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On June 03 2011 01:27 Kambing wrote:Show nested quote +On June 03 2011 01:12 Stinson wrote:On June 02 2011 23:58 Kambing wrote:On June 02 2011 23:37 Stinson wrote:On May 21 2011 21:11 Geiko wrote:On May 21 2011 21:02 Stinson wrote: When it comes to a base race... Do Creep tumors count as buildings? No they don't. I'm currently playing a game where they DO count as buildings when it comes to that situation. I may post a replay when it's finished although its a 4 hour game so far.... Creep tumors neither count as buildings for the purposes of a loss nor extend the http://wiki.teamliquid.net/starcraft2/Stalemate_Detection timer by counting as the construction/destruction of a structure. Perhaps it wasn't the creep tumors but rather the turrets that the ravens were throwing down? Every time a turret went down the timer reset... Interesting. Just tested it and it appears that turret creation and destruction extends the stalemate timer but does not count as a building for the purposes of a loss. Interesting does that mean if you have a raven in a stalemate situation you can keep throwing turrets at them until they die? But there are situations such as shield recharge where this would never happen.. Unlimited game.
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I'm assuming, its ok to post some really basic (maybe stupid) questions here without getting banned or so :D
erm, but in a ZvP, one thing I honestly dont get is why pros get zergling speed at all. cause in the midgame there's hardly any zerglings ever (right?) and at the early game, you can defend just as well with roaches, or not?
there must be some really good reason I assume, so can anyone please enlighten me to it? Cause I just dont get it
Thanks
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If I neural parasite an infestor and neuro parasite a second infestor with the first neuro parasited one, when the effect of the first NP finishes, will the third infestor still be in my control?
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On June 03 2011 03:42 SCvanTango wrote: I'm assuming, its ok to post some really basic (maybe stupid) questions here without getting banned or so :D
erm, but in a ZvP, one thing I honestly dont get is why pros get zergling speed at all. cause in the midgame there's hardly any zerglings ever (right?) and at the early game, you can defend just as well with roaches, or not?
there must be some really good reason I assume, so can anyone please enlighten me to it? Cause I just dont get it
Thanks
Defending with roaches only is extremely risky against blink stalkers. Blink stalkers will annihilate roaches. In fact if you noticed, most zerg players will pull back their roaches when they run out of speedlings to chase the stalkers. Also, allows u to chase past your creep spread.
I'll list a few obvious ones:
-Stronger map control (hit-and-run naked expos) -For forcefield baits -Faster surround on units -Run-by lings
Strategy-wise:
-An essential part of the recent roach/ling timing attacks -Forces toss units to clump together (reduce melee attack surface area), which is great for baneling drops or infestors to shine. -Counter-attacks
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On June 03 2011 03:42 SCvanTango wrote: I'm assuming, its ok to post some really basic (maybe stupid) questions here without getting banned or so :D
erm, but in a ZvP, one thing I honestly dont get is why pros get zergling speed at all. cause in the midgame there's hardly any zerglings ever (right?) and at the early game, you can defend just as well with roaches, or not?
there must be some really good reason I assume, so can anyone please enlighten me to it? Cause I just dont get it
Thanks
Why, where did the Zerglings go before the midgame? :D That is actually a good question, I think.
Ling speed gives Zerg flexibility to counter attack, catch stray Stalkers, harass, scout quickly anywhere. It allows zerglings to be viable in all parts of the game, not just the early portion. Your question makes it sound like they get it for defense, but for most pros zerglings are a useful unit at all points (not just for helping against 4-gates and whatnot) - with any unit, you might as well make the unit as good as you can, and ling speed really unleashes the possibilities for using lings.
That's not to say ling speed is the only option. Forgoing ling speed early like you seem to be suggesting can lead to a faster Lair or expansion.
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On June 03 2011 03:42 SCvanTango wrote: I'm assuming, its ok to post some really basic (maybe stupid) questions here without getting banned or so :D
erm, but in a ZvP, one thing I honestly dont get is why pros get zergling speed at all. cause in the midgame there's hardly any zerglings ever (right?) and at the early game, you can defend just as well with roaches, or not?
there must be some really good reason I assume, so can anyone please enlighten me to it? Cause I just dont get it
Thanks
Early early game ling speed is great for 2 reason:
1) Stop stalker harass. If all you have are roaches and slow lings, you will never be able to kill a stalker.
