On February 25 2011 05:14 L3gendary wrote: Anyone know how to kill an scv that is building (a bunker). One game i tried to a-move my lings but they only target the marines around the bunker tht just keeping kiting in circles until the bunker finished. And i cant right click on the scv either cus the lings/drones would just attack the bunker. Not sure if its even possible but i almost lost a game cus of this so i was wondering.
If you right-click the scv you will attack it. You probably missed it when you tried previously.
At the end of the game, when reviewing the statistics, there is a 'Build Order' tab. What determines when that stops logging? My guess is that it seems to be when the player is about to break the 50 supply threshold. Does anyone know for certain what it is?
On February 25 2011 15:24 Inertiaddict wrote: I have a question that I think is simple:
At the end of the game, when reviewing the statistics, there is a 'Build Order' tab. What determines when that stops logging? My guess is that it seems to be when the player is about to break the 50 supply threshold. Does anyone know for certain what it is?
Thanks.
It stops after a certain amount of events happen. There's no supply or time threshold, simply a number of inputs the log can take before it won't list any more. Not quite sure on the exact number but it's nothing really spectacular.
On February 25 2011 21:09 Apolo wrote: What should a Protoss look for when scouting a Terran, and what does that information mean?
With your scouting probe, you want to check to see if gas was taken.
If so, check to see if it a gas before barracks by clicking the geyser to see how much was mined. Anything over 50 before the barracks is finished implies that he is going for fast tech If not, then it will either be a 1 or 2 Rax FE, or even a 2 Rax Marine all in.
Once your scout is repelled, you'll want to check back at the front of his ramp or try and sneak a probe in.
If the probe dies to marines only, assume Cloaked banshee rush, as he is at least teching and that is the worst case scenario. If the probe dies to Marines + Marauders, he may be doing a stim timing push or preparing to expand behind bio. Get a couple sentries to forcefield the ramp if you feel pressured.
When you scout with your observer, you want to see check addons and army composition of the Terran.
If you see lots of barracks with addons, assume early-mid bio play with Medivac support and possibly transitions into Ghost-Viking to deal with Robo tech. If you see 2+ Factories + Armory, it's safe to assume he is going mech with a heavy focus on Tank/Thor as the bulk of his army, with possible Marauder/Hellion drops to harass you. If you see a mostly marine based composition with a Starport + Tech Lab, assume Marine/Raven PDD timing push or mass Air play after you observer has been denied.
Hope that helps. You also want to keep an eye out for when Terran tries to take his third and do you best to deny it.
Ok, I was close to making a thread but I guess I'll try here.
1. Is it actually okay to stop unit/worker production to expand? For example when I go 1-1-1 as Terran, I never find a place to expand. Is it okay to stop my production from for example the starport and factory just a quick bit, to get the 400 minerals for the CC? Or is the best way to have it woven into your buildorder?
2. What units are Thors really good at? Now I barely can remember which one was which, but I remember having 2 games in a row, one vs zerg and one vs protoss. In the first game I pulled out Thors which worked amazing and it pretty much slaughtered him. Next game, vs zerg, I did the same thing but it was the worst decision ever. I could have put that money into siege tanks and I know it would have worked much better.
Note that I am in gold/close platinum for now, which means nor I or the people I play are very good hehe.
On February 25 2011 23:30 zende wrote: Ok, I was close to making a thread but I guess I'll try here.
1. Is it actually okay to stop unit/worker production to expand? For example when I go 1-1-1 as Terran, I never find a place to expand. Is it okay to stop my production from for example the starport and factory just a quick bit, to get the 400 minerals for the CC? Or is the best way to have it woven into your buildorder?
2. What units are Thors really good at? Now I barely can remember which one was which, but I remember having 2 games in a row, one vs zerg and one vs protoss. In the first game I pulled out Thors which worked amazing and it pretty much slaughtered him. Next game, vs zerg, I did the same thing but it was the worst decision ever. I could have put that money into siege tanks and I know it would have worked much better.
Note that I am in gold/close platinum for now, which means nor I or the people I play are very good hehe.
1) yes it's okay. You just have to make sure you won't be needing those units for awhile (ie, you're being aggressive and the opponent is forced to be defensive, you have a good defensible position etc etc). Sometimes it's taking a risk.
On February 25 2011 23:30 zende wrote: Ok, I was close to making a thread but I guess I'll try here.
1. Is it actually okay to stop unit/worker production to expand? For example when I go 1-1-1 as Terran, I never find a place to expand. Is it okay to stop my production from for example the starport and factory just a quick bit, to get the 400 minerals for the CC? Or is the best way to have it woven into your buildorder?
2. What units are Thors really good at? Now I barely can remember which one was which, but I remember having 2 games in a row, one vs zerg and one vs protoss. In the first game I pulled out Thors which worked amazing and it pretty much slaughtered him. Next game, vs zerg, I did the same thing but it was the worst decision ever. I could have put that money into siege tanks and I know it would have worked much better.
