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On July 07 2011 04:14 Anihc wrote:Show nested quote +On July 07 2011 04:05 D3nae wrote: I was considering this the other day and I was wondering how many units one baneling could actually kill. I know that it does something like a 2.20 radius AoE damage, but how many units could you pack into that area and kill at the same time? Uhh... depends on the size of the unit? Technically you can forcefield an infinite number of units into 1 square. Also technically 1 baneling can't kill any unit except for broodling/larva, unless it had attack upgrades.
Banelings can kill zerglings! :D
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PvZ What is a good response to gas steal by zerg when im doing MC's Voidray Expand build?
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which map is best for zerg: typhon peaks or backwater gulch??
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On July 07 2011 05:52 ApocAlypsE007 wrote: PvZ What is a good response to gas steal by zerg when im doing MC's Voidray Expand build?
Good question -- someone answer please?
In fact, it's not just MC VR expand build, but any kind of PvZ seems to call for 2 gas early. What if we got gas stolen?
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On July 07 2011 06:23 Quochobao wrote:Show nested quote +On July 07 2011 05:52 ApocAlypsE007 wrote: PvZ What is a good response to gas steal by zerg when im doing MC's Voidray Expand build? Good question -- someone answer please? In fact, it's not just MC VR expand build, but any kind of PvZ seems to call for 2 gas early. What if we got gas stolen?
I've taken the habit to open all my PvZ with 9 pylon scout, double chrono on nexus, 14 gate, 15 gaz, 16 gaz. This is the only way to be sure that you won't have your gas stolen. I think I saw MC do that in pretty much all of his 1 gate expand builds but I'll get back to you on that once I've checked some replays.
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Dominican Republic463 Posts
I'm getting annoyed by the looseness of how "all-in" is and has been used in sc2 history. Everytime you stop making workers for a timing attack is an all-in? wtf? in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=240747 at some point he said mc was doing 2 to 3 base all-ins.. how exactly do you do a 3 base all in? has timing attack dissapeared from their vocabulary? Where do we draw the line? Not a short question but it should have a short answer thanks in advance
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On July 07 2011 07:49 SwaY- wrote:I'm getting annoyed by the looseness of how "all-in" is and has been used in sc2 history. Everytime you stop making workers for a timing attack is an all-in? wtf? in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=240747 at some point he said mc was doing 2 to 3 base all-ins.. how exactly do you do a 3 base all in? has timing attack dissapeared from their vocabulary? Where do we draw the line? Not a short question but it should have a short answer  thanks in advance People use the term waaaay too loosely. Like you said, 'timing attack' or 'aggressive build' has been auto-replaced with all-in (sorry, allin as people have dysfunctional hyphen keys, apparently). Even terms like 'Semi all-in' have sprung up to describe....something, I'm not sure what. It's like how 'strategy' was replaced with 'meta-game'. Ideally the line should be drawn at: An all-in is a build/action that wins the game or loses the game. Once the all-in move is done, the game ends and a victor is decided.
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On July 07 2011 07:58 Soluhwin wrote:Show nested quote +On July 07 2011 07:49 SwaY- wrote:I'm getting annoyed by the looseness of how "all-in" is and has been used in sc2 history. Everytime you stop making workers for a timing attack is an all-in? wtf? in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=240747 at some point he said mc was doing 2 to 3 base all-ins.. how exactly do you do a 3 base all in? has timing attack dissapeared from their vocabulary? Where do we draw the line? Not a short question but it should have a short answer  thanks in advance People use the term waaaay too loosely. Like you said, 'timing attack' or 'aggressive build' has been auto-replaced with all-in (sorry, allin as people have dysfunctional hyphen keys, apparently). Even terms like 'Semi all-in' have sprung up to describe....something, I'm not sure what. It's like how 'strategy' was replaced with 'meta-game'. Ideally the line should be drawn at: An all-in is a build/action that wins the game or loses the game. Once the all-in move is done, the game ends and a victor is decided.
