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Forum Index > StarCraft 2 Strategy
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Soluhwin
Profile Joined October 2010
United States1287 Posts
June 29 2011 19:35 GMT
#4661
On June 30 2011 02:57 socommaster123 wrote:
What should be the gas timings on roach infestor play in z v z on 2 bases

This is a veeery general question, so it can't really be answered in any way other than experience, and core judgement. Though I would recommend watching MrBitter's 12 weeks with the pros, In the episodes with sheth, strifecro, and machine they talk quite a bit about ZvZ.

For a general rule that I go by, just have two gasses running when the lair starts, and four gasses running when the infestation pit goes down.
I put the sexy in dyslexia.
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 29 2011 19:38 GMT
#4662
On June 30 2011 01:31 Moody512 wrote:
How do you make StarCraft and StarCraft Brood War into widescreen? (My apologies if this has already been asked.)

I don't think you can put SC1 or BW into widescreen. Given the game is from 1998, widescreen didn't really exist back then.
I put the sexy in dyslexia.
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
June 29 2011 19:41 GMT
#4663
On June 30 2011 03:59 GeeRobb wrote:
as a silver protoss (2 months playing exp.) what build should i be focusing on to improve machanics. liquipedia seems outdated.


I'd recommend learning how to work with a 2 gate robo expand build. This is fairly flexible, gets early detection so you don't lose to DTs or cloaked banshees, and gives you the ability to tech:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=196385
Here's an ariticle written about the same build with an eye to PvP:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=191430

Execute the build order, and focus on producing probes and pylons and keeping your money low and not getting supply blocked.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
June 29 2011 20:20 GMT
#4664
What is a viable way to deal with early blink stalkers in PvP other than to do it yourself?
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
June 29 2011 20:37 GMT
#4665
On June 30 2011 05:20 ApocAlypsE007 wrote:
What is a viable way to deal with early blink stalkers in PvP other than to do it yourself?

If you go immortals you need more than 3 I think. I tend to do much better vs blink builds if I:
A) open fast robo
B) can get him to show blink early
C) don't move too fast to colossus and spend the time getting a good immortal count.

If you don't have enough stuff you will lose, since blink gives an advantage to the player who has a higher number of units, so make sure if you are making immortals you are also doing the best you can to make a good number of stalkers, and then if you must, zealots. Never make sentries past the beginning phase of the game in PvP.
Knowing is half the battle... the other half is lasers.
Flight
Profile Joined August 2010
Brazil163 Posts
June 29 2011 20:43 GMT
#4666
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
Last Edited: 2011-06-29 20:50:38
June 29 2011 20:47 GMT
#4667
On June 30 2011 05:43 Flight wrote:
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.


In all probability, barring some superhuman micro on both sides, one of them will burn down first, if only by a millisecond, leading to a victory for that player whose building burns down a millisecond later.


EDIT: a better way to test this is to have two evo chambers or something, and those are the only buildings, and then have the overlord providing creep stop doing so. This way, if one of them got off creep a little bit earlier than the other, you'll notice it as the health ticks down and you can have the overlord put out creep again until they regen to full and try again. Eventually the creep will recede in a symmetrical fashion and you'll have your test.

EDIT 2: ORRRRR you could put two depots next to each other as the only buildings and have a ghost nuke right between them.

In general, I expect one building to die first, but who knows? maybe there can be a winner.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
StarCraft64
Profile Blog Joined October 2010
United States354 Posts
June 29 2011 20:50 GMT
#4668
On June 30 2011 05:43 Flight wrote:
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.

It would probably be easier and more conclusive to do something that doesn't require timing. I'd recommend both players having supply depots next to each other (as their last building of course) and nuking them. I look forward to hearing the results.
Elaborate euphemisms may conceal your intent to kill, but behind any use of power over another the ultimate assumption remains: "I feed on your energy."
Flight
Profile Joined August 2010
Brazil163 Posts
June 29 2011 21:08 GMT
#4669
I could nuke two command centers, they will go red with same HP. Just another way to test.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
June 29 2011 21:36 GMT
#4670
On June 30 2011 03:59 GeeRobb wrote:
as a silver protoss (2 months playing exp.) what build should i be focusing on to improve machanics. liquipedia seems outdated.


