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Simple Questions Simple Answers - Page 196

Forum Index > StarCraft 2 Strategy
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Prev 1 194 195 196 197 198 900 Next
roswen
Profile Joined June 2011
Romania4 Posts
June 11 2011 17:49 GMT
#3901
i'm pretty sure they do

maybe this needs a longer answer but...i'm having trouble repelling early immortal pushes. any tips?
Mowr
Profile Joined November 2010
Sweden791 Posts
June 11 2011 17:53 GMT
#3902
Hi TL.
When you enter your password and press login, a screen appears where you are presented with your avatar and time when last logged in. Then you have to press "Enter" to actually get into the game. Why? What did they think this screen would accomplish besides being annoying?
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 17:54 GMT
#3903
On June 12 2011 02:49 roswen wrote:
i'm pretty sure they do

maybe this needs a longer answer but...i'm having trouble repelling early immortal pushes. any tips?


Race? If you're zerg, these kind of pushes can just be held with mass speedling, then follow up with mutalisks should just kill him. If you're terran I can't help you.
I put the sexy in dyslexia.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 17:56 GMT
#3904
On June 12 2011 02:53 Mowr wrote:
Hi TL.
When you enter your password and press login, a screen appears where you are presented with your avatar and time when last logged in. Then you have to press "Enter" to actually get into the game. Why? What did they think this screen would accomplish besides being annoying?


No it doesn't serve any higher purpose.
I put the sexy in dyslexia.
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
June 11 2011 18:52 GMT
#3905
Quick question about Pylon placement Protoss vs. Random.

Do you put your pylon near the front of your ramp given the 1/3 chance of random rolling Zerg, or do you build it near your nexus as is the standard vs. P and T (for me at least!)

I've always been a little confused about this, I know it's a pretty small thing but I'd like to know what you guys think! Thanks.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 11 2011 19:20 GMT
#3906
On June 12 2011 03:52 nvs. wrote:
Quick question about Pylon placement Protoss vs. Random.

Do you put your pylon near the front of your ramp given the 1/3 chance of random rolling Zerg, or do you build it near your nexus as is the standard vs. P and T (for me at least!)

I've always been a little confused about this, I know it's a pretty small thing but I'd like to know what you guys think! Thanks.


I always build by the ramp. That way if its zerg, fine. Also Random players seem to have a higher incidence rate of cheesing me on ladder, so having a pylon by the ramp is nice to make a full wall-off if things get a little choppy out there.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 11 2011 19:24 GMT
#3907
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?


Ideally, dont be in this situation. That being said, you want to use terrain to minimize their ability to kite your zealots.

The basic scenario involves stalker shooting marauder as marauder kites your zealot. Using FFs in chokes helps a lot because it doesnt allow them to kite you and a zealot up close chews up marauders. If its an early double tech lab kind of push, pull 4 or so probes, and have them attack the marauders from behind to just block them in so your zealots can get some hits if you dont have sentries.
palanq
Profile Blog Joined December 2004
United States761 Posts
June 11 2011 19:31 GMT
#3908
On June 12 2011 03:52 nvs. wrote:
Quick question about Pylon placement Protoss vs. Random.

Do you put your pylon near the front of your ramp given the 1/3 chance of random rolling Zerg, or do you build it near your nexus as is the standard vs. P and T (for me at least!)

I've always been a little confused about this, I know it's a pretty small thing but I'd like to know what you guys think! Thanks.


Some protoss players (e.g. white-ra) don't wall initially versus zerg. You can build your pylon/gateway in such a way that your first zeal can defend vs. early pool zergling rushes in case they are Z but still not have vulernable buildings there vs. T/P. You make a wall later on with gateways #2 and 3, typically.

On the other hand you can put your pylon down such that you have the option of walling, but then put your gateway right next to the pylon (back from the ramp) if you do scout P/T.

I've seen some walls vs. P where the plan is to use it to help hold off any potential 4gate. Whether this is good or bad depends on your build (more ranged units = better? more zeal = worse? i think?) and theirs (maybe some stalker-heavy pokes will let the opponent pick off your gateways with a high stalker count), but it's kind of weird.

IMO I say don't wall, but do put your buildings and scout early enough so that you can defend potential early pool from Z, mostly because I think it's pretty bad to have buildings close to the ramp vs. T/P
time flies like an arrow; fruit flies like a banana
PuercoPop
Profile Blog Joined December 2009
Peru277 Posts
June 11 2011 19:38 GMT
#3909
On June 12 2011 04:31 palanq wrote:
Show nested quote +
On June 12 2011 03:52 nvs. wrote:
Quick question about Pylon placement Protoss vs. Random.

Do you put your pylon near the front of your ramp given the 1/3 chance of random rolling Zerg, or do you build it near your nexus as is the standard vs. P and T (for me at least!)

I've always been a little confused about this, I know it's a pretty small thing but I'd like to know what you guys think! Thanks.


Some protoss players (e.g. white-ra) don't wall initially versus zerg. You can build your pylon/gateway in such a way that your first zeal can defend vs. early pool zergling rushes in case they are Z but still not have vulernable buildings there vs. T/P. You make a wall later on with gateways #2 and 3, typically.

On the other hand you can put your pylon down such that you have the option of walling, but then put your gateway right next to the pylon (back from the ramp) if you do scout P/T.

I've seen some walls vs. P where the plan is to use it to help hold off any potential 4gate. Whether this is good or bad depends on your build (more ranged units = better? more zeal = worse? i think?) and theirs (maybe some stalker-heavy pokes will let the opponent pick off your gateways with a high stalker count), but it's kind of weird.

