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Simple Questions Simple Answers - Page 227

Forum Index > StarCraft 2 Strategy
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SomeONEx
Profile Joined April 2011
Sweden641 Posts
June 26 2011 13:45 GMT
#4521
On June 26 2011 20:55 GrungyMunchy wrote:
What is the minimum combination of Gateway units that can oneshot workers?

1 DT
BW hwaiting!
envisioN .
Profile Joined February 2011
United States552 Posts
June 26 2011 14:10 GMT
#4522
On June 26 2011 20:40 jjacobsson wrote:
Are there any neat tricks to target ghosts with feedback when they are in a clump of bio?


I haven't tried it but I'm pretty sure you can select the feedback and click on the terran ball on the mini map and it will feedback the closest unit with energy.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
DamVii
Profile Joined September 2010
63 Posts
June 26 2011 17:22 GMT
#4523
Is using 4+ spines on every expo a way to secure late game expos against drops, or it' s not efficient at all?
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 26 2011 17:41 GMT
#4524
On June 27 2011 02:22 DamVii wrote:
Is using 4+ spines on every expo a way to secure late game expos against drops, or it' s not efficient at all?


Assuming you have mutalisks on the field, then it is much better to just use overlord speed to see basically the entire map and deny drops as they happen. Even without mutas you can still just run small groups of lings to the medivac's destination and deny them that way. As long as you keep an eye on the minimap at all times and remember to get overlord speed as soon as gas permits then drops shouldn't do too much damage. Using 1 to 2 spines in the mineral line to delay the damage while your forces get there can help too, but 4 is a bit excessive.
I put the sexy in dyslexia.
dementrio
Profile Joined November 2010
678 Posts
June 26 2011 20:23 GMT
#4525
On June 27 2011 02:22 DamVii wrote:
Is using 4+ spines on every expo a way to secure late game expos against drops, or it' s not efficient at all?



they do not secure you the expo, but they buy time for your troops to get there. It's very helpful against heavy drop play as typically they will drop in multiple places at once. However 4+spines per expo is a big investment and you typically can afford it only when you're already ahead.
dementrio
Profile Joined November 2010
678 Posts
June 26 2011 20:27 GMT
#4526
On June 26 2011 22:18 anmolsinghmzn2009 wrote:
In ZvZ, what is the latest safe pool opening you can do vs a 10 pool and a 6 pool?


probably 15-16pool, depending on rush distance. 14gas14pool is safe.
Cryhavoc
Profile Joined April 2010
372 Posts
Last Edited: 2011-06-26 20:37:55
June 26 2011 20:34 GMT
#4527
On June 26 2011 23:10 envisioN . wrote:
Show nested quote +
On June 26 2011 20:40 jjacobsson wrote:
Are there any neat tricks to target ghosts with feedback when they are in a clump of bio?


I haven't tried it but I'm pretty sure you can select the feedback and click on the terran ball on the mini map and it will feedback the closest unit with energy.


im pretty sure its not true but wish you can do that
En Taro Adun!
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2011-06-26 21:03:29
June 26 2011 21:00 GMT
#4528
I don't think this deserves its own thread but how do I stop a push like this:

Replay
http://www.sc2replayed.com/replay-videos/6970

Click download replay.

Spawned Altar cross positions, I am P he is T. He walls off at nat with depot and 3 raxes then quickly takes nat. He then constantly pumps nothing but marines (no addons or upgrades) and rallys them to my base while building additional raxes and factories. How do I go about holding this?

My guess would be casually tech to blink stalkers, +1 armor and DTs? I just have never seen this before and had no idea how to handle it. Thanks!

Edit: In retrospect I'm actually thinking 1 base collossus. Right track?
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2011-06-26 21:15:50
June 26 2011 21:07 GMT
#4529
On June 26 2011 22:23 Katerpult wrote:
hi. I really want to improve my micro. Is there a good custom map specifically designed to practice micro for Z?


If you want to improve your micro alone, UMS games like "Micro Tournament" will help you do that. It's probably best to just practice with your friends and focus on micro there, since you need to be able to macro while microing.


On June 26 2011 22:18 anmolsinghmzn2009 wrote:
In ZvZ, what is the latest safe pool opening you can do vs a 10 pool and a 6 pool?


Rush distance Main to Main gets as from low as 100 (slag pits close, backwater gultch close) to as long as 180 (tal darim, scrap station) map units. This means that, with a speed of about 3, you have anywhere from 30 to 60 seconds once his pool finishes before his zerglings come knocking at your gate.

