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On June 10 2011 18:26 Techno077 wrote: I have some basic questions, please answer if you're masters or above, otherwise i can't trust your answer.
so: 1. What should i focus with my colossus in PVP?, The zealots in front, the stalkers behind them, or if i can should i focus the opponent's colossus? 2.Why i see people not setting rally points to the natural when their main has more than 22 probes (2 for each mineral patch and 3 for gas) which is the best cost effective probes, and not setting the rally point to their expo while there are a few probes there? i see that alot, maybe the transfer time? I don't really get it, i know u want to mine ur naturally asap and keep minerals in your main for obvious reasons, but if you don't need to, and u have like 22 probes, why should i transfer? i lose alot of minerals for the transfer time, and if i just set rally point to the expo from main i lost it in a little servings, making me have much more minerals in the early game. Anyone?
1. Either just attack move with them, or focus the biggest clump of gateway units you can (generally zealots). You don't want to target your opponent's colossus with them unless you're trying to snipe a colossus that's already in the red.
2. Not sure what you're talking about... I think people already do that. It's hard to be perfect and get an exactly even number of workers on each base, but if there are like 30 probes in main and 10 probes in natural then yes that is a mistake.
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Blazinghand
United States25550 Posts
On June 11 2011 01:32 Strykerz wrote:Show nested quote +On June 10 2011 17:55 Complete wrote: I've noticed from watching streams/replays that tosses in their wallin always put the gateway tugging the wall so it doesnt have the zealot by it. It can't be a coincidence that pretty much all of them do this - but I don't know why. Could somebody enlighten me (I realize it is a bit of a tiny detail in the grand scheme of things)?
I posted this in another thread but realized it was probably better suited for here. I've never actually put much thought into it. I'm going to go out on a limb here and say it's just because of the BO that you use the gateway to secure that side of your ramp so the zealot secures the other. I'd assume if cyber came before gateway it'd be the cyber on the wall and the zealot by the gateway
I think what we're talking about here are these two hypothetical situations:
In the following images, green and light blue represent basic protoss structures, orange is a pylon, and dark blue is a zealot.
Situation 1) you wall with 2 buildings and a zealot, and your zealot is walling in one corner, and you have 2 gateway sized buildings like so in the center and the other corner: + Show Spoiler + Situation 2) you wall with 2 buildings and a zealot, and your zealot is walling in the center, and you have 2 gateway sized building like so in either corner: + Show Spoiler +Like this: + Show Spoiler +or, like this to reduce the surface area on your zealot and make you safer vs ling pressure: (note that your zealot is actually slightly further north than shown on the grid, straddling the two squares slightly so that zerglings can't run by. + Show Spoiler +
In the first case, your zealot is vulnerable to being picked off by roaches from the lowground if they have a spotting overlord. In the second case, it is difficult to attack the zealot with roaches without stepping up onto the ramp, exposing themselves to more stalker fire and being forcefielded in half-- this way of walling is less vulnerable to a roach rush killing the wall. A zerg player may choose attack the substantially heartier production facilities instead, giving you more time to muster forces to attack the roaches.
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Hey :D, nice to meet you all. I was wondering if somebody could help me, i''m a noob to sc2 and i've been playing aganist the AI to get used to the game and i've had like 7 practice league games and i was wondering should i just skip the practice league and just do my placement matches to get into the other leagues? the reason i'm asking this is because one of my buddys told me it would probably be best to just skip them and do the placement matches, since in the practice league you have rocks to block off early cheeses. Anyway thanks in advance and i'm sorry if this is in the wrong thread, i'm new to the forum and i thought it would be best to put it here.
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On June 11 2011 03:26 Potatohead wrote: Hey :D, nice to meet you all. I was wondering if somebody could help me, i''m a noob to sc2 and i've been playing aganist the AI to get used to the game and i've had like 7 practice league games and i was wondering should i just skip the practice league and just do my placement matches to get into the other leagues? the reason i'm asking this is because one of my buddys told me it would probably be best to just skip them and do the placement matches, since in the practice league you have rocks to block off early cheeses. Anyway thanks in advance and i'm sorry if this is in the wrong thread, i'm new to the forum and i thought it would be best to put it here.
7 practice league games is enough, go do your placement matches.
