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mousez
Profile Joined March 2011
Australia94 Posts
June 06 2011 10:06 GMT
#3661
What is a quick easy way for a protoss to know when he has enough probes to stop probe prouction (lategame)?
gday
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
June 06 2011 10:15 GMT
#3662
On June 06 2011 19:06 mousez wrote:
What is a quick easy way for a protoss to know when he has enough probes to stop probe prouction (lategame)?


drag a box around each of your probellines. each row is 8, each page is 24. you want enough to saturate 3-4 bases usually, which is like 80 (or more, depending)
When you stare into the iCCup, the iCCup stares back.
TL+ Member
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
June 06 2011 10:39 GMT
#3663
On June 06 2011 19:06 mousez wrote:
What is a quick easy way for a protoss to know when he has enough probes to stop probe prouction (lategame)?


Not sure about protoss saturation but i assume its the same as zerg. For a fresh base (all mineral patches there). Assuming you have both gas with 3 workers in each, at a base you want to select all workers, you want between 2 and a half and 3 rows of workers. That is 2 workers for every mineral patch (16) and then 2 for each gas (4) plus the two in the gas at the time is optimally saturated.

Basically 2 and a half rows for a fresh base with both gas
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
JuTo
Profile Joined December 2010
United States30 Posts
June 06 2011 12:27 GMT
#3664
after the recent patch, how fast can you get warp gate tech if you nonstop chrono boost the core?
"Roach/Immortal is pretty good against Stalkers"
Johnzee
Profile Joined April 2011
United States216 Posts
Last Edited: 2011-06-06 13:50:26
June 06 2011 13:47 GMT
#3665
EDIT:
On June 06 2011 21:27 JuTo wrote:
after the recent patch, how fast can you get warp gate tech if you nonstop chrono boost the core?


Research time * max reduction in time = chronoboosted time. So:

160 sec. * .66 = 106 sec to get warp gate tech using non-stop chronoboosting

http://www.teamliquid.net/forum/viewmessage.php?topic_id=195512 for more chronoboost calculation stuff
“A children's story that can only be enjoyed by children is not a good children's story in the slightest.” - C.S. Lewis
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 06 2011 14:19 GMT
#3666
On June 06 2011 16:49 Blazinghand wrote:
Show nested quote +
On June 06 2011 14:47 mR.bONG789 wrote:
what should i do if my forge fe gets blocked by a proxy hatch?


You could lay down a cannon anyways and use it to kill the proxy hatch. Begin the cannon when the hatchery is 70 seconds done, so that you have a few seconds after the hatchery finishes to cancel your cannon in case he cancels his hatchery. From this point, you want to start making gateways and taking your gas, and expo when he cancels.


Why would you cancel? You'll need the cannon anyway if you're doing forge FE, and most people who hatch to block your nexus from going down follow it up with cancel into evo chamber, in which case the cannon will help kill it faster.

So in other words, just get a cannon, throw down gate/gas and just tech a little faster than normal. Also see if you can possibly cannon rush the zerg.
envisioN .
Profile Joined February 2011
United States552 Posts
June 06 2011 15:35 GMT
#3667
How many marines are needed to kill a building extractor? (more damage than hp gained by extractor from building)
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Awesomo
Profile Joined June 2010
Netherlands206 Posts
June 06 2011 17:06 GMT
#3668
What´s the go-to composition for zerg against hellion/thor when T mixes in marauders? Is it still predominantly roaches?
I have an ice-cold beer, everything is possible.
cleecks
Profile Joined March 2011
Netherlands109 Posts
June 06 2011 17:49 GMT
#3669
On June 07 2011 02:06 Awesomo wrote:
What´s the go-to composition for zerg against hellion/thor when T mixes in marauders? Is it still predominantly roaches?
Magicboxed mutas are doing pretty well if there's not many marines around
jimmyjingle
Profile Blog Joined November 2010
United States472 Posts
June 06 2011 17:49 GMT
#3670
On June 07 2011 00:35 envisioN . wrote:
How many marines are needed to kill a building extractor? (more damage than hp gained by extractor from building)


without upgrades it takes three marines to outdps a building extractor.

two matches the hp generation speed almost exactly.
I get brain like a skull
Pelirrojo
Profile Joined April 2010
United States98 Posts
June 06 2011 19:00 GMT
#3671
Is there a TvX opening build that is viable against all three races? I'm a plat-ish zerg player trying to learn terran and I think it would be really beneficial for me to start off with just learning 1 build very well instead of trying to learn 3 at once.

