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On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair?
This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer.
DT liquidpedia page Overseer liquipedia page Hatchery liquipedia page Lair liquipedia page
Your computer should have a calculator on it.
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On July 20 2011 15:28 TheRealzz wrote: Hi Zerg here some quick questions :
Rally points - Should I rally to my units to main army and monitor that so that if my unit is killed it doesn't reset? Or should I set one outside base and grab add to group from here?
Hatch / Pool builds I have been trying a 13 hatch in-base 15 pool not to great. Maybe im doing it wrong, anyways which is a very standard and fast gas openning ? 15p/14gas ? or 14p/14gas ?
What I'm asking is which is the safest build I can open with everytime any match up as sometimes I am lazy and dun feel like hatching first, I use 15p/14gas currently
Thank you for the help and sorry about my Engerish.
JUST A QUICK TY to those who answered my question :D
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Should I be sticking to one strategy as a low level player or adapt into different builds as the game progresses?
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On July 21 2011 07:46 zPhenom wrote: Should I be sticking to one strategy as a low level player or adapt into different builds as the game progresses? You'll want to learn a single build at a time. Once you learn how to do one build very very well, it's easy to learn and do other builds very very well. This way you avoid learning a lot of different builds all in a mediocre fashion.
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Blazinghand
United States25558 Posts
On July 21 2011 06:56 galtdunn wrote:Show nested quote +On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair? This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer. DT liquidpedia pageOverseer liquipedia pageHatchery liquipedia pageLair liquipedia pageYour computer should have a calculator on it.
He asked a simple question, he deserves a simple answer, not a bunch of links.
A DT has 26.6 DPS, or 25.9 DPS against units with 1 armor, like the Lair or Hatchery. An Overseer takes 25 seconds to morph. Each DT will deal 647 damage in the time it takes an Overseer to morph. A Hatchery has 1500 hp. A Lair has 2000 hp.
Assuming he starts making an overseer as soon as you start hitting with your DTs, you need 3 DTs to snipe a hatch in time, and 3 will also baaaarely snipe a lair in time.
Given that he may spot you a little early, you'll need a 4th DT to take down the lair in time usually. Really, though, the main issue is whether or not this gets scouted. If you can get several DTs into his base without him having detection or scouting you, you'll be fine regardless.
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On July 21 2011 07:49 Blazinghand wrote:Show nested quote +On July 21 2011 06:56 galtdunn wrote:On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair? This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer. DT liquidpedia pageOverseer liquipedia pageHatchery liquipedia pageLair liquipedia pageYour computer should have a calculator on it. He asked a simple question, he deserves a simple answer, not a bunch of links. A DT has 26.6 DPS, or 25.9 DPS against units with 1 armor, like the Lair or Hatchery. An Overseer takes 25 seconds to morph. Each DT will deal 647 damage in the time it takes an Overseer to morph. A Hatchery has 1500 hp. A Lair has 2000 hp. Assuming he starts making an overseer as soon as you start hitting with your DTs, you need 3 DTs to snipe a hatch in time, and 3 will also baaaarely snipe a lair in time. Given that he may spot you a little early, you'll need a 4th DT to take down the lair in time usually. Really, though, the main issue is whether or not this gets scouted. If you can get several DTs into his base without him having detection or scouting you, you'll be fine regardless. But your answer wasn't simple. All it took was some work on his part. If he's a noob and didn't know then I gave him the links, albeit harshly. I will apologize for that, but not that he asked people to do math for him.
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On July 21 2011 06:56 galtdunn wrote:Show nested quote +On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair? This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer. DT liquidpedia pageOverseer liquipedia pageHatchery liquipedia pageLair liquipedia pageYour computer should have a calculator on it.
Sorry I was harsh, that was uncalled for. <3
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Hi there,
I'm pretty new to SC2 (platinum level) and wanted to know if there's any kind of good BO including marines and thors to deal with Zergs. I tried a lot of BO and the only one I really liked is the 0/3 Hellion/Thors on big maps. Anyway, I still have a lot of troubles to beat Zergs on small maps.
I tried a build with 0/3 thors and 3/3 marines, the thors are used as meat-shields for the stimmed marines. The oppening is either a Reaper FE or a 1 Rax FE. I don't want to add tanks or hellions, just Marines, Thors and maybe Medivacs.
Thanks in advance and sorry for my english
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When scouting in the start of the game. What is the best scouting pattern on four player maps?
For example: Metalopolis, do I always scout close position as Terran first and then go for a square formation?
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How does one stop 6 pool with just workers?
Clearly only a few people are able to do this, and I'll never be one of them, but I'm curious about the exact mechanics that make it happen.
