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Zowon
Profile Joined December 2010
Norway237 Posts
June 22 2011 23:05 GMT
#4381
Does attack upgrade for protoss give the ht's storms higher damage?
Does the terran armor upgrade lower the damage from storms?
Does armor upgrade for terran lower the damage from infestors fungal growth?
¯\(シ)/¯
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
June 22 2011 23:09 GMT
#4382
On June 23 2011 08:05 Zowon wrote:
Does attack upgrade for protoss give the ht's storms higher damage?
Does the terran armor upgrade lower the damage from storms?
Does armor upgrade for terran lower the damage from infestors fungal growth?

No to all questions. Spells ignore all upgrades, no bonus dmg no armor reduction
Knowing is half the battle... the other half is lasers.
MaximusMInd
Profile Joined April 2011
23 Posts
June 22 2011 23:23 GMT
#4383
If a protoss goes 17-18 gas which of the three are possible dt rush, 3 gate robo expand, 3 gate robo timing attack. Also if multiple ways are possible what differentiates them?

In what build order will a protoss get a second gate before a core and what should a terran do if he sees it doing the standard 12 rax 13 gas 15 OC?

What amount of chronoboost in a nexus at what time supply wise or time wise indicates a 4 gate?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
June 22 2011 23:24 GMT
#4384
On June 23 2011 06:03 Blasterion wrote:
Show nested quote +
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.
Knowing is half the battle... the other half is lasers.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 23:37 GMT
#4385
On June 23 2011 08:24 tehemperorer wrote:
Show nested quote +
On June 23 2011 06:03 Blasterion wrote:
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.

Best way to put it, you need a sufficient force to stop a fromidable drop. Zealots and stalkers fare rather well. or archons
[TLNY]Mahjong Club Thread
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
June 22 2011 23:42 GMT
#4386
On June 23 2011 08:23 MaximusMInd wrote:
If a protoss goes 17-18 gas which of the three are possible dt rush, 3 gate robo expand, 3 gate robo timing attack. Also if multiple ways are possible what differentiates them?

In what build order will a protoss get a second gate before a core and what should a terran do if he sees it doing the standard 12 rax 13 gas 15 OC?

What amount of chronoboost in a nexus at what time supply wise or time wise indicates a 4 gate?

1) Depends on your league and race. At higher levels (masters) a 17-18 gas usually indicates sentries, DT, early phoenix, or early twilight, but not typically robotics.

2) Can mostly speak to the Protoss portion: 2nd gate before core typically indicates early pressure with zealots, so it tells you to watch the gateways. If they are making zealots, I think the proper response would be a second barracks, but not sure; a bunker might be enough but check with your local Terran rep. If you see 2 gates early on, but they aren't making zeals, and the protoss throws down a gateway, it's fast stalkers. These will pop from the gateways at around 4:05 so make sure you've built a bunker and have a good marine count, I think 7-8 is enough to turn them away. If they see that you made a bunker but there isn't much fire coming from it, they will attempt a run-by to get to your M.U.L.E. and scvs.

3) At around 17-19 of your supply, there will be a gateway, a cyber core, and 2 pylons. The nexus will have over 50 energy, and when the cyber core finishes (you shouldn't be driven out of the base until the stalker is done building so you will see when the core is done), the core will research wg tech, chronoboosted, and the gateway will make a stalker, chronoboosted or not. Another soft indication is the presence of 1 geyser even after the cyber core is finished building.
Knowing is half the battle... the other half is lasers.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
June 22 2011 23:43 GMT
#4387
On June 23 2011 08:24 tehemperorer wrote:
Show nested quote +
On June 23 2011 06:03 Blasterion wrote:
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.