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Blazinghand
United States25550 Posts
On June 11 2011 03:26 Potatohead wrote: Hey :D, nice to meet you all. I was wondering if somebody could help me, i''m a noob to sc2 and i've been playing aganist the AI to get used to the game and i've had like 7 practice league games and i was wondering should i just skip the practice league and just do my placement matches to get into the other leagues? the reason i'm asking this is because one of my buddys told me it would probably be best to just skip them and do the placement matches, since in the practice league you have rocks to block off early cheeses. Anyway thanks in advance and i'm sorry if this is in the wrong thread, i'm new to the forum and i thought it would be best to put it here.
Practice league is a good place to like, explore what all your techs do and try out each unit-- and also practice things like placing buildings, moving units around in your base, and getting a feel for how long it takes to produce each unit and building, how much gas you get from having a geyser, how often you need to make depots etc on 1-2 bases. This can be explored in like, 1 game, maybe 2. Anything after that, if you want real preparation for ladder play, I recommend you practice with a few friends, and get a feel for the stuff you can't learn from practice league
The thing you want to do is learn how to fight off each of the big 3 cheeses
1) proxy tier 1 rush (gates making zeals or rax making rines) 2) cannon rush 3) non proxy tier 1 rush (2 gate, marine scv all-in, and early pool play, including 6 pool)
As zerg you'll also want to learn how to deal with bunkers/cannons at your natural, though you're relatively safe from that sort of thing in your main. The other thing you want to deal with as zerg is air rush-- learn how to scout air openers from protoss and terran, and approprately build queens and crawlers.
Although it sounds like a lot, just running against each of these cheese/early pressure builds once or twice makes it infinitely easier to deal with it once you're on the ladder. It'll also help to get used to not having any rocks protecting you before you dive into ladder play-- running through this with your friends should take like 30-45 minutes and be enormously helpful.
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I am a gold terran player and want to improve on my upgrades and was wondering for each of the units for my army, which upgrade (weapon or armor) and how early should I prioritize for an army composition made mostly of the following: (I put the units in order of which I build them typically in a long match)
Vs Zerg
Marines > Tanks > Thors and Helions
Vs Terran
Marines > Tanks > Thors
Vs Protoss (my weakest matchup)
Marauder/Marine > tanks/vikings
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Blazinghand
United States25550 Posts
On June 11 2011 03:37 Khash wrote: I am a gold terran player and want to improve on my upgrades and was wondering for each of the units for my army, which upgrade (weapon or armor) and how early should I prioritize for an army composition made mostly of the following: (I put the units in order of which I build them typically in a long match)
Vs Zerg
Marines > Tanks > Thors and Helions
Vs Terran
Marines > Tanks > Thors
Vs Protoss (my weakest matchup)
Marauder/Marine > tanks/vikings
Against zerg, you want attack upgrades for your marines (infantry attack) along with armor upgrades when you can. Marine upgrades are great, scale really well, and you use marines all game. You also want to get 1 attack upgrade for your tanks so they can 1-shot zerglings with armor upgrades. You only need 1 attack upgrade to be able to do so all game, but more attack upgrades will increase your effectiveness against roaches, buildings and zerg tech units on the ground.
Against Protoss, you want to do your best to stay ahead on infantry attack upgrades. Try to never stop getting infantry attack upgrades, because if he's ahead of you by 1 grade on armor vs your attack, his zealots get super tanky against marine fire, especially with guardian shield. Infantry armor helps as well, but don't get it if it cuts your attack upgrades. If he's massing a bunch of colossi, an attack upgrade or two for your vikings goes a long way.
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Yes. It is perfectly fine. Macros are disallowed when they break the "one key press, one action" rule and practically speaking are only detected when they approach bot-like functionality.
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Was there a thread that detailed the effect of upgrades on units?
For example, lings with less than +3 armor will still die to 0/0 zealot in 3 hits.
I remember seeing the thread somewhere, but I couldn't find it. Would appreciate a link to it.
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On June 11 2011 04:50 LaiShin wrote: Was there a thread that detailed the effect of upgrades on units?
For example, lings with less than +3 armor will still die to 0/0 zealot in 3 hits.
I remember seeing the thread somewhere, but I couldn't find it. Would appreciate a link to it.
A little hard to find. Had to search for my own posts on the subject instead to find the link. >_<
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What is the general unit composition I want vs muta/ling as a P? It seems everyone and their mother is doing it on ladder today and I have no answers. I'm opening off a 3 gate sentry expand
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On June 11 2011 05:34 See.Blue wrote: What is the general unit composition I want vs muta/ling as a P? It seems everyone and their mother is doing it on ladder today and I have no answers. I'm opening off a 3 gate sentry expand
Stop making sentries (or at least until you have a big enough stalker ball), get blink stalkers asap, tech to HT with storm, extra minerals on zealots, make sure you have a few cannons in mineral lines.