The most obvious step is to pull back weakened workers. Is there also something happening with stacking the probes by sending them to minerals, or anything like that?
Also does anyone know of any replays?
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What is Zerg's best unit comp when facing multiple races in something like ffa?
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Blazinghand
United States25558 Posts
On July 21 2011 09:00 Rosarius wrote:Hi there, I'm pretty new to SC2 (platinum level) and wanted to know if there's any kind of good BO including marines and thors to deal with Zergs. I tried a lot of BO and the only one I really liked is the 0/3 Hellion/Thors on big maps. Anyway, I still have a lot of troubles to beat Zergs on small maps. I tried a build with 0/3 thors and 3/3 marines, the thors are used as meat-shields for the stimmed marines. The oppening is either a Reaper FE or a 1 Rax FE. I don't want to add tanks or hellions, just Marines, Thors and maybe Medivacs. Thanks in advance and sorry for my english 
In terms of late-game compositions, you usually see thors coupled with hellions due to their decisive power against zerglings and the possibility of keeping the broodling count low against small numbers of broodlords. It's hard to run a composition without anti-ground splash; Marines don't have quite the punch against lings that they need, and are unusually vulnerable to splash damage (even moreso than hellions), and don't share upgrades with thors, leading to "full mech" compositions with thors, hellions, some tanks, and some vikings. Although many players (myself included) prefer marine/tank, this build is also possible.
An early build order that's a bit dated due to map changes is the Thor Drop Rush, which delays your expansion to quickly get a medivac and a Thor, which are used to harass the zerg player until he has anti-air other than queens. This build order gets marines and Thors, and from there you could transition to something more like a marine thor composition, if that's what you want.
http://wiki.teamliquid.net/starcraft2/Thor_Drop_Rush_(vs._Zerg)
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On July 21 2011 09:52 AustinCM wrote: What is Zerg's best unit comp when facing multiple races in something like ffa? I'd say muta/ling/bling.
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On July 21 2011 09:45 dump wrote: How does one stop 6 pool with just workers?
Clearly only a few people are able to do this, and I'll never be one of them, but I'm curious about the exact mechanics that make it happen.
The most obvious step is to pull back weakened workers. Is there also something happening with stacking the probes by sending them to minerals, or anything like that?
Also does anyone know of any replays? It's not hard at all, simply mineral walk away from the lings, then when everything is stacked mineral walk to the other side (assuming the lings are still in the mineral line). As soon as your stack is inside the lings, issue an attack move command and you will have an instant surround. 2 scvs/ 2 drones beat one ling (not sure about probes but it shouldn't matter), so as long as you have 12+harvesters when the attack comes and no 2 lings are attacking the same harvester, you will not lose a single harvester. This is, of coarse, assuming that the zerg is dumb enough to send the lings into the mineral line rather than pick off structures near the ramp etc.
edit: math behind the 2scvs/drones vs lings 2 drones attacking the same ling will do 10 damage every 1.5 seconds, and because of zerg regen lings effectively have around 36-38 hp, so 4 hits from 2 harvesters will kill one, which will take 6 seconds. Lings do 5 damage per .7 seconds, and again because of zerg regen, drones have effectively 41-43hp, so it will take a single ling 9 hits to kill a drone or scv, which takes 6.3 seconds.
edit2: The math above is assuming that no worker was hit while achieving the surround, which just won't happen. This is the only reason stop micro (as anihc pointed out) is necessary.
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On July 21 2011 07:49 Blazinghand wrote:Show nested quote +On July 21 2011 06:56 galtdunn wrote:On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair? This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer. DT liquidpedia pageOverseer liquipedia pageHatchery liquipedia pageLair liquipedia pageYour computer should have a calculator on it. He asked a simple question, he deserves a simple answer, not a bunch of links. A DT has 26.6 DPS, or 25.9 DPS against units with 1 armor, like the Lair or Hatchery. An Overseer takes 25 seconds to morph. Each DT will deal 647 damage in the time it takes an Overseer to morph. A Hatchery has 1500 hp. A Lair has 2000 hp. Assuming he starts making an overseer as soon as you start hitting with your DTs, you need 3 DTs to snipe a hatch in time, and 3 will also baaaarely snipe a lair in time. Given that he may spot you a little early, you'll need a 4th DT to take down the lair in time usually. Really, though, the main issue is whether or not this gets scouted. If you can get several DTs into his base without him having detection or scouting you, you'll be fine regardless.
This is incorrect.
You've over-estimated the overseer morph time, or you're using real time instead of game time. It's 25s for an overlord to make, and 17 seconds for an overseer to morph.
DT damage in 17 seconds is about 440. 1500/440 = 3.4 or 4 DTs to finish the hatch completely before the overseer spawns. 2000/440 = 4.5 or 5 DTs to finish a lair completely.
