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Simple Questions Simple Answers - Page 28

Forum Index > StarCraft 2 Strategy
Post a Reply
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EliteAzn
Profile Blog Joined April 2010
United States661 Posts
Last Edited: 2011-02-27 05:22:39
February 27 2011 05:22 GMT
#541
If you have two iterations of fungal going on the same group of units, does it still act as 1 fungal or 2?

i.e., fungalling a group of workers once initially, waiting, casting it again after it runs out VS. fungalling a group of workers twice, one right after another (no pause between the two fungals).
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
Kaitlin
Profile Joined December 2010
United States2958 Posts
February 27 2011 07:06 GMT
#542
On February 27 2011 03:01 underdawg wrote:
Show nested quote +
On February 20 2011 06:49 Kaitlin wrote:
On February 19 2011 13:10 MuteZephyr wrote:
On February 19 2011 11:54 Synystyr wrote:
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*



Here's the building:

XXX
XXX
XXX

Here's the building with addon:

XXX
XXXXX
XXXXX

Always
thesideshow
Profile Blog Joined May 2010
930 Posts
February 27 2011 08:38 GMT
#543
On February 27 2011 14:22 EliteAzn wrote:
If you have two iterations of fungal going on the same group of units, does it still act as 1 fungal or 2?

i.e., fungalling a group of workers once initially, waiting, casting it again after it runs out VS. fungalling a group of workers twice, one right after another (no pause between the two fungals).


It acts as 1. Fungals don't stack.
OGS:levelchange
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
February 27 2011 15:12 GMT
#544
On February 27 2011 17:38 thesideshow wrote:
Show nested quote +
On February 27 2011 14:22 EliteAzn wrote:
If you have two iterations of fungal going on the same group of units, does it still act as 1 fungal or 2?

i.e., fungalling a group of workers once initially, waiting, casting it again after it runs out VS. fungalling a group of workers twice, one right after another (no pause between the two fungals).


It acts as 1. Fungals don't stack.


No ability stacks just to add to the post.
Not even storms stack.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
EliteAzn
Profile Blog Joined April 2010
United States661 Posts
Last Edited: 2011-02-27 16:42:31
February 27 2011 16:42 GMT
#545
On February 28 2011 00:12 Torte de Lini wrote:
Show nested quote +
On February 27 2011 17:38 thesideshow wrote:
On February 27 2011 14:22 EliteAzn wrote:
If you have two iterations of fungal going on the same group of units, does it still act as 1 fungal or 2?

i.e., fungalling a group of workers once initially, waiting, casting it again after it runs out VS. fungalling a group of workers twice, one right after another (no pause between the two fungals).


It acts as 1. Fungals don't stack.


No ability stacks just to add to the post.
Not even storms stack.


Thanks, that's what I thought...just wanted to confirm...forgot about the storm example
(╯`Д´)╯︵ ┻━┻ High Five! _o /\ o_
FIRETRUCK
Profile Joined February 2011
Sweden78 Posts
February 27 2011 16:44 GMT
#546
My question(s):
What standard generic opening works for:
P:
T:
Z:
against all match-ups?

P: 3gate expand works against T and Z
Z: gas, then pool then hatch is a safe build vs any race. hatch first works too, but is more risky
( ' .') ('<_' )
voy
Profile Blog Joined February 2011
Poland348 Posts
February 27 2011 16:49 GMT
#547
Question about new maps:

Is there any spawn rules on them? I mean, on shakuras plateu players coulnd spawn on the same side(to close to the oponnent), we got something like this on one of the new maps?
I'm a man with a dream. And I look good in jeans. graphic designer looking for freelance work.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
February 27 2011 20:04 GMT
#548
On February 28 2011 01:49 voy wrote:
Question about new maps:

Is there any spawn rules on them? I mean, on shakuras plateu players coulnd spawn on the same side(to close to the oponnent), we got something like this on one of the new maps?


Wondering the same thing. As far as I know, there isn't, but I hope to be corrected.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Chutoro
Profile Joined January 2011
New Zealand95 Posts
February 27 2011 20:22 GMT
#549
On February 28 2011 05:04 Torte de Lini wrote:
Show nested quote +
On February 28 2011 01:49 voy wrote:
Question about new maps:

Is there any spawn rules on them? I mean, on shakuras plateu players coulnd spawn on the same side(to close to the oponnent), we got something like this on one of the new maps?


Wondering the same thing. As far as I know, there isn't, but I hope to be corrected.


I've had games on Slag in all but cross position. Typhon I've had cross position and both at top. So it seems likely there are no restrictions on those two. (Haven't had Backwater Gulch yet).
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
February 27 2011 20:32 GMT
#550
I got a question.

Let's say I see a death ball of mostly stalkers, sentries, colossus and a handful of zealots and I have the typical roach, some hydras and corruptors.

