|
On July 02 2011 15:39 Warnipple wrote: My only problem when playing and practicing SC2 is I fear giving the 'long commitment of time' to a game. How do I overcome this?
I'm also a huge procrastinator iRL Do you have anything else going on? I never had this issue because my scedule is litterally empty space but my brother had the same issue. He found that if you just force yourself to play one game whenever you have the free time, the overcoming this should be natural. You'd be surprised how often you'll come hot off a win and instingtively hit that find match button without much thought. Of course, if you have something more important going on (then first of all you are a disgrace to the community) then you may want to take caution, because it is easy to lose track of time given the variability of how long a match can last, though that clock at the bottom of the screen helps to some degree with this.
+ Show Spoiler +kidding about the 'disgrace' thing, by the way ♥
|
Haven't been keeping with the scene for the past 2 months or so. Can someone gimme a quick update on the three zerg matchups?
Much appreciated ^^
|
How do you easily keep track of the number of drones you have so you don't overdrone? When I tried to fix that problem, it became really easy for me to underdrone due to making buildings so I'm not sure if I'm missing some super easy way to do this.
|
On July 02 2011 19:41 Emporio wrote: How do you easily keep track of the number of drones you have so you don't overdrone? When I tried to fix that problem, it became really easy for me to underdrone due to making buildings so I'm not sure if I'm missing some super easy way to do this. Just box your workers and count manually. Each row is 8 workers. That's how I do it and I see many progamers do this as well. You still have to count from time to time (like every minute) so you know if you're oversaturated/undersaturated or not. And it helps for maynarding workers so you have to do it anyways.
|
I am unsure if there is a simple answer to this, but here goes: During the first couple of seconds of the game, you have two actions that you need to perform right away: send workers to mine, and make worker. given that you cant do these things at the same time, and i play at a speed where there is approximately 1 second between doing 1 action to doing the next; what should i do first? is there even any difference?
I am, for the sake of the example playing Zerg, so i can start the second worker before the first is done.
|
On July 02 2011 19:38 thesideshow wrote: Haven't been keeping with the scene for the past 2 months or so. Can someone gimme a quick update on the three zerg matchups?
Much appreciated ^^
PvZ: ling infestor with banelingdrops is the new style against deathball colossus stalker.
TvZ: ling/bling mutalisk into brood lords vs marine tank medivac
ZvZ: infestors
|
Colossus/stalker is dying in PvZ. Mass blink stalker or zealot/archon is the new thang.
|
On July 02 2011 20:00 immanentblue wrote: I am unsure if there is a simple answer to this, but here goes: During the first couple of seconds of the game, you have two actions that you need to perform right away: send workers to mine, and make worker. given that you cant do these things at the same time, and i play at a speed where there is approximately 1 second between doing 1 action to doing the next; what should i do first? is there even any difference?
I am, for the sake of the example playing Zerg, so i can start the second worker before the first is done.
Start building worker first, always. The reason for this is that as you get quicker, you'll have enough minerals to start a second worker the exact millisecond the first worker pops out. But if you send your workers to mine first, and then spend another second to make a worker, then you will be exactly one sec behind.
A second reason is that if you mess up the worker split, you'll have to click on hatch first, make a drone, and then go back to fixing it, making you lose valuable mining time. If you make a drone first, however, and then send your workers to mine, you got all the time in the world to split propperly and fix missclicks rigth away.
|
Blazinghand
United States25555 Posts
On July 02 2011 19:49 shannn wrote:Show nested quote +On July 02 2011 19:41 Emporio wrote: How do you easily keep track of the number of drones you have so you don't overdrone? When I tried to fix that problem, it became really easy for me to underdrone due to making buildings so I'm not sure if I'm missing some super easy way to do this. Just box your workers and count manually. Each row is 8 workers. That's how I do it and I see many progamers do this as well. You still have to count from time to time (like every minute) so you know if you're oversaturated/undersaturated or not. And it helps for maynarding workers so you have to do it anyways.
Another strat is to keep track of how many buildings you make, and whenever you addon a new tech building, hatch, crawler, extractor etc you add drones to keep up.
|
Question from a newbie! For background, I got the game a month ago and I am Bronze in 1v1 but Platinum in 2v2. For reference, I play Protoss or Terran in StarCraft II.
#1. What would you say are the big differences in 1v1 versus 2v2 play that I should try to refine for 1v1 play? What usually wins it for me and my team in 2v2 is that I am pretty good at remembering to macro, expand and keep my worker count constantly growing. We're usually pretty successful whether we do early pressure, fast expand or do a tech rush; but, many of the same builds and tactics with which I feel very comfortable in 2v2 just get picked apart in 1v1 due to harassment, multitasking concerns and so on. I feel like my APM is kind of low, but that more importantly I get flustered and can't keep my focus when many things are happening in a 1v1. Why would you say that I am able to handle it in 2v2 but not in 1v1, and what steps do you think I could take to improve my performance in that regard? Mental drills, checklists, practice exercise, that sort of thing?
