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On February 18 2011 06:15 vlnplyr wrote:Show nested quote +On February 16 2011 16:06 Spiffaz wrote: If I put two chrono boosts on something, say zealot speed, what happens? Does it give me 40 seconds instead of 20?
Didn't see this answered. No, chronoboost does not stack whatsoever. If you start one and then start another 5 seconds later, the total duration is 25 seconds. It also will not go at 2x the speed of a regular CB.
I'm not sure this answered your question. You CAN double chrono something and get the benefit of both, as long as you wait for the first chrono to finish before activating the second. The thing to remember with Chronoboost is that it does 30 seconds of work in 20 seconds. So, for Zealot speed, which takes 140 seconds, if you chrono it twice, it would take 120 seconds. You could chrono it actually 4 times reducing it to 100 seconds without wasting any chrono.
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Is there a hotkey to "flip" the units page when you have over 24 units selected?
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Can someone explain in great detail why Zerg is disadvantaged if on the same number of bases as the opponent Protoss?
Focusing on an individual base, both players will have it saturated around the same time (close enough) and have the same income rate. If they have the same income rate, why is the resulting Protoss army so much more superior to the Zerg? If the answer is because Protoss units are a lot more cost effective, is this to say that the Zerg "should" always be behind in resources lost and that's totally standard?
Any why is it ok for a Protoss to be on the same number of bases as a Terran? Income tabs will show the Terran have far superior economy due to mules, yet the Protoss is comfortable being on the same amount of bases and the resulting armies are often relatively evenly matched?
Basically, why is Zerg weaker per base vs Toss/Terran(no mules) if their income is the same? And why is Toss equal vs Terran per base when Terran's economy is always so much higher due to mules?
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Is there a hotkey to "flip" the units page when you have over 24 units selected?
dunno if you mean just cycle through pages but thats tab by default. Or actually that will just switch between different types of units. So the answer to your question is no i guess? but the tab thing is helpful sometimes. Learning to control large groups of units through multiple hotkeys is really helpful/hard though :/
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Is there any way to rotate my buildings for placement? I was sure there wasn't, but one of my opponents in a replay has their factory sideways so as to fit in the wall better. I was pretty blown away by this, how did he do this?
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On February 19 2011 09:12 MuteZephyr wrote: Is there any way to rotate my buildings for placement? I was sure there wasn't, but one of my opponents in a replay has their factory sideways so as to fit in the wall better. I was pretty blown away by this, how did he do this?
Wait...Terran buildings are 3x3. It'd be the same any way you put it....
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On February 19 2011 11:54 Synystyr wrote:Show nested quote +On February 19 2011 09:12 MuteZephyr wrote: Is there any way to rotate my buildings for placement? I was sure there wasn't, but one of my opponents in a replay has their factory sideways so as to fit in the wall better. I was pretty blown away by this, how did he do this? Wait...Terran buildings are 3x3. It'd be the same any way you put it.... Right, but it was oriented to keep the weak addon inside the wall as opposed to being part of it.
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I don't think it's possible.... share the replay?
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I am currently in the diamond terran and I have never really known how many production facilities a certain amount of bases can support. I only just started to realise a lot of my big losses/wins were all due to the amount of production facilities compared to the amount of mining bases I had. What is the optimal amount of barracks/factory/starport for 1,2,3 mining bases in general?
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On February 19 2011 04:38 tuestresfat wrote: Can someone explain in great detail why Zerg is disadvantaged if on the same number of bases as the opponent Protoss?
Focusing on an individual base, both players will have it saturated around the same time (close enough) and have the same income rate. If they have the same income rate, why is the resulting Protoss army so much more superior to the Zerg? If the answer is because Protoss units are a lot more cost effective, is this to say that the Zerg "should" always be behind in resources lost and that's totally standard?
Any why is it ok for a Protoss to be on the same number of bases as a Terran? Income tabs will show the Terran have far superior economy due to mules, yet the Protoss is comfortable being on the same amount of bases and the resulting armies are often relatively evenly matched?
Basically, why is Zerg weaker per base vs Toss/Terran(no mules) if their income is the same? And why is Toss equal vs Terran per base when Terran's economy is always so much higher due to mules?
because this game is about variety.. if every race was equal in every way it would be boring as hell, imagine if the only match up was TvT..
as it stands the match ups are nearly 50% win/loss ratio almost perfectly balanced in every league including masters which means zerg aren't "weaker" theyre just "different"
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On February 19 2011 19:38 marines2231 wrote: I am currently in the diamond terran and I have never really known how many production facilities a certain amount of bases can support. I only just started to realise a lot of my big losses/wins were all due to the amount of production facilities compared to the amount of mining bases I had. What is the optimal amount of barracks/factory/starport for 1,2,3 mining bases in general?
