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Simple Questions Simple Answers - Page 230

Forum Index > StarCraft 2 Strategy
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Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
June 28 2011 02:06 GMT
#4581
On June 28 2011 10:40 BioTech wrote:
does the terran Sensor Tower display creep tumors or only units?


http://wiki.teamliquid.net/starcraft2/Sensor_tower

First sentence:

"The Sensor Tower senses - but does not detect - any approaching uncloaked enemy units and displays them as red exclamation marks in the fog of war."

Emphasis mine. The sensor tower does not show cloaked units on the minimap.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Hyyde
Profile Blog Joined June 2011
United States43 Posts
Last Edited: 2011-06-28 02:18:36
June 28 2011 02:14 GMT
#4582
What nets more minerals assuming optimal timing for zerg: Overlord at 9/10 or 10/10?

Also is it better to select workers and tell them to mine at the beginning or is it better to build a worker first?

BioTech
Profile Joined March 2011
Australia264 Posts
Last Edited: 2011-06-28 02:40:11
June 28 2011 02:39 GMT
#4583
does the Sensor Tower sense burrowed units?
I actually played the original WarCraft - Orcs v Humans back in 1995!
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 28 2011 02:40 GMT
#4584
No.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
darthfoley
Profile Blog Joined February 2011
United States8004 Posts
June 28 2011 02:53 GMT
#4585
In an ideal situation, how many vikings per collosus should i make? to scale at the proper rate
watch the wall collide with my fist, mostly over problems that i know i should fix
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 28 2011 02:56 GMT
#4586
On June 28 2011 11:14 Hyyde wrote:
What nets more minerals assuming optimal timing for zerg: Overlord at 9/10 or 10/10?

Also is it better to select workers and tell them to mine at the beginning or is it better to build a worker first?



9/10, build worker first
envisioN .
Profile Joined February 2011
United States552 Posts
June 28 2011 02:58 GMT
#4587
On June 28 2011 11:53 darthfoley wrote:
In an ideal situation, how many vikings per collosus should i make? to scale at the proper rate


I prefer about 7 for 1-3 collosi and 14 (enough to 1 shot a collosus) for more than 3


On June 28 2011 11:14 Hyyde wrote:
What nets more minerals assuming optimal timing for zerg: Overlord at 9/10 or 10/10?


I'm not positive but i believe it is better to make the Overlord at 9/10 because cancelling the extractor causes you to be 1 mineral short of a multiple of 5 eg. 49 mins instead of 50
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
NasKe_
Profile Joined October 2010
Brazil570 Posts
June 28 2011 03:01 GMT
#4588
In 15hatch ZvZ ou ZvT
15 over ou 16 over?
or depends?
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 28 2011 03:02 GMT
#4589
On June 28 2011 11:56 Anihc wrote:
Show nested quote +
On June 28 2011 11:14 Hyyde wrote:
What nets more minerals assuming optimal timing for zerg: Overlord at 9/10 or 10/10?

Also is it better to select workers and tell them to mine at the beginning or is it better to build a worker first?



9/10, build worker first

I belive that as zerg it is actually better to send before making. The reason you make first as terran or protoss is because it causes each worker created to be slightly faster, but because of zerg's larva it is better to send->make->split->scout overlord.
I put the sexy in dyslexia.
gurrpp
Profile Blog Joined October 2009
United States437 Posts
June 28 2011 03:36 GMT
#4590
How do I beat thor drops in TvT? I scouted with a hellion, saw his 1 bunker 2 supply depot wall off while going banshees. I also see a tech labbed factory as I approach with my first banshee, so I assume blue flame. I positioned my marines to intercept any drops, but he still manages to drop his thor despite losing the medivac. So how do I beat this?
hot fuh days
Kaga
Profile Joined September 2010
Australia5 Posts
June 28 2011 06:07 GMT
#4591
What happens to the units inside a nydus worm when the main part part is killed?
RockshellGW
Profile Joined November 2010
93 Posts
June 28 2011 06:09 GMT
#4592
On June 28 2011 15:07 Kaga wrote:
What happens to the units inside a nydus worm when the main part part is killed?


