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On June 28 2011 22:36 divinesage wrote: 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.
I don't know exactly what answer you seek but i guess it's easier to answer on how much minerals you lose.
For zerg (copied from another answer to a similar question):
The 9 overlord is the best economic build, period. Minerals at 2:15: 370
10 overlord can be used for 10pool and overpool, but is inferior to 9OL in every other possible respect to the tune of 10 minerals, and loses the small window of advantage it gets by building the 10th drone sooner by the time 10OL finishes its 11th worker. Minerals at 2:15: 355
For protoss:
Here the loss would be greater due to no larva stacking, probably around 30-50 minerals loss. If you feel that you want to get the exact number i guess you can try it out against a computer for yourself.
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Since I'm a new member and I cannot create my own thread, I will ask my question here (I hope this is the right place).
I have just started playing SC2 a few weeks ago and have already seen improvement in my game. I used to play Protoss but have switched to Zerg as I love the ability to produce a mass amount of units in a short amount of time. I've learned one build already (7RR) but realize now that it won't make me a better player in the long run, as it only works in the lower leagues. I've begun my search for a new build order that will help me familiarize myself with the game and teach me how to read, react and adapt to different situations I'll encounter.
I understand that each matchup is very unique and requires its own build and strategy. I'm wondering if there is a 'beginner' build out there that is relatively decent (if only economy wise) for every matchup, so that I can get more familiar with the game and refine/change/add-to the build as I grow in skill as a player. I'm finding it difficult to juggle so many builds in so many different matchups, and I'd really just like to focus on one until I become comfortable with it.
Edit: I've pretty much read most of the basic forum posts (guides and stuff) on this site. They've all been really helpful. I would also say my time is split between playing 1v1 and 2v2 with a friend.
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On June 28 2011 22:43 Fus wrote: optimal saguration is 16 workers on a mineral line
Just wanted to clarify here, in case there was any confusion. 16 is optimal in terms of worker efficiency, i.e. if you have 48 drones and are able to have three bases, it's best to split them with 16 at each base. If you are only able to have two bases at any one time, then you can go up to 24 at each base to optimally harvest from your bases, but there will be a small amount of "wasted" mining time for each drone as they wait for a new patch to open up.
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Hi, non-strategic question here. I remember that when I installed Battlefield:BC2 there was a limit of ten installations if you didn't want to use the DVD. Does SC2 have something similar to this or can I install and run my account on a limitless number of computers?
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As Zerg I like to fast expand. The question what is the cheapest/fastest/most effective way to protect the early hatch from rushes?
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Blazinghand
United States25555 Posts
On June 29 2011 00:47 Mowr wrote: Hi, non-strategic question here. I remember that when I installed Battlefield:BC2 there was a limit of ten installations if you didn't want to use the DVD. Does SC2 have something similar to this or can I install and run my account on a limitless number of computers?
You can install the sc2 game client on as many computers as you like. Your account, however, may only be logged into 1 at a time-- if you log in from a different computer you could get into trouble with blizz.
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On June 29 2011 01:11 Hyyde wrote: As Zerg I like to fast expand. The question what is the cheapest/fastest/most effective way to protect the early hatch from rushes?
FE at 15?
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Hi, Does anyone know how the game "decides" which music it plays in replays of non mirror matches? i'm very confused about it: it doesn't always pick the background music for player 1 or for the winner or for the matchup (like "if it's tvz it will always play the zerg music"... it doesn´t), it seems to be completely random, is it?
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Why do protoss players wait to have 300 minerals to drop their 2 gates when they 3 gate expo instead of just dropping one then another as soon as they have the minerals to?
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In PvP, if i try 4 gate and my opponent manages to hold it with a 3 gate robo, what is my best option of a transition?
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On June 29 2011 01:40 anmolsinghmzn2009 wrote: In PvP, if i try 4 gate and my opponent manages to hold it with a 3 gate robo, what is my best option of a transition?
At this point you are usually far behind (at least in the higher leagues. If its a low league, its quite possible he didn't take his second gas when he should or mocked up in another way). Your best bet is to go for blink stalkers and harass/micro your way back into a lead. Do not try to play straight up (robotics - collosus for instance), as if he does the exact same, he will keep his lead throughout the entire game, and protoss is perhaps the worst race to play from behind with.