When a guy 6 pools, his lings start at 1:40. they come out at 2:04 and arrive between 2:34 and 3:04 depending on rush distance.
When a guy 10 pools, his lings start at 2:10. they come out at 2:34 and arrive between 3:04 and 3:34 depending on rush distance.

If you go for an 11 overpool, which gets zerglings out by 2:40 (enough to hold off any 6 pool, and you could make crawlers too by that point) or 12 pool, which gets zerglings out by 3:00 (in time to hold off any 10 pool, and most 6 pools if you can stall for 10 seconds. you can make crawlers too by that point).

Bear in mind that any pool that's later than your opponent's cheese pool, but not TOO much later, should win because you'll be able to defend as he attacks but with a larger income.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Ralorarp
Profile Joined June 2011
United States9 Posts
June 26 2011 22:07 GMT
#4530
After watching Day9 Daily #309 about the right way to learn, I realized something. I have no plan against Protoss. Against Terran, I always try ling/bling muta. With Protoss, I either beat them early with roach aggression or die to their death ball later on.

And I don't really know what Pro zergs do either. They seem to do a mix of things. It is like no one really knows what the goal is against Protoss.

So, what should I be trying to get? What composition of units should I ascertain and how should I go about getting them?

Thanks.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
June 26 2011 23:15 GMT
#4531
On June 26 2011 22:45 SomeONEx wrote:
Show nested quote +
On June 26 2011 20:55 GrungyMunchy wrote:
What is the minimum combination of Gateway units that can oneshot workers?

1 DT

Besides DTs obviously. I was talking about Stalkers and Sentries and such.
Absentia
Profile Joined March 2011
United Kingdom973 Posts
Last Edited: 2011-06-27 00:14:21
June 26 2011 23:45 GMT
#4532
On June 27 2011 07:07 Ralorarp wrote:
After watching Day9 Daily #309 about the right way to learn, I realized something. I have no plan against Protoss. Against Terran, I always try ling/bling muta. With Protoss, I either beat them early with roach aggression or die to their death ball later on.

And I don't really know what Pro zergs do either. They seem to do a mix of things. It is like no one really knows what the goal is against Protoss.

So, what should I be trying to get? What composition of units should I ascertain and how should I go about getting them?

Thanks.


Well first of all, find a player whose style you like and has success against Protoss players. This could be Morrow with his ling/baneling style, Idra's roach/hydra drop plays, July's/Moon's/Losira's pressure style and so on.
PvZ is an extremely flexible matchup at the moment, (hence the 'mix of things') so it's kind've impossible to give concrete advice. Two of the biggest threats in the PvZ late mid game at the moment are blink stalkers and a decent colossi count (4/5). For these you will need infestors and corrupters respectively. You should realise HOW to react by actively scouting for tech trees/unit counts/upgrade counts.

As well as youtube generally, there are also replays available for dreamhack on day9.blip.tv and totalbiscuits youtube channel that will be useful for following a particular player recently. Furthermore, MLG Columbus has posted every single replay of the games there so I strongly recommend checking them out.
http://s3.majorleaguegaming.com/2011-columbus-starcraft2-champ.html#

Personally I'd advise Morrow's Ling/Baneling drop style because it is fairly easy to use and extremely effective vs the typical 'deathball' army.
Intricate1
Profile Joined May 2011
169 Posts
Last Edited: 2011-06-27 00:29:06
June 27 2011 00:26 GMT
#4533
On June 27 2011 06:00 See.Blue wrote:
I don't think this deserves its own thread but how do I stop a push like this:

Replay
http://www.sc2replayed.com/replay-videos/6970

Click download replay.

Spawned Altar cross positions, I am P he is T. He walls off at nat with depot and 3 raxes then quickly takes nat. He then constantly pumps nothing but marines (no addons or upgrades) and rallys them to my base while building additional raxes and factories. How do I go about holding this?

My guess would be casually tech to blink stalkers, +1 armor and DTs? I just have never seen this before and had no idea how to handle it. Thanks!

Edit: In retrospect I'm actually thinking 1 base collossus. Right track?


wow what a coincidence, Ive been working on this exact build all day.

I can tell ya that the biggest thing I fear vs toss with this build is him scouting the natural wall off early and immediately throwing down a proxy pylon and boosting their stalkers/zealots out to my base.