If every Nydus exit and the main structure are killed then all of your units will be left to die in the stomach of a giant subterranean worm. As long as you have an exit though your units can excape.
Kambing
Profile Joined May 2010
United States1176 Posts
June 28 2011 06:16 GMT
#4593
On June 28 2011 15:07 Kaga wrote:
What happens to the units inside a nydus worm when the main part part is killed?


As long as a network or worm you own is alive, the units stay alive. Once all such structures are destroyed, the units are destroyed. Rebuilding a new network does not bring them back.
Hyyde
Profile Blog Joined June 2011
United States43 Posts
June 28 2011 10:18 GMT
#4594
How should a zerg player deal with early and persistent base scouting with a worker?

At what point should one pull off drones to deal with such a problem?
chaopow
Profile Joined March 2011
United States556 Posts
Last Edited: 2011-06-28 10:25:25
June 28 2011 10:24 GMT
#4595
On June 28 2011 19:18 Hyyde wrote:
How should a zerg player deal with early and persistent base scouting with a worker?

At what point should one pull off drones to deal with such a problem?


Just let your opponent scout you. It is not worth it to pull even a single drone and lose mining time to chase a scout. Wait for your first couple of lings to kill the scout. If you really want to hide something that you are doing, wait for the probe to run through your mineral line and attack it then.
Soowoo AD.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
Last Edited: 2011-06-28 13:11:00
June 28 2011 12:47 GMT
#4596
I play Protoss, and I'm having a little bit of trouble coordinating so I don't get supply blocked at 10. I usually go 9 Pylon as soon as I have the 100 minerals, but that gets me in a supply block of about 4 or 5 seconds. Is there any way to circumvent this?

EDIT: Sorry, I went to play again and this is what happens. Between the 9 Pylon and the 10 probe I don't get 50 minerals right away, so I have to wait 3~4 seconds to make the 10 probe. It's not a supply block, it's a lack of 50 minerals.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-06-28 13:30:44
June 28 2011 13:28 GMT
#4597
--- Nuked ---
Fus
Profile Joined August 2010
Sweden1112 Posts
June 28 2011 13:32 GMT
#4598
On June 28 2011 21:47 GrungyMunchy wrote:
I play Protoss, and I'm having a little bit of trouble coordinating so I don't get supply blocked at 10. I usually go 9 Pylon as soon as I have the 100 minerals, but that gets me in a supply block of about 4 or 5 seconds. Is there any way to circumvent this?

EDIT: Sorry, I went to play again and this is what happens. Between the 9 Pylon and the 10 probe I don't get 50 minerals right away, so I have to wait 3~4 seconds to make the 10 probe. It's not a supply block, it's a lack of 50 minerals.


This happens to all and there is nothing wrong with it. It's not avoidable, you could probably make the block half second smaller by splitting you workers and mining from the closest patches only, but yeah the supply block happens, always. Stick to building your pylon at 9.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
divinesage
Profile Joined April 2010
Singapore649 Posts
June 28 2011 13:36 GMT
#4599
How much probe/drone creation time would I have lost if I had accidentally:

1. 10 Overlord for Zerg?
2. 10 Pylon for Protoss?

Assuming all my previous probe/drone production timings were perfect.
Fus
Profile Joined August 2010
Sweden1112 Posts
June 28 2011 13:43 GMT
#4600
On June 28 2011 22:28 Sated wrote:
Why do Zerg players feel like they always need to be ahead in bases? The optimum number of mining bases is 3 since you don't build enough workers (if you usually aim for 70-80 workers) to saturate any more bases than this! I understand that Zerg needs the larva from the extra hatcheries to match production with the other races... but couldn't they just be built in-base if more expansions aren't safe yet?

(I'm not sure if this is a simple question or not, but I know it doesn't warrant a whole thread so I am sticking it here).


optimal saguration is 16 workers on a mineral line, zerg has the possibility to get drones and units faster with more hatcheries. zerg don't need to be ahead in bases in every circumstance but its generally a good rule to follow. Zerg gain so much from a hatchey, larva, mining, creep and unit producing ability.

I guess some would say zerg units are weaker and cheaper and therefore zerg needs to stay ahead in economy in order to win.

I hope this is a good answer.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
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