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On February 21 2011 08:41 Mushmf wrote: Circus how many matches is to much if you are still in bronze league? I mean I just start to play the game so I wonder when should I progress into silver? Ofc its individually but how many games is to much?
IMO if you are very highly ranked in your division you are probably staying to long. High rank means you have played more games than almost everyone else in the league, so most people that also play a lot of games are higher up in the leagues.
*edit: it doesnt really matter though, unless you are planning to quit your dayjob.
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Two questions: How do you defend a proxy two gate if you 14 gas and 14 pool?
Does contaminate (the overseer skill) prevent the command centre from gathering energy and using its abilities?
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On February 21 2011 21:07 Kavas wrote: Two questions: How do you defend a proxy two gate if you 14 gas and 14 pool?
Does contaminate (the overseer skill) prevent the command centre from gathering energy and using its abilities?
1. scout their base earlier and see no buildings, get some spine action and run by a few lings to hit their drones
2. no, the buildings that are contaminated still gain energy.
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On February 21 2011 21:07 Kavas wrote: Two questions: How do you defend a proxy two gate if you 14 gas and 14 pool?
Does contaminate (the overseer skill) prevent the command centre from gathering energy and using its abilities?
As the above said it still gains energy. Same as the nexus. Chronoboost, and Orbital command abilities can still be used. Contaminate only halts production/upgrades.
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How does the medivac AI work? Does it try and keep the maximum number of units alive, does it focus on near-dead units first, or maybe last?
Example: If I HT Storm in the middle of a marine ball, doing lots of damage to some marines, and a little damage to other marines, how does the medivac AI respond?
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I have been trying 1gate FE lately and I think it is completely awesome build, but there are two situations when I have difficulties. I have checked kcdc´s thread and there wasnt enough info about this.
a) Mech play. For example some marine helion early pushes. I can hold it off without bigger losses, but then siege tanks, thors, ghosts etc. and sometimes even ravens finish me off, because they expand behind this and turtle up little bit so I can punish them. I think my main problem is my composition, so, which units I should favor - Zealots or Stalkers? I am always Zealot heavy and that may be my problem.
b) Banshees. I always try to get Robo reasonably fast for detection, but Terran always micros them away, snipes pylons and probes and then suddenly attacks with marines. Same question as above - what should I make? Phoenixes seem to fragile and they arent that effective in big battles.
I hope these were simple enough, thanks!
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On February 22 2011 03:26 Spiffaz wrote: How does the medivac AI work? Does it try and keep the maximum number of units alive, does it focus on near-dead units first, or maybe last?
Example: If I HT Storm in the middle of a marine ball, doing lots of damage to some marines, and a little damage to other marines, how does the medivac AI respond?
I could be wrong but I *believe* medivacs will heal the closest unit first, then the next closest and so on, always healing to max health
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On February 22 2011 05:36 Overpowered wrote:I have been trying 1gate FE lately and I think it is completely awesome build, but there are two situations when I have difficulties. I have checked kcdc´s thread and there wasnt enough info about this. a) Mech play. For example some marine helion early pushes. I can hold it off without bigger losses, but then siege tanks, thors, ghosts etc. and sometimes even ravens finish me off, because they expand behind this and turtle up little bit so I can punish them. I think my main problem is my composition, so, which units I should favor - Zealots or Stalkers? I am always Zealot heavy and that may be my problem. b) Banshees. I always try to get Robo reasonably fast for detection, but Terran always micros them away, snipes pylons and probes and then suddenly attacks with marines. Same question as above - what should I make? Phoenixes seem to fragile and they arent that effective in big battles. I hope these were simple enough, thanks! 
A. Your unit composition will of course, depend on his. Scout it out and if you see he's heavy on Hellions, then Stalkers will be more powerful in that situation. Vice versa if you see Tanks and Thors, Chargelots + Immortals are excellent at dealing with both. However, since tanks have splash, you want you be careful of where you engage and how. It's better to keep an observer on top of their army and attack when you see the tanks unsieged. Stargate compositions do extremely well against Mech as well. Phoenix can lift tanks so that your ground can move in, and Void Rays do extra damage to everything.
B. Phoenix are great against banshees but you don't want to get too many if you feel that the Terran won't be massing them. As long as you keep your stalker army moving around and have an obs following the banshee around, you should be able to shut down the harass. If you really feel like you can't keep up, a couple cannons in the mineral lines will shut the harass down completely.
You should also be aware of the gas expenditure of the Terran. 1 Base cloaked banshee will spend all of his gas with little room to deviate elsewhere, so you'll most likely be dealing with a very marine heavy army following up the harass. The best way to deal with that in the current stage of that game is a healthy Gateway composition, favoring a little more heavily on Zealots. A few Sentries with Guardian Shield and forcefields to cut their army in half should be more than enough to deal with it.
On February 22 2011 22:27 Mythito wrote:Show nested quote +On February 22 2011 03:26 Spiffaz wrote: How does the medivac AI work? Does it try and keep the maximum number of units alive, does it focus on near-dead units first, or maybe last?
