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Forum Index > StarCraft 2 Strategy
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STS17
Profile Joined April 2010
United States1817 Posts
June 16 2011 16:33 GMT
#4081
On June 17 2011 01:18 Probe1 wrote:

Show nested quote +
On June 17 2011 00:48 STS17 wrote:
Has anyone explored doing Ghost Drops instead of Marine/Marauder drops to kill workers? You can drop in a safe location (i.e. out of sight), cloak if needed, and queue up snipes on a bunch of workers then get out of there before your energy is expended and you decloak. Their attacks also 2-shot workers with no overkill since the round has no travel time so if an opportunity presents itself 2-4 ghosts can quickly wreck a worker line and cause tons of economic damage, the long range on snipe will also allow them to avoid most static defenses and still do their damage.


Beta build.

It fell out of favor due to bf hellions and banshees being more efficient I believe. It still works and its its a cool thing to do but it isn't used very commonly anymore. The approach is to use two ghosts so you one shot workers.


The build from beta that I am aware of involved ghosts walking into the base, I don't recall (though I may be wrong) 4-ghost drops in medivacs being used, which is why I wanted to ask about them.

In addition, auto attacks are very slow and warn the opponent when they happen (i.e. after the first worker kill). Snipe, while it also warns the opponent, instantly kills the target and is capable of firing much more quickly then auto attack, so more deaths happen in the same time span. In addition, if you are so lucky as to get the ghosts close to/inside of the mineral line, even if the workers run away you will still be able to kill them due to the long range on snipe.
Platinum Level Terran - Take my advice from that perspective
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 16 2011 17:26 GMT
#4082
On June 16 2011 18:25 hirokashi wrote:
As a zerg I often find myself building drones as you should but then the drones just simply idling next to the hatchery even if I have set the worker rally to the minerals, And then I check the hatchery to see the worker rally has been removed. I notice this often happens when I upgrade to a lair :o what is causing this and how to solve?


You're right clicking the hatchery when...I dunno injecting or upgrading the lair. If you have a queen and a hatch on the same hotkey and try to move the queen directly on the hatch this will happen.
I put the sexy in dyslexia.
Intricate1
Profile Joined May 2011
169 Posts
June 16 2011 17:30 GMT
#4083
Generally at what time does your main mineral line deplete and also Assuming an ~avg fast expand timing, around what time does your natural deplete aswell?

DarkCore
Profile Joined March 2011
Germany4194 Posts
June 16 2011 17:50 GMT
#4084
As a zerg, what should I do vs hellion ghosts?
Fixed a bug where LeBlanc could lose
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 16 2011 17:58 GMT
#4085
On June 17 2011 02:50 DarkCore wrote:
As a zerg, what should I do vs hellion ghosts?


This is quite the wonky composition. I'd like to see a replay because often times, as zerg, strait up counters don't exist and there is other tricks to responding to certain play-styles. In theory though, roaches should do just fine.
I put the sexy in dyslexia.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
June 16 2011 18:12 GMT
#4086
On June 17 2011 02:30 Intricate1 wrote:
Generally at what time does your main mineral line deplete and also Assuming an ~avg fast expand timing, around what time does your natural deplete aswell?


It depends on the number of workers you choose to saturate with:

If you have 24 workers on minerals it will take at least 15 minutes to mine out all of the minerals there since there are 1500 * 8 minerals and 24 workers mine at 800 minerals per minute. This isn't totally accurate since close mineral patches will mine out faster in most cases so it will take longer as the 24 workers can't all mine the far mineral patches for increased efficiency and it won't be fully saturated the whole time either as workers build up. In practice I imagine for a main and natural it's about 18 in-game minutes to effectively mine out from the time you start mining.

I'll be honest, these numbers seem a little high to me, but I guess there's a huge difference between being mined out and just having a really shitty base to mine from.

Some numbers for mining from here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192072
I always try to shield slam face, just to make sure it doesnt work
Mozdk
Profile Joined October 2010
Denmark6989 Posts
June 16 2011 18:45 GMT
#4087
Hi

I normally play P but I've been fiddling around with T a bit. I'm having some problems with the barracks

If I have a bunch of Barracks, some with tech lap and some with reactor, and they are in the same hotkey... How do I make sure that I do not build marines from the ones with tech lap?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
AustinCM
Profile Joined May 2011
Canada275 Posts
June 16 2011 19:07 GMT
#4088
I heard that drone scouting in ZvZ is terrible, I am in diamond, should I be drone scouting in ZvZ?

What is the correct response with a 14/14 to a 15 hatch?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
STS17
Profile Joined April 2010
United States1817 Posts
June 16 2011 19:13 GMT
#4089
On June 17 2011 03:45 Mozdk wrote:
Hi

I normally play P but I've been fiddling around with T a bit. I'm having some problems with the barracks

If I have a bunch of Barracks, some with tech lap and some with reactor, and they are in the same hotkey... How do I make sure that I do not build marines from the ones with tech lap?


Marines will be built at reactor'd rax and rax without addons before being placed on one with a techlab, so just make sure you don't hit the A key too many times and you will be all set.
Platinum Level Terran - Take my advice from that perspective
burnswuff
Profile Joined December 2010
United States61 Posts
June 16 2011 20:12 GMT
#4090
Should Medivacs be in the same hotkey as a bio army? Sometimes I accidentally leave my medivacs behind when advancing with an army. However, the pro side of this is that they can heal your units while you micro them.