I already saw this was answered, but if you want to be a bit bolder, try aggressive builds like 3gate expand. This is much trickier because it requires you to be aggressive against the Terran's expo and take some risks (it's also a little tougher to hold certain pushes compared to a 3gate robo or a 4gate). Here's a [G] thread on it: http://www.teamliquid.net/forum/viewmessage.php?topic_id=196957

Overall though, it will put a greater strain on your multi-tasking than a 2gate-robo expand, which is very passive and reactionary. Definitely start learning the 2gate robo expand first, but give this a shot if you really want to work on multi-tasking and micro after your mechanics have improved a bit.

._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
cdcformatc
Profile Joined June 2011
Canada8 Posts
Last Edited: 2011-06-29 21:37:38
June 29 2011 21:36 GMT
#4671
I don't play Terran at all but wouldn't you need a Ghost Academy with a nuke for that test? If so you would need your enemies depot and your ghost academy under 500 health right next to each other.
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
June 29 2011 21:39 GMT
#4672
On June 30 2011 06:36 cdcformatc wrote:
I don't play Terran at all but wouldn't you need a Ghost Academy with a nuke for that test? If so you would need your enemies depot and your ghost academy under 500 health right next to each other.


hm, that's true. still, it's an extra variable. here's a better idea: set your ghost academy ablaze, and just as it hits like 5 hp, launch the nuke at your depot and your opponent's depot. It'll burn down before the nuke drops, but it'll still be alive when the nuke launches, meaning there'll just be the two depots, and they will get nuked.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2011-06-29 21:49:55
June 29 2011 21:49 GMT
#4673
On June 30 2011 05:47 Blazinghand wrote:
Show nested quote +
On June 30 2011 05:43 Flight wrote:
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.


In all probability, barring some superhuman micro on both sides, one of them will burn down first, if only by a millisecond, leading to a victory for that player whose building burns down a millisecond later.


EDIT: a better way to test this is to have two evo chambers or something, and those are the only buildings, and then have the overlord providing creep stop doing so. This way, if one of them got off creep a little bit earlier than the other, you'll notice it as the health ticks down and you can have the overlord put out creep again until they regen to full and try again. Eventually the creep will recede in a symmetrical fashion and you'll have your test.

EDIT 2: ORRRRR you could put two depots next to each other as the only buildings and have a ghost nuke right between them.

In general, I expect one building to die first, but who knows? maybe there can be a winner.


Sorry, but shouldn't this question be moot? The game would already be over in a stalemate by the time you're both down to 2 burning raxes and no resources or scvs on the map.

As for the ghost nuke, you're better off having 2 ghost academies next to each other :p
In your scenario, we don't just have 2 depots as the only buildings on the map, as a ghost academy is required for one player to launch the nuke, and therefore the scenario is invalid. The scenario you want is the following: 2 ghost academies next to each other, 1 loaded with a nuke and a ghost on hold-fire nuking between them.

EDIT: crap-damnit, ninja'd while I was writing >.<
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
June 29 2011 21:50 GMT
#4674
On June 30 2011 06:49 Vod.kaholic wrote:
Show nested quote +
On June 30 2011 05:47 Blazinghand wrote:
On June 30 2011 05:43 Flight wrote:
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.


In all probability, barring some superhuman micro on both sides, one of them will burn down first, if only by a millisecond, leading to a victory for that player whose building burns down a millisecond later.


EDIT: a better way to test this is to have two evo chambers or something, and those are the only buildings, and then have the overlord providing creep stop doing so. This way, if one of them got off creep a little bit earlier than the other, you'll notice it as the health ticks down and you can have the overlord put out creep again until they regen to full and try again. Eventually the creep will recede in a symmetrical fashion and you'll have your test.

EDIT 2: ORRRRR you could put two depots next to each other as the only buildings and have a ghost nuke right between them.

In general, I expect one building to die first, but who knows? maybe there can be a winner.


Sorry, but shouldn't this question be moot? The game would already be over in a stalemate by the time you're both down to 2 burning raxes and no resources or scvs on the map.

As for the ghost nuke, you're better off having 2 ghost academies next to each other :p
In your scenario, we don't just have 2 depots as the only buildings on the map, as a ghost academy is required for one player to launch the nuke, and therefore the scenario is invalid. The scenario you want is the following: 2 ghost academies next to each other, 1 loaded with a nuke and a ghost on hold-fire nuking between them.



A valid point. Let me refer you to the post above yours:

On June 30 2011 06:39 Blazinghand wrote:
Show nested quote +
On June 30 2011 06:36 cdcformatc wrote:
I don't play Terran at all but wouldn't you need a Ghost Academy with a nuke for that test? If so you would need your enemies depot and your ghost academy under 500 health right next to each other.


hm, that's true. still, it's an extra variable. here's a better idea: set your ghost academy ablaze, and just as it hits like 5 hp, launch the nuke at your depot and your opponent's depot. It'll burn down before the nuke drops, but it'll still be alive when the nuke launches, meaning there'll just be the two depots, and they will get nuked.


