Ty
Simple Questions Simple Answers - Page 265
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Mozdk
Denmark6989 Posts
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FallDownMarigold
United States3710 Posts
On July 14 2011 18:58 tuestresfat wrote: Which is better and which do pros use: Ctrl + Left Click, or double Left Click? Are both viable? Is it ultimately a matter of preference or is one method significantly better than the other? An explanation as to which is better, or why there is no notable difference would be appreciated. If I'm interpreting the question correctly, both have the same function. In that case it's it seems logical that the better option is whatever you can personally execute faster, more accurately, and more comfortably. As for pros? Assuming the above is true and assuming there hasn't been a survey stating what all pros use, I think it's safe to assume it's still personal preference. | ||
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ToastieNL
Netherlands845 Posts
On July 14 2011 20:33 Mozdk wrote: When I am controlling my army and moving back while in battle I often use "S" in stead of "H". Is there any difference? I know they are 2 different commands, but backing up from zerglings with stalkers, does it make a difference which one of the commands I use? Ty S = Stop Your units erase every command given to them and stop moving right where they are. The AI takes over, so when an enemy comes near, they'll attack. If a banshee attacks a Roach, roach will run. H = Hold Position Your units will stop moving alltogether until another command is given. Can be used to fire spells all at once (IIRC), if a Banshee attacks a Roach, roach will not move. For shoot & scoot micro it makes no difference, but when your army is on Stop instead of Hold, your opponent could abuse it by luring half your army in for an engagement, for example. | ||
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siii
Norway251 Posts
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AmericanUmlaut
Germany2594 Posts
On July 14 2011 21:31 siii wrote: I'm new to sc2 and rts games in general, so might be a stupid question, no idea really. I noticed using the patrol command is very handy in some situations, specially for microing marines. But the keybinding(P) is a damn pain to reach, and I can't find any way to change it. Is it even possible to change it, or do you guys actually use P? Go to Menu->Hotkeys. You can change any hotkeys you like there. Patrol is in fact very awesome for a lot of things. I use it mostly to make my probes run in medium-sized circles while blocking a hatch (this causes an attacking drone to miss when attacking), and when I have stalkers on the edge of my main waiting to intercept drops against Terran. It's also useful for marine micro against banelings in certain circumstances, but I don't have any experience with that since I'm like mud league with Terran. | ||
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siii
Norway251 Posts
On July 14 2011 21:59 AmericanUmlaut wrote: Go to Menu->Hotkeys. You can change any hotkeys you like there. Patrol is in fact very awesome for a lot of things. I use it mostly to make my probes run in medium-sized circles while blocking a hatch (this causes an attacking drone to miss when attacking), and when I have stalkers on the edge of my main waiting to intercept drops against Terran. It's also useful for marine micro against banelings in certain circumstances, but I don't have any experience with that since I'm like mud league with Terran. Yes, i've been at the Hotkey menu, but I can't seem to find patrol there anywhere, any idea to where I might find it? Thanks. | ||
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Kambing
United States1176 Posts
On July 14 2011 22:04 siii wrote: Yes, i've been at the Hotkey menu, but I can't seem to find patrol there anywhere, any idea to where I might find it? Thanks. Under unit-specific hotkeys, under any unit that is capable of patrolling. (p.s., a good rebind for patrol is q) | ||
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AmericanUmlaut
Germany2594 Posts
On July 13 2011 21:37 Foooky wrote: 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 Ignoring your random raging at Wolf, my understanding is that it's simply easier to mess up the zealot block when you have a diagonal corner than when you have a hallway between two buildings, because the placement has to be more precise - if you click to one side or the other by just a bit, you can end up leaving just enough space for a runby. Standing a bit back in a hallway also reduces the number of lings that can attack you at one time. | ||
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Otolia
France5805 Posts
What is the number of harvester I need to have as goal for the 20 min mark and on how many expand ? The first part of the question is simple but keep in mind that my mechanics are poor so I need a deathball to win ultimately, I can't win by doing reinforcements all the time. And the second maybe situational but I need goals so that I can progress. What hints should I be looking for when I scout before expanding ? (around the 10-12 min mark) Should I scout earlier ? Again those are only objectives, if I have a zergling rush on my hands I won't expand. Which hints should make me tech up to colossi or HT and is it viable to put both a robo and a council during the expand ? Thanks in advance for the answers. | ||
