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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?
You don't even need to "send back" weakened workers. If you just issue a stop command at weakened workers, their priority will be lowered and enemy zerglings on attack move will automatically switch to a new target.
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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?
All of my numbers come from Liquipedia.
A Hatchery has 1500 HP, a Lair has 2000, a Hive has 2500.
One DT attacks for 44 damage (45 - 1 armor) every 1,694 seconds. It requires 35 hits to kill a Hatchery, 46 to kill a Lair and 57 to kill a Hive. All of these numbers ignore the buildings' regeneration - I don't think that will usually make a difference, since you'll get a maximum of 4 HP regenerated in the time an Overseer can morph.
An Overlord morphs to an Overseer in 17 seconds. I'll assume your opponent begins morphing as soon as the first attack is heard, so you get one free shot per DT before the 17 seconds start counting down, giving you a maximum of 11 hits per DT.
For a Hatchery (35 hits), 3 DTs will probably work, but 4 DTs will be certain. For a Lair (46 hits), 4 DTs will probably work, 5 will be certain. For a Hive (57 hits), 5 DTs will probably work, 6 will be certain.
I write 'will probably work' because you only need a second and a half to get an extra hit in, which is probably faster than most players can morph an Overseer in response to noticing the attack, and you don't even need all the DTs to survive long enough to make the last attack - only two have to be alive the extra 1.5 seconds in each case to get in the killing blow.
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On July 21 2011 14:11 MonsieurGrimm wrote: 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 If I understand the question correctly, I'm pretty sure the problem is not your settings, but that you have multiple tumors selected at the same time. You can only see the range indicator if you have a single tumor selected.
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Which upgrades should i do first again the early game of the zerg on my bio units?
Armor or Attack +1?
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On July 21 2011 17:17 AmericanUmlaut 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? All of my numbers come from Liquipedia. A Hatchery has 1500 HP, a Lair has 2000, a Hive has 2500. One DT attacks for 44 damage (45 - 1 armor) every 1,694 seconds. It requires 35 hits to kill a Hatchery, 46 to kill a Lair and 57 to kill a Hive. All of these numbers ignore the buildings' regeneration - I don't think that will usually make a difference, since you'll get a maximum of 4 HP regenerated in the time an Overseer can morph. An Overlord morphs to an Overseer in 17 seconds. I'll assume your opponent begins morphing as soon as the first attack is heard, so you get one free shot per DT before the 17 seconds start counting down, giving you a maximum of 11 hits per DT. For a Hatchery (35 hits), 3 DTs will probably work, but 4 DTs will be certain. For a Lair (46 hits), 4 DTs will probably work, 5 will be certain. For a Hive (57 hits), 5 DTs will probably work, 6 will be certain. I write 'will probably work' because you only need a second and a half to get an extra hit in, which is probably faster than most players can morph an Overseer in response to noticing the attack, and you don't even need all the DTs to survive long enough to make the last attack - only two have to be alive the extra 1.5 seconds in each case to get in the killing blow.
-_- Dude Blazinghand and I just answered that on the last page...
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On July 21 2011 20:28 Vod.kaholic wrote:Show nested quote +On July 21 2011 17:17 AmericanUmlaut 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? All of my numbers come from Liquipedia. A Hatchery has 1500 HP, a Lair has 2000, a Hive has 2500. One DT attacks for 44 damage (45 - 1 armor) every 1,694 seconds. It requires 35 hits to kill a Hatchery, 46 to kill a Lair and 57 to kill a Hive. All of these numbers ignore the buildings' regeneration - I don't think that will usually make a difference, since you'll get a maximum of 4 HP regenerated in the time an Overseer can morph. An Overlord morphs to an Overseer in 17 seconds. I'll assume your opponent begins morphing as soon as the first attack is heard, so you get one free shot per DT before the 17 seconds start counting down, giving you a maximum of 11 hits per DT. For a Hatchery (35 hits), 3 DTs will probably work, but 4 DTs will be certain. For a Lair (46 hits), 4 DTs will probably work, 5 will be certain. For a Hive (57 hits), 5 DTs will probably work, 6 will be certain. I write 'will probably work' because you only need a second and a half to get an extra hit in, which is probably faster than most players can morph an Overseer in response to noticing the attack, and you don't even need all the DTs to survive long enough to make the last attack - only two have to be alive the extra 1.5 seconds in each case to get in the killing blow. -_- Dude Blazinghand and I just answered that on the last page... Dude Blazinghand's answer was incorrect, and yours only got partial credit because you didn't show your work and didn't include the first hit as morphing starts (damage in 17 seconds should be about 484 [11 hits] not 440 [10 hits] which makes having one less DT more viable -- this is an example of a fencepost error :D).
