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Simple Questions Simple Answers - Page 195

Forum Index > StarCraft 2 Strategy
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Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
June 10 2011 23:45 GMT
#3881
@ Call me larrity:

You will have to repatch. However, note that you do not need to delete any folders or create any folders to view MLG replays-- simply save the replays into your multiplayer replays folder, and they will become visible along with your own replays when you're in the game. Additional folders make things easier to organize, but if you only are viewing a few replays it shouldn't be a problem. A general rule of thumb when messing around in your sc2 documents is to not delete any folders unless they are folders that you yourself created.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
LaiShin
Profile Joined November 2005
Australia978 Posts
June 11 2011 05:08 GMT
#3882
On June 11 2011 04:53 Kambing wrote:
Show nested quote +
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. >_<

Show nested quote +
On May 13 2011 10:48 Kambing wrote:
On May 13 2011 10:39 bardolph wrote:
As Protoss vs Zerg, is Shield upgrade worth the price?


Upgrade analysis, good read: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603



Thank you sir! I'm sure that took quite some time as that was a while back.
nicke10
Profile Joined August 2010
Sweden114 Posts
June 11 2011 05:29 GMT
#3883
Is there any real reason to bind invidiual queens instead of hatcheries? Let's look at it. Queens bound individually.

Pros:
Tiny tiny bit faster

That's really all I can think of.

Cons:
You can't tap, well you can if you keep your energy perfect at all times but if you miss a few you will mess it up. With hatcheries bound individually you can keep track of it much better even if you mess up by a few seconds, it doesn't even matter. It will always be accurate.

Is it really worth sacrificing the allmighty tap feature for tiny tiny speed that will probably be slower in the end if you miss a few. With good tapping you will miss alot less.
"It's not that I'm dumb, I'm just Neural Parasited by a retarded Infestor." - Sean "Day[9]" Plott
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 06:17 GMT
#3884
On June 11 2011 14:29 nicke10 wrote:
Is there any real reason to bind invidiual queens instead of hatcheries? Let's look at it. Queens bound individually.

Pros:
Tiny tiny bit faster

That's really all I can think of.

Cons:
You can't tap, well you can if you keep your energy perfect at all times but if you miss a few you will mess it up. With hatcheries bound individually you can keep track of it much better even if you mess up by a few seconds, it doesn't even matter. It will always be accurate.

Is it really worth sacrificing the allmighty tap feature for tiny tiny speed that will probably be slower in the end if you miss a few. With good tapping you will miss alot less.


This all depends on your inject style. I'm sure binding individual hatcheries would be great if you use the backspace method of inject, because that frees up a lot of the numerical hotkeys. Other than that, if you inject like 66vclick 77vclick 88vclick 99vclick then the speed is actually worth it in comparison to, say, the minimap method (which is far too slow in my opinion). Tap with injects isn't that useful now that the notification for an inject completing exists anyway, this would be a much bigger issue a few patches ago.
I put the sexy in dyslexia.
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
June 11 2011 10:27 GMT
#3885
What is the difference between the ''stop'' and the ''hold position'' buttons?
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
Last Edited: 2011-06-11 11:22:26
June 11 2011 11:20 GMT
#3886
On June 11 2011 19:27 jjhchsc2 wrote:
What is the difference between the ''stop'' and the ''hold position'' buttons?

Stop will just stop the user in place, but they will still run after enermies that go near them, then leave. Also if the user is a worker, they will run from attackers
Hold position will make sure the user stays in the one spot, no matter what (Apart from triggers/mothership vortex, etc)

Woo, contributin! Now my question: How badly does Zerg need lair and hive? At what times should I be getting these and should I rush/delay them if the enermy is being greedy/agressive/turtlish
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2011-06-11 11:41:03
June 11 2011 11:39 GMT
#3887
In the single player campaign, how do you earn credit? I ALMOST completed all achievements, however I cannot earn credits again and again. I heard you could do it in the older patch, but not anymore. So, How do you do it? I did a mission, on hard and got achievement, got credit. My bro however, did a mission on hard too, got achievement, but did NOT get credit = /

So what makes you obtain credits? Is it the achievements acquired or the difficulty of the mission that you complete a mission in?

Also, when you complete a mission, it says "reward" which is the same as credit, no? Yes. Some missions I complete, I get no rewards, others I do get them.

?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Semtext
Profile Blog Joined September 2010
Germany287 Posts
Last Edited: 2011-06-11 12:47:04
June 11 2011 12:42 GMT
#3888
If you do the missions again, you get no additional credits. Would be pretty pointless because you could get all the upgrades just by doing any given mission over and over.