You don't warp in 4-8 DTs at once and nothing else and charge them at the drop, you make 1-2 along with pure (charge) zealots. This is much more effective than pure zealots. Just don't warp in stalkers, those might as well have 20 hitpoints with how quickly a 2 medivac drop takes them out. God the nightmares :<

This will also completely sap the Terran's wanting to drop in the future, because he knows he will have to put up with having to look out for DTs every time he drops, IN ADDITION to making sure his main army and every single expansion is covered with missile turrets.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
June 22 2011 23:45 GMT
#4388
On June 23 2011 08:37 Blasterion wrote:
Show nested quote +
On June 23 2011 08:24 tehemperorer wrote:
On June 23 2011 06:03 Blasterion wrote:
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.

Best way to put it, you need a sufficient force to stop a fromidable drop. Zealots and stalkers fare rather well. or archons

Yeah drops rarely come in anything but 1s or 2s, so since I typically go HT my stalker count is slightly less than normal, so I do 3zeals and 1HT and warp in more zeals if I can't kill the medivac with fb. The fb makes the dropped troops not as effective since no heal compounds the negative effects of stim, but if no HT, about 2-3 zeals and 4 stalkers is good. Warp in near there if it looks like it could go in the Terran's favor.
Knowing is half the battle... the other half is lasers.
bankai
Profile Joined November 2010
362 Posts
June 22 2011 23:46 GMT
#4389
On June 23 2011 03:06 Anihc wrote:
Show nested quote +
On June 23 2011 02:52 Vod.kaholic wrote:
If I'm doing an AdelScott style PvP opening and I don't deal too much damage, how can I be prepared for warp prism + dt drop? Should I get an earlier robo or should I spread out several more cannons?


First, stop doing adelscott pvp opening, it sucks.

Second, robo + dt in PvP? That's not a rush, there's nothing you have to do "early" to defend against this.

Third, you basically have 2 mid game options in PvP (ignoring stargate). Robo or twilight. If you go robo, you have an obs already. If you go twilight (such as blink), you just have to pray your opponent doesn't go DT, or get a pre-emptive forge+cannon which will weaken your attack, but there's not much you can do. Or you go robo for obs + blink, which again makes your blink attack a little weaker but at least you'll have obs for DT.

If you go cannon just place 1 in your mineral line, or place 1 by your nexus but surround it by buildings. There's no need to spread out several. If a DT comes, then start your robo ASAP, but your base construction should allow that 1 cannon to protect everything or at least mostly everything. So if you plan to go the blink route, your should start with this tight base layout in mind from the beginning.



What is wrong with adel's pvp opening? What do you suggest is a good robust opening build as an alternative? kcdc 2 gate robo? 3 stalker robo?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-06-22 23:49:02
June 22 2011 23:48 GMT
#4390
On June 23 2011 08:43 Geovu wrote:
Show nested quote +
On June 23 2011 08:24 tehemperorer wrote:
On June 23 2011 06:03 Blasterion wrote:
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.

You don't warp in 4-8 DTs at once and nothing else and charge them at the drop, you make 1-2 along with pure (charge) zealots. This is much more effective than pure zealots. Just don't warp in stalkers, those might as well have 20 hitpoints with how quickly a 2 medivac drop takes them out. God the nightmares :<

This will also completely sap the Terran's wanting to drop in the future, because he knows he will have to put up with having to look out for DTs every time he drops, IN ADDITION to making sure his main army and every single expansion is covered with missile turrets.

On a lot of maps Terrans drop hellions so DTs and Zealots aren't really a good unit base to have, the key that holds the thing together is still the stalker presence since it destroys the medivac. Medivac is a high priority target because of the small amount of units that will be in the engagement, that your dps can't outmatch the combo of the opponents DPS plus it's damage mitigation. If you don't kill the medivac, your eye is going to be watching that medivac for a lot longer than it should or than you can spare.
Knowing is half the battle... the other half is lasers.
Kritzkrieg
Profile Joined October 2010
United States57 Posts
June 22 2011 23:48 GMT
#4391
do two storms directly on top of each other increase damage cap/rate or does it simply increase duration of damage in that zone? (never play toss)
"Check 4 check 5 check 6 check 7 check money check map" -Day9, aka the voice in my head.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 22 2011 23:50 GMT
#4392
On June 23 2011 08:48 Kritzkrieg wrote:
do two storms directly on top of each other increase damage cap/rate or does it simply increase duration of damage in that zone? (never play toss)