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AmericanUmlaut
Germany2594 Posts
On July 14 2011 22:59 Otolia wrote: Hi, a bronze league protoss player here. I have a few questions for you : What is the number of harvester I need to have as goal for the 20 min mark and on how many expand ? The first part of the question is simple but keep in mind that my mechanics are poor so I need a deathball to win ultimately, I can't win by doing reinforcements all the time. And the second maybe situational but I need goals so that I can progress. What hints should I be looking for when I scout before expanding ? (around the 10-12 min mark) Should I scout earlier ? Again those are only objectives, if I have a zergling rush on my hands I won't expand. Which hints should make me tech up to colossi or HT and is it viable to put both a robo and a council during the expand ? Thanks in advance for the answers. Low diamond toss here, for reference. Your sense of game time is way, way off. SC2 goes faster than that. A good player, left alone, can get a maxed army with a good composition well before 20 minutes (I want to say around 16 minutes?), including about 70 probes, which is enough to have three bases mining at good efficiency. You should be scouting with the probe that builds your first pylon or your first gateway. Just keep scouting until your opponent kills the probe - later on you can learn what the timings are to run away, but it's more important to make sure you know what your opponent is doing than to keep the probe alive. You shouldn't be waiting until 10-12 minutes to expand. I know there are people who feel that low level players should just focus on one-base play, but if you learn to expand at a good timing and then defend, you're going to be able to beat pretty much any bronze leaguer. Do some research on 3-gate expand vs Zerg and 2-gate robo expand vs Terran. For PvP you really do need to stay on one base - I would honestly recommend you learn to 4-gate until you can do it pretty well, because you need to know how 4-gates work to do any other build in PvP (since every other build revolves around defending a 4-gate). You can have two bases up around 7-8 minutes in the other matchups without any trouble at all - 12 minutes is way, way too late. When you scout, you're usually just trying to answer the question: "how soon can this guy fuck with me?" And basically the reason you want that information is that it lets you know how quickly you can safely expand. If you see something agressive (two baracks, a fast pool, an obvious four-gate), you know you need to make more units before you can expand. If you see something more passive, you know you can get an expansion safely. At bronze level, I wouldn't worry too much about when robo is the better tech choice and when HT is better. I would honestly recommend that you just expand, then tech to colossi pretty quick in every game, and attack when you have three of them with range. That's a decent strategy in PvT and PvZ. Just do the same thing every game until you get comfortable with it - you can certainly make it to platinum just by having a halfway decent 4-gate for PvP and a two-base colossus push for the other matchups, even if your mechanics aren't phenomenal. | ||
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Excludos
Norway8234 Posts
On July 14 2011 22:09 AmericanUmlaut wrote: Ignoring your random raging at Wolf, my understanding is that it's simply easier to mess up the zealot block when you have a diagonal corner than when you have a hallway between two buildings, because the placement has to be more precise - if you click to one side or the other by just a bit, you can end up leaving just enough space for a runby. Standing a bit back in a hallway also reduces the number of lings that can attack you at one time. This spesific problem has been patched at least 2 times now, but its still possible. Even with a zealot on hold position, its possible for zerglings to push it out of the way. This is a lot harder to do if the zealot is between 2 buildings instead of 1 building and the edge. What you ultimately want to achieve is a "hallway" for your zealot to stand in, so if it does get pushed, its not enough for zerglings to slip by, and you can stack another zealot behind your first, should he die, buying you more time. | ||
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Baeras
United States140 Posts
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TidusX.Yuna
United States239 Posts
I have a question that's been nagging at me for awhile. When I play vs. Zerg a lot of times I will see them place a macro hatch fairly early. Are macro hatches bad? Why? To me it seems they are pointless until you have a surplus of minerals but it is used so commonly in the bronze, silver, and gold levels that it has me wondering. Thanks! | ||