Expanding yourself is def not the answer, he bunker rushes you because its the only pressure he can apply with the few marines he has.

In order to drop the 2/3rax for the wall and get the CC out at a good time you have to cut back on marine production for a bit. stalker/zealot in his front yard early should basically get you map control until ~14min when that army is ready to push out.
.Mthex-
Profile Joined May 2011
United States168 Posts
June 27 2011 01:39 GMT
#4534
On June 27 2011 08:15 GrungyMunchy wrote:
Show nested quote +
On June 26 2011 22:45 SomeONEx wrote:
On June 26 2011 20:55 GrungyMunchy wrote:
What is the minimum combination of Gateway units that can oneshot workers?

1 DT

Besides DTs obviously. I was talking about Stalkers and Sentries and such.

3 zealots then, but as far as practical use is concerned, 4 stalkers would be better given their mobility and range. Meaning-- 4 stalkers in someones base may kill more than 3 zealots, all depends on reaction time.
"If you tricked him, then he is tricked" - Artosis
BioTech
Profile Joined March 2011
Australia264 Posts
June 27 2011 01:48 GMT
#4535
ne1 know why the number 54 is on most terran buildings? Its also on your b.net profile webpage, well it is for me as a terran. Perhaps someone at blizzzard likes this number.

Its on the CC, eng bay, supply depot but i dont see it on the rax, fact or SPort. Havent checked the other buildings.
I actually played the original WarCraft - Orcs v Humans back in 1995!
.Mthex-
Profile Joined May 2011
United States168 Posts
June 27 2011 02:04 GMT
#4536
On June 27 2011 10:48 BioTech wrote:
ne1 know why the number 54 is on most terran buildings? Its also on your b.net profile webpage, well it is for me as a terran. Perhaps someone at blizzzard likes this number.

Its on the CC, eng bay, supply depot but i dont see it on the rax, fact or SPort. Havent checked the other buildings.


I wasn't able to find much information, but here is some theorycrafting on the subject http://us.battle.net/sc2/en/forum/topic/2065790412
"If you tricked him, then he is tricked" - Artosis
Rykros
Profile Joined May 2011
483 Posts
June 27 2011 03:26 GMT
#4537
Do u press F and then forcefield and then press F again to Forcefield again , or do u press Shift + F and keep forcefielding. Pressing shift + F has a huge problem that if u are attack moving or moving and u do it sentries wont cast forcefields they will first move or keep fighting and then forcefield so what do u guys suggest?
HardCorey
Profile Blog Joined May 2010
United States709 Posts
Last Edited: 2011-06-27 03:32:31
June 27 2011 03:32 GMT
#4538
For quick forcefields with sentrys already in range Shift-F and multiple clicks is the most effective. Tapping F multiple times is not really as efficient in my opinion.
Don't Worry, Be Happy.
Rykros
Profile Joined May 2011
483 Posts
Last Edited: 2011-06-27 03:48:38
June 27 2011 03:34 GMT
#4539
On June 27 2011 12:32 HardCorey wrote:
For quick forcefields with sentrys already in range Shift-F and multiple clicks is the most effective. Tapping F multiple times is not really as efficient in my opinion.


okay so i did some google searches and found the real solution. You dont have to press shift + f instead u can hold down F and keep forcefielding , it will ignore the move or attack command and cast forcefields
somadbro
Profile Joined June 2011
69 Posts
June 27 2011 07:35 GMT
#4540
If I am playing Terran and I plan to do a gas-less 1 Rax FE where I build my CC at 16 supply (regardless of match-up) is there any reason why I should not wall off on the bottom of my ramp?

The advantage (as I see it) is that it would deny potential scouting of the extra CC in my base. And, someone would potentially think that I am supply call-down rushing them and over-prepare defenses (ideally static) while I would be busy establishing a huge economic advantage. Also, if I scout a baneling bust incoming, I can build a second wall on the top of my ramp making it very difficult to break.

I see two potential threats: fast Siege Tech or early Stalker pressure. A bunker would counter early stalker pressure (although I would not necessarily have a bunker up), but to Siege Tech the low-ground wall could potentially be an auto-loss. Ideally they would think "low-ground wall, definitely a supply drop all-in incoming..." and then they would go 3 barracks+bunkers and thus delay their Siege Tech until I have a counter (which is usually Siege Tech xD).
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