee, it's a good idea to build missile turrets to protect your mineral line and buy time for your army to retreat. If you know your opponent is mostly dumping his gas into banshees, you want to stop making maruaders, which are expensive and bad at shooting up, and make a viking or perhaps a thor (bonus damage vs light), as well as many marines. If your opponent isn't making hellions, marines will do very very well against banshees. Make sure to research stim, combat shields, and weapon + armor upgrades for them.
Some tips for scanning an opponent's base: use your initial scouting scv to find out where his pylons are, and use that to aim your scan. Also, try scouting his front or using other forms of scouting in conjunction with a scan, so that you can aim it more effectively and get more information. Also consider proxying a rax and flying it over, which costs about the same as a scan but CAN sometimes get you more information, especially if you fly it into an empty part of his base where you're looking for hidden buildings.
On June 01 2011 23:34 Taxo wrote: Silver level player here, always trying to improve I hope someone would be able to tell me how many gateways I should build, when going chargelot archon of two bases. I always reach a point where I have: 5 warpgates, twilight council, templar arcives, 4gases, expansion saturated and a forge researching. I know my macro isn't solid but I'm trying to find out how many gates you need when you have great macro and doing this strat, because I always reach a point and float to many minerals (like really much 1k or something). Thanks in advance ^^
5 warpgates should be enough to support chargelot/HT at about a 2:1 ratio of chargelots to high templar, on 2 bases, assuming you're making probes. If you add a 6th gate, you'll be able to get an extra chargelot every other cycle, I think-- but it might also be good to bank up to 400 minerals so you can take your third in a timely fashion.
IF you're having trouble macroing off of 5 gates on 2 base, the obvious solution I think is to add more gates until you can macro, then try to hit every warpgate cycle and pare it back down to 5. Keep in mind that 6 gates on 2 bases can spend your money entirely for a 2-base all-in, so 5 is probably the number you want to aim for.
On June 01 2011 23:34 Taxo wrote: Silver level player here, always trying to improve I hope someone would be able to tell me how many gateways I should build, when going chargelot archon of two bases. I always reach a point where I have: 5 warpgates, twilight council, templar arcives, 4gases, expansion saturated and a forge researching. I know my macro isn't solid but I'm trying to find out how many gates you need when you have great macro and doing this strat, because I always reach a point and float to many minerals (like really much 1k or something). Thanks in advance ^^
On two fully saturated bases you should be able to produce off of: six gateways, one robotics just for observers/occasional immortal, and 1/2 forge(s). once you take a third you can add 3 gateways.
alternatively, if you're going colossus, you can produce off of 1 robo facility + bay, 5 gateways, and a forge.
On June 02 2011 00:57 Scrubington wrote: What percentage of starcraft players are professional gamers?
A very, very small percentage. Tens (maybe hundreds?) of thousands of people play starcraft, and by my estimate there are fewer than 500 pro sc2 players-- and this is counting sc2 pros who make money from alternative means. If you talk about players for who their main income is tournament winnings, sponsorships and salaries, this number gets much, much smaller.
On June 01 2011 23:34 Taxo wrote: Silver level player here, always trying to improve I hope someone would be able to tell me how many gateways I should build, when going chargelot archon of two bases. I always reach a point where I have: 5 warpgates, twilight council, templar arcives, 4gases, expansion saturated and a forge researching. I know my macro isn't solid but I'm trying to find out how many gates you need when you have great macro and doing this strat, because I always reach a point and float to many minerals (like really much 1k or something). Thanks in advance ^^
5 warpgates should be enough to support chargelot/HT at about a 2:1 ratio of chargelots to high templar, on 2 bases, assuming you're making probes. If you add a 6th gate, you'll be able to get an extra chargelot every other cycle, I think-- but it might also be good to bank up to 400 minerals so you can take your third in a timely fashion.
IF you're having trouble macroing off of 5 gates on 2 base, the obvious solution I think is to add more gates until you can macro, then try to hit every warpgate cycle and pare it back down to 5. Keep in mind that 6 gates on 2 bases can spend your money entirely for a 2-base all-in, so 5 is probably the number you want to aim for.
