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Hm, not the topic I was looking for, but thanks! I couldn't find it in my own searches either!
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On July 06 2011 08:19 Torte de Lini wrote: Can anyone tell me the build for the Roach Ling all-in
Type it in google, or use Liquipedia strategy section. This isn't the place for that question. You should be able to find it easily elsewhere.
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On July 06 2011 09:15 Mr Showtime wrote:Show nested quote +On July 06 2011 08:19 Torte de Lini wrote: Can anyone tell me the build for the Roach Ling all-in Type it in google, or use Liquipedia strategy section. This isn't the place for that question. You should be able to find it easily elsewhere.
Seems not so easy and I couldn't find a proper topic.
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How is speedling expand any safer vs a cannon rush or ffe? The pylon wall still happens and tehre is nothing you can do about it. and is it reliable to go 15 hatch and defend cannon rushes?
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ZvZ
What's the best way to get banelings out when doing a speedling expand or is it better to skip banelings and go roaches when going speedling expand?
Should I leave 1 drone on gas when I get my hundred for speed or should I put 3 back on once I drop my expo? Maybe just 2 once I drop my expo? Should the banelings come before the expo? Should drones ever be taken off gas? And will I be able to get banelings out in time against aggressive 1 base banelings?
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If I open 15 hatch in ZvT and the Terran is massing units on one base, how many drones can I make and still be safe? Does it depend on the Terran's army composition at all?
Against one base Protoss I normally stop somewhere between 21-24 drones on minerals, which is enough for a small economic advantage. Not sure what the right number is against Terran though.
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On July 06 2011 10:20 AustinCM wrote: How is speedling expand any safer vs a cannon rush or ffe? The pylon wall still happens and tehre is nothing you can do about it. and is it reliable to go 15 hatch and defend cannon rushes?
you need to have patrolling units where the walls are likely to be placed, thats the best way to stop that particular kind of cheese. Speedlings make it easier to deal with other aggressive cheeses.
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On July 06 2011 10:21 AustinCM wrote: ZvZ
What's the best way to get banelings out when doing a speedling expand or is it better to skip banelings and go roaches when going speedling expand?
Should I leave 1 drone on gas when I get my hundred for speed or should I put 3 back on once I drop my expo? Maybe just 2 once I drop my expo? Should the banelings come before the expo? Should drones ever be taken off gas? And will I be able to get banelings out in time against aggressive 1 base banelings?
in a FE build in ZvZ, it is entirely possible to get banelings out before or at the same time as an aggressive 1 basing player. Simply skip speed and just get the Bnest out the second your pool finishes. Defenders adv with a few spines will help you hold off a lot of that earlier bling cheese.
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On July 06 2011 12:08 Chutoro wrote: If I open 15 hatch in ZvT and the Terran is massing units on one base, how many drones can I make and still be safe? Does it depend on the Terran's army composition at all?
Against one base Protoss I normally stop somewhere between 21-24 drones on minerals, which is enough for a small economic advantage. Not sure what the right number is against Terran though.
Mules do make it difficult, but remember your defenders adv in this situation, I go for about 28 drones on minerals, and attempt to use queens/spines to deal with 1 basing players. But if you really believe and intense all-in is coming, it never hurts to throw down a roach warren.
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If i have a medivac with 3 hellions, should i drop it ON the probe line or behind the mineral line for maximum effect?
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Does pdd energy regenerate or once its gone its gone?
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On July 06 2011 14:59 gogatorsfoster wrote: Does pdd energy regenerate or once its gone its gone? it does regenerate like 1mana/s approximately
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What's the least cost effective use of Fungaling marines while still remaining cost effective? Ex: using 2 fungals to kill 18 marines is obviously worth it. But what about 6 marines, or 4? The number of infesters you have obviously makes a difference, so assume around 4-8 (I think that's about average?).
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On July 06 2011 15:49 galtdunn wrote: What's the least cost effective use of Fungaling marines while still remaining cost effective? Ex: using 2 fungals to kill 18 marines is obviously worth it. But what about 6 marines, or 4? The number of infesters you have obviously makes a difference, so assume around 4-8 (I think that's about average?).
Fungals cost energy not money, thus even killing 1 marine with fungal is cost effective if your infeestor doesn't die and have a chance to be used in the battle again.
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On July 06 2011 16:36 Dariusz wrote:Show nested quote +On July 06 2011 15:49 galtdunn wrote: What's the least cost effective use of Fungaling marines while still remaining cost effective? Ex: using 2 fungals to kill 18 marines is obviously worth it. But what about 6 marines, or 4? The number of infesters you have obviously makes a difference, so assume around 4-8 (I think that's about average?). Fungals cost energy not money, thus even killing 1 marine with fungal is cost effective if your infeestor doesn't die and have a chance to be used in the battle again.
This is a misconception. You get infestors for their ability to fungal. You pay money upfront to "buy" their initial 75 energy and their capacity to regenerate energy.
Time is money IRL and in starcraft. Wasting energy points is wasting time, is wasting money.
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Hello guys, I got a quick question :
Banelings are quite often used against protoss balls composed mainly of stalkers (sometimes by being dropped) and they do quite well at melting stalkers.
However, the same banelings feel really weak at taking down roaches.
The thing is, I can't quite figure out why it it, as stalkers have 80+80 hp with one armor, while roaches have 145 with one armor ; so how comes banelings seem to do better against stalkers ? Is it simply because stalkers cost twice as much as roaches ?
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On July 06 2011 18:36 petitdragon wrote: Hello guys, I got a quick question :
Banelings are quite often used against protoss balls composed mainly of stalkers (sometimes by being dropped) and they do quite well at melting stalkers.
However, the same banelings feel really weak at taking down roaches.
The thing is, I can't quite figure out why it it, as stalkers have 80+80 hp with one armor, while roaches have 145 with one armor ; so how comes banelings seem to do better against stalkers ? Is it simply because stalkers cost twice as much as roaches ?
Your initial assumption that banelings do well vs stalkers is wrong. Banelings can do decently vs unspread protoss death balls (whether the protoss is just bad and 1a moves his army or is forced to clump it due to mass zergling attack). However that zergling + baneling drop combo (and eventually infestors)is hard to get, and requires significant investments. I'm not sure how it compares in term of efficiency vs a standard roach based army, but in the current metagame, most zergs haven't found an efficient way to get that composition and/or don't have the micro skills require to make it cost-efficient.
Personally, the most fun I ever have is when I see a bunch of a-move banelings coming near my stalkers and I blink a single stalker into them.
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Blazinghand
United States25558 Posts
On July 06 2011 14:39 dowz wrote: If i have a medivac with 3 hellions, should i drop it ON the probe line or behind the mineral line for maximum effect?
Drop behind the line so that the flames cross over more workers. Also consider droppping further away then running in if there are turrets in the min line.
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