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On July 13 2011 01:58 Intricate1 wrote: can someone point me to a good resource covering how to micro multi-pronged marine/medivac drops or just terran drops in general?
I don't really know what you mean by resource. Doing multi-pronged attacks and terran drops has a lot to do with your mechanics mainly multitasking. You can only improve this by actually playing the game.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343 is a nice resource on how to do this effectively.
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On July 13 2011 02:34 Renaxe wrote:where can i found how do bane drop while over moves? i cant find in any thread 
You click your overlords past the location you want to drop then go "D" and click on the overlord. This will drop while moving. "D" being your command to drop cargo.
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On July 13 2011 02:34 Renaxe wrote:where can i found how do bane drop while over moves? i cant find in any thread 
Hit D to "unload all", hold shift and click each individual overlord. The overlords will continue any move command you've already given them, and will start dropping on the move.
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On July 13 2011 02:34 Renaxe wrote:where can i found how do bane drop while over moves? i cant find in any thread 
Move overlord somewhere While overlords are moving, press "d" and click on your overlord.
Also works for warprism and medivacs.
In fact for medivacs, it's always better to "d" + click on medivac rather than "d" + click on the ground because that way they can still heal while unloading.
On July 13 2011 01:58 Intricate1 wrote: can someone point me to a good resource covering how to micro multi-pronged marine/medivac drops or just terran drops in general?
A good ressource is the "shift" key. Also being able to estimate how long it takes for a medivac to go from A to B. Seriously, there's nothing more to it. (and also the comment above when you are dropping)
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On July 12 2011 16:30 Original exxo wrote: Sorry guys I am a Terran
did idra tell you to say that?
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In fact for medivacs, it's always better to "d" + click on medivac rather than "d" + click on the ground because that way they can still heal while unloading.
Actually this is not true, a medivac does not heal during a move command, and cannot heal while moving.
Here are two possible scenarios:
Move command to location, D+click to unload. The medivac will unload while moving, and upon reaching it's destination will start healing nearby units.
A move command to location, D+click to unload. The medivac will unload while moving, but immediately stop to heal if a damaged unit comes within it's range. I am not sure if it will continue to unload or not, but it will definitely stop moving in order to heal.
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On July 13 2011 03:04 Ghyslyn wrote:Show nested quote + In fact for medivacs, it's always better to "d" + click on medivac rather than "d" + click on the ground because that way they can still heal while unloading.
Actually this is not true, a medivac does not heal during a move command, and cannot heal while moving. Here are two possible scenarios: Move command to location, D+click to unload. The medivac will unload while moving, and upon reaching it's destination will start healing nearby units. A move command to location, D+click to unload. The medivac will unload while moving, but immediately stop to heal if a damaged unit comes within it's range. I am not sure if it will continue to unload or not, but it will definitely stop moving in order to heal.
What is "not true" in what I wrote ? I said medivacs can heal while unloading, not that they can heal while moving.
Instead of clicking on the ground to unload, you should click on the medivac. In case of multipronged drops, you can issue the shift D + click on the medivacs the same way you would drop usually.
This allows marines that are being attacked as they are dropped to be healed immediately instead of having to wait for the medivac to be empty.
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That's good to know Geiko. Thought they couldn't heal while unloading but it's moving. Awesome.
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As a terran player what do i do when the enemy worker attacks my scv thats building a walloff
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Quick question. Say your workers in your main are about to mine out, can you select them, shift click the mineral patch, and shift click another mineral patch elsewhere so when they finish in your main, they go to the other ones you've qued?
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On July 13 2011 07:11 TheQforce wrote: As a terran player what do i do when the enemy worker attacks my scv thats building a walloff Get another scv to attack it and chase it away. If your worker is going to die then halt construction and run away with it.
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On July 13 2011 07:11 TheQforce wrote: As a terran player what do i do when the enemy worker attacks my scv thats building a walloff
Generally put an scv and attack the worker. If he keeps attacking it press halt and use both workers to kill the enemies one then put the higher hp one back to build when he micros away. Put the lower hp one back on mining and possibly repair it once or twice if he's still poking about. There's other ways to do it with better micro but I think this is easiest.
