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Simple Questions Simple Answers - Page 276

Forum Index > StarCraft 2 Strategy
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rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 19 2011 16:42 GMT
#5501
On July 19 2011 19:03 JoeAWESOME wrote:
Show nested quote +
On July 19 2011 18:57 brachester wrote:
what are the different icons you can get on TL?


Depending on your post-count and what race you picked


How long you've been a member for is also a factor.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 19 2011 16:44 GMT
#5502
On July 20 2011 01:42 Anihc wrote:
Show nested quote +
On July 19 2011 19:03 JoeAWESOME wrote:
On July 19 2011 18:57 brachester wrote:
what are the different icons you can get on TL?


Depending on your post-count and what race you picked


How long you've been a member for is also a factor.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=165878&currentpage=189
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 19 2011 16:46 GMT
#5503
On July 20 2011 01:16 HardCorey wrote:
You can't really go only Collossi-Phoenix. You need some gateway units in there to help protect the Collossi from the ground army. It is very common for you to kill all the vikings and then have no ground army left to fight a big MM ball.


I think the gateway units are implied.

Also I don't think trying to match the viking count is a good way to approach this issue, since you can't always get an accurate count and it's much easier to make vikings than phoenix. If I go phoenix/colossus in PvT late game I'll have 2 stargates making phoenix, and I'll stop once I get to about 10-15 regardless of the terran's viking count (obviously if he stops making vikings I'll stop remaking phoenix).
CaptainWafflez
Profile Joined July 2011
United States3 Posts
July 19 2011 16:48 GMT
#5504
I am starting to get more into starcraft. I am still a little undecisive for which i like best. Any tips on getting more familiar with one race.

Thanks for the help,
CaptainWafflez
new to sc2
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 19 2011 16:49 GMT
#5505
On July 20 2011 01:48 CaptainWafflez wrote:
I am starting to get more into starcraft. I am still a little undecisive for which i like best. Any tips on getting more familiar with one race.

Thanks for the help,
CaptainWafflez


Play more.
CaptainWafflez
Profile Joined July 2011
United States3 Posts
July 19 2011 16:51 GMT
#5506
will do haha
new to sc2
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
July 19 2011 16:57 GMT
#5507
Well to get to learn the hotkeys more, you should just play a lot. If you enjoy, you might do the Protoss missions in the campaign, but only for hotkey purposes, some things don't function as they should, neither do you have acces to Warpgates for a long time.

Playing, playing, lots of playing.

To learn to know the units, you could open up a unittester.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
July 19 2011 17:14 GMT
#5508
On July 20 2011 01:49 Anihc wrote:
Show nested quote +
On July 20 2011 01:48 CaptainWafflez wrote:
I am starting to get more into starcraft. I am still a little undecisive for which i like best. Any tips on getting more familiar with one race.

Thanks for the help,
CaptainWafflez


Play more.


Although brief, Ouggnohz is correct, as usual. I'd recommend playing practice 1v1s with your friends, or queuing up for custom 1v1s on xel naga caverns and shattered temple, or laddering, and just be Random and get a feel for all three races. Once you've played about 20 games with each race, you'll have a much better feel for what you like.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
RAGEMOAR The Pope
Profile Joined February 2011
United States216 Posts
July 19 2011 17:44 GMT
#5509
If an OL poops on a chronoboosted structure, does it last for the full duration and block the chronoboost (full duration in real seconds), or does chronoboost speed up the dissipation (chronoboosted time)?
shackes
Profile Joined August 2010
Germany148 Posts
July 19 2011 17:47 GMT
#5510
On July 19 2011 21:01 Kambing wrote:
However, you can break the cycle if you end up clicking before the "Snipe selected via repeated R" step. This can be due to simply clicking faster than the keyboard spams R. Or it has to do with your keyboard repeat delay (the delay between when you initially depress R and when the keyboard begins repeating it) and can be fixed through settings to a degree. See this earlier reply for more info:

+ Show Spoiler +

On May 09 2011 14:28 Kambing wrote:
Show nested quote +
On May 09 2011 14:13 raj_ wrote:
Is there a way to completely turn off the keyboard repeat delay in XP?

(I ask because it would help me with placing forcefields - if you hold down F and start click-spamming right away you can de-select your sentries during the repeat delay time on your keyboard.)


Basic way to lower keyboard repeat delay is something like Control Panel -> Hardware -> Keyboard -> Repeat Delay.

