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On July 23 2011 07:03 Blazinghand wrote:Show nested quote +On July 23 2011 06:47 Numy wrote:On July 23 2011 06:26 Blazinghand wrote: When doing a 1 rax Fast Expand in TvP on a long rush distance map, how many bunkers do you need, and when should you lay them down, to combat a 3 gate robo allin? This is assuming it's on a map like shakuras or shattered where the choke at the natural is small. As many bunkers as you can afford units! It's never a bad thing being overly safe vs a 1 base. Generally 3-4 bunkers with scvs repairing will be fine. Also you want to stagger the bunkers so one step of FF can't eliminate all the repairing. Should I be cutting bunkers for rax, or vice versa, at any point? or just add more rax and more bunkers?
It depends on the timing. Bunkers will make your force stronger NOW but more production will give you a bigger force later. So if you scout it early enough then yea delaying tech to get a few more raxes might do the trick but normally you won't get this kind of information in time so bunkers tend to be better.
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On July 23 2011 08:49 AustinCM wrote: In ZvZ on maps like Backwater Gulch how do I control my infestors and Roaches when going on the offensive to avoid getting demolished by FGs? because every expansion on that map is guarded by a choke. This is a very difficult map to do aggression on, despite its small size. In most scenarios, it is better to poise yourself in a way that threatens possible expansions of your opponent rather than trying to kill them. If you have an army advantage then you can use this kind of army positioning to turn it into a economic advantage and win in the long run with hive tech. Also, thinking like a terran and poising in front of your target, then dropping the main is a great way to divert your opponent's attention and force yourself into a better position while their army is split.
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thanks, so once they are on 3 bases they will usually stay on 3 bases but if my army is stronger i can get 4 or 5 bases? while not letting them leave their zone of comfort?
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On July 23 2011 09:31 AustinCM wrote: thanks, so once they are on 3 bases they will usually stay on 3 bases but if my army is stronger i can get 4 or 5 bases? while not letting them leave their zone of comfort? Exactly, if you have an army advantage but can't kill your opponent because of positional disadvantage, then use what you have to gain an economic advantage until your opponent crates more vulnerabilities to exploit, or you have some sort of tech advantage that allows you to break your opponent (such as 1-2 brood lords).
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hi. im newb so forgiveness if its newb questions
a) so how to i auto-select all buildings of a type, even those not visible on the screen , so i can bind it to button (is this possible) c) and as protoss , is there anyway to rally ure warpgate units to a spot automatically, or u do u have click cast the units, then manually move them, is there a way to autobuild (clik on the bind and press the unit u want) on the warpgate like in barracks and set a rally point ? b) should i always be building units as i build workers or build in waves, of like 5 svs, couple dmg units?
thx
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On July 23 2011 10:10 xEther wrote: hi. im newb so forgiveness if its newb questions
a) so how to i auto-select all buildings of a type, even those not visible on the screen , so i can bind it to button (is this possible) c) and as protoss , is there anyway to rally ure warpgate units to a spot automatically, or u do u have click cast the units, then manually move them, is there a way to autobuild (clik on the bind and press the unit u want) on the warpgate like in barracks and set a rally point ? b) should i always be building units as i build workers or build in waves, of like 5 svs, couple dmg units?
thx a) you can't, but you can ctrl+click to select all on screen. c) none b) you should be able to afford both so long as you don't que up units. You should always be building harvesters.
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On July 23 2011 10:38 envisioN . wrote:If the extractor trick is considered economically inferior to building an overlord on 9 supply (according to Liquipedia http://wiki.teamliquid.net/starcraft2/Extractor_Trick), why do many professional zergs continue to do the extractor trick
First of all your link is broken, here is the correct one:
http://wiki.teamliquid.net/starcraft2/Extractor_Trick
Secondly, I am fairly certain that it is still deemed superior by many over 9 ovie, it could also have to do with having a few extra drones in case of an early pool.
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I tried to neural parasite a medivac before it dropped a thor today and i couldnt.
Can units that carry other units not be neural parasited at all? or only when they are carrying?
Also can drop units unload when they are fungaled?
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what do you guys think is the best opener in ZvP? I try hatch first but even when i patrol a drone at the ramp they wall themselves into my nat min line and cannon me. How is 14p 16 hatch? and once u drop the hatch what do you make next? as in overlord, queen and drone timing,
I don't like going sling expand against ffe players btw so that's why I try not to do that, I am gasless for like 5 minutes.
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I just read about MrBitter's article on Losira's ZvT style of a really late lair and unit composition of ling/bane/roach where the zerg player basically puts his gas into roaches and LOTS of banes instead of mutas.
the concept is really interesting and promising. However, how does losira go about dealing with drops? Should one get a few mutas to deals with them, or does losira use an entirely different approach?
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On July 23 2011 12:35 Turbogangsta wrote: I tried to neural parasite a medivac before it dropped a thor today and i couldnt.