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Vod.kaholic
United States1052 Posts
On July 15 2011 02:25 TidusX.Yuna wrote: Hi, I have a question that's been nagging at me for awhile. When I play vs. Zerg a lot of times I will see them place a macro hatch fairly early. Are macro hatches bad? Why? To me it seems they are pointless until you have a surplus of minerals but it is used so commonly in the bronze, silver, and gold levels that it has me wondering. Thanks! How early are we talking? If they place a macro hatch after pool but before expanding then they want to do some cheesy build. If they place it soon after expoing they want to do a zergling-heavy build. Since you say it is common at gold and below, I'd say it's understandable, as macro is generally a weak point for these players, and having a macro hatch will enable them to spend their money better. Personally, from watching replays and VODs, I've started liking it when zergs place a macro hatch soon after saturating their nat, or as they're taking a 3rd - it can provide a great deal of larvae, and it's just nice to have an extra hatch to concentrate your production of units a bit more as you get to 3 bases so your reinforcements are less likely to be cut off. A good line of reasoning for arguments against a macro hatch is that if you're putting down a hatch to macro, you may as well put it next to some minerals and gas, the latter of which you'll need a lot lategame. The tradeoff in my opinion is that you risk spreading yourself very thin, whereas a macro hatch or two will let you concentrate your production lategame and risk fewer reinforcements being cut off. If you're on 3 base with a macro hatch vs 4 base w/ no macro hatch, your reinforcements come in differently. 3base+macro hatch you get 3 hatches (main, nat, macro) combining their reinforcements because they have very similar pathways, with the 3rd expo hatch making things on the side. 4base w/o macro hatch only your main and your nat combine their reinforcements and you have your 2 other bases which are separated from each other and from your main bases (depending on the map). The latter gets you more units coming from more directions, but it isolates/spreads you thin. The former prevents you from getting isolated at the cost of not having a 4th base, but lets you stream more concentrated reinforcements. | ||
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TidusX.Yuna
United States239 Posts
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ComaDose
Canada10357 Posts
On July 15 2011 02:15 Baeras wrote: does anyone know where the the best spawning pool time post is at i havent been able to locate it using "spawning pool" "zerg pool" "best pool" try http://wiki.teamliquid.net/starcraft2/Zerg_Strategy there is no best spawning pool time persay... unless the best spawning pool time post is something i dont know about. | ||
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Torte de Lini
Germany38463 Posts
If I open with roaches, he just goes a lot of lings, waits for me to leave and slips through. If I try to expand with roaches, lings just either go around and into my main or attack my natural until I come out and then go around me. If I open with speedlings, he goes ling baneling and pushes non-stop against my natural that I'm trying to get up and eventually destroys my army or takes down my natural. Either way, I'm always behind, I can't expand before him or he traps me. What the fuck do I do? | ||
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nams
53 Posts
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Marsupian
Netherlands455 Posts
On July 15 2011 02:15 Baeras wrote: does anyone know where the the best spawning pool time post is at i havent been able to locate it using "spawning pool" "zerg pool" "best pool" Are you asking what the best time is to place your spawning pool? If so it depends on what build you are doing. Check the liquipedia for some common zerg builds. Some common times are: 15 Hatchery 16 Pool 16 Hatchery 17 Pool 14 Gas 14 Pool 14 Pool 15 Hatchery 15 Pool 16 Hatchery In general the sooner you get the pool the easier you can defend yourself but the weaker your economy. Against protoss it's often better to get your pool before your hatchery so you can prevent the protoss from blocking the expo with a pylon. Against Terran it can be difficult to hold a 2 rax bunker rush with a late pool but if you use your drones to defend it's not impossible. Against zerg early pool builds are more common (as early as 8 pool) which makes it difficult to go hatch first. | ||
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blinkblue
United States119 Posts
I have been trying to teach my friend TvP but he's getting contained heavily while I freely expand. I have seen huk's 1gate 20food expo into 3gate defend it, i've seen stargate play completely run over it, i've seen a fast immortal break out of contain instantly... what's the best? | ||
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