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On June 30 2011 14:32 Quochobao wrote:Show nested quote +On June 30 2011 13:49 Ikehara wrote: Are archons worth it to morph two high temps after their energy is used up? Shouldn't you just wait for the energy to recharge? You never know what will happen in the meantime -- it's better to have the archons ready for combat. Plus, freshly warped in templars have 50 energy, so you won't have to wait as long as starting from scratch. My question: Why does mothership even matter in combat? Imo with just two overseers, the effect of the mothership is totally nullified, no? (Let's not consider her spells for now -- sometimes watching pro games I feel like her mere presence is enough even though it does not make any sense at all...) That is a weakness in the mothership. The spells are really what, in my eyes make it so useful, becuase it sure does not do direct damage. Recall and vortex are great. But if the opponent is not ready and does not have enough observers (or if you snipe them) then the mothership can really shine.
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+ Show Spoiler +On June 30 2011 08:21 Vod.kaholic wrote:Show nested quote +On June 30 2011 08:14 eYeball wrote:On June 30 2011 07:25 Latedi wrote: How do you pressure a zerg going 3base? You can't really pressure them since they will mass lings and not even 7-8 sentries are going to keep your small force alive. This is kind of bullshit as it's basically the same scenario as BW, except zealots suck. By the way I'm talking about pressuring as you 3gate expand and not forge FE. But if you have some effective way of pressuring except air, which kind of lose to blind hydra, please do tell me.
That's why you go stargate - because if he spends all on lings you can with double stargate get massive amounts of voidrays and phoenixes, if he doesn't go hydra and doesn't get enough queens in time you can basically win the game outright. Happens me sometimes. The tricky thing about stargate harrass is that you need to have a good sense for 1) how much damage you've done, 2) how much you've invested in the stargate tech and units, and 3) the zerg response and your reaction to that. If you're playing anyone with a decent sense of zerg or how to play vs stargate, you can't rely on them to derp up and let you "win the game outright," so you need to have a transition prepared for however he chooses to deal with your air play. A typical play is to open stargate, expand, and as you're harrassing, use the pressure from your voidray/phoenix to tech to colo in anticipation of his hydra switch. EDIT: but again, this is all very situational, not a simple questions topic. Yeah that's the problem, not dealing enough damage : ( What I have figured might work: pressure off of more gates (maybe 5 or 6), blink with a lot of gates (will hit kind of late i think), or as mentioned earlier, DTs.
Ooh wait i can't discuss in this thread can I?
+ Show Spoiler +On June 30 2011 09:44 Anihc wrote:Show nested quote +On June 30 2011 07:25 Latedi wrote: How do you pressure a zerg going 3base? You can't really pressure them since they will mass lings and not even 7-8 sentries are going to keep your small force alive. This is kind of bullshit as it's basically the same scenario as BW, except zealots suck. By the way I'm talking about pressuring as you 3gate expand and not forge FE. But if you have some effective way of pressuring except air, which kind of lose to blind hydra, please do tell me.
You can't. 3 gate expand sucks. (I know this is a bad post but this is the SQSA thread and I don't feel like repeating myself again. Just search for my posts in any PvZ thread and there'll be a better explanation) Flashy blue background, will look that up !
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On June 29 2011 19:22 ThatGuy89 wrote: i believe that a worker gathers about 40 minerals per game minute. is it the same for gas? so each base effectively gives 240 per minute?
no one answered me first time so i wanna ask again
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Blazinghand
United States25555 Posts
On June 30 2011 15:48 somadbro wrote: In TvT how does a gas-less 1 Rax FE survive against a fast siege push?
What is the best response by a player who has done a gas-less 1 Rax FE against fast siege or blue flame drop?
A 1-1-1 Factory starts at like 3:30, and a 1 rax gasless FE Factory starts at like... 4:45, putting you about 1 mintute, 15 seconds behind in tech timing, part of which is made up for with defender's advantage, and the rest of which is made up for with rush distance. You may have to pull some scvs if he's 1-base allinning but you should otherwise be fine. If you're not going for factory tech, try to engage him in the mid-field and either snipe tanks or force a siege to delay his push as much as possible.
