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Simple Questions Simple Answers - Page 179

Forum Index > StarCraft 2 Strategy
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Blurio
Profile Joined March 2011
Germany288 Posts
June 03 2011 09:27 GMT
#3561
Try it out. If you get them to mine first most of the time you will have 50 minerals before your worker is out of the CC. So you can just queue the second worker after the first. If you build the worker first its smoother.
If you're Zerg it's better to send them to mine first, because of larva. You can build the 2nd worker parallel to the first one.
Farmerz
Profile Joined January 2011
39 Posts
June 03 2011 12:33 GMT
#3562
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.




hey, even though it doesn't make too much difference between all the possibilities how to start the first 2 seconds, I tell u mine.

First i mark all 6 worker and send them to mineral then i make a worker and then i split 2 x 3 - ofc that happens in like 1 second.

and because of its duration of like 1-2 seconds it really doesnt matter if u build first or send first, we are talking about 5 minerals mb, its more important that u dont fail the split bcoz that can cost u like 20 minerals
Psiloz
Profile Joined June 2011
2 Posts
June 03 2011 12:55 GMT
#3563
Do Banelings get + attack from missiles or melee?
RM_12
Profile Joined March 2011
201 Posts
Last Edited: 2011-06-03 12:58:04
June 03 2011 12:57 GMT
#3564
On June 03 2011 18:16 [F_]aths wrote:
I still cannot follow this logic. Getting one worker slightly sooner should not be as worthwhile as getting *six* workers sooner to work.


Because your second worker will be also sooner, and third and the one after that, and the next one, and you will be spending money more efficient, its very slight difference tho.
Gwiee
Profile Joined June 2011
Malaysia3 Posts
June 03 2011 13:05 GMT
#3565
Hi all

I got a question. How fast does zerg units regenerate hp and does staying on creep affect the hp regeneration?
Regretted not following the BW scene
Someone92
Profile Joined April 2010
Sweden49 Posts
June 03 2011 13:16 GMT
#3566
Hi there!

Got a question about protoss openings. What is the "best" opening to practice if u wanna get good as fast as possible ?
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-06-03 13:33:02
June 03 2011 13:25 GMT
#3567
On June 03 2011 22:16 Someone92 wrote:
Hi there!

Got a question about protoss openings. What is the "best" opening to practice if u wanna get good as fast as possible ?


PvZ/PvT: http://wiki.teamliquid.net/starcraft2/3-Gate_Sentry_Expand

PvT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010

PvP: I have no clue what to recommend just open 1 gate core and tech to something

On June 03 2011 22:05 Gwiee wrote:
Hi all

I got a question. How fast does zerg units regenerate hp and does staying on creep affect the hp regeneration?


Zerg units regen 0.27 hp per game second both on and off creep.

On June 03 2011 21:55 Psiloz wrote:
Do Banelings get + attack from missiles or melee?

Melee
RM_12
Profile Joined March 2011
201 Posts
Last Edited: 2011-06-03 13:33:39
June 03 2011 13:31 GMT
#3568
On June 03 2011 22:25 Vathus wrote:
Show nested quote +
On June 03 2011 22:16 Someone92 wrote:
Hi there!

Got a question about protoss openings. What is the "best" opening to practice if u wanna get good as fast as possible ?


PvZ/PvT: http://wiki.teamliquid.net/starcraft2/3-Gate_Sentry_Expand

PvT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010

PvP: I have no clue what to recommend just open 1 gate core and tech to something


In PvP 3 gate with 2 gas WhiteRa style can hold 4 gate easly and then robo is safest option, so i would recomend 3 gate robo because it counters blink stalker and DT, also you can get colosus advantage, but you have to be comfortable with defending 4 gate, because it still hits at nearly the same time.
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
June 03 2011 13:40 GMT
#3569
On June 03 2011 21:55 Psiloz wrote:
Do Banelings get + attack from missiles or melee?


Banelings get +2 attack from each melee attack upgrade and do +15 damage to light.

Also on a side note 1 Baneling can not kill 1 Marine no matter what upgrades the baneling has. 35dmg/37dmg/39dmg < Marine 45HP
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
dynwar7
Profile Joined May 2011
1983 Posts
June 03 2011 13:53 GMT
#3570
Any ideas to avoid or at least minimize damage done by siege tanks? I hate friendly fire.....my units just die from it....I have to pout units at the front to protect the tanks, but i get FF (Friendly Fire). If i put them at the back im safe but of course, I cannot help and the tanks die quickly..

What do you do?
Regarding the imbalance, hilarious to see Zergs defending themselves....
RM_12
Profile Joined March 2011
201 Posts
June 03 2011 13:58 GMT
#3571
On June 03 2011 22:53 DontLoseSightOfIt wrote:
Any ideas to avoid or at least minimize damage done by siege tanks? I hate friendly fire.....my units just die from it....I have to pout units at the front to protect the tanks, but i get FF (Friendly Fire). If i put them at the back im safe but of course, I cannot help and the tanks die quickly..

What do you do?


Spread your tanks, making layers of siege line
Avoid staying in melee range with enemy with your other units and also try to spread them
Unsiege if you know you will take more demage than deal

those are the things i can think of
RM_12
Profile Joined March 2011
201 Posts
Last Edited: 2011-06-03 18:47:58
June 03 2011 18:47 GMT
#3572
How do Protoss counter mass burrow roach nydus play?

I can either split army and guard 3 bases while zerg takes 7 basesm or attack and loose anyway because he can get back and just fungal my shit to death?...?
SpiderWaffle
Profile Joined December 2008
United States125 Posts
June 03 2011 18:47 GMT
#3573
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.