No to both, Storms apply a debuff to units in it causing them to take damage, they do not stack and do not refresh,
[TLNY]Mahjong Club Thread
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-06-22 23:51:45
June 22 2011 23:51 GMT
#4393
On June 23 2011 08:48 Kritzkrieg wrote:
do two storms directly on top of each other increase damage cap/rate or does it simply increase duration of damage in that zone? (never play toss)

Damage doesn't stack. There is only 1 level to the template, though with multiple storms you can cover a larger area. Each storm still only lasts the normal duration, so you as a player have to manage when you throw the storms (I usually don't blanket right away since T can easily stim run away from a giant blanket of storms)
Knowing is half the battle... the other half is lasers.
MaximusMInd
Profile Joined April 2011
23 Posts
June 23 2011 00:01 GMT
#4394
At master league what gas timings usually indicate a 3 gate expand and what is the timing on the nexus when it goes down?

If a toss is going 17-18 gas for lots of sentries, do they usually follow it up with an expand or a timing push and if they expand what time does the expansion go down?

What are key indicators of fast colossus?
lazydino
Profile Joined October 2010
Canada331 Posts
June 23 2011 02:35 GMT
#4395
Why do so many pro players make their units the colour green, instead of the traditional red and blue?
"I have this moron thing that I do, it's called thinking" - George Carlin
Quochobao
Profile Joined October 2010
United States350 Posts
June 23 2011 02:56 GMT
#4396
If I FFE on tal darim alter, how to be safe against six pool, since I can't reliably scout them during the first scout?
Best or nothing.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
June 23 2011 03:15 GMT
#4397
On June 23 2011 11:35 lazydino wrote:
Why do so many pro players make their units the colour green, instead of the traditional red and blue?

Because Green is a color that blends in most maps, give their units a slight camo. Also it looks nice
[TLNY]Mahjong Club Thread
Philip2110
Profile Joined April 2010
Scotland798 Posts
June 23 2011 03:17 GMT
#4398
On June 23 2011 11:56 Quochobao wrote:
If I FFE on tal darim alter, how to be safe against six pool, since I can't reliably scout them during the first scout?


Dreamhack spoilers
+ Show Spoiler +
HuK actually held a 6 pool doing that build on tal darim in the dreamhack finals vs moon. He went forge first and when he saw the 6 pool he quickly used a gateway and i think a pylon to block off completely while the cannon is going up. Go check out the game its the final of the series
Master Sc2 - Diamond LoL - Eu W
Mangix
Profile Joined June 2011
United States115 Posts
Last Edited: 2011-06-23 03:18:52
June 23 2011 03:18 GMT
#4399
On June 23 2011 11:56 Quochobao wrote:
If I FFE on tal darim alter, how to be safe against six pool, since I can't reliably scout them during the first scout?


You already built the forge so its just a matter of walling off in time.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
June 23 2011 03:21 GMT
#4400
On June 23 2011 12:17 Philip2110 wrote:
Show nested quote +
On June 23 2011 11:56 Quochobao wrote:
If I FFE on tal darim alter, how to be safe against six pool, since I can't reliably scout them during the first scout?


Dreamhack spoilers
+ Show Spoiler +
HuK actually held a 6 pool doing that build on tal darim in the dreamhack finals vs moon. He went forge first and when he saw the 6 pool he quickly used a gateway and i think a pylon to block off completely while the cannon is going up. Go check out the game its the final of the series

But he scouted him first!
I always try to shield slam face, just to make sure it doesnt work
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