Against blue flame hellions, try to place your base buildings to restrict their access to your mineral line, and build a "scouting depot" etc around your base to spot when they get dropped so you can react appropriately.
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On June 30 2011 15:48 somadbro wrote: In TvT how does a gas-less 1 Rax FE survive against a fast siege push?
What is the best response by a player who has done a gas-less 1 Rax FE against fast siege or blue flame drop?
On a map like XC or similar, if he scouts your 1rax FE and responds with a fast siege, you lose everytime.
There is literally nothing you can do if he hits that several minute window just right, If you want to attempt it, Doing things like preventing the scv scout from seeing your gas, delaying the expo wall off and pressuring with a bunker rush will help alot.
As for blue flame drops, just build your Depots to wall off your mineral line, throw in a rax aswell. make moving the hellions to your line impossible/difficult
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On June 30 2011 19:10 ThatGuy89 wrote:Show nested quote +On June 29 2011 19:22 ThatGuy89 wrote: i believe that a worker gathers about 40 minerals per game minute. is it the same for gas? so each base effectively gives 240 per minute? no one answered me first time so i wanna ask again Dude, just look at any replay of any game you've ever played. Now open the resource tab while you've got two geysers saturated.
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I know this question might be asked a lot already, but no consensus has really emerged. Thus I am inclined to ask again, hoping a pro here can answer
When I scout spire close to finish, and knowing that I can no longer 6 gate push, what should I do?
I'll break it down into simpler questions, but if you have a big-picture answer, please let us know
1. Should I IMMEDIATELY tech to Twilight Council and Templar Archive, choronoboosting all the way?
2. How should I set up my defense? Canons in both mineral lines, stalkers hovering in the middle? Or camp stalkers in one, while def with heavy canons in another?
3. Pertaining to question 2, how to deal with muta sniping buildings at the edge of my base? How to cover both mineral lines and the edge also?
4. When should I take the third, and how to defend it? Or do I wait for HT and 2-base-push right away?
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On July 01 2011 00:50 Quochobao wrote: I know this question might be asked a lot already, but no consensus has really emerged. Thus I am inclined to ask again, hoping a pro here can answer
When I scout spire close to finish, and knowing that I can no longer 6 gate push, what should I do?
I'll break it down into simpler questions, but if you have a big-picture answer, please let us know
1. Should I IMMEDIATELY tech to Twilight Council and Templar Archive, choronoboosting all the way?
2. How should I set up my defense? Canons in both mineral lines, stalkers hovering in the middle? Or camp stalkers in one, while def with heavy canons in another?
3. Pertaining to question 2, how to deal with muta sniping buildings at the edge of my base? How to cover both mineral lines and the edge also?
4. When should I take the third, and how to defend it? Or do I wait for HT and 2-base-push right away?
1. Yes. Blink is #1 priority.
2. A cannon or 2 in each mineral line, depending on how many mutas he gets. If he continues to mass muta you'll want more. Separate your stalker into 2 groups, 1 group for each base. Hovering all your stalkers in the middle is useless. You actually don't need to have a big group of stalkers capable of taking down the entire muta flock by itself, you just poke at the mutas and if they chase you can just run back to cannons.
3. You want to keep each group of stalkers as outlined in #2 patrolling the edge of your base. You should also have obs/robo anyway, use that to help keep track of where the mutas are.
4. That's personal preference whether or not you want to go for 3rd base or 2 base push. If you want to take your 3rd, I would try to take it as soon a possible. Note that it doesn't cost much to try to take it (you're gas starved anyway), so if he forces a cancel then it's not much of a loss. Keep trying, your army should be growing bigger than his every minute. At this point I'd keep a group of stalkers in your base, while your main army is defending both your nat and 3rd.