If T or P always make worker first, because if you split right you'll have 50 minerals before it finishes so the 7th worker is the limiting factor in when the 8th gets made. To split either do a 6, 3, 1 or 3, 3, 1, and click a mineral patch in the middle of a cluster of 3 so the 3 workers will split off fast to mine once they all go that that one. 2 of your workers can be slow to mine but you need 4 fast ones.

For Z it's debatable. You can build the worker about 6 times faster than you can do the split so it hardly matters either way, just do what your most consistent with.
http://students.washington.edu/blakep/SCBW/replays/
cleecks
Profile Joined March 2011
Netherlands109 Posts
June 03 2011 20:06 GMT
#3574
On June 04 2011 03:47 RM_12 wrote:
How do Protoss counter mass burrow roach nydus play?

I can either split army and guard 3 bases while zerg takes 7 basesm or attack and loose anyway because he can get back and just fungal my shit to death?...?

Well, one way is to get more than just a single observer. A lot of protoss players only get one observer, and this is exactly one of the things that the Zerg player tries to punish. If your detection is only in one spot, the zerg can just split up and deal a lot of damage.

Also, if you don't do it yet, make sure you have vision all over your base with pylons and so on. A nydus worm takes a while to be made, so if you leave a few units behind in your base you should be able to focus it down on time.
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
June 03 2011 20:21 GMT
#3575
On June 04 2011 03:47 RM_12 wrote:
How do Protoss counter mass burrow roach nydus play?

I can either split army and guard 3 bases while zerg takes 7 basesm or attack and loose anyway because he can get back and just fungal my shit to death?...?


If you're worried about drops and nyduses, you can use protoss air units to keep overlords away from your base. the zerg player won't be able to drop or nydus you if he doesn't have sight into your base.

Alternatively, having a 2-3 stalkers running arround (or warpgates to warp them in responsively) can shut down nydus play since nydus dies pretty fast.

Like the other guy said, use pylons to see the inside of your base and watch the minimap.

If you're worried about burrowed roach harass, make like 1 cannon at the front of your nat and he'll need to unburrow and start attacking to get in. keep an obs with your army so you can fight them also
When you stare into the iCCup, the iCCup stares back.
TL+ Member
grizzlyking
Profile Joined April 2011
United States2 Posts
June 03 2011 21:39 GMT
#3576
Hi all!

When you click on a PDD you can see a circle. In order for the PDD to work, does the attacking unit (enemy) have to be in circle or does the defending unit (friendly unit) have to be in the circle. Or does the missile attack just have to pass within the given radius at some point?

Thanks in advance!
the nuke coming down on his entire armEEE!!! - moletrap
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
June 03 2011 22:14 GMT
#3577
On June 04 2011 06:39 grizzlyking wrote:
Hi all!

When you click on a PDD you can see a circle. In order for the PDD to work, does the attacking unit (enemy) have to be in circle or does the defending unit (friendly unit) have to be in the circle. Or does the missile attack just have to pass within the given radius at some point?

Thanks in advance!


As long as the path of the missile goes through the radius of the PDD, it will get intercepted, regardless of which units are in or not in the PDD range.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TheBoogeyMan
Profile Joined May 2010
United States17 Posts
June 03 2011 23:18 GMT
#3578
I was looking for a break down of the general Barracks timings against Zerg. I have seen a ton of different timings on all what appear to be the same build.

Examples:
12/14 Barracks
11/11 Barracks
12/12 Barracks

etc etc.

What is the reasoning behind each of the builds seen and when would I choose one over another? I am not interesting in the specifics of the transition out of the 2 Barracks, just the timings associated with the Barracks.

I am 1000 point Diamond player, I am well aware of the general idea behind the build, I am just wondering if there is a timing versus particular builds (Hatch First, Pool First, Speedlings) that makes certain Barracks timings better against them.
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
June 04 2011 00:00 GMT
#3579
On June 04 2011 08:18 TheBoogeyMan wrote:
I was looking for a break down of the general Barracks timings against Zerg. I have seen a ton of different timings on all what appear to be the same build.

Examples:
12/14 Barracks
11/11 Barracks
12/12 Barracks

etc etc.

What is the reasoning behind each of the builds seen and when would I choose one over another? I am not interesting in the specifics of the transition out of the 2 Barracks, just the timings associated with the Barracks.

I am 1000 point Diamond player, I am well aware of the general idea behind the build, I am just wondering if there is a timing versus particular builds (Hatch First, Pool First, Speedlings) that makes certain Barracks timings better against them.


11/11 barracks and 12/12 barracks are based on the same idea, having one barracks start 30 seconds after the other so you have an odd number of marines, letting you make a timing attack with 3 marines (18 damage per volley, 2-shotting lings or 3-shotting drones). 12/14 barracks is making 2 barracks without cutting scvs at any point, and is the "economic 2 rax" which won't give you a lot of room to maneuver regarding ling timings but won't cost you any economy, and transitions well into other builds that tech or expand quickly. You'll do less damage but can still pressure and force lings or perhaps a crawler.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
fatguyallen
Profile Joined March 2009
Romania75 Posts
June 04 2011 00:35 GMT
#3580
So, I am a 2v2 plat player and 3v3 diamond (though we are getting our asses kicked in 3v3 atm after the promotion ), and i have recently switched to zerg.

To get to the point, it feels very awkward in mid-late game to play this composition. I can't seem to find a way to spend all excess minerals. Zerglings just don't seem to cut it. I am missing some larva injects, that is true, but still it feels stupid to wake up with 2k-3k minerals banked.

Should i be producing and saccing zerglings non stop or what is the key to keeping my resources low with this comp ?

As a side note, going roach / infestor seems to be a lot easier on my macro since somehow these units fit very well and i don't have any excess of minerals/gas at any time of the game.

Any input is welcome.
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