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Simple Questions Simple Answers - Page 258

Forum Index > StarCraft 2 Strategy
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CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 11 2011 19:10 GMT
#5141
On July 12 2011 04:07 Trepp wrote:
when it says to build a Supply Depot at 10, does it mean to build it when the top right supply count reads 10

It means build it while the counter reads "10"
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 11 2011 19:12 GMT
#5142
On July 12 2011 04:07 Trepp wrote:
Hello everyone, I have what is probably the most retarded question ever asked here. In build order posts when it says to build a Supply Depot at 10, does it mean to build it when the top right supply count reads 10 (which means the 10th worker has started building), or when it actually exits the Command Center??

**I'm 99% sure that a building SCV is counted in the supply count, but disregard my post if that isn't the case. I'm at work and I can't check**

Thanks!


That's a pretty legit question, there have been plenty of more retarded questions asked in this thread.

"10 supply depot" does indeed mean when the supply count is 10 and your 10th worker is currently building.
Hyyde
Profile Blog Joined June 2011
United States43 Posts
July 11 2011 19:22 GMT
#5143
How many unupgraded mutalisks does it take to kill a missile turret without losing a single mutalisk?
insaneMicro
Profile Blog Joined January 2011
Germany761 Posts
July 11 2011 19:23 GMT
#5144
How should terran players go about dt-proofing their bases in late game TvP? So annoying when your army moves around the map and dark templar are shredding up your workers/tech at home.
"Damn I played some fine Zerg right there". -Fruitdealer
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 11 2011 19:26 GMT
#5145
On July 12 2011 04:23 insaneMicro wrote:
How should terran players go about dt-proofing their bases in late game TvP? So annoying when your army moves around the map and dark templar are shredding up your workers/tech at home.

I can answer this. Just throw up a few turrets around your base. The bio coming out of your rax can usually take care of any DT thrown in your base if you have multiple turrets all over.
ZeroTalent
Profile Joined December 2010
United States297 Posts
July 11 2011 20:10 GMT
#5146
On July 12 2011 04:22 Hyyde wrote:
How many unupgraded mutalisks does it take to kill a missile turret without losing a single mutalisk?


A turret does 24 damage per attack, and a muta has 120 hit points, so it takes 5 shots with a .8608 fire rate or 4.3 seconds for the turret to kill one. In that time a mutalisk can fire floor(4.3/1.52) = 2 times, so you need to two-shot the turret. In two shots a mutalisk does 18 damage, and a turret has 250 health, so you need ceil (250/18) = 14 mutas.

I should really make a spreadsheet for calculating these things...

Pay it forward: is there a way to box/CTRL select my opponents units to see how many of a given unit type there are? Usually I want to do this to count drone saturation on a Zerg player, but I suppsoe it could be useful for Mutas as well. However when I try to box select enemy units, it seems to just select a single one at random.
Can we get an official definition of "all-in"? Please?
sixfour
Profile Blog Joined December 2009
England11062 Posts
July 11 2011 20:27 GMT
#5147
why do many terran pros, when needing to pull workers to hold an attack, seemingly box select workers rather than double clicking an scv so that they don't pull mules as well?
p: stats, horang2, free, jangbi z: soulkey, zero, shine, hydra t: leta, hiya, sea
Geiko
Profile Blog Joined June 2010
France2036 Posts
July 11 2011 20:31 GMT
#5148
On July 12 2011 05:10 ZeroTalent wrote:
Show nested quote +
On July 12 2011 04:22 Hyyde wrote:
How many unupgraded mutalisks does it take to kill a missile turret without losing a single mutalisk?


A turret does 24 damage per attack, and a muta has 120 hit points, so it takes 5 shots with a .8608 fire rate or 4.3 seconds for the turret to kill one. In that time a mutalisk can fire floor(4.3/1.52) = 2 times, so you need to two-shot the turret. In two shots a mutalisk does 18 damage, and a turret has 250 health, so you need ceil (250/18) = 14 mutas.

I should really make a spreadsheet for calculating these things...

Pay it forward: is there a way to box/CTRL select my opponents units to see how many of a given unit type there are? Usually I want to do this to count drone saturation on a Zerg player, but I suppsoe it could be useful for Mutas as well. However when I try to box select enemy units, it seems to just select a single one at random.


