Simple Questions Simple Answers - Page 222
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Flight
Brazil163 Posts
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Blazinghand
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United States25550 Posts
On June 24 2011 08:13 Flight wrote: TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive? You have a number of options.
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Blasterion
China10272 Posts
On June 24 2011 08:13 Flight wrote: TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive? 1. Siege up before him. 2. Use harassment to slow down his push 3. Use Bio on the low ground to catch his forces off guard and crush his attack before he can siege up. (He is floating a building, He WILL have less bio than you) | ||
Blazinghand
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United States25550 Posts
On June 24 2011 08:35 Blasterion wrote: 1. Siege up before him. 2. Use harassment to slow down his push 3. Use Bio on the low ground to catch his forces off guard and crush his attack before he can siege up. (He is floating a building, He WILL have less bio than you) B-dawg here is right. If you're using a mobile force with fewer tanks, you want to begin engaging him as soon as he leaves his base. Force him to siege up and unsiege over and over again to slow down his push, and if he does a total unsiege and makes a sprint for it, you can engage and take him out. | ||
Kritzkrieg
United States57 Posts
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Probe1
United States17920 Posts
I wouldn't recommend floating your own building either, it seems disadvantageous to cut your production ability, limiting your defenders advantage. Unfortunately I can't give any direct advice, I've only played Terran at a gold/platinum level. | ||
Blasterion
China10272 Posts
On June 24 2011 08:37 Blazinghand wrote: B-dawg here is right. If you're using a mobile force with fewer tanks, you want to begin engaging him as soon as he leaves his base. Force him to siege up and unsiege over and over again to slow down his push, and if he does a total unsiege and makes a sprint for it, you can engage and take him out. here's a food for thought. Nuke has a longer range than siege tanks (If you don't place the nuke dead over the tanks) [ 10 range+ 8 Blast radius ] He'll HAVE to unsiege ALL of his tanks. There, you have forced the opening that you needed for your bio to close in. Of course that's not something for the 9 minute mark but still something to give thought to On June 24 2011 08:39 Kritzkrieg wrote: do crawlers lose health when moving off creep or simply mobility. They only lose speed. here's a trivia. They used to lose health when off creep back in the alpha | ||
Soluhwin
United States1287 Posts
On June 24 2011 08:39 Kritzkrieg wrote: do crawlers lose health when moving off creep or simply mobility. Just movement speed. It is kinda hilarious to think that a burrowed crawler off of creep takes damage, but you can save its life by uprooting it. | ||
Blazinghand
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United States25550 Posts
On June 24 2011 08:40 Probe1 wrote: Don't use a viking to destroy the barracks. It'll take too long. Only attack the barracks if it is within range of your viking while it spots for your tanks! I wouldn't recommend floating your own building either, it seems disadvantageous to cut your production ability, limiting your defenders advantage. Unfortunately I can't give any direct advice, I've only played Terran at a gold/platinum level. Oh, I meant, make an extra rax. Making an extra rax and floating it over his army is gonna give you more sight for longer (early on, when marine counts are low) than using a scan, and will be cheaper (since you can mule instead for more than the rax value). Once marine counts are higher, a scan will last longer than a rax, though. | ||
Blasterion
China10272 Posts
On June 24 2011 08:48 Blazinghand wrote: Oh, I meant, make an extra rax. Making an extra rax and floating it over his army is gonna give you more sight for longer (early on, when marine counts are low) than using a scan, and will be cheaper (since you can mule instead for more than the rax value). Once marine counts are higher, a scan will last longer than a rax, though. Biocentric play makes Marauder such a necessary unit to snipe tanks. Ghosts are great for nukes to Force Tanks to unsiege or force him to engage your bio army without Tank support. Ghost are great for reducing marine count too =D | ||
See.Blue
United States2673 Posts
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terpentin
21 Posts
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Kambing
United States1176 Posts
On June 24 2011 10:17 terpentin wrote: how many % of the original cost of a unit you have to pay to repair it fully if it just got 1 HP left? or is every healed point for a fixed price? http://wiki.teamliquid.net/starcraft2/Repair#Abilities "To repair a unit from 1 health to maximum health costs 25% of the total unit cost." | ||
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The_Templar
your Country52797 Posts
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thnikkaman
19 Posts
On June 23 2011 08:45 tehemperorer wrote: 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. A rule that I have while playing is the more bases I have, the more cannons I should have protecting my mineral lines and high tech. This of course applies to a late game scenario when you have the money to do so. If its a bigger sized drop I will warp in some zealots to tank damage while cannons deal it. Stalkers are usually a bad choice to warp in unless you warp them in away from the drop and then run them in because they are so fragile so be careful of that too. | ||
Greenduck
15 Posts
Any advice on this? Is storm my best bet? | ||
thnikkaman
19 Posts
On June 24 2011 11:52 Greenduck wrote: I've been having problems with mass muta/ling. I normally tech to blink and pair the sentry guardian shield along with trying to get some archons up. I try to get a few phoenixs up to help chase down the fleeing mutas. Normally by the this time though the zerg has taken an extra base (I can't expand since I have to be ready to defend my mineral lines) and has so many mutas and zerglings it seems to be irrelevant. Any advice on this? Is storm my best bet? Taking a look at that epic game by HuK against Moon on Metalopolis at Dreamhack, he was throwing down a ton of cannons around his mineral lines and making strong pushes into his opponent, sometimes splitting his stalkers from his zealot/sentries. leaving a couple HT in your base to storm muta balls is effective as well. Just dont forget that you need to be aggressive too or else they will just take the entire map. | ||
Datum
United States371 Posts
Is it better to transfer probes when doing a nexus-first build, or should I keep my original rally point until fully saturating my main nexus? | ||
godemperor
Belgium2043 Posts
On June 24 2011 11:59 thnikkaman wrote: Taking a look at that epic game by HuK against Moon on Metalopolis at Dreamhack, he was throwing down a ton of cannons around his mineral lines and making strong pushes into his opponent, sometimes splitting his stalkers from his zealot/sentries. leaving a couple HT in your base to storm muta balls is effective as well. Just dont forget that you need to be aggressive too or else they will just take the entire map. Don't commit too heavily on HT if you are not confident in your storm casting, I meet a lot of players trying to storm mutas and end up missing and sometimes storming their own units. | ||
Jas0n
8 Posts
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