Precisely. It's an all-in when you are all-in. When if your attack fails to end the game then you pretty much just auto-lose.
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On July 07 2011 07:49 SwaY- wrote:I'm getting annoyed by the looseness of how "all-in" is and has been used in sc2 history. Everytime you stop making workers for a timing attack is an all-in? wtf? in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=240747 at some point he said mc was doing 2 to 3 base all-ins.. how exactly do you do a 3 base all in? has timing attack dissapeared from their vocabulary? Where do we draw the line? Not a short question but it should have a short answer  thanks in advance
http://wiki.teamliquid.net/starcraft2/All-in
"...in StarCraft, a player is considered all-in when he executes a strategy, usually a large attack that commits all their units, that has no planned follow-up. If the strategy fails he will typically tap out, concede defeat and the game will end.
This term is relative to the state of the game being played. A player will often go all-in if he feels like he is has no other options but to attempt to end the game quickly from his current position. This indicates a feeling of being behind in an unrecoverable way. "
This question is far too complicated/messy for the thread, and the use of the term "all-in) is VERY context-dependent. Unfortunately that context also includes the emotional state of the player who just lost or whose favorite pro got knocked out :p
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Not sure if this is a short answer, so let me know if I should post somewhere else....
In PvZ, if I open 2 gate sentry expand, and Z goes for a ling/baneling or ling/baneling/infestor build, how do I counter this? Especially on large open maps I feel that using FF to keep those banelings away only protect me so long as they just surround me and wait till my FFs drop 
Is the best counter to just turtle up when I see this behind cannons/walls and get HT storms or Colossus?? THANKS!!
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Can you NP a drone and build something with it? if so will they see what you built if hey don't have vision of the area? since the drone get destroyed when building a structure?
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On July 07 2011 09:00 bankai wrote:Not sure if this is a short answer, so let me know if I should post somewhere else.... In PvZ, if I open 2 gate sentry expand, and Z goes for a ling/baneling or ling/baneling/infestor build, how do I counter this? Especially on large open maps I feel that using FF to keep those banelings away only protect me so long as they just surround me and wait till my FFs drop  Is the best counter to just turtle up when I see this behind cannons/walls and get HT storms or Colossus?? THANKS!!
Depends what kind of attack you are talking about. Seems to me like you are talking about a mid game army composition (infestors ...), in which case it has nothing to do with the way you are opening.
If you are talking about an early game baneling bust, the key to defending it is just good building placements. Surround your base in buildings (forge, pylons, gateways) and leave an opening for your units. If he attacks with banelings, just FF the entrance once and shoot at what is behind it. If he uses baelings to bust holes in your wall, place FFs where the hole's were made. You should have A LOT of FFs with a 2 gate sentry expand, and keep in mind that all the time that the FFs are here, you are shooting at his stuff, and he is doing nothing to you. Just don't panic, don't spam FFs and waste them all in one shot, place calm FFs at critical points, and with good sim city it should be all right
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On July 07 2011 09:20 Fyro wrote: Can you NP a drone and build something with it? if so will they see what you built if hey don't have vision of the area? since the drone get destroyed when building a structure? You can start building a structure with a neuraled drone, but as soon as the drone turns into a 'structure' type the neural will cancel (neural parasite can't target structures) and the structure will also be instantly canceled. I am actually not sure if the player using the neural parasite gets the 75% refund for canceling a structure...
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(Hoping there isn't a tech support version of this thread I couldn't find) I'm having a bit of trouble figuring out a problem with stream audio repeating itself while using Virtual Audio Cables. I've read through several threads, yet couldn't seem to find the same problem or a way to fix it. I ask this here because the only way to hear the problem would be to link to a stream, so I'm hoping I could resolve this through PM or chat instead of making a thread that felt like stealth advertising.
ty in advance :D
Edit: answered, PM if anyone stumbles across this post with the same problem. Second Edit: Nevermind, that simply traded one problem for another. I'll be making a tech support post.
