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Simple Questions Simple Answers - Page 214

Forum Index > StarCraft 2 Strategy
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SCPlato
Profile Blog Joined May 2010
United States249 Posts
June 20 2011 07:40 GMT
#4261
Is it possible to shift que commands for units to elevator through a warp prism onto high ground without stopping? For example, can i issue a set of commands to have my units from the low ground enter the warp prism and exit on the high ground?

If so, how is it done (the commands specifically, Obviously I know I need a warp prism next to the high ground lol).
All men are by nature equal, made all of the same earth by one Workman; and however we deceive ourselves, as dear unto God is the poor peasant as the mighty prince. -Plato
Dariusz
Profile Joined May 2011
Poland657 Posts
June 20 2011 07:42 GMT
#4262
On June 20 2011 08:38 nvs. wrote:
Quick PvP question. When I spot a proxy 2 gate in my expansion and I'm opening normally (12 gate 14 gas 17 core 18 lot for example) how should I respond?


I always put down a forge asap and make full wall. If you menage to sneak probe outside you can counter attack his mineral line while being safe behind your wall with economy and tech advantage. I never actually lost to this when i went for a forge, but trying to catch up with zealot production can be tricky because you don't have good scouting and it's a coinflip.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 20 2011 07:46 GMT
#4263
On June 20 2011 16:40 Mikusbunkarus wrote:
Is it possible to shift que commands for units to elevator through a warp prism onto high ground without stopping? For example, can i issue a set of commands to have my units from the low ground enter the warp prism and exit on the high ground?

If so, how is it done (the commands specifically, Obviously I know I need a warp prism next to the high ground lol).


First, to prevent the ward prism from moving from the optimal position when you issue a load command, place it on phase mode with the little dot that shows where it is relative to the ground just barely on the high ground.
From here you can do 1 of 2 things:
1) load units from the low ground and click the warp prism then hit unload all
2) preemptively hotkey the warp prism, then do the above. For example, I would box units, right click prism, 4d. You can't rally units out of the prism though so you will have to move units as they unload.
I put the sexy in dyslexia.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
June 20 2011 11:44 GMT
#4264
What is the practice regimen is like for sc2 players in korea? How are huk and jinro practicing and for how much time? How have idra haypro jinro ret and incontrol practiced?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
.heritage
Profile Joined March 2009
United States30 Posts
June 20 2011 14:09 GMT
#4265
In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace?
Kambing
Profile Joined May 2010
United States1176 Posts
June 20 2011 14:13 GMT
#4266
On June 20 2011 23:09 .heritage wrote:
In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace?


Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603

In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
June 20 2011 14:27 GMT
#4267
On June 20 2011 23:13 Kambing wrote:
Show nested quote +
On June 20 2011 23:09 .heritage wrote:
In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace?


Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603

In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition.

This answer might be a little too simplistic. How do you use your lings in your engagements? Counter attacks, flanks or just up front? What's your later-game plan.
I think this build transitions either into baneling bombs or broodlords well in which case you'll want melee attack and carapace. If you just plan on bludgeoning your opponent though you can definitely just do both attack upgrades as as long as your lings are not attacking zealots directly, they're amazing with plus attack if you set up good flanks.
I always try to shield slam face, just to make sure it doesnt work
.heritage
Profile Joined March 2009
United States30 Posts
June 20 2011 14:27 GMT
#4268
On June 20 2011 23:13 Kambing wrote:
Show nested quote +
On June 20 2011 23:09 .heritage wrote:
In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace?


Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603

In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition.



Wow, thanks this is exactly what I was looking for.
Kambing
Profile Joined May 2010
United States1176 Posts
June 20 2011 15:09 GMT
#4269
On June 20 2011 23:27 MoreFaSho wrote:
Show nested quote +
On June 20 2011 23:13 Kambing wrote:
On June 20 2011 23:09 .heritage wrote:
In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace?


Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603

In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition.

This answer might be a little too simplistic. How do you use your lings in your engagements? Counter attacks, flanks or just up front? What's your later-game plan.
I think this build transitions either into baneling bombs or broodlords well in which case you'll want melee attack and carapace. If you just plan on bludgeoning your opponent though you can definitely just do both attack upgrades as as long as your lings are not attacking zealots directly, they're amazing with plus attack if you set up good flanks.