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On June 29 2011 01:37 Shintuku wrote: Why do protoss players wait to have 300 minerals to drop their 2 gates when they 3 gate expo instead of just dropping one then another as soon as they have the minerals to?
Less chance of being scouted / more time to run the enemy scout out of your base.
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On June 29 2011 01:32 LuisFrost wrote: Hi, Does anyone know how the game "decides" which music it plays in replays of non mirror matches? i'm very confused about it: it doesn't always picks the background music for player 1 or for the winner or for the matchup (like "if it's tvz it will always play the zerg music"... it doesn´t), it seems to be completely random, is it?
I don't know how it works for spectators, I do believe its random. But when watching a replay, I think (emphasis on "think") the music is decided on who the replay is from (Meaning, if a protoss player sends you a replay of him vs a zerg, then protoss music will be playing).
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On June 29 2011 00:47 Mowr wrote: Hi, non-strategic question here. I remember that when I installed Battlefield:BC2 there was a limit of ten installations if you didn't want to use the DVD. Does SC2 have something similar to this or can I install and run my account on a limitless number of computers?
Limitless.
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On June 29 2011 02:00 Excludos wrote:Show nested quote +On June 29 2011 01:37 Shintuku wrote: Why do protoss players wait to have 300 minerals to drop their 2 gates when they 3 gate expo instead of just dropping one then another as soon as they have the minerals to? Less chance of being scouted / more time to run the enemy scout out of your base.
Plus, oftentimes you want to transform those gateways into warpgates when they finish -- so having one completed before the other doesn't help anyway. Both need to wait for the warpgate research.
Having warpgates synchronized (i.e. available at the same time) also facilitates macro greatly.
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On June 29 2011 01:40 anmolsinghmzn2009 wrote: In PvP, if i try 4 gate and my opponent manages to hold it with a 3 gate robo, what is my best option of a transition?
If you did not suffer great loss (i.e. get force fielded and lose half of your army), then go research blink and all-in up the ramp again.
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On June 29 2011 01:14 DruokLZ wrote:Show nested quote +On June 29 2011 01:11 Hyyde wrote: As Zerg I like to fast expand. The question what is the cheapest/fastest/most effective way to protect the early hatch from rushes? FE at 15?
Yes, there abouts.
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On June 29 2011 01:11 Hyyde wrote: As Zerg I like to fast expand. The question what is the cheapest/fastest/most effective way to protect the early hatch from rushes?
In response to my earlier question...
I tried the FE by doing a 14 pool + 14 gas + 15 hatchery at my natural (does that qualify as a FE??), followed by a queen and 1 pair of zergling at 15/18. I really liked this opening, it gave me a huge economic advantage. Btw, I tried this a few times in 2v2.
The extra hatchery and queen gave me a lot of larvae to quickly respond to our opponents rush. They attacked first and completely outnumbered us but we managed to bounce back and take the win. I'll post the reply below. I know I did not do a great job scouting, but any other little tips that you think could help improve my game would be helpful (for anyone who actually watches it, although I doubt anyone will ).
2v2 Replay: http://www.sc2replayed.com/replay-videos/7233
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On June 29 2011 04:19 Hyyde wrote:Show nested quote +On June 29 2011 01:14 DruokLZ wrote:On June 29 2011 01:11 Hyyde wrote: As Zerg I like to fast expand. The question what is the cheapest/fastest/most effective way to protect the early hatch from rushes? FE at 15? Yes, there abouts.
Scouting. There are seriously limitless amount of openings you can expect to hit you, and there is no way to just do a "safe against all" build without scouting. "FE at 15" is actually an answer, as 15 hatch is a very good way to defend that exact hatch because of the extra larva and earlier creep spread (compared to pool first).
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Two TvP Questions:
1. How do I properly scout and defend against DT drops? On 2base vs 2base, I scanned, noticed he was gateway short + not producing out of robo, so I got a turret at the front of my natural, but he started dropping in DTs and splitting them all over my base. My Starport had a reactor. Do I just swap it with a tech lab on a rax and go for raven?
2. How do I beat extreme amounts of chargelots with collosi support? Is the answer simply build mass marine with enough vikings to take care of collosi? It seems ALL of my bio gets ripped apart by chargelots.
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