The simple answer to this is if your money is piling up, there's a strong call for either: 1. Higher-tech units or B. More production facilities.
As you get more SCVs, you get more minerals and thus your production needs to keep up. So when you see your money piling, start more production facilities.
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On February 20 2011 00:12 Mythito wrote:Show nested quote +On February 19 2011 04:38 tuestresfat wrote: Can someone explain in great detail why Zerg is disadvantaged if on the same number of bases as the opponent Protoss?
Focusing on an individual base, both players will have it saturated around the same time (close enough) and have the same income rate. If they have the same income rate, why is the resulting Protoss army so much more superior to the Zerg? If the answer is because Protoss units are a lot more cost effective, is this to say that the Zerg "should" always be behind in resources lost and that's totally standard?
Any why is it ok for a Protoss to be on the same number of bases as a Terran? Income tabs will show the Terran have far superior economy due to mules, yet the Protoss is comfortable being on the same amount of bases and the resulting armies are often relatively evenly matched?
Basically, why is Zerg weaker per base vs Toss/Terran(no mules) if their income is the same? And why is Toss equal vs Terran per base when Terran's economy is always so much higher due to mules? because this game is about variety.. if every race was equal in every way it would be boring as hell, imagine if the only match up was TvT.. as it stands the match ups are nearly 50% win/loss ratio almost perfectly balanced in every league including masters which means zerg aren't "weaker" theyre just "different" I don't think you understood my question. I am perfectly fine with Zerg having different mechanics, I was wondering if someone could explain the mechanics I specified to me.
Why is Zerg weaker on one base? I'm not complaining that they shouldn't be, or questioning why they indeed are, I'm asking what is it about one base that makes them weaker than say a Protoss? A saturated Zerg base yields the same income as a Protoss, so why is the resulting Zerg army weaker? Why is the Protoss army always higher in resource value? Are protoss/terran units more cost efficient? Is that the cause? If this is the case, shouldn't the 'resource lost' tab always favour the non-Zerg player?
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On February 19 2011 13:10 MuteZephyr wrote:Show nested quote +On February 19 2011 11:54 Synystyr wrote:On February 19 2011 09:12 MuteZephyr wrote: Is there any way to rotate my buildings for placement? I was sure there wasn't, but one of my opponents in a replay has their factory sideways so as to fit in the wall better. I was pretty blown away by this, how did he do this? Wait...Terran buildings are 3x3. It'd be the same any way you put it.... Right, but it was oriented to keep the weak addon inside the wall as opposed to being part of it.
It had to be just the orientation of the ramp itself. If the ramp opens to the right, then the addon would be part of the wall. If it opens to the left, for example, the addon is on the backside, thus not a part of it. I don't think the building was rotated, but the orientation of the spawning location's ramp opening. The addon is always a 2x2 attached to the right side of the 3x3 buildings. Always.
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this is a SERIOUS question
...is ZvT broken? like actually
to win i need to 6 pool
EDIT: My biggest problem is terran always throws whatever it wants at me regardless of my tech route...just last game I couldnt scout him at all, ovie dies, drones die ling dies to get in....just I CANT SCOUT HIM AT ALL....
So my real question is....what do I build when I can't see what terran has? Mostly I just end up overdroning and then I'm fucked with his first attack
the only times I actually win against terran is if he forgets to leave his wall up, or if i get a really good baneling bust like in the first few mins of the game. But anything other than that. I can have 3 bases/4bases and he can still be on one, and then just mow me down with like 5 tanks and marines...
I don't know if i'm the only one...but I feel like half the terrans I play are WAY worse than me. My apm is way higher (not that it neccesarily is a good thing) my macro is way fucking better, but his units are just....godly as fuck. I even practiced engaging a shit load, and every now and then I get a rREALLY satisfactory battle, and then instantly remax to 200 and attack...but yeah Bunkers...turrets tanks..it's all just so easy for terran.
I know several people who have just given up frustrated with zerg matchups because they can't kill terrans...I don't want to give up on zerg, besides this matchup (and late ZvP) I'm am completely fine and I LOVE playing zerg (yes even when i lose).
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On February 20 2011 06:45 tuestresfat wrote:Show nested quote +On February 20 2011 00:12 Mythito wrote:On February 19 2011 04:38 tuestresfat wrote: Can someone explain in great detail why Zerg is disadvantaged if on the same number of bases as the opponent Protoss?
