Simple Questions Simple Answers - Page 240
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lorkac
United States2297 Posts
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Velocity`
United Kingdom343 Posts
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FlaminGinjaNinja
United Kingdom879 Posts
On July 02 2011 00:46 lorkac wrote: When going Reactor-Hellion, what do I scout to let me know if the proper transition is to Fast Expand or to get Starport tech? When you move out with your hellions, if they have roaches and you don't to alot of damage it may be difficult to expand because of rouch ling counter attacks so imo it would be better to tech, if however you do alot of eco damage then take an expansion, just make sure you put bunkers down and build the expo in your main, turn into an orbital and then fly it to natural, much safer then building it at your natural | ||
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JayDoGG
Germany1 Post
Its pathetic how easy it is 2 play... As terran u'll see sentrys at the entrance and u'd think of an fe by the toss... but even if you would scout this, how can u stop it with 1 rax expand? siege tanks and ghosts would be 2 late i think... and i dont know how many hellions are out around 7 minutes... | ||
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Johnzee
United States216 Posts
On July 02 2011 01:09 JayDoGG wrote: What can a FE Terran do against this kind of 5 gate sentry push? Its pathetic how easy it is 2 play... As terran u'll see sentrys at the entrance and u'd think of an fe by the toss... but even if you would scout this, how can u stop it with 1 rax expand? siege tanks and ghosts would be 2 late i think... and i dont know how many hellions are out around 7 minutes... Seems like this could be stopped by pulling all the SCVs at the natural into the front before the Toss came up the ramp, although it's hard to tell how many the SCVs Terran has in this replay. When you see a push like this as Terran, don't be afraid to grab a ton of SCVs and go to town. When they're in front they absorb damage and allow you to focus down enemy units with Marines. Plus, if the SCVs are in front, they can't really force field the bunkers... otherwise the Zealots can't get to them either. Finally, you can afford to lose a lot of SCVs since the Toss obviously is all-in (or at least semi-all in) - that extra CC from the natural expo will help make up the loss. | ||
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mavsfan0041
United States306 Posts
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8D
66 Posts
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mavsfan0041
United States306 Posts
On July 02 2011 02:05 8D wrote: When a sentry casts guardian shield it shows this big bubble that represents whatever friendlies are inside it will take less damage from ranged attacks, if for example, a marine walked inside the bubble does the effect no longer work? (like the bubble shield in Halo) I'm pretty sure that guardian shield is just an AoE buff. It's not really a "shield" per se. Every unit under it just gets the buff even if the attacking unit is also inside of it. | ||
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GinDo
3327 Posts
On July 02 2011 01:01 Velocity` wrote: 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. Well actually the 1 Rax FE in TvT is standard. And that match up is the safest to do that build. Most likely your allowing your macro to slip, but any how the best thing to do after the FE in TvT is blue Hellions and Marines. The early tank push has few tanks such that your hellions can roast the marines and your marines can rape the tanks by moving in on the tank. 1 Rax FE in TvT can hold off every form of early aggression. Its a simple matter of knowing what to do and how to react. | ||
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tehemperorer
United States2183 Posts
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HardCorey
United States709 Posts
On July 02 2011 02:28 mavsfan0041 wrote: I'm pretty sure that guardian shield is just an AoE buff. It's not really a "shield" per se. Every unit under it just gets the buff even if the attacking unit is also inside of it. It only affects friendly units. "Creates a range 4 aura that reduces incoming ranged damage to friendly units by 2. Lasts 15 seconds." | ||
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HardCorey
United States709 Posts
On July 02 2011 02:42 tehemperorer wrote: If you are gas-starved as Protoss and the minerals are building up, what is a good mineral sink besides zealots? Do you really have any other options? Two bases, 8 minutes in, 4 gateways, TC... Respond with PvZ and PvT options if you could. I feel like I warp in a round of zealots and have hundreds of minerals just evaporate to mm stim or roaches Mid masters Expanding more to get additional Gas is always a viable option. Spend extra minerals of Nexi. To comment on your other problem getting charge and +1 attack upgrades and then using Zealots as a mineral dump is much more effective. Think about it this way, If terran only invested minerals into marines without shields/stim its the same effectiveness as sinking all minerals into un-upgraded zealots. | ||
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rsvp
United States2266 Posts
On July 02 2011 03:29 HardCorey wrote: Expanding more to get additional Gas is always a viable option. Spend extra minerals of Nexi. To comment on your other problem getting charge and +1 attack upgrades and then using Zealots as a mineral dump is much more effective. Think about it this way, If terran only invested minerals into marines without shields/stim its the same effectiveness as sinking all minerals into un-upgraded zealots. PvT: This really shouldn't be an issue here, since zealots are a critical part of any army (standard colossus or gateway/HT), and are effective against any terran composition (bio, mech, even against mass air zealots are still great for harassing around the map). They don't really "evaporate" to MM, yes they can be kited but they are tanking the damage so that your other higher tech units can do the damage. Also in PvT, getting additional gateways (more than you can support) is not a bad idea, since I hate it when a drop comes in your base but you just warped in a round of units somewhere else. PvZ: Past early/mid game, zealots do suck in this matchup. Your mineral dump should be in additional expansions and cannons. | ||
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rsvp
United States2266 Posts
On July 02 2011 01:43 mavsfan0041 wrote: About what time does a 6 gate push after a FFE hit? I'm working on a build to counter it and no one has tried that against me yet. I want to seem if it's viable against heavy aggression (6/7/8 gate). There are many types of 6 gate pushes after a FFE. There's the fast +1 attack version which will come at about 8-9 minutes, and will come with few or no sentries. There's also a later, much beefier version normally with many sentries and can come with obs/immortals as well. That comes later, anywhere from 9-10+ minutes. | ||
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Diderick
Netherlands298 Posts
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BoD0M
64 Posts
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Sir Snoopy
United States57 Posts
My questions are, why isn't this done (more?) in SC2, and how can a player learn the standard micro practices necessary for a given race, and practice? | ||
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Soluhwin
United States1287 Posts
On July 02 2011 08:41 BoD0M wrote: When hotkeying several queens to one key, how do you "toggle" between the queens so fast (for larva) i see it in streams but cant seem to figure it out, same goes for hatcheries. If you're talking about injecting with only one hotkey with all queens, then It's done by hitting backspace (pans the camera over a hatchery). http://www.teamliquid.net/forum/viewmessage.php?topic_id=125725 ^thread showing the larva inject method. | ||
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Soluhwin
United States1287 Posts
On July 02 2011 09:38 Sir Snoopy wrote: Back in my days of AOE3 and Rise of the Witch King, we would split our ranged units into two or three control groups, and do the micro with all sorts of different positioning, ect. In AOE3, we would know how many shots it would take to one-shot a unit, so we would have, say, 5 Muskets which we knew could oneshot something else (a pikeman). We have 15 Muskets, we would have 3 groups and focus fire effectively. The practice was considered standard. My questions are, why isn't this done (more?) in SC2, and how can a player learn the standard micro practices necessary for a given race, and practice? From a zerg point of view, I know that so many other actions are needed to keep up with economy and production. It gets to the point where not microing is the correct decision because there is so much else to keep up with that using actions to do things like this is wasted when you look at what else you could be doing right now. That, and when you get to mid-late game situations where you are handling so much stuff and so many different units, then your hotkeys are separated by unit type rather than groups to do things like this. That's not to say this kind of micro shouldn't be done, I'm sure we'll see it as people get better. | ||
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Warnipple
Canada57 Posts
I'm also a huge procrastinator iRL | ||
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