Nope you can't, there is no way to count your ennemy's units other than visually. That's why they removed the "viking flower" because you could hide your viking count.
Last time I lost a PvP game where my opponent had expanded. He had his stalkers all spread out and it looked like he had a lot more then me so I backed off. Then I took 10 seconds to think it through and ask myself how it was physically possible for him to have more stuff than me AND and expand. So I went back in, but by that time he had zealots, I had taken free shots etc... and I lost.
I later watched the replay to see that I had 15 stalkers to his 11...
Bottom line is, there's no way to tell how many units your opponent has unless you count them.
geiko.813 (EU)
andrewshen123
Profile Joined July 2011
1 Post
July 11 2011 20:37 GMT
#5149
The style I like to play for Protoss is upgrade-heavy, Gateway-heavy, usually with either Blink or Charge as well. Are there any pros who use this style, so that I can learn from their replays?
Geiko
Profile Blog Joined June 2010
France2036 Posts
July 11 2011 20:43 GMT
#5150
On July 12 2011 05:37 andrewshen123 wrote:
The style I like to play for Protoss is upgrade-heavy, Gateway-heavy, usually with either Blink or Charge as well. Are there any pros who use this style, so that I can learn from their replays?


Millenium Adelscott

Also Liquid Tyler to some extent.
geiko.813 (EU)
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 11 2011 21:15 GMT
#5151
On July 12 2011 05:27 sixfour wrote:
why do many terran pros, when needing to pull workers to hold an attack, seemingly box select workers rather than double clicking an scv so that they don't pull mules as well?

Because if you try to double click and miss, it can cost you the game. If you try to ctrl + click and miss, it can cost you the game. There is basically no risk involved in a very fast and efficient box.
Grr Arr Rawr
Profile Joined April 2011
United States108 Posts
July 11 2011 21:32 GMT
#5152
On July 12 2011 06:15 CecilSunkure wrote:
Show nested quote +
On July 12 2011 05:27 sixfour wrote:
why do many terran pros, when needing to pull workers to hold an attack, seemingly box select workers rather than double clicking an scv so that they don't pull mules as well?

Because if you try to double click and miss, it can cost you the game. If you try to ctrl + click and miss, it can cost you the game. There is basically no risk involved in a very fast and efficient box.



Depending on how large/where the box is, it could also be to preserve gas mining when you pull workers - which is always the more valuable resource.
You can't rhyme against the dark side of the Force, why even bother? So many dudes been with your mom, who even KNOWS if I'm your father!
HardCorey
Profile Blog Joined May 2010
United States709 Posts
July 11 2011 21:42 GMT
#5153
On July 12 2011 06:32 Grr Arr Rawr wrote:
Show nested quote +
On July 12 2011 06:15 CecilSunkure wrote:
On July 12 2011 05:27 sixfour wrote:
why do many terran pros, when needing to pull workers to hold an attack, seemingly box select workers rather than double clicking an scv so that they don't pull mules as well?

Because if you try to double click and miss, it can cost you the game. If you try to ctrl + click and miss, it can cost you the game. There is basically no risk involved in a very fast and efficient box.



Depending on how large/where the box is, it could also be to preserve gas mining when you pull workers - which is always the more valuable resource.


Realistically it just comes down to the fact that if you're pulling workers you probably want to do it the fastest way possible. If you ctrl-click scvs and it works as fast for you it would hypothetically be better.
Don't Worry, Be Happy.
Galbwe
Profile Joined June 2011
United States13 Posts
July 11 2011 21:52 GMT
#5154
Is it possible to friendly fire with fungal growth?
"I believe time wounds all heels" ~ John Lennon
Ghyslyn
Profile Joined September 2010
Canada130 Posts
July 11 2011 21:55 GMT
#5155
On July 12 2011 06:52 Galbwe wrote:
Is it possible to friendly fire with fungal growth?



No it is not.

Fungal growth does nothing at all to friendly units.
베이컨
galtdunn
Profile Joined March 2011
United States977 Posts
July 11 2011 21:55 GMT
#5156
On July 12 2011 06:52 Galbwe wrote:
Is it possible to friendly fire with fungal growth?


nope. cast away :D
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Marathi
Profile Joined July 2011
298 Posts
July 11 2011 22:07 GMT
#5157
On July 11 2011 04:26 Marathi wrote:
Show nested quote +
On July 11 2011 04:16 Anihc wrote:
On July 11 2011 04:08 Marathi wrote:
How do you deal with Observers in TvP and with the Protoss being able to see your army composition at nearly any time in the mid-late game. Are Turrets too overkill? I feel like scans are unreliable and that a Raven may be a tad overkill unless you are going for a TL on your Starport anyway.

Thanks


How are scans unreliable? They are very reliable. Being able to spot observers (or cloaked units in general) is a good skill to have. It's almost always worth it to use a scan to kill an obs.