With 3 on a hatch or 4 on a lair, you're going to start taking damage while the hatch has around 200hp (240 on a lair), which is cutting it close - better to be safe and snipe the hatch than to have it live by one swipe.
EDIT: 4 and 5 DTs respectively also give you a bit of time to run away or spread before the overseer finishes.
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I mostly play Protoss, but I have a quick question about Terran army hotkeys.
I usually try to keep all of my units bound to their proper hotkeys as soon as they come out of their production structures, but this sometimes becomes a problem when I try to do single or multi pronged drops. For example, if I have all my medivacs bound with my bio on 1, and then take a medivac to do a drop and bind it to 2, that medivac is (usually) still on 1, so that when I 1a my army to attack the front as the drop hits, my drop medivac turns around to rejoin my army before it can drop its army off. What is the best way to counteract this problem? Shift-remove the drop medivacs from the control group? Re-hotkey once the drop is gone? Something else?
THANKS!! 
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On July 21 2011 10:52 Vod.kaholic wrote:Show nested quote +On July 21 2011 07:49 Blazinghand wrote:On July 21 2011 06:56 galtdunn wrote:On July 21 2011 06:38 IamPryda wrote: How many dts does it take to snipe a hatch before an overseer is morphed assuming they start it at about the time they arrive. How many for a lair? This is just a math question. Take a Dark Templar's DPS and an overseer's morph time and figure out how many DTs you need to do X amount of damage (hatchery or lair) in the build time for an overseer. DT liquidpedia pageOverseer liquipedia pageHatchery liquipedia pageLair liquipedia pageYour computer should have a calculator on it. He asked a simple question, he deserves a simple answer, not a bunch of links. A DT has 26.6 DPS, or 25.9 DPS against units with 1 armor, like the Lair or Hatchery. An Overseer takes 25 seconds to morph. Each DT will deal 647 damage in the time it takes an Overseer to morph. A Hatchery has 1500 hp. A Lair has 2000 hp. Assuming he starts making an overseer as soon as you start hitting with your DTs, you need 3 DTs to snipe a hatch in time, and 3 will also baaaarely snipe a lair in time. Given that he may spot you a little early, you'll need a 4th DT to take down the lair in time usually. Really, though, the main issue is whether or not this gets scouted. If you can get several DTs into his base without him having detection or scouting you, you'll be fine regardless. This is incorrect. You've over-estimated the overseer morph time, or you're using real time instead of game time. It's 25s for an overlord to make, and 17 seconds for an overseer to morph. DT damage in 17 seconds is about 440. 1500/440 = 3.4 or 4 DTs to finish the hatch completely before the overseer spawns. 2000/440 = 4.5 or 5 DTs to finish a lair completely. With 3 on a hatch or 4 on a lair, you're going to start taking damage while the hatch has around 200hp (240 on a lair), which is cutting it close - better to be safe and snipe the hatch than to have it live by one swipe. Thnxs for the responses sorry if it seemed to be lazy I thought someone might know just off the top of there head who was a more seasoned gamer. I have been tryin out huks sentry blink stalker into dts and wanted to know if I catch the Zerg with his pants down would I be able to snipe the hatch/lair Or is this wrong and even if he has no detection should I get drones? EDIT: 4 and 5 DTs respectively also give you a bit of time to run away or spread before the overseer finishes.
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On July 21 2011 09:13 XiGua wrote: When scouting in the start of the game. What is the best scouting pattern on four player maps?
For example: Metalopolis, do I always scout close position as Terran first and then go for a square formation?
Close spawn is always a good place to start. On maps with no extra-close spawn, some pros go diagonal so they know the rush distance no matter if their opponent is at cross spawn or not.
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On July 21 2011 11:09 nvs. wrote:I mostly play Protoss, but I have a quick question about Terran army hotkeys. I usually try to keep all of my units bound to their proper hotkeys as soon as they come out of their production structures, but this sometimes becomes a problem when I try to do single or multi pronged drops. For example, if I have all my medivacs bound with my bio on 1, and then take a medivac to do a drop and bind it to 2, that medivac is (usually) still on 1, so that when I 1a my army to attack the front as the drop hits, my drop medivac turns around to rejoin my army before it can drop its army off. What is the best way to counteract this problem? Shift-remove the drop medivacs from the control group? Re-hotkey once the drop is gone? Something else? THANKS!! 
I don't know what the best way is, but i personally like to re-hotkey my group without the unit that just left/got re-hotkeyed.
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does anyone know which setting controls the green circle animation showing up when placing creep tumors? right now I can't see them but I have everything on low
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