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On February 23 2011 10:41 nyc863 wrote: I have simple questions on gas micro..
I find putting workers on gas to be one of the slowest parts of my APM. I'm wondering if there are any techniques to aim for. There are several problems.
a/ construct two gas with two workers then returning at the right time to allocate 4 more workers, two to each, efficiently..
b/ can you really see at a glance if you have 2 or 4 workers on gas? I mean, at a glance, not watching it for a second. Or is it quicker to click gas, and read the number..
c/ is it a terrible habit to grab two workers prior to a gas finishing and sic them on the building knowing you often forget, or are late allocating the 2 after construction.
a)You can hotkey two of each and just send them fast when they finish, there's no easy method for this. Just takes practice
b) 3 workers = always a skip or an empty spot every interval as a worker enters and another leaves as another goes in. 4 workers = always one guy just standing at the gas
c) Nope. I do it sometimes as well.
If you play toss, you can hold shift for them to construct their assimiliator and then left on a mineral patch while holding shift. This will give them a queue of commands.
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On February 23 2011 11:20 Torte de Lini wrote:Show nested quote +On February 23 2011 11:07 0AtRi0 wrote: i wasnt sure if this deserved its own thread or not... SoO ill post it here to be safe ^_^
I have a tough time with muta/roach in ZvZ. Its weird because i Never see ProS go muta, Which makes me think there is some obvious Way to deal with this that i am missing. Im also afraid to make too many hydras, because then i will lose to pure roach. Help? Im gold leauge btw. Did he fast-expand? The beauty of Mutas is to get map-control, so generally you have to check the numbers in my honest opinion: is he getting more mutas, or more roaches. Or better yet: trying Roach with Infestors and get those fungals down. This will dispel the speed and use of mutas and will show his roach count to be lower than yours. Additionally: static defense to prevent muta harassment and infested terrans are equal alternatives that hardly deter your roach count. No one said 3 queens on each base isn't a bad idea either. Give those a shot and let me know how it fairs out.
thanks a lot - ill give it a try :D
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On February 23 2011 11:33 0AtRi0 wrote:Show nested quote +On February 23 2011 11:20 Torte de Lini wrote:On February 23 2011 11:07 0AtRi0 wrote: i wasnt sure if this deserved its own thread or not... SoO ill post it here to be safe ^_^
I have a tough time with muta/roach in ZvZ. Its weird because i Never see ProS go muta, Which makes me think there is some obvious Way to deal with this that i am missing. Im also afraid to make too many hydras, because then i will lose to pure roach. Help? Im gold leauge btw. Did he fast-expand? The beauty of Mutas is to get map-control, so generally you have to check the numbers in my honest opinion: is he getting more mutas, or more roaches. Or better yet: trying Roach with Infestors and get those fungals down. This will dispel the speed and use of mutas and will show his roach count to be lower than yours. Additionally: static defense to prevent muta harassment and infested terrans are equal alternatives that hardly deter your roach count. No one said 3 queens on each base isn't a bad idea either. Give those a shot and let me know how it fairs out. thanks a lot - ill give it a try :D
just a thought - when you get infestors to deal with the mutas, do you also get hydras to shoot them down once they are fungaled?
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Since you're going heavy roaches, you're dumping most of your gases on infestors and wasting their leftover gas on Infested Terrans. I'm not sure if you can afford Hydras, but since Fungal hurts the mutas relatively a lot, a couple of hydras is sufficient to finish them, or if you have enough infestors, you can keep the mutas in place and just let F.G them to death (I.T can help fasten this process).
Oh, just because they're fungal growth, doesn't mean they can attack, so step back when you do it :B
just a thought - when you get infestors to deal with the mutas, do you also get hydras to shoot them down once they are fungaled?
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On February 23 2011 11:27 Torte de Lini wrote:Show nested quote +On February 23 2011 10:44 Obaten wrote: Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu. Happens to me a lot. No there isn't sadly. Try to boost the sensitive of your screen moving when reaching the edge and just focus on centering.
Yes there is! I've done it. It's in the options menu but I'm at work and I can't check what it's called. The only downside is when I 'gg' and go to surrender I sometimes click on the menu button a couple of times before I realise I have to f10 :-p.
Thought I'd mention, it doesn't actually get rid of the buttons, it just disables them so you can't click on them. Same effect.
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On February 23 2011 11:45 HughJorgen wrote:Show nested quote +On February 23 2011 11:27 Torte de Lini wrote:On February 23 2011 10:44 Obaten wrote: Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu. Happens to me a lot. No there isn't sadly. Try to boost the sensitive of your screen moving when reaching the edge and just focus on centering. Yes there is! I've done it. It's in the options menu but I'm at work and I can't check what it's called. The only downside is when I 'gg' and go to surrender I sometimes click on the menu button a couple of times before I realise I have to f10 :-p. Thought I'd mention, it doesn't actually get rid of the buttons, it just disables them so you can't click on them. Same effect.
Now you're making me load SC2 D:<
![[image loading]](http://img.photobucket.com/albums/v713/Xeroxer/Untitled-961.png)
I stand corrected!
