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Forum Index > StarCraft 2 Strategy
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Iphimedeia
Profile Joined May 2011
Hong Kong50 Posts
July 13 2011 02:01 GMT
#5221
On July 13 2011 10:54 Venomsflame wrote:
Show nested quote +
On July 13 2011 10:51 Iphimedeia wrote:
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.


haha sorry ^^
"Every shooting star has a shadow - If you want the rainbow you have to put up with the rain" :)
H.k[D]
Profile Joined April 2010
United States260 Posts
July 13 2011 03:26 GMT
#5222
On July 13 2011 10:43 xsksc wrote:
Show nested quote +
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


what if i had that but he fungaled my blink stalkers constantly (and i did storm + feedback, its just he can remax much faster than me)
?

xsksc
Profile Blog Joined February 2011
United Kingdom1044 Posts
July 13 2011 03:37 GMT
#5223
On July 13 2011 12:26 H.k[D] wrote:
Show nested quote +
On July 13 2011 10:43 xsksc wrote:
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


what if i had that but he fungaled my blink stalkers constantly (and i did storm + feedback, its just he can remax much faster than me)
?



Try and spread your stalkers, feedback has the same range as fungal (I think) so you should be able to get most of his infestors before he fungals your stalkers.

Late-game your mineral sink is gonna be nexuses + cannons + additional gateways so you shouldnt have a problem remaxing at the same rate as him. Just take plenty of bases and protect them with cannons, be active with your stalkers, blink around and snipe creep/stray overlords.

During engagements blink and snipe his broodlords asap, feedback his infestors asap.
ZeroTalent
Profile Joined December 2010
United States297 Posts
July 13 2011 05:19 GMT
#5224
On July 12 2011 06:52 Galbwe wrote:
Is it possible to friendly fire with fungal growth?


I have the general form of this question, which is, which units' splash damage has friendly fire, and which do not? I know tanks have it; so do Storm, EMP and Nuke, and Fungal doesn't; but I'm not sure about colossi, ultras, hellions, banelings, Thor air attack, archons, and raven HSM. I was shocked to see replays where the hellion flame went over friendly units and appeared to cause no damage...
Can we get an official definition of "all-in"? Please?
venom2142
Profile Blog Joined June 2011
Australia17 Posts
July 13 2011 05:44 GMT
#5225
Whats a good time to Schrono boost and a good time to save up ?>
Kambing
Profile Joined May 2010
United States1176 Posts
July 13 2011 06:05 GMT
#5226
On July 13 2011 14:44 venom2142 wrote:
Whats a good time to Schrono boost and a good time to save up ?>


Think of chrono boost energy as another resource. Just like how you should constantly be spending your money, you should also be constantly spending your chrono boost.

Chrono boost can be spent in three places: probes, units, and upgrades. Of the three, most of your boosts (especially in the early game) should be going into probes simply because having a better economy earlier in the game is important. You should boost units and upgrades only when you have a reason to do so, e.g., to build an army for a push. This is especially true for upgrades. You shouldn't boost an upgrade unless you intend on making use of that upgrade when it's done, for example by pushing out when it is done.

Likewise, saving up boost is only good when you have a plan for that boost (or there is nothing to actually spend it on). This includes speeding up areas of your build, e.g., warp gate for a 4 gate timing or stargate units off a quick stargate opener.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 13 2011 06:18 GMT
#5227
On July 13 2011 14:44 venom2142 wrote:
Whats a good time to Schrono boost and a good time to save up ?>


At the beginning: on your Nexus for more probes.
When your Cybernetics Core comes up so you can chrono warp gate tech as fast as possible.

Any researches and/or upgrades (Twilight Council/Forge).

After that, it's entirely up to you as well. Maybe you want to go those air units out faster or you want more gateway units.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
FrayzZeUsher
Profile Blog Joined September 2010
United States225 Posts
July 13 2011 06:21 GMT
#5228
my question is on TvZ... (can any master z answer me)

Should or shouldn't I build thors against an infestor based zerg in the mid/late game?
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
July 13 2011 06:27 GMT
#5229
On July 13 2011 15:21 FrayzZeUsher wrote:
my question is on TvZ... (can any master z answer me)

Should or shouldn't I build thors against an infestor based zerg in the mid/late game?

Thors are the most obvious and potent neural parasite targets, so unless you desperately need them for something else, you are probably better off with something more cost/supply efficient.
more weight
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
July 13 2011 06:28 GMT
#5230
On July 13 2011 14:19 ZeroTalent wrote:
Show nested quote +
On July 12 2011 06:52 Galbwe wrote:
Is it possible to friendly fire with fungal growth?


I have the general form of this question, which is, which units' splash damage has friendly fire, and which do not? I know tanks have it; so do Storm, EMP and Nuke, and Fungal doesn't; but I'm not sure about colossi, ultras, hellions, banelings, Thor air attack, archons, and raven HSM. I was shocked to see replays where the hellion flame went over friendly units and appeared to cause no damage...

colossi - no
ultras - no
hellions - no
banelings - no
thor air attack - i dont think so
archons - i dont think so
raven hsm - yes
more weight
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
July 13 2011 06:40 GMT
#5231
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?