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Question:
I recently watched Day9's mechanic daily where he talks about tapping. I understand its use as T or P, but I predominately play Z and I can't find a good hotkey setup to make proper use of tapping. When Day9 does it, he has his hatches on 5, 6, 7, etc which means he can just tap 5 and see how far into his larva he is. Then 55clickVclick will have him inject again without hotkeying a queen. But I like my hatches Idra style, ie. all on 4, and the only way I can think to get a proper tapping read on my larva is to either be super precise and note when the queen has 24energy OR tap 4 and look to see what my larva count has been doing (ie. If I see 8 extra larva its time to see which queens aren't busy puking).
Is there a more efficient way to tap and get a read on my macro situation with all my hatches keyed to 4 and my queens to 5, 6, 7, etc?
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@Mong00se:
You're right, it's hard to "tap" when you hotkey your hatches in the "backspace inject" method as so many zergs do. However, as you reach 3-4base stages (and later), you usually aren't injecting single queens as part of your macro, rather you are remembering to inject and doing all of htem at once (whether it's the backspace method or not). In this sense all of your inject timings will line up and, instead of tapping, all you really have to do is get a feel the in-game length of an injection cycle.
Where a terran has to tap between production buildings because their stuff isnt nicely lined up, we have to be able to instinctively think "I need to inject NOW!". So while I didn't really offer a solution for your problem, what I am trying to say is, it isn't a problem. The problem is getting the feel for injection cycles (and, omg, remembering to spread creep!).
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On July 07 2011 11:04 CookieMaker wrote: @Mong00se:
You're right, it's hard to "tap" when you hotkey your hatches in the "backspace inject" method as so many zergs do. However, as you reach 3-4base stages (and later), you usually aren't injecting single queens as part of your macro, rather you are remembering to inject and doing all of htem at once (whether it's the backspace method or not). In this sense all of your inject timings will line up and, instead of tapping, all you really have to do is get a feel the in-game length of an injection cycle.
Where a terran has to tap between production buildings because their stuff isnt nicely lined up, we have to be able to instinctively think "I need to inject NOW!". So while I didn't really offer a solution for your problem, what I am trying to say is, it isn't a problem. The problem is getting the feel for injection cycles (and, omg, remembering to spread creep!). With the new (-ish) notification that tells you when an inject has popped off, remembering to inject isn't nearly as difficult without a 'tap'. The tap is still helpful for upgrade progress as zerg and larva count on hatcheries but other than that it isn't really necessary.
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Why can the Broodlord attack be upgraded (and doesnt result in anything) at the Spire when obviously the broodlings are affected by the mele attack upgrades?
When you click the broodlings, of course there are the symbols for "mele attack" and "ground carapace" displayed. But when you click the Broodlord itself, there is a symbol saying "broodling attack" (or sth like that) and the zerg "air attack upgrade" symbol is displayed. And when I research the air attack, the amount of damage rises on this symbol, but the damage the broodling do doesnt increase. It just increases when i upgrade the ground attack.
Weird o.O
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Czech Republic11293 Posts
Broodlord attacks like a normal unit, each attack does 20 damage (+2 per flyer attack upgrade). As a side effect each attack spawns a broodling, who as a different unit is affected by different upgrades (melee attack and ground carapace).
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On July 07 2011 13:56 Scipaeus121212 wrote: Broodlord attacks like a normal unit, each attack does 20 damage (+2 per flyer attack upgrade). As a side effect each attack spawns a broodling, who as a different unit is affected by different upgrades (melee attack and ground carapace). So when a broodling hits an enemy unit, there are 20 damage being dealt, just with this initital hit (which is affected by the air upgrades).
And this broodling does some DPS per seconds itself after this initial hit (which are affected by the ground upgrades).
Right?
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