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I'm looking for some macro benchmarks against the AI. I seem to remember a thread stating a challenge to do something in 14 minutes against the AI, and high level players posted what their times were. I can't find the thread though. Does anyone know the thread I'm talking about?
I've been trying to see how fast I get to 200/200 with 2/2/1 upgrades (zerg, melee/ranged/armor) against the very hard Prot. AI, but I don't really know what to compare my times to. I also get grooved spines and roach speed. With that upgrade set, I get to 200/200 at about 17 minutes against the vh AI. But I have no idea if this is good (doubt it), and would love to see a replay of a Masters level zerg player doing the same thing. (If you are high level, and willing to do this, please send me replay! )
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On June 26 2011 01:48 Excludos wrote:Show nested quote +On June 26 2011 01:30 Shinro wrote: When should I stop constant probe production on my main? when you have around 80 probes. The general rule is to never stop probe production, even if you are fully saturated. Because when you expand, you want as many workers as you can between the bases after you have transfered. Any more than 80 workers though, and you start eating into your lategame armysize If you are going for a timing attack, the general rule is 20 workers on minerals.
ah thanks alot, I was usually stopping then split moving half probes from natural and half from main to a 3rd (for example)
also: im having trouble with my micro which is getting me destroyed, pvz im having trouble with MASS corruptors spamming corruption and hydras/rouchs destorying me, and in pvp they are going coll and mass zealots and I just cant out micro it, any tips?
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What are some mandatory builds I should master when i play against z, t, and p? My main is protoss.
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On June 26 2011 13:09 vince1234 wrote: What are some mandatory builds I should master when i play against z, t, and p? My main is protoss. z-forge fast expand/3gate expo/4gate/dt opener t-3gate/2gate/nexus first p-4gate/1,2,3gate robo/3gate stargate (very hard), dt opener, blink stalker opener imo I'm a very aggressive player though
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I'm watching BW and I can't help but wonder why in TvT people don't float barracks for siege vision. A viking is 150m 75g right? So for the same mineral price and none of the gas, you can have vision without a scan or risking a viking. It certainly has more hp than a viking!
Obviously vikings are quicker to produce and much, much faster. Just a quick question that my infested mind can't understand.
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Is there a good discussion analyzing defensive bunker placement? Im curious about maximizing their efficiency
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is there a way to have overseers follow your army without having them charge into death every time you 1a? if nothing else, is there a unit that is likely to survive longer / a way to have a unit survive longer so that the overseer can follow it?
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are there some good youtube videos or replay packs to learn how to defense against cheese as terra?
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On June 26 2011 14:41 Intricate1 wrote: Is there a good discussion analyzing defensive bunker placement? Im curious about maximizing their efficiency Not really, just at the top of the ramp is fairly normal. For an FE on a map like Xel'Naga Caverns I think 2 bunkers, fairly close to the CC is the standard. Just watch standard pro games to get a feel for where to place them.
On June 26 2011 17:28 dementrio wrote: is there a way to have overseers follow your army without having them charge into death every time you 1a? if nothing else, is there a unit that is likely to survive longer / a way to have a unit survive longer so that the overseer can follow it? If you select the Overseer and right click on a friendly unit the overseer will follow that unit. Then you just select your army (by hockey) and move, the overseer will follow.
On June 26 2011 18:15 mikealpha wrote: are there some good youtube videos or replay packs to learn how to defense against cheese as terra? Any cheese in particular? Cannon Rush - Fly away 6 Pool - Wall off
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Doesn't it feel probes are a little thin compared to Scvs and Drones and that it is a little hard to select them? Or is it just me..... Also do u guys keep a probe in one of your hotkey to select it instantly from somewhere if u want to make a structure or do u scroll back and then select it from mineral line to build a structure.I do the latter but i think i should start doing the former .
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On June 26 2011 18:51 Rykros wrote: Doesn't it feel probes are a little thin compared to Scvs and Drones and that it is a little hard to select them? Or is it just me..... Also do u guys keep a probe in one of your hotkey to select it instantly from somewhere if u want to make a structure or do u scroll back and then select it from mineral line to build a structure.I do the latter but i think i should start doing the former . The former is definitely better, and it's good to do it at least during the early game.
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when i'm watching terrans play, why don't I ever see cloacked ghost harass on probes? Even cloaked ghost drop seems like it would be pretty OP.
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Why don't people have 2 queens on one hatch for constant larvae injection?
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On June 26 2011 19:04 ProxyKnoxy wrote: Why don't people have 2 queens on one hatch for constant larvae injection? You only need 1 queen for constant larva injection
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On June 26 2011 18:57 deathly rat wrote: when i'm watching terrans play, why don't I ever see cloacked ghost harass on probes? Even cloaked ghost drop seems like it would be pretty OP.
Ghosts are fairly fragile and cost 200/100, you want to keep them out of harms way.
plus toss have invis detectors aka observers so you dont know if your walking in to ur death
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Are there any neat tricks to target ghosts with feedback when they are in a clump of bio?
When I warp in units in the heat of battle I keep accidentally adding my warpgates to my army control-group, is there a clever way to avoid that?
I usually warp in with <unit key> shift click click click, select, shift-add to control-group. Problem is I'm usually to fast on the mouse when I select the fresh units so shift is still pressed, resulting in the units being added to the group of warpgates....
Sorry if it's been asked and answered, tried searching but I figure I could easily have missed an answer... On an iPhone atm...
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Here's a very important one. I was just playing a PvT on shakuras. I had a plan to do 3 gate expand to make sure im safe against early terran pressure but before putting a nexus on my natural i also had to make a robotics facility to chrono boost out an observer to see if he is going to do a cloack banshee or hellion rush or some stim attack. So i find it pretty weird when i watch the replay that he had done a one rax expand with an early bunker and he got ahead in economy with double orbitals. What else can i do? Is there a build which i can use which can get my second base up with safety because being a former Terran i know , Terrans can get away with making second orbital inside their base where as Protoss has to be careful about expanding because of Cloack banshee , blue flame hellion , Siege tank banshee or raven all in with marines.... Btw expanding on xel naga is even dangerous. Anything about this matter would be really helpful , Thanks ! I would also like to know the builds of master league Protoss users if any versus Terran.
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What is the minimum combination of Gateway units that can oneshot workers?
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In ZvZ, what is the latest safe pool opening you can do vs a 10 pool and a 6 pool?
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hi. I really want to improve my micro. Is there a good custom map specifically designed to practice micro for Z?
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