If you mean being able to multitask and control all drops at the same time, hotkeys are very important. Having each drop hotkeyed can allow you to quickly jump around and cycle through.
Also look at your minimap! It will increase the ability for you to react to things like enemy units responding to your drop or the frequent all-in from the opponent when he realizes he just lost 20 workers.

Dropping can be useful as a distraction to pull the army away and allow for your main army to do damage somewhere else, or as a stall tactic to hit key timings (such as setting up a 3rd base, waiting for an upgrade to finish, or preoccupying mutas until turrets finish).

As far as actually controlling drops, it is fairly simple. You generally want to attack important, low health things. Workers obviously, tech structures, supply, queens, etc. Only go for big targets like killing hatcheries when you know you have plenty of time or if there is nothing else.
Use terrain such as minerals and cliffs to minimize surface area of your drop and always try your very best to retain the units! This is key and is what separates the good from the great.
more weight
Mowr
Profile Joined November 2010
Sweden791 Posts
July 13 2011 08:09 GMT
#5232
Hi. How well does a 1rax FE hold against a baneling bust?
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
Troublesome
Profile Joined February 2011
United Kingdom522 Posts
July 13 2011 08:54 GMT
#5233
What is the optimal way to transition from 3 gate sentry expand into a 5 gate +1 blink stalker push? A loose build order would be appreciated.
Roll with the punches.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
July 13 2011 08:56 GMT
#5234
Why do units always follow my dropships even when I only select the drop ship?
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Timm
Profile Joined February 2011
34 Posts
July 13 2011 09:30 GMT
#5235
On July 13 2011 17:56 TRaFFiC wrote:
Why do units always follow my dropships even when I only select the drop ship?


You probably clicked a whole bunch of units and loaded them up in the medivac. all the units that didnt fit inside will follow the medivac instead.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
July 13 2011 09:53 GMT
#5236
ty. bet that's it.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-07-13 10:19:02
July 13 2011 10:17 GMT
#5237
On July 13 2011 17:09 Mowr wrote:
Hi. How well does a 1rax FE hold against a baneling bust?


It depends on when the baneling bust comes and the rush distance, but usually a 1 rax FE should be fine against the attack. You need to scout and build bunkers appropriately. If this is a 1 base baneling rush, you should see that he is mining gas and had not expanded-- indicating a 1 base all-in of some sort, either roach or baneling. Either way, you want to probably cut some scvs, and definitely make more bunkers and barracks to hold the all-in. If you survive without losing workers or other vitals, you'll be up an expo and will almost certainly win.

Edit: if you fail to scout it and/or dont have appropiate bunkers and walling, you will almost certainly lose.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Mowr
Profile Joined November 2010
Sweden791 Posts
July 13 2011 10:32 GMT
#5238
On July 13 2011 19:17 Blazinghand wrote:
Show nested quote +
On July 13 2011 17:09 Mowr wrote:
Hi. How well does a 1rax FE hold against a baneling bust?


It depends on when the baneling bust comes and the rush distance, but usually a 1 rax FE should be fine against the attack. You need to scout and build bunkers appropriately. If this is a 1 base baneling rush, you should see that he is mining gas and had not expanded-- indicating a 1 base all-in of some sort, either roach or baneling. Either way, you want to probably cut some scvs, and definitely make more bunkers and barracks to hold the all-in. If you survive without losing workers or other vitals, you'll be up an expo and will almost certainly win.

Edit: if you fail to scout it and/or dont have appropiate bunkers and walling, you will almost certainly lose.

Alright, nice to hear, thank you
I have never dared having less than two barracks before expansion but I like the FE so I will definately try it out.
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
July 13 2011 11:00 GMT
#5239
On July 13 2011 15:28 alphafuzard wrote:
Show nested quote +
On July 13 2011 14:19 ZeroTalent wrote:
On July 12 2011 06:52 Galbwe wrote:
Is it possible to friendly fire with fungal growth?


I have the general form of this question, which is, which units' splash damage has friendly fire, and which do not? I know tanks have it; so do Storm, EMP and Nuke, and Fungal doesn't; but I'm not sure about colossi, ultras, hellions, banelings, Thor air attack, archons, and raven HSM. I was shocked to see replays where the hellion flame went over friendly units and appeared to cause no damage...

colossi - no
ultras - no
hellions - no
banelings - no
thor air attack - i dont think so
archons - i dont think so
raven hsm - yes


Tanks - yes
EMP - yes
Storm - yes
Fungal - no
Nuke - yes (obviously)

Also thors don't do friendly air splash
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Foooky
Profile Blog Joined April 2010
Australia205 Posts
Last Edited: 2011-07-13 12:43:15
July 13 2011 12:37 GMT
#5240
I heard on GSL that if you do the standard walloff as protoss with cyber core gateway and zealot, that zerglings can push ur zealot out of the way and thus protosses have adopted a different waloff style. However, in my high masters ladder experience I havent seen any protoss walloff like that. Could someone explain to me if this is still possible

Actually the more I think about it alot of stuff Wolf says is blatantly not accurate/true. Meh the question still applies
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