#2. If I am playing Protoss with the intention to have an army composition that heavily features Immortals or Archons, is it preferable to get 2 forges and prioritize shields over armor or should I get 3 forges so that I can get all 3 upgrades, or what? Often I will open with either 2gate pressure or a standard 4gate, and based on the enemy's race and army composition either high templars with storm/archons or Immortals will seem like a good idea to bolster my army that's usually zealot/sentry/stalker or stalker/sentry/zealot.
#3. Against enemy ranged damage dealers, is there a rule of thumb that I can go by to determine whether chargelots or blink stalkers are the better investment to get first? I've been going with chargelots against opening Marauders or Roaches (or getting Void Rays sometimes), but I've seen replays of blink stalkers being used to defeat both of these through the use of blink micro and terrain advantages. Is this decision something that is dependent on player skill and experience, on the terrain available on the map and where you expect engagements to occur, on the relative numbers and timing of the enemy army, or something else that I'm too inexperienced to consider?
P.S.: This is my first post on TL.net and I am completely new to the SC2 community, so if now or in the future I miss a nuance of the rules or commit a breech of etiquette please gently let me know and I will correct it. I accept criticism well and, being from SA, I strive towards good posting; so, let me know how I can improve instead of just dissing me if I say something dumb. Oh and I didn't think to check before making this handle (it's my SC2 character's name and was the name of my WOW character for the past few years), but if there is someone else with the handle Flashblade who's well-known somewhere in the community I am not trying to pretend to be that person.
Thanks in advance!
Edit:
#4. I've seen replays of people "carpet bombing" with transports. I.e., six medivacs or overlords will be flying along and all six of them will start dropping 1 unit at a time while still moving. I can only get one of them to do that at a time, and either the others will sit there doing nothing or they will deploy the regular way. What is the key and click combination to make this happen?
#5. Similar question to getting Stalkers to blink in order up or down terrain. A line of Stalkers will be approaching a cliff and the line of stalkers is too big for you to simply blink all of them up at once; i.e., if you did that, some would go up the cliff and some would just blink to the cliff. But in replays, the line of stalkers will march up to the cliff and each one will blink when it gets within range of blinking over the ledge. What is the key and click combination to make this happen?
#6. I have heard from friends that it is possible to get siege tanks to switch back and forth between siege mode and tank mode, move and go back to siege mode again without having to babysit each siege tank during the transformation dead time. The fact that I do not know how to do this is what makes me absolutely hate using siege tanks. How do I do this?
|
I am having trouble opening on Xelnaga caverns, as it is just about the worst map for a Forge Fast Expand, and the old standard 3 gate sentry expands appear to be dying, and i do not want to open stargate or DT. All the games on xelnaga i find on replay sites are either cheese or protoss loses, i can't find a single standard game ^.^
I basically want to be able to play more aggressive, as i am losing to hard macro zergs who take a fast third.
|
I've just lost a ton of games in a row vs mutaling and whenever i push out they just go for a base trade. how do I handle this style? As soon as I attack they just try and end my base and it goes to a base trade which is stupid. What do i do?
|
On July 03 2011 01:59 See.Blue wrote: I've just lost a ton of games in a row vs mutaling and whenever i push out they just go for a base trade. how do I handle this style? As soon as I attack they just try and end my base and it goes to a base trade which is stupid. What do i do? Hi!
As I stated just a couple of posts above yours, I'm a terrible newbie; but, it might be helpful if you included what race you're playing in this question and what sort of build you're trying to use in the games you're referencing. Without that information, I would imagine it's pretty hard to give you a useful response; i.e., if you're playing Zerg and I start talking about Protoss units and timing that's not exactly going to help you much.
e: To illustrate the point, I am guessing that you're talking about ZvZ.
|
#5. Similar question to getting Stalkers to blink in order up or down terrain. A line of Stalkers will be approaching a cliff and the line of stalkers is too big for you to simply blink all of them up at once; i.e., if you did that, some would go up the cliff and some would just blink to the cliff. But in replays, the line of stalkers will march up to the cliff and each one will blink when it gets within range of blinking over the ledge. What is the key and click combination to make this happen?
#6. I have heard from friends that it is possible to get siege tanks to switch back and forth between siege mode and tank mode, move and go back to siege mode again without having to babysit each siege tank during the transformation dead time. The fact that I do not know how to do this is what makes me absolutely hate using siege tanks. How do I do this?
I think I can answer to these two.
5: You should right click your Stalkers near the cliff, hold shift and then order them to Blink past it.
6: Similarly to 5- Shift-click Siege Mode while the tanks are moving and they'll Siege when they stop.
|
On July 03 2011 03:24 SolidSven wrote:Show nested quote +#5. Similar question to getting Stalkers to blink in order up or down terrain. A line of Stalkers will be approaching a cliff and the line of stalkers is too big for you to simply blink all of them up at once; i.e., if you did that, some would go up the cliff and some would just blink to the cliff. But in replays, the line of stalkers will march up to the cliff and each one will blink when it gets within range of blinking over the ledge. What is the key and click combination to make this happen?