Also, you and Dude Blazinghand don't get dibs on the answer to a question just because you posted first. If I think I have a better response, I can post it. Then there's more information here for anyone interested in it, and if there are disagreements, we can even have a lively debate!
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How can i force myself to use hotkeys?
I am playing random on platinum, and i think my strategies and reactions on the game of my opponent are pretty okay, but i just cannot force myself to use the keybord ._. The only hotkeys i am using are for Gateways to warp units in, if i roll Protoss or the "a" Key for attack-moving units. With my around 40 to 50 apm i do pretty well against other platinum players, but i think i could be way better if i would use the keybord more often; mainly in big battles i totally forget to macro. Is there a specific way or testmap to train using hotkeys?
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Can buildings see further than units?
More specifically, can Pylons see further than probes? Was playing a 4v4 as random, hit protoss, decided a cannon rush would be fun. Scouted closest enemy, only scouted far enough to make sure there was no creep, but not far enough that I could see any buildings. Yet the protoss enemy could clearly see my probe, while I could not see his pylon.
I have the replay up right now, and its obvious that the pylon can see much further than the probe. Or is it the nexus giving that sight range?
Just curious, as Overlords can see a nexus without the nexus seeing the overlord. Figured it would be the same (Or at least equal sight distance) with probes and pylons.
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On July 21 2011 22:02 Sareth wrote: How can i force myself to use hotkeys?
I am playing random on platinum, and i think my strategies and reactions on the game of my opponent are pretty okay, but i just cannot force myself to use the keybord ._. The only hotkeys i am using are for Gateways to warp units in, if i roll Protoss or the "a" Key for attack-moving units. With my around 40 to 50 apm i do pretty well against other platinum players, but i think i could be way better if i would use the keybord more often; mainly in big battles i totally forget to macro. Is there a specific way or testmap to train using hotkeys? How to force yourself to do so? Well. Just do it? I mean, you could try to play that once Challenge mission if you like to, but seriously, just do it.
if you don't KNOW them, that is another thing. THere is a setting which makes a letter appear over your picture. For exampje, it shows the Zealot picture with a Z in the lower right hand corner. You can also mouse over the Zealot, in which case the tooltip appears, which also contains the hotkey. Than, instead of clicking the zealot with your mouse, click the Z button. Try this vs AI 5 games in a row and you should soon be learning all of the important keys.
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On July 21 2011 22:53 Westy wrote: Can buildings see further than units?
More specifically, can Pylons see further than probes? Was playing a 4v4 as random, hit protoss, decided a cannon rush would be fun. Scouted closest enemy, only scouted far enough to make sure there was no creep, but not far enough that I could see any buildings. Yet the protoss enemy could clearly see my probe, while I could not see his pylon.
I have the replay up right now, and its obvious that the pylon can see much further than the probe. Or is it the nexus giving that sight range?
Just curious, as Overlords can see a nexus without the nexus seeing the overlord. Figured it would be the same (Or at least equal sight distance) with probes and pylons. Different units and buildings have different sight range.
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On July 21 2011 22:02 Sareth wrote: How can i force myself to use hotkeys?
I am playing random on platinum, and i think my strategies and reactions on the game of my opponent are pretty okay, but i just cannot force myself to use the keybord ._. The only hotkeys i am using are for Gateways to warp units in, if i roll Protoss or the "a" Key for attack-moving units. With my around 40 to 50 apm i do pretty well against other platinum players, but i think i could be way better if i would use the keybord more often; mainly in big battles i totally forget to macro. Is there a specific way or testmap to train using hotkeys? This makes me so sad that im still in plat  hmm hotkeys... well when the game starts you can set your main to 3/4 then when you want to build a worker make yourself press 3e/3s/3sd(whichever race) even just starting with this will let you get the hang of something you can do faster... keep your attacking army on 1 even so you can 1a etc.
rele? 50apm mouse only in platnum.. 1v1? 
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On July 21 2011 22:53 Westy wrote: Can buildings see further than units?
More specifically, can Pylons see further than probes? Was playing a 4v4 as random, hit protoss, decided a cannon rush would be fun. Scouted closest enemy, only scouted far enough to make sure there was no creep, but not far enough that I could see any buildings. Yet the protoss enemy could clearly see my probe, while I could not see his pylon.