So which is better, seperating medivacs from bio units or hotkeying together?
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 16 2011 20:55 GMT
#4091
On June 17 2011 04:07 AustinCM wrote:
I heard that drone scouting in ZvZ is terrible, I am in diamond, should I be drone scouting in ZvZ?

What is the correct response with a 14/14 to a 15 hatch?


I drone scout in ZvZ to look for two things:
hatch timing, is my opponent going hatch first, pool then hatch, or 1 basing?
gas timing, before or after pool, and if my opponent mines more than 100.

If your opponent's hatch timing is ahead of yours then his/her production will be greater than yours later, but they will be somewhat vulnerable and behind in gas, so pressure them into making more slowlings then they would be comfortable with to burn this production increase while getting your own hatch.

Rule for gas timings: after pool- they are going roaches
before pool stopping at 100- speedling timing or speedling defense, most likely to cover an expo while droning (roach follow-up).
before pool mining past 100- banelings, if their hatch timing is ahead of yours then it will be used defensively, but keep in mind this means that they will have more larva then you later so they could have some deadly counter aggression.
I put the sexy in dyslexia.
KosQ
Profile Joined October 2010
Germany223 Posts
June 16 2011 20:56 GMT
#4092
On June 17 2011 05:12 burnswuff wrote:
Should Medivacs be in the same hotkey as a bio army? Sometimes I accidentally leave my medivacs behind when advancing with an army. However, the pro side of this is that they can heal your units while you micro them.

So which is better, seperating medivacs from bio units or hotkeying together?


It depends on your skill level and your armycomposition. If you are going pure mmm, a seperate hotkey will improve the efficiency of your bioball since you can heal while flanking/positioning your units. If you have a diverse army with ghosts, tanks and other units besides MMM in your mix, hotkeying medivacs with your bioforce is the better choice since it makes the bioball easier to control and you can focus on getting more efficiency out of your higher tech units ( placing emps, focusing important units with siege tanks etc. )
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 16 2011 20:58 GMT
#4093
On June 17 2011 05:12 burnswuff wrote:
Should Medivacs be in the same hotkey as a bio army? Sometimes I accidentally leave my medivacs behind when advancing with an army. However, the pro side of this is that they can heal your units while you micro them.

So which is better, seperating medivacs from bio units or hotkeying together?


I would hotkey them separate and just practice repetition in your actions. For example, I use 4 different hotkeys with my army so when I move out, it has become a reflex to hit 1 click 2 click 3 click 4 click all at the same place. This reflex will come with practice, and even if your 'hand speed' isn't that fast this repetition action will happen fast.
I put the sexy in dyslexia.
Thirdclass
Profile Joined June 2011
Australia2 Posts
June 16 2011 22:48 GMT
#4094
How do I drop multiple banelings form overlords whilst they are still moving? The only way I have been able to do this is by selecting each overlord individually and clicking the unit icons. Would really help my baneling bombs.

Cheers guys
.Mthex-
Profile Joined May 2011
United States168 Posts
June 16 2011 23:04 GMT
#4095
On June 17 2011 07:48 Thirdclass wrote:
How do I drop multiple banelings form overlords whilst they are still moving? The only way I have been able to do this is by selecting each overlord individually and clicking the unit icons. Would really help my baneling bombs.

Cheers guys


you press [d] (drop) and then click on the overlord with it, so you still have to select on the individual overlord, but at least its only once, instead of having to select each unit
"If you tricked him, then he is tricked" - Artosis
Thirdclass
Profile Joined June 2011
Australia2 Posts
June 16 2011 23:08 GMT
#4096
thanks mate, heaps of help
.Mthex-
Profile Joined May 2011
United States168 Posts
June 16 2011 23:08 GMT
#4097
On June 17 2011 08:08 Thirdclass wrote:
thanks mate, heaps of help


anytime, glad I could be of assistance
"If you tricked him, then he is tricked" - Artosis
Gaspa
Profile Joined February 2011
Brazil109 Posts
June 16 2011 23:13 GMT
#4098
On June 17 2011 07:48 Thirdclass wrote:
How do I drop multiple banelings form overlords whilst they are still moving? The only way I have been able to do this is by selecting each overlord individually and clicking the unit icons. Would really help my baneling bombs.

Cheers guys


1 Select all overlords, 2 press the hotkey you have set for "drop", 3 click an ovie. return to step 2.

Unfortunately, at the time of this posting you cannot click on the ovie's portraits to do that. Maybe some day.
"I cannot believe you were stupid enough to be offended by what I said" -- A. Schoenberg
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 17 2011 00:41 GMT
#4099
Why do pros focus bunkers when aggressing against a terran expansion? If the bunkers only act as a health buffer for whatever is inside it, wouldn't it be better to focus everything else then go for the bunker when it is the last thing left?
I put the sexy in dyslexia.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
June 17 2011 00:56 GMT
#4100
On June 17 2011 09:41 Soluhwin wrote:
Why do pros focus bunkers when aggressing against a terran expansion? If the bunkers only act as a health buffer for whatever is inside it, wouldn't it be better to focus everything else then go for the bunker when it is the last thing left?


Because the start of the engagement is when the attacker is most strong. The goal is out out damage the repair rate on the bunker. If they kill all the other units first, the repairing scvs will be able to heal faster than the the remaining attacking units. Also just because focusing the bunker prevents/gives less time for terran to use the scvs to repair in the first place (given they weren't already there)
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