If a tank hits a zergling with roaches near it, will its splash damage (100%) do 35 or 50 damage to the roaches?
Similarly, if a tank hits a roaches with lings near it, will the surrounding lings take 35 or 50 damage?
Lings are light, roaches are armored. Tanks so 35 damage to light and 50 to armored.
Basically the general question is, does the splash damage of the tank do damage equal to the damage type dealt to the main unit, or the damage type of the splashed unit?
On July 01 2011 17:22 HALFKNOT wrote: How many 1 gas builds protoss has against z ?
Well there are a number of builds that is not double gas. I don't know if i understand the question, because there can always be different timings on your first, second gas.
Builds that includes 1 gas right after gateway is generally some kind of aggresive build or you just want your expo up abit earlier. I usually don't go 1 gas builds against zergs but some times they decide to steal my gas. Then there are 2 builds that come to mind. First one is 4 gate push http://wiki.teamliquid.net/starcraft2/4_Gate ,
The other build that i do is stalker heavy expand. What i do is i try to kill the gas as fast as possible with my first stalker popping (u need to have 1 zealot blocking ramp at all times.) I get my expansion up a bit earlier than with normal 3 gate expand with dual gas. Possible get it even before the 2nd and 3rd gate and make the gates at lowground to block attacks. I take my gases at the expo early and the 2nd gas right after i killed the extractor. From there you can do whatever your want, 6 gate, robo, stargate, dark templars, more expos...
Ofcourse you can come up with your own build i meen there is nothing such as "A build" that is correct in every way. Hope it helped some.
On July 01 2011 17:14 isospeedrix wrote: Quick question-
If a tank hits a zergling with roaches near it, will its splash damage (100%) do 35 or 50 damage to the roaches?
Similarly, if a tank hits a roaches with lings near it, will the surrounding lings take 35 or 50 damage?
Lings are light, roaches are armored. Tanks so 35 damage to light and 50 to armored.
Basically the general question is, does the splash damage of the tank do damage equal to the damage type dealt to the main unit, or the damage type of the splashed unit?
From what i understand reading this guide http://wiki.teamliquid.net/starcraft2/Siege_Tank the tank will make splash damage accordinly to how much range there is between the impact and the unit. Lets say you fire at a roach and there is a zergling 4687 to .7812 range right next to it. The roach will take 50 damage(minus armor) the zergling will then take 35*0,5 damage(minus armor) as the zergling is not armored.
Then if a tank fireing at a zergling and there is a roach in range from 0 to .4687 the zergling will take 35 damage and the roach will take full 50 damage. If the roach is in range 4687 to .7812 from the tank and the tank is shooting at zergling the roach will take 50*0,5=25 hp damage.
And if the tank fireing at a zergling with 1 hp the zergling close to it will still take full 35 damage.
I'm not 100% sure it is like this but it seems like the most logical appealing.
As Zerg, people tell me I should have more workers then my opponent, my question is - how much more? is 10 enough? in case I get cheesed, 5 raxs for example, is it ok if I'm at the same worker count as him? or should I still have more?
On July 01 2011 18:24 ObserverSix2One wrote: As Zerg, people tell me I should have more workers then my opponent, my question is - how much more? is 10 enough? in case I get cheesed, 5 raxs for example, is it ok if I'm at the same worker count as him? or should I still have more?
It's all about the situation. Early game you want to drone as hard as possible with as little defense as you need. This video may help
Ideally, you want to drone till an attack's coming. You can stop earlier depending on the aggressiveness of the rush
If I kill off creep tumours the creep takes quite a while to disappear completely. During the time that there is "dead creep" there, it appears the zerg loses visibility of units on that creep quite quickly (from looking at replays from zerg's POV).
Does zerg still get a movement speed boost when on "dead creep". Is there even such a thing or am I just imagining it?
On July 01 2011 22:16 odious wrote: Quick question regarding creep...
If I kill off creep tumours the creep takes quite a while to disappear completely. During the time that there is "dead creep" there, it appears the zerg loses visibility of units on that creep quite quickly (from looking at replays from zerg's POV).
Does zerg still get a movement speed boost when on "dead creep". Is there even such a thing or am I just imagining it?
For the record, a Zerg's visibility in this case comes from the creep tumor, NOT the creep itself. It just so happens that the tumor visibility is roughly equal to the creep spread radius. So when the tumor dies, the visibility goes away.
Zerg still get a movement boost on any creep, even if it's about to go away (is this what you mean by "dead creep"?). But once it is gone, you don't get a movement bonus even if it's in an area where the creep tumor would have supplied creep (if that makes sense... trying to get a handle on your question).
There is no such thing as dead creep. Creep gives speed advantage as long as you can see it (even if it is receding). If you kill the creep tumor, the creep will start receding. Creep doesn't give vision, creep tumors give vision, therefore your opponent loses vision instantly, but the creep is still there for a little while.
Can someone give me some good TvT builds? I've been 1rax FE'ing in every matchup but it sucks in TvT cause they can just go for a quick marine tank push which beats it quite nicely.
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
On July 01 2011 22:16 odious wrote: Quick question regarding creep...
If I kill off creep tumours the creep takes quite a while to disappear completely. During the time that there is "dead creep" there, it appears the zerg loses visibility of units on that creep quite quickly (from looking at replays from zerg's POV).
Does zerg still get a movement speed boost when on "dead creep". Is there even such a thing or am I just imagining it?
For the record, a Zerg's visibility in this case comes from the creep tumor, NOT the creep itself. It just so happens that the tumor visibility is roughly equal to the creep spread radius. So when the tumor dies, the visibility goes away.
Zerg still get a movement boost on any creep, even if it's about to go away (is this what you mean by "dead creep"?). But once it is gone, you don't get a movement bonus even if it's in an area where the creep tumor would have supplied creep (if that makes sense... trying to get a handle on your question).
Just to make it a bit clearer. Zerg on ANY creep = speedboost.
Killing the tumour will make the creep retreat but zerg still gets the boost while it's there. Basically don't engage on the black stuff
As a zerg player, what is the most effective unit composition against a protoss opponent going mass gateway with high templar with storm and archons? Also are there any specific things I should keep in mind engaging that army?
On July 02 2011 00:29 anmolsinghmzn2009 wrote: As a zerg player, what is the most effective unit composition against a protoss opponent going mass gateway with high templar with storm and archons? Also are there any specific things I should keep in mind engaging that army?
Well there are a lot of variables involved in that scenario, but hydras are good, Infestors are a must, roaches are good, T3 are all awesome, stuff like that, it depends on how the game has developed. Remember banelings are good against EVERYTHING
For the engagement, keep your units spread, fungal the army, i'm thinking to focus HT first, then Archon, then anything. Try to fight on creep, bring some queens, wide open areas, basic zerg stuff.