How would I engage this? Do I stick my corruptors out in front taking a lot of damage from the stalkers while my roaches move in last or the other way around?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
voy
Profile Blog Joined February 2011
Poland348 Posts
February 27 2011 20:32 GMT
#551
Yep, just played on Slag Pits, spawns on 6 and 9 hour... I hope Blizz will fix it, now its just.. to close. thx for answer.
I'm a man with a dream. And I look good in jeans. graphic designer looking for freelance work.
SlapMySalami
Profile Joined August 2010
United States1060 Posts
February 27 2011 20:38 GMT
#552
yknow what I played 2 games on slag and i saw incontrol playing on those positions but then i saw optikzero playing at 6 and 3
marineking will u huk my bigtt1 ilu
Gaslo
Profile Joined February 2011
Finland951 Posts
February 27 2011 23:10 GMT
#553
I know there is a fix coming to the toilet problem. But how does it work? Units coming out of the vortex will be invincible for 1.5secs, but can they fire at you?

I mean, that when they come out, do you have to run away so they don't get 1.5secs worth of free shots, or are they unable to fire?
SlapMySalami
Profile Joined August 2010
United States1060 Posts
Last Edited: 2011-02-28 00:48:01
February 28 2011 00:41 GMT
#554
On February 28 2011 08:10 Gaslo wrote:
I know there is a fix coming to the toilet problem. But how does it work? Units coming out of the vortex will be invincible for 1.5secs, but can they fire at you?

I mean, that when they come out, do you have to run away so they don't get 1.5secs worth of free shots, or are they unable to fire?


I heard they were unable to fire but I did not test this myself


On February 28 2011 05:32 Torte de Lini wrote:
I got a question.

Let's say I see a death ball of mostly stalkers, sentries, colossus and a handful of zealots and I have the typical roach, some hydras and corruptors.

How would I engage this? Do I stick my corruptors out in front taking a lot of damage from the stalkers while my roaches move in last or the other way around?



It depends on your unit count. If you have around 12 corruptors or more you need to move them in first because there will be leftovers anyway at the end of the fight. If you only have 5 or less corruptors you need to send them in last but you should have more corruptors.

On a side note the protoss shouldn't get zealots theyre a complete waste of money
marineking will u huk my bigtt1 ilu
Danger_Duck
Profile Blog Joined March 2008
Burkina Faso571 Posts
February 28 2011 04:05 GMT
#555
Do warpgates actually make unit build time faster, or just frontload rather than backload unit building?
TBA
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 28 2011 05:28 GMT
#556
On the PTR, is the bug fix to sentries a nerf, or will units now be trapped inside the Force Field?

- Fixed an issue to prevent force fields from pushing units during construction.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
OhYess
Profile Joined February 2011
Canada41 Posts
February 28 2011 05:31 GMT
#557
On February 28 2011 13:05 Danger_Duck wrote:
Do warpgates actually make unit build time faster, or just frontload rather than backload unit building?


Yeah, warpgate cooldown is much faster than cueing up units, if you're on time with your warps
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
February 28 2011 07:23 GMT
#558
On February 28 2011 14:28 HowardRoark wrote:
On the PTR, is the bug fix to sentries a nerf, or will units now be trapped inside the Force Field?

- Fixed an issue to prevent force fields from pushing units during construction.


Neither, it's a fix. Units were never meant to "disappear".

Additionally, typically sentries would not waste that much FF on a bunker unless either A. to prevent SCVs from repairing it (even then...) or B. the bug existed.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
thesideshow
Profile Blog Joined May 2010
930 Posts
February 28 2011 15:35 GMT
#559
On February 28 2011 09:41 SlapMySalami wrote:

Show nested quote +
On February 28 2011 05:32 Torte de Lini wrote:
I got a question.

Let's say I see a death ball of mostly stalkers, sentries, colossus and a handful of zealots and I have the typical roach, some hydras and corruptors.

How would I engage this? Do I stick my corruptors out in front taking a lot of damage from the stalkers while my roaches move in last or the other way around?



It depends on your unit count. If you have around 12 corruptors or more you need to move them in first because there will be leftovers anyway at the end of the fight. If you only have 5 or less corruptors you need to send them in last but you should have more corruptors.

On a side note the protoss shouldn't get zealots theyre a complete waste of money


Adding to this: also try to bring the corrupters in from the side, where not all the stalkers can shoot at them.

An exception to this is when the protoss player has void rays or phoenixes, then you'll want your corrupters over your own army so your hydras can take the air units out.
OGS:levelchange
underdawg
Profile Joined January 2011
United States399 Posts
February 28 2011 18:08 GMT
#560
when you kill a hatch, i know the broodlings will die within a few seconds...what about the larva? will they hatch into stuff if i leave them alone? 10 armor = so annoying to kill!
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