Carapace is also significant for roaches as well, reducing the number hits to kill a roach across all gateway units and in particular, immortals. The decision pivot should be on ranged or melee attack rather than carapace depending on how long you intend on staying on roach (e.g., roach/ling into infestor vs. roach/ling into ling/bling drops).

Also, it is (unnecessarily) risky to base your upgrades on whether you can control lings around zealots. If you're planning for your lings to participate in your main army (i.e., you don't just make lings to scout/take/xel'nagas/go for runbys), it is safe to assume that your lings will get drilled significantly by the protoss's zealots thanks to positioning and force field zoning.

It is also worthwhile to mention that if you intend on pursuing lings into the mid- and late-game, colossus 1-shot lings with a +2 advantage, so it'll be imperative to keep up in carapace.
B4_WheeL
Profile Joined January 2009
Lithuania47 Posts
June 20 2011 17:00 GMT
#4270
What happens when reactor of fully queued production facility gets destroyed. Do you get refunded?
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
June 20 2011 18:38 GMT
#4271
On June 21 2011 02:00 B4_WheeL wrote:
What happens when reactor of fully queued production facility gets destroyed. Do you get refunded?

Yes.
I always try to shield slam face, just to make sure it doesnt work
cosineInfinity
Profile Joined April 2011
United States178 Posts
June 20 2011 18:58 GMT
#4272
Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-06-20 19:02:10
June 20 2011 19:01 GMT
#4273
On June 21 2011 03:58 cosineInfinity wrote:
Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10?


Just because. Starcraft is awesome because each race is unique.

btw hatch is 2 supply, not 10

(It's also a remnant from BW, where CC was 10 supply, nexus 9 supply, and hatch 1 supply. So SC2 is those BW values + 1, probably since you start with 6 workers instead of 4).
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 20 2011 19:13 GMT
#4274
On June 21 2011 03:58 cosineInfinity wrote:
Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10?

Also "balances" the fact that an scv has to build the supply depot while a egg becomes an overload and a probe can go back to mining
BW pros training sc2 is like kiss making a dub step album.
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
June 20 2011 19:28 GMT
#4275
On June 21 2011 04:01 Anihc wrote:
Show nested quote +
On June 21 2011 03:58 cosineInfinity wrote:
Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10?


Just because. Starcraft is awesome because each race is unique.

btw hatch is 2 supply, not 10

(It's also a remnant from BW, where CC was 10 supply, nexus 9 supply, and hatch 1 supply. So SC2 is those BW values + 1, probably since you start with 6 workers instead of 4).


Part of the reason a hatch only provides 2 supply is that 1) you start with an overlord 2) hatches are 100 minerals cheaper than CCs or Nexuses.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 20 2011 19:43 GMT
#4276
Is there any quick way to count your opponents probes? Usually when I use a scan I cannot really tell if they have 18 or 24 probes since I cannot select their probes. If you know how please tell.
lavhmrps
Profile Joined April 2011
Norway4 Posts
June 20 2011 20:48 GMT
#4277
This is not a strategy question, however im wondering, whats the deal with people (MC last) making fun of Huk's micro. What happened?
oh behave
Shinro
Profile Joined June 2011
United Kingdom3 Posts
June 20 2011 20:49 GMT
#4278
How do the promotion system work? I am currently rank 1 in my bronze league with 1700 points, with a winrate of about 90% (played mostly against top 8 bronze,silver, mid level gold, and lower plat) but I just cant get promoted?
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
June 20 2011 21:05 GMT
#4279
On June 21 2011 05:49 Shinro wrote:
How do the promotion system work? I am currently rank 1 in my bronze league with 1700 points, with a winrate of about 90% (played mostly against top 8 bronze,silver, mid level gold, and lower plat) but I just cant get promoted?


What we know about the league/ladder system is detailed here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=195273
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Quochobao
Profile Joined October 2010
United States350 Posts
June 20 2011 23:31 GMT
#4280
Is FFE on shakuras/scrap station an instant BO loss to 6 pool? (It seems so -- I only survived when my opponent makes stupid mistake)

Please only answer if you have direct experience against this. In the GSL I believe HongUn (or some P) lost to July's 6 pool on scrap station without even a slight hope of surviving.

Best or nothing.
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