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Whats the best way to successfully expo and hold/prepare to hold 3 gate pressure when scouted with Terran and they are sentry heavy.
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I had an idea I wanted to discuss but it doesn't seem worthy of its own thread, so...
PvT, 1base robo before expand is unpopular now because if terran goes for a FE build you are very behind in economy. Right?
But on maps with small ramps between main & natural (xel naga etc), I think gate->robo->gate->gate could be very very good vs FE builds. With the robo, make observer, immortal, PRISM and add a 4th gate instead of continuing immortals which are too slow to reinforce. Possibly you could skip the immortal entirely if you've already spotted a FE build, idunno what's optimal.
Load a sentry + probe + maybe another unit or two into the prism and send it into the terran main near-ish the ramp, while attacking the front with your immortal + stalkers + whatever else. Probe's job is to make a pylon, so you can move the prism to his mineral line when the pylon completes. If he doesn't see the prism or sends only a handful of units to deal with it, warp into his main, kill the units, and FF the ramp. If he sends many units into the main to deal with the prism, FF his units into his main (if possible), warp into the front and attack head-on.
If you're able to FF his ramp it's gonna be GG as you pick off his reinforcing units a few at a time. If you're able to draw his units far enough into his main that you can kill his bunkers, it's gonna be GG. So the question is, could a skillful terran who spots the prism be able to chase it away AND hold the front?
Obviously this two-pronged attack is going to have to hit around your 2nd-4th round of warpins, so that a single round of warpins will make up a significant % of your army. Later than that is def not gonna work.
Well, that's it. Viable?
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Blazinghand
United States25550 Posts
On June 11 2011 07:53 Keilah wrote:+ Show Spoiler + I had an idea I wanted to discuss but it doesn't seem worthy of its own thread, so...
PvT, 1base robo before expand is unpopular now because if terran goes for a FE build you are very behind in economy. Right?
But on maps with small ramps between main & natural (xel naga etc), I think gate->robo->gate->gate could be very very good vs FE builds. With the robo, make observer, immortal, PRISM and add a 4th gate instead of continuing immortals which are too slow to reinforce. Possibly you could skip the immortal entirely if you've already spotted a FE build, idunno what's optimal.
Load a sentry + probe + maybe another unit or two into the prism and send it into the terran main near-ish the ramp, while attacking the front with your immortal + stalkers + whatever else. Probe's job is to make a pylon, so you can move the prism to his mineral line when the pylon completes. If he doesn't see the prism or sends only a handful of units to deal with it, warp into his main, kill the units, and FF the ramp. If he sends many units into the main to deal with the prism, FF his units into his main (if possible), warp into the front and attack head-on.
If you're able to FF his ramp it's gonna be GG as you pick off his reinforcing units a few at a time. If you're able to draw his units far enough into his main that you can kill his bunkers, it's gonna be GG. So the question is, could a skillful terran who spots the prism be able to chase it away AND hold the front?
Obviously this two-pronged attack is going to have to hit around your 2nd-4th round of warpins, so that a single round of warpins will make up a significant % of your army. Later than that is def not gonna work.
Well, that's it. Viable?
What you're describing is an interesting flavor of the 3 gate robo all-in.
It doesn't sound automatically non-viable. You need to attack before dropships, which probably means you won't FE at all with this build, and you're attacking with 1 less immortal than if you made 1 obs, all immortals, and 2 less immortals than if you made only immortals-- as you note, you're relying largely on gateway units. If the terran player is marauder-heavy, there's also the possibility he just crushes your army at the front, since that push will be less 1-2 immortals than a normally timed push would be as well. The terran player can afford to pull some forces from the front to chase the prism if this is the case.
Take a look at the "shock and awe" PvX thread for ideas on warp prism play during pushes and reinforcement... you can find it here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=230735
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where can I find a list of all the "emoticons" you can do in sc2 and how to do them (like the heart)?
how are folks getting that little smiley face thing \__ ( ' ' ) __/
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I believe this to be a simply Q&A.
Q: If i reinstall the game from disc will i have to download the patches again?
i am trying to create a a new folder so i can download some of the mlg builds i like. how ever i get an error message that states i am missing my accounts folder so. i think i deleted by accident. so if i re-install the game that file should come usable again.
Sorry if this isnt a simply question.
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Pretty sure you'll have to repatch.
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Re: my idea and being short on immortals, I suppose that if you'd already spotted the FE you could skip the observer. Means less vision up his ramp which isn't awesome, but it's a possibility.
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