There's a way to do it, thanks to the building burning function, so that there are only supply depots on the map when the nuke falls, but you are still able to launch it: have it launch just as the ghost academy WOULD burn down.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Flight
Profile Joined August 2010
Brazil163 Posts
June 29 2011 22:00 GMT
#4675
You only need the Academy when you cast the nuke. Just have 20 marines there to bring it down before the nuke lands.

I'm online now, add me so we can test: Flight.571
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
June 29 2011 22:02 GMT
#4676
On June 30 2011 06:50 Blazinghand wrote:
Show nested quote +
On June 30 2011 06:49 Vod.kaholic wrote:
On June 30 2011 05:47 Blazinghand wrote:
On June 30 2011 05:43 Flight wrote:
TvT, one building left for each player, with same hp, and on fire (low and decreasing). When hp reaches zero, will the match end on a draw?

If you are interested in testing it, pm me.


In all probability, barring some superhuman micro on both sides, one of them will burn down first, if only by a millisecond, leading to a victory for that player whose building burns down a millisecond later.


EDIT: a better way to test this is to have two evo chambers or something, and those are the only buildings, and then have the overlord providing creep stop doing so. This way, if one of them got off creep a little bit earlier than the other, you'll notice it as the health ticks down and you can have the overlord put out creep again until they regen to full and try again. Eventually the creep will recede in a symmetrical fashion and you'll have your test.

EDIT 2: ORRRRR you could put two depots next to each other as the only buildings and have a ghost nuke right between them.

In general, I expect one building to die first, but who knows? maybe there can be a winner.


Sorry, but shouldn't this question be moot? The game would already be over in a stalemate by the time you're both down to 2 burning raxes and no resources or scvs on the map.

As for the ghost nuke, you're better off having 2 ghost academies next to each other :p
In your scenario, we don't just have 2 depots as the only buildings on the map, as a ghost academy is required for one player to launch the nuke, and therefore the scenario is invalid. The scenario you want is the following: 2 ghost academies next to each other, 1 loaded with a nuke and a ghost on hold-fire nuking between them.



A valid point. Let me refer you to the post above yours:

Show nested quote +
On June 30 2011 06:39 Blazinghand wrote:
On June 30 2011 06:36 cdcformatc wrote:
I don't play Terran at all but wouldn't you need a Ghost Academy with a nuke for that test? If so you would need your enemies depot and your ghost academy under 500 health right next to each other.


hm, that's true. still, it's an extra variable. here's a better idea: set your ghost academy ablaze, and just as it hits like 5 hp, launch the nuke at your depot and your opponent's depot. It'll burn down before the nuke drops, but it'll still be alive when the nuke launches, meaning there'll just be the two depots, and they will get nuked.


There's a way to do it, thanks to the building burning function, so that there are only supply depots on the map when the nuke falls, but you are still able to launch it: have it launch just as the ghost academy WOULD burn down.


Scratch that, you'd need 2 nukes in my scenario because nukes only do 500 dmg to the academy's 1250 hit points. You could train 2 nukes or have both players nuke. Burning ghost academy + depots works too.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
AustinCM
Profile Joined May 2011
Canada275 Posts
June 29 2011 22:10 GMT
#4677
My friend just told me that Artosis has said that there is a new Zerg style that is very strong and is from Korea, can anybody verify this?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 29 2011 22:11 GMT
#4678
On June 30 2011 07:10 AustinCM wrote:
My friend just told me that Artosis has said that there is a new Zerg style that is very strong and is from Korea, can anybody verify this?


Yes, I can verify artosis has indeed said this.
AustinCM
Profile Joined May 2011
Canada275 Posts
June 29 2011 22:13 GMT
#4679
On June 30 2011 07:11 See.Blue wrote:
Show nested quote +
On June 30 2011 07:10 AustinCM wrote:
My friend just told me that Artosis has said that there is a new Zerg style that is very strong and is from Korea, can anybody verify this?


Yes, I can verify artosis has indeed said this.

Does anyone know the style?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
Flight
Profile Joined August 2010
Brazil163 Posts
June 29 2011 22:19 GMT
#4680
OK I tested nuking depots at the same time, playing against very easy AI. Launched nuke, destroyed the academy with marines, and waited for the blast to destroy both depots at once. Here's the result:

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