Turning it off in general is impossible since there is a OS-set min cap on the delay. There's ways around it, e.g., see this thread about using autohotkey and registry hacking to do so:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=190576

Stackoverflow also recommends KeyboardKing (the goofiest name for a program I've ever heard) for adjusting repeat and delay rates:

http://bandwidthcontroller.com/Keyboard King/

You can look at the relevant stack overflow question if you want to hunt around for other solutions:

http://stackoverflow.com/questions/171326/how-can-i-increase-the-key-repeat-rate-beyond-the-oss-limit




Great answer, thank you. I didn't even know the cause of the problem.

I'm having a look at KeyboardKing right now, but I have to be careful, because (with Grid) Stim is on the same key as Snipe...
Tryxtira
Profile Joined November 2010
Sweden572 Posts
July 19 2011 17:47 GMT
#5511
On July 20 2011 02:44 RAGEMOAR The Pope wrote:
If an OL poops on a chronoboosted structure, does it last for the full duration and block the chronoboost (full duration in real seconds), or does chronoboost speed up the dissipation (chronoboosted time)?


The chrono boost does not speed up the time it takes for the poop to disappear. At least I'm 99% sure that's the case.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
July 19 2011 17:49 GMT
#5512
On July 20 2011 02:44 RAGEMOAR The Pope wrote:
If an OL poops on a chronoboosted structure, does it last for the full duration and block the chronoboost (full duration in real seconds), or does chronoboost speed up the dissipation (chronoboosted time)?


You're referring to Overseers (not OL which = overlords), but no, the chronoboost does not reduce the duration of the contaminate poop. It only applies to production/research, not status effects.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
RAGEMOAR The Pope
Profile Joined February 2011
United States216 Posts
July 19 2011 18:02 GMT
#5513
So, if an overseer contaminates the building, you lose any chrono time remaining?
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
July 19 2011 18:07 GMT
#5514
On July 20 2011 03:02 RAGEMOAR The Pope wrote:
So, if an overseer contaminates the building, you lose any chrono time remaining?


Contimating a building that is chrono boosted wastes the chrono boost.

http://wiki.teamliquid.net/starcraft2/Contaminate#Use
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Knockoutpill
Profile Joined April 2011
Sweden23 Posts
July 19 2011 18:22 GMT
#5515
I started playing a few weeks ago after having only watched matches and tournaments on justin.tv and youtube (favorite casters: Day[9], halby, Husky, Diggity and AskJoshy). After having won three of the five qualifying matches I was put in the silver league. Having watched hours and hours of pro play I feel I have a pretty okay grasp of what to look out for, but my micro and general understanding of the game mechanics is missing.

I'm playing terran mostly because that's what I played in the campaign and I don't want to have to learn new hot keys.

I have some really n00b questions:

1. If I have an army consisting of, say, marines, marauders, medivacs, vikings and a raven, how would you suggest I divide the hotkeys? If I have them all on one hotkey then I can't stim because whenever I hit T the raven wants to drop a turrent (and there's no stim happening). I generally have MMM on one hotkey, the raven on one and the vikings on one (so that I can control them to snipe colossi, etc). But that makes for a lot of hitting hotkeys. But maybe there is no other way?

2. Whenever I'm standing with a bunch of guys somewhere on the map and I have my unit buildings rallied to that point and I want to put my army on different hotkeys, I have to double click a unit type, move it to one point and then do that with all the different unit types before I can click and drag to create control groups. What's a better way of creating control groups and adding/removing single units or groups of units from control groups?

3. When one of my SVCs is building something and that SCV gets attacked, what's the most proper response? If I select that SCV and look at the commands I can give it I think it says I can press S to have it "Stop current action" (something like that) and then fight back or run away, but that doesn't seem to work for me. Maybe I'm doing it wrong. I always have to click with the mouse.. and then I bring over another SCV to fight the attacker and run away with my damaged SCV. I have needlessly lost a lot of SCVs by attacks from scouting workers in my base.

4. When stutter stepping with marines or marauders, is it move + stop + move + stop, etc? (Right click, s, right click, s...)

I'm sorry if any of these questions have been answered earlier. This thread is 276 pages with 19 (20?) posts per page and I didn't feel like reading them all. :-/
http://sc2ranks.com/eu/2064646/Kyuss
tuestresfat
Profile Joined December 2010
2555 Posts
July 19 2011 18:48 GMT
#5516
noob question, what differences highlight the CEVO "cloaked" maps from the ladder ones and the versions mlg uses?
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-07-19 18:56:52
July 19 2011 18:56 GMT
#5517
On July 20 2011 03:48 tuestresfat wrote:
noob question, what differences highlight the CEVO "cloaked" maps from the ladder ones and the versions mlg uses?