IMO I say don't wall, but do put your buildings and scout early enough so that you can defend potential early pool from Z, mostly because I think it's pretty bad to have buildings close to the ramp vs. T/P


To me, the wall off (using 1 Zealot to seal it) is of utmost importance not due to early pools but against zerglings all in before one gets a phoenix or observer out while Zerg has map control.
The Proof of the Pudding is in the eating!
nicke10
Profile Joined August 2010
Sweden114 Posts
June 11 2011 19:39 GMT
#3910
When is the normal time to add spire and hydralisk den ZvP asuming standard play vs Colossus death ball?
"It's not that I'm dumb, I'm just Neural Parasited by a retarded Infestor." - Sean "Day[9]" Plott
PuercoPop
Profile Blog Joined December 2009
Peru277 Posts
June 11 2011 19:40 GMT
#3911
On June 12 2011 02:56 Soluhwin wrote:
Show nested quote +
On June 12 2011 02:53 Mowr wrote:
Hi TL.
When you enter your password and press login, a screen appears where you are presented with your avatar and time when last logged in. Then you have to press "Enter" to actually get into the game. Why? What did they think this screen would accomplish besides being annoying?


No it doesn't serve any higher purpose.


It servers the purpose of verifying is anyone is login to your account from another location. Also maybe one could have more than one SC2 account associated with his B.net account?
The Proof of the Pudding is in the eating!
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 19:47 GMT
#3912
On June 12 2011 04:39 nicke10 wrote:
When is the normal time to add spire and hydralisk den ZvP asuming standard play vs Colossus death ball?


In most modern ZvP, both the spire and the hydralisk den is not a necessarily as roach/bane is the most successful. Though if you like going mutalisks, then usually you can go strait for the spire after seeing a forge expansion. If you scouted anything other than a forge first then going for mutas is going to be risky because if your opponent invests in a gateway push while your spire is building you will usually just die.

If corruptors are the intention of the spire, then throw it down as soon as you scout a stargate or robotics bay, and be sure to go for hive soon after to have an aggressive bounce back with brood lords.

As for hydralisks, putting a den down after scouting a stargate opener can be good for defense but you will need to research drop after holding it off to get any aggressive use out of hydras. I'm just not a fan of hydras in general because they're both fragile and slow, which is a great combination to generate dumb losses.
I put the sexy in dyslexia.
NCH Insomnia
Profile Joined June 2011
United States15 Posts
June 11 2011 20:27 GMT
#3913
Here's one that keeps me guessing, DPS? I've heard the term used by commentators while looking at Zealots and Vikings along with a few other units. Help...

Also, PvT. If I scout out double gas and a rax should I immediately focus on some sort of banshee harass or mech play? If so, Immortals?
"Reach out to others because someone once did the same for you"
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 11 2011 20:54 GMT
#3914
On June 12 2011 05:27 NCH Insomnia wrote:
Here's one that keeps me guessing, DPS? I've heard the term used by commentators while looking at Zealots and Vikings along with a few other units. Help...

Also, PvT. If I scout out double gas and a rax should I immediately focus on some sort of banshee harass or mech play? If so, Immortals?


DPS=damage per second, the overall damage output of a unit.

And yes, double gas pretty much guarantees tech, so getting a robotics is a good idea.
I put the sexy in dyslexia.
Mowr
Profile Joined November 2010
Sweden791 Posts
June 11 2011 21:55 GMT
#3915
On June 12 2011 05:54 Soluhwin wrote:
Show nested quote +
On June 12 2011 05:27 NCH Insomnia wrote:
Here's one that keeps me guessing, DPS? I've heard the term used by commentators while looking at Zealots and Vikings along with a few other units. Help...

Also, PvT. If I scout out double gas and a rax should I immediately focus on some sort of banshee harass or mech play? If so, Immortals?


DPS=damage per second, the overall damage output of a unit.

And yes, double gas pretty much guarantees tech, so getting a robotics is a good idea.

You should always go robo. Second gas says he is not only going barracks. Thats about it. You always get the second gas when you build your factory, you need your robo to scout what his follow up is.
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
Xanczor
Profile Blog Joined July 2010
United States254 Posts
June 11 2011 22:33 GMT
#3916
How do you correctly gas first in TvT? I know you don't want to make the gas once you get 75 minerals because then you have too much and your barracks is a bit delayed from the lost mining time of the scvs mining gas. So what is the correct time to make the refinery? Please indicate benchmark timings like at ? supply or at ? minerals.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=100673&currentpage=22
Preecey
Profile Joined June 2011
6 Posts
June 12 2011 02:50 GMT
#3917
so the default controls have shift as the hotkey for queing unit commands

is it possible to change this? I have searched all over the hotkey menu and seems to be the only one you cant change which is...well stupid
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 12 2011 02:57 GMT
#3918
On June 12 2011 11:50 Preecey wrote:
so the default controls have shift as the hotkey for queing unit commands

is it possible to change this? I have searched all over the hotkey menu and seems to be the only one you cant change which is...well stupid


No, you can't, you can't even bind something else to shift. I don't really see why you need to change that hotkey though, it's not like backspace where it's on the other side of the keyboard.
I put the sexy in dyslexia.
kl3zero
Profile Joined April 2011
United States27 Posts
June 12 2011 03:08 GMT
#3919
how do you apply pressure when someone is playing very defensive or if your slightly behind? I find this very hard to do against zerg as protoss and not sure if there is anything i can do.
kl3zero
Profile Joined April 2011
United States27 Posts
June 12 2011 03:10 GMT
#3920
On June 12 2011 11:50 Preecey wrote:
so the default controls have shift as the hotkey for queing unit commands

is it possible to change this? I have searched all over the hotkey menu and seems to be the only one you cant change which is...well stupid


what you can do is make shift a extra key on your mouse or something though. i have ctrl and shift on my mouse thumb buttons and it helps soo much for me.
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