Example: If I HT Storm in the middle of a marine ball, doing lots of damage to some marines, and a little damage to other marines, how does the medivac AI respond? I could be wrong but I *believe* medivacs will heal the closest unit first, then the next closest and so on, always healing to max health
This is exactly how it works down the the hair 
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Thanks myth and syn!
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There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for.
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On February 23 2011 04:20 Kaitlin wrote: There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for.
You said it yourself. It's simply because the Health/Shield ratio is in favor of health, therefore armor gives more benefit because it has a larger pool to cover. In builds that rely heavily on indirect engagement, shields may be more beneficial because you are able to get out of combat for the shields to recharge, and shields will let you take a few more hits before your units actually start to take damage.
However, in most scenarios you are engaging where one army will trump the other, and this is a situation where you are in constant combat, so shield regeneration is not applicable. Also, most Protoss units already have base 1 armor, so the additional armor makes those units that much beefier. Since massed tier 1 units like Marines and Zerglings do quick, low damage attacks, taking 1 more damage off of that makes it so that your Zealots and Stalkers have a much higher percentage of survivability.
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On February 15 2011 05:52 ZeroTalent wrote: Also mechanics and not strategy ... how do I tell an SCV to auto-repair a not-yet full bunker? If I right-click on it it just goes into the bunker.
So, I'm still not sure if right-click actually sets an SCV to auto-repair something. However lately my solution has been to put the SCVs on patrol behind the bunker and right-click "repair" to set them to auto-repair. This does what I meant ... even if there are hostile units on the patrol path the AI will repair the bunker rather than attack the hostiles.
Follow-up: is there a hotkey for auto-repair? Or do you have to right-click the repair icon?
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On February 23 2011 08:15 ZeroTalent wrote:Show nested quote +On February 15 2011 05:52 ZeroTalent wrote: Also mechanics and not strategy ... how do I tell an SCV to auto-repair a not-yet full bunker? If I right-click on it it just goes into the bunker. So, I'm still not sure if right-click actually sets an SCV to auto-repair something. However lately my solution has been to put the SCVs on patrol behind the bunker and right-click "repair" to set them to auto-repair. This does what I meant ... even if there are hostile units on the patrol path the AI will repair the bunker rather than attack the hostiles. Follow-up: is there a hotkey for auto-repair? Or do you have to right-click the repair icon?
If you mouse over the icon, it should tell you. I believe it's CTRL+R....
Either way, if you want your SCV to repair the bunker, simply press R and click it. That'll do the trick ^^
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1st post hello! I'm sure it was somewhere else before, but I couldn't find it.
What happens to my minerals when for example my probe is carrying crystal and I send it to gather gas? The probe is getting out with gas animation on it. So what is it giving me 4+ gas and +5 minerals this time? Or is crystal lost and I only get gas?
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I have simple questions on gas micro..
I find putting workers on gas to be one of the slowest parts of my APM. I'm wondering if there are any techniques to aim for. There are several problems.
a/ construct two gas with two workers then returning at the right time to allocate 4 more workers, two to each, efficiently..
b/ can you really see at a glance if you have 2 or 4 workers on gas? I mean, at a glance, not watching it for a second. Or is it quicker to click gas, and read the number..
c/ is it a terrible habit to grab two workers prior to a gas finishing and sic them on the building knowing you often forget, or are late allocating the 2 after construction.
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On February 23 2011 10:13 entrust wrote: 1st post hello! I'm sure it was somewhere else before, but I couldn't find it.
What happens to my minerals when for example my probe is carrying crystal and I send it to gather gas? The probe is getting out with gas animation on it. So what is it giving me 4+ gas and +5 minerals this time? Or is crystal lost and I only get gas?
I believe the crystal is lost, as it vanishes and is replaced by a gas blob.
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Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu.
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i wasnt sure if this deserved its own thread or not... SoO ill post it here to be safe ^_^
I have a tough time with muta/roach in ZvZ. Its weird because i Never see ProS go muta, Which makes me think there is some obvious Way to deal with this that i am missing. Im also afraid to make too many hydras, because then i will lose to pure roach. Help? Im gold leauge btw.
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On February 23 2011 11:07 0AtRi0 wrote: i wasnt sure if this deserved its own thread or not... SoO ill post it here to be safe ^_^
I have a tough time with muta/roach in ZvZ. Its weird because i Never see ProS go muta, Which makes me think there is some obvious Way to deal with this that i am missing. Im also afraid to make too many hydras, because then i will lose to pure roach. Help? Im gold leauge btw.
Did he fast-expand? The beauty of Mutas is to get map-control, so generally you have to check the numbers in my honest opinion: is he getting more mutas, or more roaches.
Or better yet: trying Roach with Infestors and get those fungals down. This will dispel the speed and use of mutas and will show his roach count to be lower than yours.
Additionally: static defense to prevent muta harassment and infested terrans are equal alternatives that hardly deter your roach count.
No one said 3 queens on each base isn't a bad idea either.
Give those a shot and let me know how it fairs out.
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On February 23 2011 10:44 Obaten wrote: Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu.
Happens to me a lot. No there isn't sadly. Try to boost the sensitive of your screen moving when reaching the edge and just focus on centering.
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