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Are one key switches with autohotkey allowed by Blizzard? I have a great larvae inject method that is not a "macro" but changing one key for another. Is this allowed and would I be able to share it with TL?
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On July 01 2011 03:02 Colak wrote: Are one key switches with autohotkey allowed by Blizzard? I have a great larvae inject method that is not a "macro" but changing one key for another. Is this allowed and would I be able to share it with TL?
the rule is
"One Action Per Click"
one key for another is fine, so is something like
Q::^LButton (Q= Control Click)
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Block slag pits, delta quadrant, and scrap station.
Not because they are good or bad for your race or build, but because those maps aren't in any tournament map pool.
EDIT: You can also block typhon now since it's no longer in MLG. So take your pick of scrap or typhon, actually I think I've still seen both of them used in small online tournaments. Definitely get rid of DQ and slag though.
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I think I'm going to be areal douche and don't help you with this particular question. Firstly because I don't actually know, and secondly, because this is something that is important to find out for yourself. If you are low level, it is important to know the strength and weaknesses of a build you're doing, instead of just doing it blindly and hoping for the best, thus you'll learn a ton by finding out yourself why a build wont work on a specific map.
EDIT: oh well, sniped
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Hi, I'm new to SC2 and to RTS games in general, and seeing as I can't make a new thread just yet, i'll try to keep this as simple as possible in order to get a simple answer. I recently lose a game PvP, I made stalkers and guardians and he made void raids, shit loads of cannons (it was a big map), and I got my ass kicked. Later he made carriers and mother ship and I pretty much died there.
So sages of Liquipedia, what was the appropriate counter? Because I just pretty much keep building stalkers with a few planes, observers and such.
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On July 01 2011 05:12 mex-Bloody wrote: Hi, I'm new to SC2 and to RTS games in general, and seeing as I can't make a new thread just yet, i'll try to keep this as simple as possible in order to get a simple answer. I recently lose a game PvP, I made stalkers and guardians and he made void raids, shit loads of cannons (it was a big map), and I got my ass kicked. Later he made carriers and mother ship and I pretty much died there.
So sages of Liquipedia, what was the appropriate counter? Because I just pretty much keep building stalkers with a few planes, observers and such. If your opponent is playing overly defensive, then that gives you a free opportunity to play overly greedy. If your opponent has no chance to attack you then simply expand all over the map, and run him over with mass stalker. You may want to get colossus with range upgrade if he goes bat-shit crazy with cannons.
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On July 01 2011 05:12 mex-Bloody wrote: Hi, I'm new to SC2 and to RTS games in general, and seeing as I can't make a new thread just yet, i'll try to keep this as simple as possible in order to get a simple answer. I recently lose a game PvP, I made stalkers and guardians and he made void raids, shit loads of cannons (it was a big map), and I got my ass kicked. Later he made carriers and mother ship and I pretty much died there.
So sages of Liquipedia, what was the appropriate counter? Because I just pretty much keep building stalkers with a few planes, observers and such.
Wtf game are you playing, guardians are BW units and planes refer to wraiths which is also a BW unit. Not to mention neither guardians nor wraiths are Protoss units.
It sounds more like your macro sucks. But in PvP typical army composition is mass colossus/stalker/zealot. If it gets to late game, mass void ray is good, so you'll just have to get more void rays than he does. Supposedly phoenix can counter void rays, and I guess storm can be good as well. But I would just kill him with zealot/stalker/colossus before he gets too many expansions/void rays, or mass void ray yourself.
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No, sorry I play in spanish, I had to check the names for units in English Planes > Phoenix (I'd forgotten the name, sorry) Guardians (in Spanish the unit is called Guardián) >Sentry
Thanks for the answer, I guess I should have invested in more tier 3 units then, specially void.
Edit: about the macro, I got to 200 when I attacked and had 3 bases, I guess I'll make a H thread when my 3 days period finish.
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Why do pros tend to favor one upgrade over another (e.g. +2 armor but no weapons), and how do you decide which ups will be a better choice?
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