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On June 24 2011 12:08 Datum wrote: I saw that this question was been asked on something like page 2, but I couldn't find the answer.
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? I think it is much better to transfer probes.
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What's the averege amount of time it takes for a good protoss to do a early push with colossus.
Around what time should i start producing vikings and around how many should i have around the averege given time he would go for his early push.
I understand if i micro them around his army i can snipe them but is there any number that's specific to have so you dont have an overkill of vikings but not to low either?
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Rather high-level play idea (ZvT):
You guys think that baneling drops at the same position as mutalisk harass is a good idea? mutas will work on the turrets, and will engage the marines along with the banes if/when the marines get too close.
Siege tanks could still move location and re-siege, but that takes quite a bit of time (and micro). I'm wondering if it's viable enough to deal effective damage before tanks re-siege. ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ And to answer someone's question:
On June 24 2011 11:20 TheAwesomeTemplar wrote: TvZ, the zerg goes hydralisks and ultralisks in the mid-late game. What army composition should I do? IF they go hydralisk-ultralisk, I'd say that's a pretty bad choice of them.
A mass marine-marauder (with medivacs of course) army would work great, some siege tanks could be included in there as well. (Cloaked) banshees also do surprisingly well vs hydralisks, but I wouldn't make them my number 1 choice at all. They work especially well when no overseers are around, or they are picked off by marines or vikings which isn't that hard to do. Oftentimes they'll either have them lingering about, (individual control group or no control group) or in the same control group as an army making them run too far ahead when engaging— easy pickings.
If you really have the opportunity, battlecruisers will work really well, but it takes a lot of time to get typically, which would require above-normal scouting, or good defense to stall (spaced out sieged tanks do excellent vs ultralisks).
If a zerg is going Ultralisk-hydralisk, the biggest concern would likely be that the zerg has too much of an economic lead, and it might not even be possible to win by that point. Neither hydralisks or Ultralisks are cost-efficient, especially in ZvT. Upgrades are extremely useful vs a composition like ultralisk-hydralisk as well, since the armor helps vs hydralisk's weak attack upgrade, as well as the ultralisk's splash damage to marines (which is only like 5 dmg or something). You should probably have 3-3 infantry by the time zerg has ultralisks, and a 3-3 army of marine-marauder-medivac would dominate the opponent's likely 2-2-2 (or even less) upgrades.
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Something I've been curious about, even if it's not really strategy related...
If a maphacker plays team games, can his entire team see the map? I don't wanna know for practical reasons. I'm just genuinely curious.
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Not sure hydralisk but we did just receive a report of a map hacker in a team game and only one of them looked like he was hacking, though they had the same clan tag and they were most likely on vent or skype relaying information to each other. Post
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On June 24 2011 11:20 TheAwesomeTemplar wrote: TvZ, the zerg goes hydralisks and ultralisks in the mid-late game. What army composition should I do? Marine/medivacs with good ups + siege tanks should be able to destroy that composition. Upgrades are really important because if ultra's have full ups and your marine has none or little it's not going to be nearly as easy.
On June 24 2011 10:00 See.Blue wrote: What unit composition do I want as P vs a 2 thor push (with marines and scv)? Some immortals can wreak havoc on the thors and zealots do a good job of targeting the scv's that are repairing, combined with some stalkers to combat the marines. If the terran is doing an all-in and pulls all his scv's, don't be afraid to pull probes as it can make a big difference if only thors are left.
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When scouting, do I try keep my worker in their base for as long as possible or do I take a quick peek before pulling him back to my base to build or mine?
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On June 24 2011 20:44 Crazyguy39 wrote: When scouting, do I try keep my worker in their base for as long as possible or do I take a quick peek before pulling him back to my base to build or mine?
If you are zerg, you should steal gas when marine comes out or right after core goes down, with other races run away as soon as first ranged unit pops out.
Also, one more thing, hide your scout so you can come back and check early tech. You can scout drone count at expansions, queens, tech if you enemy is zerg.
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1.5k masters Anyone got a good BO ZvP for roach/ling with bling-drops oriented midgame?
For example against 3gate sentry expand.
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Since i live in India, i experience pretty significant lag on ladder. It is really noticeable when trying to micro units. Is there some advice or tips i can follow to compensate for that?
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On June 24 2011 23:11 anmolsinghmzn2009 wrote: Since i live in India, i experience pretty significant lag on ladder. It is really noticeable when trying to micro units. Is there some advice or tips i can follow to compensate for that? hmmmm What I can say is probably have immensely better macro so that you can over run them despite a lack of ability to micro. Less-micro-oriented-styles
Key isn't micro it's positioning.
Protoss DeathBall Terran Biomass Terran Mechball Zerg Hydra Roach. (Better durability than Mutaling)
Like I said before Have the concave before your opponent. Your unit formation will be especially important
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Why do you ever wait till 14 for gateway for protoss?