On June 01 2011 23:34 Taxo wrote: Silver level player here, always trying to improve I hope someone would be able to tell me how many gateways I should build, when going chargelot archon of two bases. I always reach a point where I have: 5 warpgates, twilight council, templar arcives, 4gases, expansion saturated and a forge researching. I know my macro isn't solid but I'm trying to find out how many gates you need when you have great macro and doing this strat, because I always reach a point and float to many minerals (like really much 1k or something). Thanks in advance ^^
On two fully saturated bases you should be able to produce off of: six gateways, one robotics just for observers/occasional immortal, and 1/2 forge(s). once you take a third you can add 3 gateways.
alternatively, if you're going colossus, you can produce off of 1 robo facility + bay, 5 gateways, and a forge.
Thank you guys ♥to the teamliquid community for always helping low level players like me out♥ Taxo
On June 02 2011 05:12 DarthGoose wrote: Is there any good response to getting your ramp pylon blocked and cannoned as a zerg who was going for FE or are those just games I'm going to lose?
CombatEX did it to Idra in this game, and then it happened to me a few times on ladder.
There is Idra's game.
You can patrol a drone on the low-ground to stop the pylons from going down. Remember that 3 pylons = 300 mins, which is about how much you had to pay for that hatch. You can go for some sort of 1 base play instead and basically ignore your own hatch, and bust his pylons with roaches, then take him out. Alternatively, if he doesn't make cannons, you can save your hatch, or you can use a spine crawler to kill the pylons from up the cliff.
A common strategy is, against a protoss opponent who hasn't made anything yet, just patrol a drone at the bottom of the ramp until you can get creep there or have zerglings. If he banks 300 minerals that early in the game, it will set him behind.
On June 02 2011 05:12 DarthGoose wrote: Is there any good response to getting your ramp pylon blocked and cannoned as a zerg who was going for FE or are those just games I'm going to lose?
CombatEX did it to Idra in this game, and then it happened to me a few times on ladder.
You can patrol a drone on the low-ground to stop the pylons from going down. Remember that 3 pylons = 300 mins, which is about how much you had to pay for that hatch. You can go for some sort of 1 base play instead and basically ignore your own hatch, and bust his pylons with roaches, then take him out. Alternatively, if he doesn't make cannons, you can save your hatch, or you can use a spine crawler to kill the pylons from up the cliff.
A common strategy is, against a protoss opponent who hasn't made anything yet, just patrol a drone at the bottom of the ramp until you can get creep there or have zerglings. If he banks 300 minerals that early in the game, it will set him behind.
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Thanks, I'll give that a shot. Looking at the replay made me think I could have just made 1 base roaches and forced him to cannon up, but ideally I'd like to stop the annoying things from going down in the first place.
How do I tell the difference between a 1 Rax Gasless FE and 4-6 Rax All in? It looks like the same when I scout it. The reactions to these builds are completely the opposite and can be devastating for the mid-game if you predict wrong (e.g. 3 Gate "FE" vs 1 Rax FE, 1 gate FE vs 5 rax all in).
If I poke a Stalker up, all I see are about 3 Marines on the high ground, which can indicate anything. Some of them even get a Bunker.
On June 02 2011 10:44 sleepingMentat wrote: With the new upgraded archon is it better to morph your high templars straight into archons or use their storms first before merging?
IMO its better time-wise and cost-wise to merge asap, albeit depending on what your opponent is. PVZ and PVT (vs MMM) is where I do this the most. From experience you can even "stretch" out your resources by doing an archon based style. i.e. Normally, assuming that the tech are in place, 2 saturated bases can support around 8-10 gateways. However I noticed that if I go archon-chargelot composition I can support even 12 gates producing nonstop. 2 gates warp in the templars while the rest warp in chargelots
On June 02 2011 10:33 SpearWrit wrote: The number one advise to playing Zerg successfully at a Master's level that has been given to me is to "never miss an inject."
How does one do this? Just paying attention? Counting the seconds until an inject is finished?
eventually the timing is ingrained into your play. its actually quite eerie lol. but until that happens a good way to tell is when you hit your hatch hotkey and see a bunch of larva there. then you know its time to inject again
On June 02 2011 10:44 sleepingMentat wrote: With the new upgraded archon is it better to morph your high templars straight into archons or use their storms first before merging?
I don't think there's a single answer to that. In pro streams that I've watched, I've seen both - in some situations, pros keep around the Templar for storms, and in some cases they go straight for Archons.
It depends on your army (are you going chargelot-archon? That doesn't mesh well with storms, get archons immediately!) and on the opponents army (a bunch of infestors to feedback? Keep around the HTs!).