Can units that carry other units not be neural parasited at all? or only when they are carrying?
Also can drop units unload when they are fungaled?
You can neural a medivac as long as it doesn't have cargo.
Units can be dropped from a fungaled dropship.
On July 23 2011 11:38 Ninja_Bread wrote:First of all your link is broken, here is the correct one: http://wiki.teamliquid.net/starcraft2/Extractor_TrickSecondly, I am fairly certain that it is still deemed superior by many over 9 ovie, it could also have to do with having a few extra drones in case of an early pool.
Multiple studies on TL over the last year have shown that extractor tricks are at best comparable to a 9 overlord in terms of economy and unit production. Even though many Korean pros extractor trick, its only practical purpose is recovering from an accidental 10th drone before overlord.
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On July 23 2011 13:31 anmolsinghmzn2009 wrote: I just read about MrBitter's article on Losira's ZvT style of a really late lair and unit composition of ling/bane/roach where the zerg player basically puts his gas into roaches and LOTS of banes instead of mutas.
the concept is really interesting and promising. However, how does losira go about dealing with drops? Should one get a few mutas to deals with them, or does losira use an entirely different approach?
For one, although mimicry can propel you forward rank wise, and help you perform better skill wise, you need to assess your own strengths and weaknesses as well as each instance separately.
First you should consider the variables involved within drops:
-How many units are being dropped? If it's a small one or two medivac drop to just pick drones and a hatch on a far away expo you can prepare yourself with static defense or as you mentioned earlier, a few mutas or lings. If it's a doom drop, well, send your army!
-How spread are your overlords and how spread are you expansions? If you can prepare fast enough and depending on how close your expansions are to be able to defend them you might be able to get by with just sending your army. If your overlords are not so spread, then static defense is an option you can use. Also, depending on how late these drops are occurring you could burrow a baneling in your mineral line, seeing as you'll have burrow upgraded with that composition.
My biggest tip to you is to work on improving your overlord spread, patrolling overlords make a big difference in preparation for drops. Once you get that down dealing with them will seem much easier as you will have knowledge beforehand. Other than that if you know your opponent is going to harass you, just make some static defense, worst case scenario you never need it, which means you just went unharassed, best case scenario, it delays his army and allows you time to move your drones and get your army in there.
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On July 23 2011 13:52 Kambing wrote: Units can be dropped from a fungaled dropship.
I think this is actually incorrect, you can't drop stuff if stunned by fungal growth. This is why you will see zergs like leenok leave an infestor at each base to deny drops. You can fungal the dropship to deny it's unloading and retreating and then use the base's queen to kill it.
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When (supply and clock time) should you be getting your second gas, your robo, and your second gate if you are going 1 gate robo into 2 gate robo in PvP. Where do you place your chronos and what order do you get your units?
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what do you guys think is the best opener in ZvP? I try hatch first but even when i patrol a drone at the ramp they wall themselves into my nat min line and cannon me. How is 14p 16 hatch? and once u drop the hatch what do you make next? as in overlord, queen and drone timing,
I don't like going sling expand against ffe players btw so that's why I try not to do that, I am gasless for like 5 minutes.
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In the past I used to have my entire army on one hotkey, and some units on different hotkeys. For example:
2 - entire army (zealot, stalkers, sentries, colossi) 3 - all stalkers (yes, they are on two hotkeys) 4 - all colossi (yes, they are on two hotkeys)
Seeing some pros do it, I've started to hotkey my units completely separately, for example:
2 - zealot/sentry 3 - stalkers 4 - colossi
The problem is when I spread my units out and my opponent attacks, how do I tell my entire army to attack? Do pros seriously 2a-click, 3a-click, 4a-click? Or do pros rely on box selecting? Is there a really quick way to instantly select all units on different hotkeys to give them one command?
Yes, I can understand the importance of having units on different hotkeys so you will always have good positioning (zealots always infront of stalkers, colossi at the back, etc) but there are times when I just need my entire army to attack, and not just have a portion of my army get pulled into an engagement while I struggle to 2a-click,3a-click,4a-click the rest of my army to support it. Often happens when I spread my units, which is a lot. When I get attacked I just want everything to start attacking back, rather than have one or two colossi sitting at the back for a second longer than it should.
I guess the next part of my question is, is this all necessary? There are quite a few top tier players who opt to stick to just one hotkey. I am only talking about Protoss players because I can understand the need to have several hotkeys for Zerg units is much higher, and they don't have this "deathball" type of playstyle.
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Pro's will just 1a2a3a, train yourself to do so to. And else, you might put Army on 1, Zealot/Sentry on 2, Stalker on 3, Collosi on 4. Now u can 1a and position, at the cost of an extra hotkey
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I'm looking for a couple of build orders which I can't seems to find. 3 gate expo (vs Z) 1 gate expo (vs Z) 2 gate robo expand (vs T)
Thank you
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