maybe this needs a longer answer but...i'm having trouble repelling early immortal pushes. any tips?
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roswen
Romania4 Posts
maybe this needs a longer answer but...i'm having trouble repelling early immortal pushes. any tips? | ||
Mowr
Sweden791 Posts
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? | ||
Soluhwin
United States1287 Posts
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. | ||
Soluhwin
United States1287 Posts
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. | ||
nvs.
Canada3609 Posts
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
United States2673 Posts
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
United States2673 Posts
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
United States761 Posts
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 | ||
PuercoPop
Peru277 Posts
On June 12 2011 04:31 palanq wrote: 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. | ||
nicke10
Sweden114 Posts
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PuercoPop
Peru277 Posts
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? | ||
Soluhwin
United States1287 Posts
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. | ||
NCH Insomnia
United States15 Posts
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? | ||
Soluhwin
United States1287 Posts
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. | ||
Mowr
Sweden791 Posts
On June 12 2011 05:54 Soluhwin wrote: 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. | ||
Xanczor
United States254 Posts
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Preecey
6 Posts
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
United States1287 Posts
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. | ||
kl3zero
United States27 Posts
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kl3zero
United States27 Posts
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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