#6. I have heard from friends that it is possible to get siege tanks to switch back and forth between siege mode and tank mode, move and go back to siege mode again without having to babysit each siege tank during the transformation dead time. The fact that I do not know how to do this is what makes me absolutely hate using siege tanks. How do I do this? I think I can answer to these two. 5: You should right click your Stalkers near the cliff, hold shift and then order them to Blink past it. 6: Similarly to 5- Shift-click Siege Mode while the tanks are moving and they'll Siege when they stop. Oh so just like queuing any other commands. Thanks!
|
On July 03 2011 01:13 Flashblade wrote: Question from a newbie! For background, I got the game a month ago and I am Bronze in 1v1 but Platinum in 2v2. For reference, I play Protoss or Terran in StarCraft II.
#4. I've seen replays of people "carpet bombing" with transports. I.e., six medivacs or overlords will be flying along and all six of them will start dropping 1 unit at a time while still moving. I can only get one of them to do that at a time, and either the others will sit there doing nothing or they will deploy the regular way. What is the key and click combination to make this happen?
hit d (unload all) then click on the dropship.
|
On July 03 2011 01:59 See.Blue wrote: I've just lost a ton of games in a row vs mutaling and whenever i push out they just go for a base trade. how do I handle this style? As soon as I attack they just try and end my base and it goes to a base trade which is stupid. What do i do? You're protoss, correct? In a situation where the zerg is going heavy mutalisks, the only real way to play out the game is to turtle/expand close. You can never move out of your base if your opponent's mutalisk count is in any way threatening, so if your opponent gets mutalisks out without dieing first then chances are the game will last a long time. That's not to say you can't pressure zerg in any way. I've seen players cover a new expansion by sending a small group of blink stalkers or zealots for harass, pulling the mutas back and giving you an opportunity to breath. For the mid-late game solution that allows you to move out, very gas heavy armies can be a good idea, giving you plenty of minerals to dump in to a totally stupid number of cannons. Obviously this means that high templar will be a good choice.
|
On July 03 2011 01:58 Surili wrote: I am having trouble opening on Xelnaga caverns, as it is just about the worst map for a Forge Fast Expand, and the old standard 3 gate sentry expands appear to be dying, and i do not want to open stargate or DT. All the games on xelnaga i find on replay sites are either cheese or protoss loses, i can't find a single standard game ^.^
I basically want to be able to play more aggressive, as i am losing to hard macro zergs who take a fast third. 3 gate expand shouldn't give much problems. If the issue on Xel'naga caverns is your opponent taking a third then I'd recoment a blink transition once you stabalize with your own natural expantion. Expanding as zerg is awkward on that map because our thirds are: 1) low ground third: Forces us to cover all four paths in the center. 2) gold: Highly vunerable and blocked by rocks, you can't really take this 'fast'. 3) wing expantion: expands towards opponent, creating an awkward angle for defence. So a mobile army that can abuse the difficulty to defend these thirds would be a good idea.
|
On July 03 2011 02:05 Flashblade wrote:Show nested quote +On July 03 2011 01:59 See.Blue wrote: I've just lost a ton of games in a row vs mutaling and whenever i push out they just go for a base trade. how do I handle this style? As soon as I attack they just try and end my base and it goes to a base trade which is stupid. What do i do? Hi! As I stated just a couple of posts above yours, I'm a terrible newbie; but, it might be helpful if you included what race you're playing in this question and what sort of build you're trying to use in the games you're referencing. Without that information, I would imagine it's pretty hard to give you a useful response; i.e., if you're playing Zerg and I start talking about Protoss units and timing that's not exactly going to help you much. e: To illustrate the point, I am guessing that you're talking about ZvZ.
Haha my bad, I'm a protoss.
On July 03 2011 04:17 Soluhwin wrote:Show nested quote +On July 03 2011 01:59 See.Blue wrote: I've just lost a ton of games in a row vs mutaling and whenever i push out they just go for a base trade. how do I handle this style? As soon as I attack they just try and end my base and it goes to a base trade which is stupid. What do i do? You're protoss, correct? In a situation where the zerg is going heavy mutalisks, the only real way to play out the game is to turtle/expand close. You can never move out of your base if your opponent's mutalisk count is in any way threatening, so if your opponent gets mutalisks out without dieing first then chances are the game will last a long time. That's not to say you can't pressure zerg in any way. I've seen players cover a new expansion by sending a small group of blink stalkers or zealots for harass, pulling the mutas back and giving you an opportunity to breath. For the mid-late game solution that allows you to move out, very gas heavy armies can be a good idea, giving you plenty of minerals to dump in to a totally stupid number of cannons. Obviously this means that high templar will be a good choice.
Sounds good! The problem is I always end up against this on tal darim or backwater; altar has SO much surface area to be protected its tough and backwater, theres just no third you can safely take in that match up. Hate that map. But thanks! I'll try and be more patient and get a high count of canons and temps
|
In the last day9 daily there was a lot of talk of convergence points. As a plat P where should I try to end up in PvZ and PvT once im on 2 bases? PvP thats a bit of a silly question to ask, but for the other two, what configurations are reasonable?
|
|
|
|
|
|