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What is the ideal timing for the 4 gate attack and how many units should it consist of?
Is there a thread on TL that focuses on the mindset of players and players and decison-making similar to the Ver BW guide or Day 9's fixing the little things daily?
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On February 23 2011 09:45 Synystyr wrote:Show nested quote +On February 23 2011 08:15 ZeroTalent wrote:On February 15 2011 05:52 ZeroTalent wrote: Also mechanics and not strategy ... how do I tell an SCV to auto-repair a not-yet full bunker? If I right-click on it it just goes into the bunker. So, I'm still not sure if right-click actually sets an SCV to auto-repair something. However lately my solution has been to put the SCVs on patrol behind the bunker and right-click "repair" to set them to auto-repair. This does what I meant ... even if there are hostile units on the patrol path the AI will repair the bunker rather than attack the hostiles. Follow-up: is there a hotkey for auto-repair? Or do you have to right-click the repair icon? If you mouse over the icon, it should tell you. I believe it's CTRL+R.... Either way, if you want your SCV to repair the bunker, simply press R and click it. That'll do the trick ^^
I'm pretty sure the "hotkey" to put something on autocast is to use the hotkey while holding Alt. Of course, I've re-mapped my Alt, so I'm not sure it will work for me
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2 quick questions:
When banelings attempt to destroy buildings, i know they do 80 damage, but does damage upgrades for blings or armor for buildings affect this damage count?
And how much damage do they do to buildings if they don't directly explode on them, but splash reaches the buildings?
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On February 23 2011 16:07 HighQuality wrote:
When banelings attempt to destroy buildings, i know they do 80 damage, but does damage upgrades for blings or armor for buildings affect this damage count?
Yes. Banelings get +5 against buildings per melee upgrade and +1 armor per carapace upgrade.
If you're asking if building armor affects the damage taken, the answer should be yes as well.
On February 23 2011 16:07 HighQuality wrote:
And how much damage do they do to buildings if they don't directly explode on them, but splash reaches the buildings?
Full damage.
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On February 23 2011 04:20 Kaitlin wrote: There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for.
Lynyrd Synystyr already answered this, but i have a follow up.. in brood war, the shield upgrade wasnt as good because damage modifiers didn't effect them. so for instance, a ghost would do 10 damage to a dragoons shields, but only 5 damage to their health, so getting an upgrade to shield would only reduce 10% of the damage but an armor upgrade would reduce damage 20%. i think it's similar in sc2? i can't play these days so again i'm not 100%
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On February 23 2011 11:48 Torte de Lini wrote:Show nested quote +On February 23 2011 11:45 HughJorgen wrote:On February 23 2011 11:27 Torte de Lini wrote:On February 23 2011 10:44 Obaten wrote: Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu. Happens to me a lot. No there isn't sadly. Try to boost the sensitive of your screen moving when reaching the edge and just focus on centering. Yes there is! I've done it. It's in the options menu but I'm at work and I can't check what it's called. The only downside is when I 'gg' and go to surrender I sometimes click on the menu button a couple of times before I realise I have to f10 :-p. Thought I'd mention, it doesn't actually get rid of the buttons, it just disables them so you can't click on them. Same effect. Now you're making me load SC2 D:< + Show Spoiler +I stand corrected!
Awesome! Thank you guys!
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On February 23 2011 17:49 Mythito wrote:Show nested quote +On February 23 2011 04:20 Kaitlin wrote: There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for. Lynyrd Synystyr already answered this, but i have a follow up.. in brood war, the shield upgrade wasnt as good because damage modifiers didn't effect them. so for instance, a ghost would do 10 damage to a dragoons shields, but only 5 damage to their health, so getting an upgrade to shield would only reduce 10% of the damage but an armor upgrade would reduce damage 20%. i think it's similar in sc2? i can't play these days so again i'm not 100%
In SC2, it's a bonus damage mechanic, so if this were true, shields would be a priority. However, as most people who have tried to counter marauders with stalkers will tell you, shields and health damage is constant with exceptions for armor and Hardened shield.
I get armor because what I want to take hits are zealots, and their health:shield is 2:1, so they benefit more from armor. Likewise, on the offchance that I outupgrade an opponents mass marine ball, it's always nice to see them do one damage a shot to GS +3 armor chargelots.
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On February 23 2011 10:44 Obaten wrote: Is there any way to get rid of the menu/message log/help buttons on the top of the screen during the game? It's annoying when I try to click something at the top of the screen and end up opening a menu.
I cannot check at the moment but i am almost certain you can turn off clickable menu buttons somewhere in the interface.
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On February 23 2011 12:31 Helen Killer wrote: What is the ideal timing for the 4 gate attack and how many units should it consist of?
Is there a thread on TL that focuses on the mindset of players and players and decison-making similar to the Ver BW guide or Day 9's fixing the little things daily?
Ideally, your warpgate research will finish around 5:40 if you chronoboost the upgrade through it's entire research duration. That means your 4 Gate push should reach your opponent at 6:00 tops to be completely optimal. Generally, you are making a few units while warpgate is researching, and it's usually common to see the push consist of 4 Stalkers and 3 Zealots iirc.