EDIT: On July 13 2011 07:19 Chinesewonder wrote: Quick question. Say your workers in your main are about to mine out, can you select them, shift click the mineral patch, and shift click another mineral patch elsewhere so when they finish in your main, they go to the other ones you've qued?
Rather take most of the workers to the new mineral patch and leave 1/2 to finish mining. You won't be able to shift queue unless you queue a gather command then return resources followed by move command. Not really something you want to do mid game.
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Blazinghand
United States25558 Posts
On July 13 2011 07:11 TheQforce wrote: As a terran player what do i do when the enemy worker attacks my scv thats building a walloff
Send a worker from your mineral line to attack his worker. Even if he got in a hit or two on the builder, the movement of your builder should slow his attacks down enough to let your attacking worker take him out. If he got in several hits before you noticed you need to pull two scvs. One scv will chase and attack his worker, and the other will replace the damaged one to safely finish the rax, or, given the opportunity, will add an extra attack to the harassing worker to finish it off.
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Why do pros choose to send their second overlord to their opponent's base in ZvZ if they're in close air positions? Is it simply to get quicker scouting information later in the game since your second ovie is also right outside their base?
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On July 13 2011 01:13 Anihc wrote:Show nested quote +On July 13 2011 01:11 Quochobao wrote:On July 12 2011 12:49 Anihc wrote: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! I believe a major reason is that TvP SC2 Vikings are always available due to the reactor starport. Because of Vikings' long range, shuttling your templars in a fragile prism seems too precarious. If we hark back to TvP in BW, Terran will mostly have tank, vultures, and science vessel, i.e. no long-range air-to-air at all. Thus using shuttle to transport templars was much safer. I disagree. HT usage in PvT is most prevalent with no-colossus mass gateway style army. Terran will not have vikings. Meanwhile in BW terran had 9 range goliaths.
I guess you are right. Glad to be enlightened.
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What's the practical difference between 12 Gateway and 13 Gateway?
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Um, you can get a faster zealot for early pressure I believe (and you have to probe cut really quickly for 13 gate)
How do you deal with the lategame zerg army as protss (b-lords, infestors, hydras, lings) ?
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On July 13 2011 10:37 H.k[D] wrote: Um, you can get a faster zealot for early pressure I believe (and you have to probe cut really quickly for 13 gate)
How do you deal with the lategame zerg army as protss (b-lords, infestors, hydras, lings) ?
blink stalkers, ht with storm+feedback on infestors, immortals if he's roach heavy
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On January 26 2011 19:37 SpiciestZerg wrote:Show nested quote +On January 26 2011 17:45 zatic wrote: Got a simple question?<ul> <li>Why do some pros not mine the middle minerals at the beginning of the game?</li> <li>Why do I see players not scouting the close positions first?</li> <li>How many workers should I transfer to my new natural?</li> I'd like to know the answer to these three.
1. The pros usually mine the closer mineral patches so they get more minerals in the early game since it's important to them probably that they get the few minerals more in the early game. Probably those are the ones on the side (usually). 2. Some players (I don't either) scout close positions first because if you still haven't seen a scout in a while, they are probably cross position and also because of personal preference. 3. You should transfer just under half your workers to your natural otherwise either your main or expansion may have too little/many workers.
Hope that helps you ^^
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On July 13 2011 10:51 Iphimedeia wrote:Show nested quote +On January 26 2011 19:37 SpiciestZerg wrote:On January 26 2011 17:45 zatic wrote: Got a simple question?<ul> <li>Why do some pros not mine the middle minerals at the beginning of the game?</li> <li>Why do I see players not scouting the close positions first?</li> <li>How many workers should I transfer to my new natural?</li> I'd like to know the answer to these three. 1. The pros usually mine the closer mineral patches so they get more minerals in the early game since it's important to them probably that they get the few minerals more in the early game. Probably those are the ones on the side (usually). 2. Some players (I don't either) scout close positions first because if you still haven't seen a scout in a while, they are probably cross position and also because of personal preference. 3. You should transfer just under half your workers to your natural otherwise either your main or expansion may have too little/many workers. Hope that helps you ^^
Really? That was asked in January. And already answered.
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