Note that I am in gold/close platinum for now, which means nor I or the people I play are very good hehe.
1. It's much better to cut a unit here or there, rather than a worker. You'll want all the workers you can get to split between your two bases so that you don't get mined out too fast in one base, and get the most benefit out of two bases as you can. If you do a 1 Rax FE or Reaper Expand or something along those lines, you'll find that your money actually builds up to over 400 minerals, so that's when it would be ideal to expand with that.
2. Thors are really excellent against light Air units, especially mutalisks. This is because they do splash damage in the air and mutas clump really nicely. This can be negated however with The Magic Box. They also do very well against most ground units, especially those that are armored. Small tier 1 units like speedlings and marines however get massively overkilled by Thors and can't shoot fast enough to take out a large amount of them.
On February 25 2011 15:24 Inertiaddict wrote: I have a question that I think is simple:
At the end of the game, when reviewing the statistics, there is a 'Build Order' tab. What determines when that stops logging? My guess is that it seems to be when the player is about to break the 50 supply threshold. Does anyone know for certain what it is?
Thanks.
It's not 50 supply and it's not a question of time. I think I counted when I first started playing and it was your first 50 actions. I would check a couple of examples and count the number of items listed and that should be the answer.
It's shift queueing. Select a tank, right click it to the location you want it to go to, then while holding shift, hit 'E', which is the hotkey for Seige Mode. It will enter seige mode when it arrives at that location. You can 'leap frog' by using this, but also queueing the movement itself, as your first action is to hit 'D' to unseige. So, select a tank in seige mode (or 2 or 3), click 'D', then hold Shift and right click the destination, then holding shift, click 'E'. While that or those tanks are moving into position, you can move on to other tasks, knowing those tanks will seige when they get where they are going.
There is also cloning, which is even better. If you want to work with say 4 tanks, putting them in pairs in two forward locations, you can select all the tanks, use the leapfrog technique above to seige them all for destination #1, then shift+click in the wire frames to deselect 2 of them, so you have 2 selected. Now, you can right click a second destination and shift+'E' the seige. Now, you've basically seiged up 4 tanks in different locations, fairly quickly. It's pretty cool.
edit: I forgot to ask my own question lol.
Q: If High Templar are in a Warp Prism and that Warp Prism is EMP'd, do the HT's lose their energy and shields ? I have a number of thoughts in my head if they are protected while in the warp prism.
In TvZ: Should you micro tanks to shoot at blings so they don't wasteshots on lings?
Is it better to hold position some bio to deplete some of the blings while running away the rest of your mm? (As opposed to just running the whole ball away from the blings).
On February 26 2011 05:14 MockHamill wrote: How do you leap frog siege tanks quickly? I know there is some "trick" with shift but I have never got it to work. Please explain in detail.
Use shift to tell your tanks to siege themselves when they get to a location. E.g. select tank, right click the ground, hold shift, press e.
On February 19 2011 09:12 MuteZephyr wrote: Is there any way to rotate my buildings for placement? I was sure there wasn't, but one of my opponents in a replay has their factory sideways so as to fit in the wall better. I was pretty blown away by this, how did he do this?
Wait...Terran buildings are 3x3. It'd be the same any way you put it....
Right, but it was oriented to keep the weak addon inside the wall as opposed to being part of it.
It had to be just the orientation of the ramp itself. If the ramp opens to the right, then the addon would be part of the wall. If it opens to the left, for example, the addon is on the backside, thus not a part of it. I don't think the building was rotated, but the orientation of the spawning location's ramp opening. The addon is always a 2x2 attached to the right side of the 3x3 buildings. Always.
is it always on the right top as well?
i'm so nub, i don't know how many building placements i've effed up because of this (i like them to be neat and right next to each other lol). also i keep making wall-ins that aren't actually sealed. it's ok tho because usually my opponent assumes that it is sealed, because who would be dumb enough to make 1 rax/2 depots that doesn't seal? *shrug*
I fooled around in the unit tester and it seems that the Colossus priorities Hydralisk over Roaches. This sounds quite intressting but still i haven't found neither a thread nor an article about this.
So have there been any experiments conducted about the "Attack Target Priority" and i just couldn't find it, or is this still a rather unexplored game mechanic?
On February 24 2011 15:07 closey wrote: Does archon do 100% splash like the banelings?
Just for gags:
What will happen if you vortex 15 archons of your opponent, and throw in 15 archons of yours. No upgrades at all(15 archons 1 hit kills another archon!)
If archons doesn't do 100% splash, make it 20 archons.
Someone's gotta get on the map tester
does it matter?
archon toilet is ridiculously powerful against anybody.
With patch 1.3 archon toilet should be (somewhat) going away as there will be an invincibility duration after the units leave the vortex.