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On February 23 2011 19:36 Aequos wrote:Show nested quote +On February 23 2011 17:49 Mythito wrote:On February 23 2011 04:20 Kaitlin wrote: There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for. Lynyrd Synystyr already answered this, but i have a follow up.. in brood war, the shield upgrade wasnt as good because damage modifiers didn't effect them. so for instance, a ghost would do 10 damage to a dragoons shields, but only 5 damage to their health, so getting an upgrade to shield would only reduce 10% of the damage but an armor upgrade would reduce damage 20%. i think it's similar in sc2? i can't play these days so again i'm not 100% In SC2, it's a bonus damage mechanic, so if this were true, shields would be a priority. However, as most people who have tried to counter marauders with stalkers will tell you, shields and health damage is constant with exceptions for armor and Hardened shield. I get armor because what I want to take hits are zealots, and their health:shield is 2:1, so they benefit more from armor. Likewise, on the offchance that I outupgrade an opponents mass marine ball, it's always nice to see them do one damage a shot to GS +3 armor chargelots.  If you are going chargelot heavy, then yea armor upgrade is more important than weapons. However, if you're going colossi heavy, then weapon is more important. Note: the only matchup you would ever prioritize armor over weapon is PvT. Rarely will you want armor over weapons in PvP or PvZ
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If I plan to play Zerg with no queens, how many hatches can I support for standard army compositions on X number of bases?
My guess:
2 base - 3 hatch 3 base - 5 hatch
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On February 24 2011 00:25 Soleron wrote: If I plan to play Zerg with no queens, how many hatches can I support for standard army compositions on X number of bases?
My guess:
2 base - 3 hatch 3 base - 5 hatch
you never want to play zerg with no queens, there is absolutely no reason you would want to play queens*. they help your economy, army, map control, army speed and theyre a solid defensive unit.
*funday munday excluded, where you probably want 2-3 hatches per mining base, depending on what unit comp you want
also,
On February 23 2011 22:54 tuestresfat wrote:Show nested quote +On February 23 2011 19:36 Aequos wrote:On February 23 2011 17:49 Mythito wrote:On February 23 2011 04:20 Kaitlin wrote: There was a post a while up about putting your marines in your ally's bunker with shared control. It's not possible, unless they've changed it in the last couple months. The answer given in the thread was that it IS possible.
My question is:
Why do people seem to suggest that armor upgrades for protoss should be prioritized over shields ? The increased armor has no effect until after the shields are completely wiped out, so it would seem that shields would derive benefit first. Not only that, but shields regenerate. The only thing I can think of is based on the amount of life vs. shields a unit has, but for the bulk of the army, shields are significant. Also, shield upgrades are slightly more expensive, but it seems to me that shield upgrades would be more beneficial than they are given credit for. Lynyrd Synystyr already answered this, but i have a follow up.. in brood war, the shield upgrade wasnt as good because damage modifiers didn't effect them. so for instance, a ghost would do 10 damage to a dragoons shields, but only 5 damage to their health, so getting an upgrade to shield would only reduce 10% of the damage but an armor upgrade would reduce damage 20%. i think it's similar in sc2? i can't play these days so again i'm not 100% In SC2, it's a bonus damage mechanic, so if this were true, shields would be a priority. However, as most people who have tried to counter marauders with stalkers will tell you, shields and health damage is constant with exceptions for armor and Hardened shield. I get armor because what I want to take hits are zealots, and their health:shield is 2:1, so they benefit more from armor. Likewise, on the offchance that I outupgrade an opponents mass marine ball, it's always nice to see them do one damage a shot to GS +3 armor chargelots.  If you are going chargelot heavy, then yea armor upgrade is more important than weapons. However, if you're going colossi heavy, then weapon is more important. Note: the only matchup you would ever prioritize armor over weapon is PvT. Rarely will you want armor over weapons in PvP or PvZ
not once, not even a single time, did ANYONE who you quoted say ANYTHING at all about weapon upgrades, it was a debate between protoss shield and protoss armor, nothing to do with weapons
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On February 24 2011 00:25 Soleron wrote: If I plan to play Zerg with no queens, how many hatches can I support for standard army compositions on X number of bases?
My guess:
2 base - 3 hatch 3 base - 5 hatch
Out of curiosity, why would you ever want to do that?
This relates back to the Brood War style of play, where the units and build you want to use dictate how many hatcheries you need to produce larva.
If you are doing a Spire build, you would need less hatcheries than if you wanted to go mass speedling/baneling.
I believe the rule of thumb otherwise was 2-3 hatcheries per every base your opponent has in order to keep up with production.
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you never want to play zerg with no queens, there is absolutely no reason you would want to play queens*. they help your economy, army, map control, army speed and theyre a solid defensive unit.
I know I couldn't keep up with the injects, and I'm only looking to experiment with Zerg, not main it. I know it's a loss of efficiency by 150 minerals per queen.
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