Simple Questions Simple Answers - Page 184
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mousez
Australia94 Posts
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Blazinghand
United States25555 Posts
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) | ||
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FlaminGinjaNinja
United Kingdom879 Posts
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 | ||
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JuTo
United States30 Posts
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Johnzee
United States216 Posts
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 | ||
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rsvp
United States2266 Posts
On June 06 2011 16:49 Blazinghand wrote: 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. | ||
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envisioN .
United States552 Posts
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Awesomo
Netherlands206 Posts
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cleecks
Netherlands109 Posts
On June 07 2011 02:06 Awesomo wrote: Magicboxed mutas are doing pretty well if there's not many marines aroundWhat´s the go-to composition for zerg against hellion/thor when T mixes in marauders? Is it still predominantly roaches? | ||
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jimmyjingle
United States472 Posts
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. | ||
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Pelirrojo
United States98 Posts
I love hellions and reapers so if it involved either of those units that would be super. | ||
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See.Blue
United States2673 Posts
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Soluhwin
United States1287 Posts
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. | ||
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Soluhwin
United States1287 Posts
On June 07 2011 02:49 jimmyjingle wrote: 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. | ||
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See.Blue
United States2673 Posts
On June 07 2011 04:18 Soluhwin wrote: 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... | ||
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Rasun
United States787 Posts
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. | ||
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Soluhwin
United States1287 Posts
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. | ||
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1st_Panzer_Div.
United States621 Posts
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. | ||
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rsvp
United States2266 Posts
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.. | ||
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Johnzee
United States216 Posts
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. | ||
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