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Blazinghand
United States25555 Posts
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.
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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?
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does the Sensor Tower sense burrowed units?
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In an ideal situation, how many vikings per collosus should i make? to scale at the proper rate
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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
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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
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In 15hatch ZvZ ou ZvT 15 over ou 16 over? or depends?
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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.
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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?
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What happens to the units inside a nydus worm when the main part part is killed?
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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