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On July 12 2011 07:28 Marathi wrote:Show nested quote +On July 12 2011 07:13 Anihc wrote: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.
Simple question simple answer, dumb question dumb answer.
Edit: This thread should not be an excuse to be able to ask questions without thinking.
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On July 12 2011 04:26 CecilSunkure wrote: 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.
Yeah that works I guess. I was thinking of separating a "hit squad" so to speak from my army, but at that stage of the game your rax should continually produce bio. With the low health of DTs that should be fine. ty & <3 CecilSunkure, you're one of the best posters around here imo.
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On July 12 2011 07:07 Marathi wrote:or you're just not very good at spotting observers Here's a trick: Use the middle mouse scroll wheel up and down, and then wiggle your screen in and out slightly. This will let your eye catch cloaked units really easily if they are in your field of vision, because they'll move a whole lot (as they are closer to the camera).
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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. Id consider a planetary fortress at your exp instead of an Orbital C. And a turret - there's your anti-DT deal.
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I've seen Huk, and some other pro players scout with 2 probes (1 at 9, and another one at around 13) but I don't understand when it is necessary to do so, or when it is profitable to do that.
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On July 12 2011 10:46 HeisHere wrote: I've seen Huk, and some other pro players scout with 2 probes (1 at 9, and another one at around 13) but I don't understand when it is necessary to do so, or when it is profitable to do that.
If your initial probe dies, you have another one to make proxy pylons, scout, etc.
Say you want to 4 gate a FE terran. If you scout him but your probe dies, this makes the terran THINK he's safe, making your 4 gate more unexpected. Also if he goes all in it is very helpful to have a second probe out on the map to make a proxy pylon to counter with.
Edit: notice when Huk or whoever is playing: they never have both their probes NEAR each other, one will always just be out exploring the map, etc. There will never be 2 probes in the other person's base.
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On July 12 2011 07:34 Anihc wrote:Show nested quote +On July 12 2011 07:28 Marathi wrote:On July 12 2011 07:13 Anihc wrote: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. Simple question simple answer, dumb question dumb answer. Edit: This thread should not be an excuse to be able to ask questions without thinking.
This is one of the funniest things I've ever read on team liquid. 
Does this mean people can't ask how much damage X unit does anymore? 
On July 12 2011 10:07 BioTech wrote:Show nested quote +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. Id consider a planetary fortress at your exp instead of an Orbital C. And a turret - there's your anti-DT deal.
Also you won't mine out as quickly that way, though at max supply you can always build extra Orbitals in your main
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Is there a way to get scvs to auto-attack anything near them?
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On July 12 2011 10:51 galtdunn wrote:+ Show Spoiler +On July 12 2011 10:46 HeisHere wrote: I've seen Huk, and some other pro players scout with 2 probes (1 at 9, and another one at around 13) but I don't understand when it is necessary to do so, or when it is profitable to do that. If your initial probe dies, you have another one to make proxy pylons, scout, etc. Say you want to 4 gate a FE terran. If you scout him but your probe dies, this makes the terran THINK he's safe, making your 4 gate more unexpected. Also if he goes all in it is very helpful to have a second probe out on the map to make a proxy pylon to counter with. Edit: notice when Huk or whoever is playing: they never have both their probes NEAR each other, one will always just be out exploring the map, etc. There will never be 2 probes in the other person's base.
Complementing what you said: some players also like to send the second scouting probe in 4-player maps against zerg when the first probe doesn't spot anything in the closest base. This way, they may catch all-ins still in time to defend. (HuK mentioned this in his interview after dreamhack finals against Moon).
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Not unless you attack move them.
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In the later stages of templar-based PvT, when Terran has bio + ghost (few vikings b/c no colossus) and Protoss has templar + chargelot + archon, why don't Protoss players build a warp prism to preserve at least 4 un-EMP'd templar in the event of gosu pre-engagement EMPs by the Terran?
+ Show Spoiler +Puma v. MC NASL finals is a great example of this. If MC was ever able to land storms on Puma's army, he won. In the game on Metalopolis, he had a ~40 supply lead, plenty of templar, and storm finished and ready to rock. But Puma's EMPs prevented MC from getting off even a single storm, and Puma won shortly thereafter. It seems to me that MC could easily have built a single warp prism (2 supply, 200 mins) out of his existing robo which wasn't being otherwise used to protect his templar from EMP. There must be a reason, I just can't figure it out.