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On June 24 2011 23:47 Mattchew wrote: Why do you ever wait till 14 for gateway for protoss? so you don't interrupt probe production for even 1 millisecond
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United Kingdom10823 Posts
On June 24 2011 16:42 iamahydralisk wrote: Something I've been curious about, even if it's not really strategy related...
If a maphacker plays team games, can his entire team see the map? I don't wanna know for practical reasons. I'm just genuinely curious.
Don't have experience with this, but I assume they don't because maphacks tend to be plug-ins for SC2, so they won;t be transferred over to team-mates
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On June 24 2011 23:53 Blasterion wrote:Show nested quote +On June 24 2011 23:47 Mattchew wrote: Why do you ever wait till 14 for gateway for protoss? so you don't interrupt probe production for even 1 millisecond
I've found that if you have a great split + stack up your probes, you can 13 gate without loss of probe production time. If I feel like I am slightly behind, I'll delay my second chronoboost until slightly before I throw the gate down and it lines up quite nicely. You end up losing about a second on the first probe because of the delayed chrono, but the effects don't follow through so the next probe will complete at the exact same time as if you had a 14 gate because you gain that 10 seconds worth of extra production time from a later chronoboost anyways..
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On June 24 2011 15:26 Xapti wrote:+ Show Spoiler +Rather high-level play idea (ZvT):
You guys think that baneling drops at the same position as mutalisk harass is a good idea? mutas will work on the turrets, and will engage the marines along with the banes if/when the marines get too close.
Siege tanks could still move location and re-siege, but that takes quite a bit of time (and micro). I'm wondering if it's viable enough to deal effective damage before tanks re-siege. ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I like this idea. Imagine somehow getting into a position to baneling bomb his ramp. as he tries to catch the mutas. You have to have your overlords pretty damn close when you start ur muta hass tho. Maybe lead with banelings on scvs then follow with mutas to snipe buildings. Marines cant come help without going through banelings.
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On June 25 2011 00:58 To3-Knee wrote:Show nested quote +On June 24 2011 23:53 Blasterion wrote:On June 24 2011 23:47 Mattchew wrote: Why do you ever wait till 14 for gateway for protoss? so you don't interrupt probe production for even 1 millisecond I've found that if you have a great split + stack up your probes, you can 13 gate without loss of probe production time. If I feel like I am slightly behind, I'll delay my second chronoboost until slightly before I throw the gate down and it lines up quite nicely. You end up losing about a second on the first probe because of the delayed chrono, but the effects don't follow through so the next probe will complete at the exact same time as if you had a 14 gate because you gain that 10 seconds worth of extra production time from a later chronoboost anyways.. What about core timing? 14 gates allows for a 17 core ASAP after the gate finishes. Because probe isn't as nearly important as a ASAP core timing
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On June 25 2011 00:58 To3-Knee wrote:Show nested quote +On June 24 2011 23:53 Blasterion wrote:On June 24 2011 23:47 Mattchew wrote: Why do you ever wait till 14 for gateway for protoss? so you don't interrupt probe production for even 1 millisecond I've found that if you have a great split + stack up your probes, you can 13 gate without loss of probe production time. If I feel like I am slightly behind, I'll delay my second chronoboost until slightly before I throw the gate down and it lines up quite nicely. You end up losing about a second on the first probe because of the delayed chrono, but the effects don't follow through so the next probe will complete at the exact same time as if you had a 14 gate because you gain that 10 seconds worth of extra production time from a later chronoboost anyways.. okay true about the chrono boost. but your 14th probe still comes out like 1 or 2 mineral gathering times later. if you go with the 14 gate you really get the gate down the second the 13th probe finishes i rally that probe to my pylon. it is just the best way to make as many probes as possible as fast as possible. I do it only when I'm sure ill have a chance to benefit from the economy vs protoss. i.e. i don't do it on the ladder.
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Newbie T player here, just wondering how to do that trick where you can quickly reload your medivacs after a drop? I imagine that it's not just jesus-like click speed, and there is some trick to recalling units, so just wondering how to do that?
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On June 25 2011 01:21 Blasterion wrote:Show nested quote +On June 25 2011 00:58 To3-Knee wrote:On June 24 2011 23:53 Blasterion wrote:On June 24 2011 23:47 Mattchew wrote: Why do you ever wait till 14 for gateway for protoss? so you don't interrupt probe production for even 1 millisecond I've found that if you have a great split + stack up your probes, you can 13 gate without loss of probe production time. If I feel like I am slightly behind, I'll delay my second chronoboost until slightly before I throw the gate down and it lines up quite nicely. You end up losing about a second on the first probe because of the delayed chrono, but the effects don't follow through so the next probe will complete at the exact same time as if you had a 14 gate because you gain that 10 seconds worth of extra production time from a later chronoboost anyways.. What about core timing? 14 gates allows for a 17 core ASAP after the gate finishes. Because probe isn't as nearly important as a ASAP core timing
? I always build the cy core asap, no matter at what time the gate was built earlier gate also means earlier cy core
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