2) Deny protoss scouting. You don't want the protoss to know if you're doing a 2 base all in or if you're taking a 3rd and playing the macro game.
Mid game your assumption that there's hardly any zerglings used is wrong. Speedlings are great in every mid game unit compositions, whether it's roach/ling, ling/bling, hydra/ling, or muta/ling. Especially against aggressive toss who move out early with a mostly sentry based army, large numbers of speedlings can easily wreck them.
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Anihc and LaiShin covered it perfectly. I've won many games on a zergling backstab alone when a deathball moves out of its base, especially versus Protoss.
Not to mention you can use zerglings tactically by feigning attack and pressure and pulling back before they suffer significant losses. The backstabs alone are worth the invested larva though. Nothing makes you happier than seeing a large gateway army move into the field and engaging it with your roaches on screen while you sneak around your zerglings into his natural and kill his probes and production, then leave for free all while he's still trying to walk to your base.
And they work in an opposite way as well. If protoss moves out before you're ready and you aren't going to win any kind of head on engagement you can run into his natural as soon as he leaves it, forcing him to decide whether to defend his nat or not, giving you crucial reinforcement time.
Lings are fantastic.
Oh and adrenal glands. Very useful. Useless if your lings can't catch their prey.
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What;s the point of the neutral supply depots at the bottom of the main base ramps on certain maps?
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It's there to prevent blocking enemy ramp with pylons/bunkers.
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On June 03 2011 11:02 Dariusz wrote: It's there to prevent blocking enemy ramp with pylons/bunkers.
it also prevents you from walling of yourself on the bottom 
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On June 03 2011 11:03 Geiko wrote:Show nested quote +On June 03 2011 11:02 Dariusz wrote: It's there to prevent blocking enemy ramp with pylons/bunkers. it also prevents you from walling of yourself on the bottom 
i told you its better to proxy the rax like dem koreans
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should i target medivacs or marines first using mutas?
assume my mutas were enough to take on the force, which gives the minimum losses
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On June 03 2011 12:43 archdevilz wrote: should i target medivacs or marines first using mutas?
assume my mutas were enough to take on the force, which gives the minimum losses
Very situational.
-What I would do is not to engage marines first, simple circle and snipe medivacs. When the stim from the marines times of you go in and just kill the half dead marines.
-If you going to engage head-on and not cared marines are stimmed, just A-move and let they target marines.Just dont forget that after marines are done you want to kill every remaining medivac really fast so they dont get away.
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[Q] What was July's hydra drop build against MC?
So in the last GSL final (or second to last) I read that the only game July took against MC was when MC did 1 gate FE, and prepped for a 2 base colossus push, July had a very specific Hydra drop build prepped to counter this.
I know you can't get the replays unless you know July or MC, but anyone that has access to that vod, could you please try and ascertain as best you can what his build was, being as specific as possible?
This would really help the community out and you'd get much praise! thanks in advance.
If you know a good build similar to such as July's, you can post that too, but July's would be pure gold :D
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what is more efficient at game start - buy scv then move 6 workers or moving the workers first?
ive always bought an scv then moved the scvs, nfi if this is wise.
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I've noticed watching higher tier players that when they place a structure a hex grid surrounds the building to show it's relation to the map and other constructs. I can't find this option in the menus; how do you enable this?
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On June 03 2011 17:45 McShredd wrote: I've noticed watching higher tier players that when they place a structure a hex grid surrounds the building to show it's relation to the map and other constructs. I can't find this option in the menus; how do you enable this? Its called the build grid, it should be in the gameplay tab.
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To display the hex's around the buildings: Options --> Gameplay --> On the left it says "Display build grid", tick the box --> win!
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On June 03 2011 17:20 BioTech wrote: what is more efficient at game start - buy scv then move 6 workers or moving the workers first?
ive always bought an scv then moved the scvs, nfi if this is wise.
Getting a worker and then moving guys to minerals is slightly better because your getting an extra worker slightly sooner. It's also good to split your workers and to rally new workers to the closest mineral patches
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On June 03 2011 18:12 FlaminGinjaNinja wrote:Show nested quote +On June 03 2011 17:20 BioTech wrote: what is more efficient at game start - buy scv then move 6 workers or moving the workers first?
ive always bought an scv then moved the scvs, nfi if this is wise. Getting a worker and then moving guys to minerals is slightly better because your getting an extra worker slightly sooner. I still cannot follow this logic. Getting one worker slightly sooner should not be as worthwhile as getting *six* workers sooner to work.
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