The rewards are usually zerg or toss research points which you can use in the technology lab, and you also only get them once. But if you finish a mission only getting 2 out of 3 of those research points, you can play the mission again and get the point you missed later on.
http://de.twitch.tv/semtext | FBH, Socke, WhiteRa, GoOdy, TLO
dynwar7
Profile Joined May 2011
1983 Posts
June 11 2011 12:45 GMT
#3889
No I meant the bonus objectives....will they give you credits?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Semtext
Profile Blog Joined September 2010
Germany287 Posts
June 11 2011 12:48 GMT
#3890
not unless it says so: in the nova/tosh missions you can earn credits by doing the secondary objectives. apart from that, not.
http://de.twitch.tv/semtext | FBH, Socke, WhiteRa, GoOdy, TLO
dynwar7
Profile Joined May 2011
1983 Posts
June 11 2011 13:04 GMT
#3891
Then, any idea how to get more credits? I just need a few more, really, to unlock starport armory ><

Just 1 more round of credits (around 100K) and I will be ok.....
Regarding the imbalance, hilarious to see Zergs defending themselves....
kamicom
Profile Blog Joined March 2010
United States180 Posts
June 11 2011 14:21 GMT
#3892
Can someone PM me their opinions?

What is the value of the F-keys? I know what they are but how useful are they in terms of becoming a better gamer? In BW, F-keys were used by pros all the time to hotkey expos and common fighting area for fast rally point shifts. Does sc2 scene even need f-key hotspots or is it that our players are not "good enough" to use it?
I ragequit if my split fails.
kamicom
Profile Blog Joined March 2010
United States180 Posts
June 11 2011 14:52 GMT
#3893
Can someone PM me their opinions?

What is the value of the F-keys? I know what they are but how useful are they in terms of becoming a better gamer? In BW, F-keys were used by pros all the time to hotkey expos and common fighting area for fast rally point shifts. Does sc2 scene even need f-key hotspots or is it that our players are not "good enough" to use it?
I ragequit if my split fails.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
June 11 2011 15:01 GMT
#3894
What's the best way to engage in a fight against Marauders with the Concussive Shells upgrade with only Gateway units without any upgrades?
NCH Insomnia
Profile Joined June 2011
United States15 Posts
June 11 2011 15:47 GMT
#3895
Two simple questions:

1. What is the "bonus pool" online?

2. How many Lings can one Zealot hold off without any micro used?
"Reach out to others because someone once did the same for you"
Ejohrik
Profile Joined December 2010
Sweden219 Posts
Last Edited: 2011-06-11 15:58:54
June 11 2011 15:54 GMT
#3896
On June 12 2011 00:47 NCH Insomnia wrote:
Two simple questions:

1. What is the "bonus pool" online?

2. How many Lings can one Zealot hold off without any micro used?

1. You get 12 points (i think?) every day to your bonus pool. When you win, points are taken from that pool to double the points gained (if you have enough). This causes players who are inactive to drop down on the ladder so the ones actually playing are rewarded.

2. Without any upgrades: 3

I just tested the last one on the map "Unit tester". I highly recomend it for anyone wanting to test how units work against eachother.
NCH Insomnia
Profile Joined June 2011
United States15 Posts
June 11 2011 16:05 GMT
#3897
Thanks for your response! I'll look into the Unit Tester map.
"Reach out to others because someone once did the same for you"
Animostas
Profile Blog Joined August 2009
United States568 Posts
June 11 2011 16:10 GMT
#3898
On June 12 2011 00:01 GrungyMunchy wrote:
What's the best way to engage in a fight against Marauders with the Concussive Shells upgrade with only Gateway units without any upgrades?


The most cost-efficient way to hold it off is to use primarily Zealot/Sentry with only a few Stalkers. Zealots have the highest DPS out of the early 3 Gateway units, and they can't be kited if you make a wall of Force Fields that sort of cups the units. A fight between MM and pure Gateway units pivots around proper Force Fields.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 17:03 GMT
#3899
On June 11 2011 20:20 Bswhunter wrote:
Show nested quote +
On June 11 2011 19:27 jjhchsc2 wrote:
What is the difference between the ''stop'' and the ''hold position'' buttons?

Stop will just stop the user in place, but they will still run after enermies that go near them, then leave. Also if the user is a worker, they will run from attackers
Hold position will make sure the user stays in the one spot, no matter what (Apart from triggers/mothership vortex, etc)

Woo, contributin! Now my question: How badly does Zerg need lair and hive? At what times should I be getting these and should I rush/delay them if the enermy is being greedy/agressive/turtlish


Going up in zerg tiers is just another way to respond to what your opponent is doing, for example: in ZvZ it takes a long time for players to make the lair switch (safely) because of how fragile the matchup is, and you'll really only see it if both players are safe from attacks somehow.

In ZvP, I usually take my first gyser around 21 and just keep mining for speed then lair. Lair tech opens up drop, overlord speed, and burrow, some very importaint upgrades to exploit in the matchup. As for hive, I alwase find losses where I just didn't go hive quick enough so I just set a rule for myself "I must have an infestation pit at 13:30 with a hive following" this rule has worked for me in the past as it tends to have broods out in time to defend most non-gateway 2-base timings.

In ZvT the question you want to be asking yourself is: "When do I want mutalisks?" then just work the timings game after game and you'll have your answer. Just don't delay it too much because of the threat of 2-base timings that you need baneling speed for. Hive is a similar question: "When do I want brood lords out?" and the answer to this will obviously differ from game to game but it isn't a hard thing to calculate on the spot.
I put the sexy in dyslexia.
zhengsta
Profile Joined February 2011
United States126 Posts
June 11 2011 17:42 GMT
#3900
Hey guys, do landed vikings benefit from +air attack and defense?
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