Cloaked maps don't show the stats screen afterwards. So you can't see build orders. MLG versions of ladder maps generally remove close by ground positions and put a depo at the bottom of the ramp so you can't 2 building wall or 3 pylon block.
TwistedHelix
Profile Joined July 2010
United States50 Posts
July 19 2011 19:10 GMT
#5518
Question about gas timing:

Assume a ZvZ where both players fast expand (on say, tal darim) and plan on going for a roach/infestor midgame. If I want to get fast +1/+1, then infestors, then +2/+2, what should my approximate gas timings be? I.E., first gas at 17, second when lair starts, etc.
vanao
Profile Joined November 2010
9 Posts
July 19 2011 19:13 GMT
#5519
does the vision-range of missile turrets also increase with research of the shooting-range upgrade?
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 19 2011 20:00 GMT
#5520
On July 20 2011 03:22 Knockoutpill wrote:
I started playing a few weeks ago after having only watched matches and tournaments on justin.tv and youtube (favorite casters: Day[9], halby, Husky, Diggity and AskJoshy). After having won three of the five qualifying matches I was put in the silver league. Having watched hours and hours of pro play I feel I have a pretty okay grasp of what to look out for, but my micro and general understanding of the game mechanics is missing.

I'm playing terran mostly because that's what I played in the campaign and I don't want to have to learn new hot keys.

I have some really n00b questions:

1. If I have an army consisting of, say, marines, marauders, medivacs, vikings and a raven, how would you suggest I divide the hotkeys? If I have them all on one hotkey then I can't stim because whenever I hit T the raven wants to drop a turrent (and there's no stim happening). I generally have MMM on one hotkey, the raven on one and the vikings on one (so that I can control them to snipe colossi, etc). But that makes for a lot of hitting hotkeys. But maybe there is no other way?

2. Whenever I'm standing with a bunch of guys somewhere on the map and I have my unit buildings rallied to that point and I want to put my army on different hotkeys, I have to double click a unit type, move it to one point and then do that with all the different unit types before I can click and drag to create control groups. What's a better way of creating control groups and adding/removing single units or groups of units from control groups?

3. When one of my SVCs is building something and that SCV gets attacked, what's the most proper response? If I select that SCV and look at the commands I can give it I think it says I can press S to have it "Stop current action" (something like that) and then fight back or run away, but that doesn't seem to work for me. Maybe I'm doing it wrong. I always have to click with the mouse.. and then I bring over another SCV to fight the attacker and run away with my damaged SCV. I have needlessly lost a lot of SCVs by attacks from scouting workers in my base.

4. When stutter stepping with marines or marauders, is it move + stop + move + stop, etc? (Right click, s, right click, s...)

I'm sorry if any of these questions have been answered earlier. This thread is 276 pages with 19 (20?) posts per page and I didn't feel like reading them all. :-/

1) Generally the more hotkeys you use for your army the better, because it allows for diversity in control. Just keep practicing your 1a2a3a and it shouldn't be a problem for long.

2)Selecting all of a unit type is easier with ctrl+click, from that point I'm not sure why you are boxing to create control groups, so I'm just gonna throw some stuff out and hope it helps:
You can add units to a control group with shift, so if you are hotkey-ing MMM then you can ctrl+click the marines, shift1, ctrl+click marauders, shift1, ctrl +click medivacs, shift1. You can remove units from your current selection with shift+click, so say you have something in your group you want to remove (like an scv that got itself caught in a box or something) then shift click the unit portrait of the scv in the bottom bar, then ctrl set your hotkey again. Also, shift+click can be used to add single units, or when combined with control, add a unit type. Take the scenario above when I mentioned using shift to set hotkeys, you could also do that by ctrl+click marines, shift+ctrl+click marauders, shift+ctrl+click medivacs.

3) The halt construction hotkey is t.

4) I believe there is a delay with using stop, so as long as you know you're in range of your opponent (such as, kiting a zealot) then hold position is better. Now, as a zerg player, I usually deal with lower range units (such as roaches vs. hellions) so hold position can be harmful in that scenario so I use stop anyways.
I put the sexy in dyslexia.
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