What happens if you've just used the energy on a mule, or you're just not very good at spotting observers or when you do spot them your marines/vikings are out of position to get a kill off?


Could someone please help me with this, thanks <3
eSports tees designed by me - http://tinyurl.com/bqmexd9
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-07-11 22:20:47
July 11 2011 22:13 GMT
#5158
On July 12 2011 07:07 Marathi wrote:
Show nested quote +
On July 11 2011 04:26 Marathi wrote:
On July 11 2011 04:16 Anihc wrote:
On July 11 2011 04:08 Marathi wrote:
How do you deal with Observers in TvP and with the Protoss being able to see your army composition at nearly any time in the mid-late game. Are Turrets too overkill? I feel like scans are unreliable and that a Raven may be a tad overkill unless you are going for a TL on your Starport anyway.

Thanks


How are scans unreliable? They are very reliable. Being able to spot observers (or cloaked units in general) is a good skill to have. It's almost always worth it to use a scan to kill an obs.


What happens if you've just used the energy on a mule, or you're just not very good at spotting observers or when you do spot them your marines/vikings are out of position to get a kill off?


Could someone please help me with this, thanks <3


??? what do you need help with?

If you just used energy on a mule, type "power overwhelming" and then that gives you unlimited energy so now you can scan and kill it.

If you're not good at spotting observers, go eat some carrots and come back with super vision to spot observers better.

If your marines/vikings are out of position when you spot the obs, pause the game, wait 10 seconds and then unpause really quick without telling him, then move your marines/vikings into position to scan and kill the obs before your opponent realizes you unpaused the game.

EDIT: Ok fine your point #2 can be a legit question... so I'll answer it. Try turning all graphics settings to low except for texture quality and effects, have those at high or ultra. This may help you see cloaked units better.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 11 2011 22:23 GMT
#5159
On July 12 2011 05:10 ZeroTalent wrote:
Show nested quote +
On July 12 2011 04:22 Hyyde wrote:
How many unupgraded mutalisks does it take to kill a missile turret without losing a single mutalisk?


A turret does 24 damage per attack, and a muta has 120 hit points, so it takes 5 shots with a .8608 fire rate or 4.3 seconds for the turret to kill one. In that time a mutalisk can fire floor(4.3/1.52) = 2 times, so you need to two-shot the turret. In two shots a mutalisk does 18 damage, and a turret has 250 health, so you need ceil (250/18) = 14 mutas.

I should really make a spreadsheet for calculating these things...

Pay it forward: is there a way to box/CTRL select my opponents units to see how many of a given unit type there are? Usually I want to do this to count drone saturation on a Zerg player, but I suppsoe it could be useful for Mutas as well. However when I try to box select enemy units, it seems to just select a single one at random.


If you micro your mutas, it'll take much less than 14. Also you're not factoring in the range advantage the turret has over the mutas.
Marathi
Profile Joined July 2011
298 Posts
July 11 2011 22:28 GMT
#5160
On July 12 2011 07:13 Anihc wrote:
Show nested quote +
On July 12 2011 07:07 Marathi wrote:
On July 11 2011 04:26 Marathi wrote:
On July 11 2011 04:16 Anihc wrote:
On July 11 2011 04:08 Marathi wrote:
How do you deal with Observers in TvP and with the Protoss being able to see your army composition at nearly any time in the mid-late game. Are Turrets too overkill? I feel like scans are unreliable and that a Raven may be a tad overkill unless you are going for a TL on your Starport anyway.

Thanks


How are scans unreliable? They are very reliable. Being able to spot observers (or cloaked units in general) is a good skill to have. It's almost always worth it to use a scan to kill an obs.


What happens if you've just used the energy on a mule, or you're just not very good at spotting observers or when you do spot them your marines/vikings are out of position to get a kill off?


Could someone please help me with this, thanks <3


??? what do you need help with?

If you just used energy on a mule, type "power overwhelming" and then that gives you unlimited energy so now you can scan and kill it.

If you're not good at spotting observers, go eat some carrots and come back with super vision to spot observers better.

If your marines/vikings are out of position when you spot the obs, pause the game, wait 10 seconds and then unpause really quick without telling him, then move your marines/vikings into position to scan and kill the obs before your opponent realizes you unpaused the game.

EDIT: Ok fine your point #2 can be a legit question... so I'll answer it. Try turning all graphics settings to low except for texture quality and effects, have those at high or ultra. This may help you see cloaked units better.


is it high up there, on your pedestal?

Thanks for finally answering my question, so much for simple question, simple answer.
eSports tees designed by me - http://tinyurl.com/bqmexd9
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