Focusing on an individual base, both players will have it saturated around the same time (close enough) and have the same income rate. If they have the same income rate, why is the resulting Protoss army so much more superior to the Zerg? If the answer is because Protoss units are a lot more cost effective, is this to say that the Zerg "should" always be behind in resources lost and that's totally standard?
Any why is it ok for a Protoss to be on the same number of bases as a Terran? Income tabs will show the Terran have far superior economy due to mules, yet the Protoss is comfortable being on the same amount of bases and the resulting armies are often relatively evenly matched?
Basically, why is Zerg weaker per base vs Toss/Terran(no mules) if their income is the same? And why is Toss equal vs Terran per base when Terran's economy is always so much higher due to mules? because this game is about variety.. if every race was equal in every way it would be boring as hell, imagine if the only match up was TvT.. as it stands the match ups are nearly 50% win/loss ratio almost perfectly balanced in every league including masters which means zerg aren't "weaker" theyre just "different" I don't think you understood my question. I am perfectly fine with Zerg having different mechanics, I was wondering if someone could explain the mechanics I specified to me. Why is Zerg weaker on one base? I'm not complaining that they shouldn't be, or questioning why they indeed are, I'm asking what is it about one base that makes them weaker than say a Protoss? A saturated Zerg base yields the same income as a Protoss, so why is the resulting Zerg army weaker? Why is the Protoss army always higher in resource value? Are protoss/terran units more cost efficient? Is that the cause? If this is the case, shouldn't the 'resource lost' tab always favour the non-Zerg player?
ah sorry i was mistaken and thought you were just complaining about imbalance..
as for the mechanics of it, it's complicated and hard to really discuss, but your question about the 'resource lost' tab is partially true, it does almost always favour the non zerg. it's easier and cheaper for the zerg to expand and they can drone up or reinforce and army much faster with larvae or move around the map faster; so in return their units have their units have to be less efficient and basically weaker.
it's basically a generic "swarm of cheap, fast units vs small number of expensive, strong units" scenario..
dunno if that helped but i hope it did
also,
this is a SERIOUS question
...is ZvT broken? like actually
to win i need to 6 pool
EDIT: My biggest problem is terran always throws whatever it wants at me regardless of my tech route...just last game I couldnt scout him at all, ovie dies, drones die ling dies to get in....just I CANT SCOUT HIM AT ALL....
So my real question is....what do I build when I can't see what terran has? Mostly I just end up overdroning and then I'm fucked with his first attack
no it's not broken, like i said win rate between terran and zerg is pretty much 50-50. you need to change the way you play between races, instead of trying to scout INSIDE of his base try scouting his army instead. for instance, if you run a zergling to his front door and he's got a small army and bunkers and turrets then he's probably teching up and you may want air defence/detection, if he's got a big marine force you may want banelings, and to keep a zergling just OUTSIDE or at a xel'naga tower his base to see when he's moving out so you can prepare.
again, hope it helps
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Can a fungal growth reach the gold mineral lines from a watch tower on Metal?
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On February 20 2011 08:44 Crushgroove wrote: Can a fungal growth reach the gold mineral lines from a watch tower on Metal?
a good part of it.
You can test this yourself you know...
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im trying to keep up with trends in builds that are popular with pros and on ladder...example: i been using one base ling bangling in ZvZ and it seems it doesnt work anymore due to one base roach. is there a tread or place i can goto to keep up with most current openers, builds, and tactics that pros are using in match ups?
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On February 20 2011 11:02 Rab1 wrote: im trying to keep up with trends in builds that are popular with pros and on ladder...example: i been using one base ling bangling in ZvZ and it seems it doesnt work anymore due to one base roach. is there a tread or place i can goto to keep up with most current openers, builds, and tactics that pros are using in match ups?
No because those builds are supported by views of the scenario, map, placement/spawn location and the match-up.
Your best bet is the following: http://www.teamliquid.net/forum/viewmessage.php?topic_id=177791
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I have a few question.
1. Is there an easy way to chrono boost all Warpgates? I usually select Nexus, hit 'Z', click WG, again select Nexus, hit'Z' and click WG... But in some rep, toss seems to boost all at a moment.
2. Why does a scout worker gather enemy's mineral? Around 1:15~ in this rep. Although toss probe gathers zerg's mineral, he doesn't grab mineral. Well, I guess it is something like harrass. But I don't know what it is.
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