I love hellions and reapers so if it involved either of those units that would be super.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 06 2011 19:15 GMT
#3672
For a gold league toss trying to learn one safe, solid BO against each race, what should those 3 BOs be?
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 06 2011 19:18 GMT
#3673
On June 07 2011 04:15 See.Blue wrote:
For a gold league toss trying to learn one safe, solid BO against each race, what should those 3 BOs be?

3 gate expand is the safe thing against zerg. I honestly don't know the exact build but I do know from experience that it works, you could probably liquipedia it.
I put the sexy in dyslexia.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 06 2011 19:20 GMT
#3674
On June 07 2011 02:49 jimmyjingle wrote:
Show nested quote +
On June 07 2011 00:35 envisioN . wrote:
How many marines are needed to kill a building extractor? (more damage than hp gained by extractor from building)


without upgrades it takes three marines to outdps a building extractor.

two matches the hp generation speed almost exactly.


2 marines and an scv can also out-dps it. You obviously lose some mining time but you can employ this if you REALLY need that second geyser.
I put the sexy in dyslexia.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2011-06-06 19:23:07
June 06 2011 19:22 GMT
#3675
On June 07 2011 04:18 Soluhwin wrote:
Show nested quote +
On June 07 2011 04:15 See.Blue wrote:
For a gold league toss trying to learn one safe, solid BO against each race, what should those 3 BOs be?

3 gate expand is the safe thing against zerg. I honestly don't know the exact build but I do know from experience that it works, you could probably liquipedia it.


Yeah thats what I have right now. 3gate sentry expand vZ, 3gate Robo vP and for vT the one BO im really crisp on is a weird 2gate FE into immediate robo from mini's stream. I'm just unsure of it because it involves not scouting till 21 for example which is a hassle on non 2player maps...
Rasun
Profile Blog Joined October 2010
United States787 Posts
June 06 2011 19:23 GMT
#3676
On June 07 2011 02:06 Awesomo wrote:
What´s the go-to composition for zerg against hellion/thor when T mixes in marauders? Is it still predominantly roaches?


I would still say roaches because if he is mixing in any large amount of rauders then the thor count is going to be smaller, its going to end up being the same food count so roaches are still going to be fine if its still predominately thor/hellion.
"People need to just settle the fuck down!"- Djwheat <3
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 06 2011 19:45 GMT
#3677
On June 07 2011 02:06 Awesomo wrote:
What´s the go-to composition for zerg against hellion/thor when T mixes in marauders? Is it still predominantly roaches?


This is one of those situations when a counter-chart is not what you need. Against a thor heavy terran play you'd be surprised how well standard muta-baneling does. You just have to abuse the slowness of the thors to constantly deny the 3rd while working up to 4 bases and a fast hive for broodlords.
I put the sexy in dyslexia.
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
June 06 2011 20:26 GMT
#3678
Is there a way to rapidly deselect 1 unit from a command group at a time?

Situation use: I have 10 VRs on Group #3. I want each of them to attack a different target, I want to just right click on the enemy units, and deselect 1 VR from my group each attack so it keeps attacking the previous target.

I know you can shift click the unit icon, but I don't want to be moving my mouse way down there and then back to the battlefield.
Manager, Team RIP ZeeZ
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 06 2011 20:33 GMT
#3679
On June 07 2011 05:26 1st_Panzer_Div. wrote:
Is there a way to rapidly deselect 1 unit from a command group at a time?

Situation use: I have 10 VRs on Group #3. I want each of them to attack a different target, I want to just right click on the enemy units, and deselect 1 VR from my group each attack so it keeps attacking the previous target.

I know you can shift click the unit icon, but I don't want to be moving my mouse way down there and then back to the battlefield.


You can also shift-click the unit itself..
Johnzee
Profile Joined April 2011
United States216 Posts
June 06 2011 20:39 GMT
#3680
On June 07 2011 05:26 1st_Panzer_Div. wrote:
Is there a way to rapidly deselect 1 unit from a command group at a time?

Situation use: I have 10 VRs on Group #3. I want each of them to attack a different target, I want to just right click on the enemy units, and deselect 1 VR from my group each attack so it keeps attacking the previous target.

I know you can shift click the unit icon, but I don't want to be moving my mouse way down there and then back to the battlefield.


You can shift-click the actual unit (instead of the icon) on the main screen to do the same thing.

I don't think there's a button that just randomly drops a unit from a group of selected units, if that's what you're looking for.
“A children's story that can only be enjoyed by children is not a good children's story in the slightest.” - C.S. Lewis
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