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On July 15 2011 03:33 nams wrote: a question thats been lurking me for a while is - When you emp a cloaked unit IE: an observer or dark templar, how long does it take before it automatically recloaks if ever? obviously not talking about cloaked energy units like ghosts and banshees, mostly observers and dark templar
10 game seconds, see http://wiki.teamliquid.net/starcraft2/EMP
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Does fungal growth work on floating buildings?
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On July 15 2011 08:32 D3nae wrote: Does fungal growth work on floating buildings?
No
Or any building for that manner.
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okay thx
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Not sure if this has been asked yet (266 pages is a LOT); Do any upgrades affect the damage output of fungal growth? ie +missile or +melee
Or is it 36 (47 vs armoured) regardless?
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Hi TL,
In PvZ, as a low plat player with terrible micro, is it better to go into midgame with Colossus/Sentry/Stalker or Immortal/Templar/Stalker/Sentries?
I keep hearing the 'IST' composition is overall stronger but difficult to control and also harder to tech to (and secure a 3rd base without Colossus), which has been my experience. In fact, now that i think about it, not sure what CSS doesnt seem as popular these days??
Is it better to go CSS on 2 base, then switch to IST by 3 bases (especially when zerg has started reacting by building millions of corruptors)?
I would just like a simple, effective but flexible game plan to follow in my PvZ 
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Ohh...another completely unrelated question!
Im looking to also learn how to play zerg to diversify a bit. What is a good thread to look at to learn the basics of playing zerg and learning it well for "ladder-playing standards"?
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As Zerg, what's the best way to maintain selection groups and hotkeys when producing new units, especially when reinforcing? Is it best to shift-add eggs to a group and then rally them, or set the rally point on the hatchery to where you're attacking, and then rapidly box and a-move?
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On July 15 2011 09:31 bankai wrote:Ohh...another completely unrelated question! Im looking to also learn how to play zerg to diversify a bit. What is a good thread to look at to learn the basics of playing zerg and learning it well for "ladder-playing standards"? 
This thread will almost certainly be of use, and it's well written to boot!  http://www.teamliquid.net/forum/viewmessage.php?topic_id=164060
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Blazinghand
United States25558 Posts
On July 15 2011 09:12 KnT wrote: Not sure if this has been asked yet (266 pages is a LOT); Do any upgrades affect the damage output of fungal growth? ie +missile or +melee
Or is it 36 (47 vs armoured) regardless?
the damage from fungal growth is not effective by melee or missile attack upgrades. infestors benefit from carapace as normal, and infested terrans benefit from missile attack upgrades.
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what crushes mass marine for a protoss at the early game?
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On July 15 2011 11:35 leafy wrote: As Zerg, what's the best way to maintain selection groups and hotkeys when producing new units, especially when reinforcing? Is it best to shift-add eggs to a group and then rally them, or set the rally point on the hatchery to where you're attacking, and then rapidly box and a-move? I recomend use shift add, boxing mid-transit is a great way to lose track of your units.
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On July 15 2011 13:42 xmikeyy17x wrote: what crushes mass marine for a protoss at the early game?
Stalkers and sentries. The +1 range of the stalker when compared to a marine as well as their speed let you micro against the marines quite well unless they get marauders or stim. They also have a large amount of shields relative to their health and an innate + 1 armor letting you pull back injured ones in order to build an advantage. Use sentries forcefield to isolate small groups of marines and zone out others in tight chokes like your main ramp or natural choke and guardian shield if you get caught in a stand-up fight.
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On July 15 2011 09:26 bankai wrote:Hi TL, In PvZ, as a low plat player with terrible micro, is it better to go into midgame with Colossus/Sentry/Stalker or Immortal/Templar/Stalker/Sentries? I keep hearing the 'IST' composition is overall stronger but difficult to control and also harder to tech to (and secure a 3rd base without Colossus), which has been my experience. In fact, now that i think about it, not sure what CSS doesnt seem as popular these days?? Is it better to go CSS on 2 base, then switch to IST by 3 bases (especially when zerg has started reacting by building millions of corruptors)? I would just like a simple, effective but flexible game plan to follow in my PvZ 
You can never go wrong with Stalker / Sentry / Colossus.
Teching to HTs and then colo in the late game is totally viable as you said but much harder to pull off. Not so much because of army control but in terms of how you survive to get there. It requires a great deal of scouting, and knowing when your opponent is going to attack.
Stalker / Sentry / Colo isn't a "1a" solution and also requires a great deal of micro. You need to particularly work on engagements and army positioning (as well as FF placement obviously)
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When doing a reaper expand in TvP do you get a marine first or is it a tech lab as soon as the rax finishes?
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whats the best way to drop banelings from overlords while having them spread? it seems like just dumping them all on one little spot seems like a bad idea.. any tricks?
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On July 15 2011 17:11 Destro wrote: whats the best way to drop banelings from overlords while having them spread? it seems like just dumping them all on one little spot seems like a bad idea.. any tricks?
If you hit D and left click the OL it will drop on the OL's location so you can shift click you overlord in any pattern you want.
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On July 15 2011 17:18 Ulfsark wrote:Show nested quote +On July 15 2011 17:11 Destro wrote: whats the best way to drop banelings from overlords while having them spread? it seems like just dumping them all on one little spot seems like a bad idea.. any tricks? If you hit D and left click the OL it will drop on the OL's location so you can shift click you overlord in any pattern you want.
This is correct.
The correct way to baneling drop is therefore to : 1) load up your overlords with banelings 2)wait for them to spread out a bit 3)issue a move command behind the army you want to kill (make sur to click outside the "magic box" so your overlords don't clump up) 4)D + shift click on your overlords when they are directly over the opponent's army
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On July 15 2011 09:12 KnT wrote: Not sure if this has been asked yet (266 pages is a LOT); Do any upgrades affect the damage output of fungal growth? ie +missile or +melee
Or is it 36 (47 vs armoured) regardless?
Nope, fungal isn't affected by upgrades (either offensive or defensive). Corruption does affect it, however.
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Why is it called Code S and Code A? is there a reason or is it just the way it it? Why isn't code A higher than code S
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