I have the replay up right now, and its obvious that the pylon can see much further than the probe. Or is it the nexus giving that sight range?
Just curious, as Overlords can see a nexus without the nexus seeing the overlord. Figured it would be the same (Or at least equal sight distance) with probes and pylons.
http://wiki.teamliquid.net/starcraft2/Probe http://wiki.teamliquid.net/starcraft2/Pylon http://wiki.teamliquid.net/starcraft2/Nexus
compared to
http://wiki.teamliquid.net/starcraft2/Overlord
There are all the sights.
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@ToastieNL No, I do know the Hotkeys, and i try to use them, but after like the first 2-3 Minutes, i get lazy or simply forget to use them and return doing everything via mouse :-/ But thanks for the Tip with the Hotkeys appearing on the symbols, that should already help me 
@ComaDose Like i said, Exept my low apm i think i am not to bad, my Oponents avarage apm is like 100. I can play some games and upload the replays if u want.
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Not entirely sure this falls under the catagory of "strategy", but I don't feel like it deserves it's own thread and I havn't spotted a better place to ask so... here goes
I have a question concerning infestors; particularly the visual effect of fungal growth.
Sometimes I find it difficult to determine whether or not a fungal has in fact landed in those big scale engagements - or I suppose more particularly it can be hard to tell when the effect has dropped off - I find stalkers to be a particular problem.
My question is - does anyone have any suggestions concerning settings to make the fungal visual easiest to see? I've heard that the "low" settings (shaders:low) makes the fungals easier to see, but it also makes the forcefields kinda harder to see too...
I appreciate any suggestions - for reference, my computer can handle pretty much everything on "high" (not ultra) with smooth FPS, but beyond Shaders:Medium or higher, I'm not too fussed which settings I use - I'm just looking for the set of settings that'll help me most with this problem.
Thanks in advance!
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On July 21 2011 23:35 Sareth wrote:@ToastieNL No, I do know the Hotkeys, and i try to use them, but after like the first 2-3 Minutes, i get lazy or simply forget to use them and return doing everything via mouse :-/ But thanks for the Tip with the Hotkeys appearing on the symbols, that should already help me  @ComaDose Like i said, Exept my low apm i think i am not to bad, my Oponents avarage apm is like 100. I can play some games and upload the replays if u want. In that case; Just go and play the campaign/vs AI, FORCING yourself to NEVER get your mouse in the lower righthand corner. NEVER. NEVER NEVER!!
This is just a case of forcing yourself. I can't do it for you.
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My question is about mutas before banes. In what circumstances is this viable or possible in a ZvT? (I am a Terran player btw)
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Blazinghand
United States25560 Posts
On July 21 2011 22:02 Sareth wrote: How can i force myself to use hotkeys?
I am playing random on platinum, and i think my strategies and reactions on the game of my opponent are pretty okay, but i just cannot force myself to use the keybord ._. The only hotkeys i am using are for Gateways to warp units in, if i roll Protoss or the "a" Key for attack-moving units. With my around 40 to 50 apm i do pretty well against other platinum players, but i think i could be way better if i would use the keybord more often; mainly in big battles i totally forget to macro. Is there a specific way or testmap to train using hotkeys?
The easiest way to force yourself to use hotkeys, 100% guaranteed forced to use them, is this:
You want to use the program irfanview, which you can get here: http://www.irfanview.com/
This program lets you create an "overlay" that covers part of your screen with an image. Most casters use this program to cover up the replay bars or to brand their shows. Get an image of a kitten or something suitably pleasant, and have it cover the buttons panel in the lower right corner of the screen. Although you CAN still click the buttons if you try, it's easier to memorize the hotkeys than to memorize the location of the buttons and click blindly.
On July 22 2011 01:20 ShnAndrei wrote: My question is about mutas before banes. In what circumstances is this viable or possible in a ZvT? (I am a Terran player btw) Maybe if the terran player is trying to do some sort of marauder hellion composition that's low on AA and try to attack before mutas? Faster mutas would clean it up. Against a terran player with marines and tanks, though, you usually want a few banelings along with your mutas to at least get the marines to run away. Marines tend to chew up mutas, and banelings tend to chew up marines, which is why you see ling/bling/muta to deal with marine/tank/medivac.
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What deals with mass Thor/Hellion as Protoss?
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In ZvZ, after opening 15 hatch 16 gas 15 pool, what is the proper response to a 6 pool? Does it change for 7-8 pool?
How about 10 pool?
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