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im not sure if this would constitute a simple question, but is it possible for blizzard to test changing orbital mules+supply depots away from energy-based and into cool-down based?
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On July 12 2011 12:22 Matrijs wrote:In the later stages of templar-based PvT, when Terran has bio + ghost (few vikings b/c no colossus) and Protoss has templar + chargelot + archon, why don't Protoss players build a warp prism to preserve at least 4 un-EMP'd templar in the event of gosu pre-engagement EMPs by the Terran? + Show Spoiler +Puma v. MC NASL finals is a great example of this. If MC was ever able to land storms on Puma's army, he won. In the game on Metalopolis, he had a ~40 supply lead, plenty of templar, and storm finished and ready to rock. But Puma's EMPs prevented MC from getting off even a single storm, and Puma won shortly thereafter. It seems to me that MC could easily have built a single warp prism (2 supply, 200 mins) out of his existing robo which wasn't being otherwise used to protect his templar from EMP. There must be a reason, I just can't figure it out.
To answer this, it happens a few times (but requires a great deal of micro in addition to normal army micro). The issue is that sometimes you cant afford to get that warp prism and that they're made of tissue paper
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On July 12 2011 12:22 Matrijs wrote:In the later stages of templar-based PvT, when Terran has bio + ghost (few vikings b/c no colossus) and Protoss has templar + chargelot + archon, why don't Protoss players build a warp prism to preserve at least 4 un-EMP'd templar in the event of gosu pre-engagement EMPs by the Terran? + Show Spoiler +Puma v. MC NASL finals is a great example of this. If MC was ever able to land storms on Puma's army, he won. In the game on Metalopolis, he had a ~40 supply lead, plenty of templar, and storm finished and ready to rock. But Puma's EMPs prevented MC from getting off even a single storm, and Puma won shortly thereafter. It seems to me that MC could easily have built a single warp prism (2 supply, 200 mins) out of his existing robo which wasn't being otherwise used to protect his templar from EMP. There must be a reason, I just can't figure it out.
In theorycraft this is an extremely good idea, and is done in BW a lot (although for mostly different reasons - prevent sniping by vultures, and to get into storming range since HTs are slow and tank range is big). I guess it just requires a lot of extra micro, plus warp prisms are fragile.
But I really want to start trying it, if I can remember to do it in a game. I'll let you know how it goes!
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Circa when(starcraft ingame time) does protoss max(200/200) if left alone doing a 3 gate expand or forge first expand into 3 bases respectively?
Just standard 3-5 colossi stalker sentry maybe some zealots ball.
And i do mean generally in like a ladder game where both players play standard and its zvp but both are just playing very passively.
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That's too subjective for me to be able to answer Anywhere between 17 minutes and 25 minutes I guess.
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I mean in a normal PvZ where the protoss never moves out untill max, and the zerg never harasses. and he plays safe gets around 6-9 sentries 3-5 colossi then rest in probes for 3 bases and fill out with stalkers and maybe zealots. +2-3 obs.
When does he max? he cant cut any corners cause he's playing safe
an example answer could be like: forge fe: ca 15:00-16:00 3 gate exp ca:17:00-18:00
If you find my question too complex, please ignore it and refrain from answering.
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On July 12 2011 12:46 H.k[D] wrote: im not sure if this would constitute a simple question, but is it possible for blizzard to test changing orbital mules+supply depots away from energy-based and into cool-down based?
Well they'd have to be on the same cooldown, or Scan would have to have a ridiculously long one so that its not just perma-scout the enemy.
And if it were on the same one then it wouldnt change at all because basically you can think of waiting for energy as a "cooldown".
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What do I do if im being harassed at each base by 30+ mutas >.<
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masters protoss here needs help.
whats the safest opening in pvt or most standard nowadays?
cant seem to win a single pvt to save my life.
basically my pvt are either:
longer macro games, 3 bases or more, i win easily shorter/cheesier games, i get demolished.
when i lose its usually just a cmplete build order loss. like if i go 1gate fe and they do some type of 3 rax rush, maybe even with scv. or sometimes i see they block the ramp ill go for vr bust, but they got cloaked banshees. or if i go ok w.e ill play super safe, go 3 gate robo then expand or w.e , i find out he expands and he is way ahead economically.
pvt beginning is just retarded. you will most likely always be behind in some way simply based off build orders
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