|
On July 24 2011 20:40 Turbogangsta wrote:Show nested quote +On July 24 2011 20:17 Probe1 wrote: No. If you try to build a hatchery it cancels the minute you start to build it AND you lose control of the drone.
(According to unit test map.)
Sorry Animostas I don't play Protoss and I can only give you a vague ass answer like build an immo and 4 gate yourself or flip the table and 4 gate him.
another simple question kinda pointless knowledg tho. will u lose the minerals? if i neural parasite an infestor can i use neural from that infestor?
I don't know if you lose minerals but you can neural parasite an infestor and make a NP chain. It isn't effected by the original NP wearing off either so you could hypothetically in zvz neural one infestor then fungal and neural the rest of them down the line.
If you had Casy's apm. None of this will realistically be part of a serious match outside of bronze league and NesTea did it.;
|
I will begin to play random, but i have little knowlegde in zerg and protoss, and im gold terran. How do I start so I don't lose to all my fellow gold competitors?
|
Curious if anyone knows of some zerg players experimenting with their first 100 gas going into lair rather than something like ling speed (particularly in ZvZ, but in the other matchups as well). I know there are quite a few drawbacks to it, just wondering if anyone's come across a stable built around that opening so I can see some of the ways they deal with responses from their opponent.
|
On July 24 2011 22:06 Onionkebab wrote: I will begin to play random, but i have little knowlegde in zerg and protoss, and im gold terran. How do I start so I don't lose to all my fellow gold competitors?
I would suggest either 6/7-pooling every game with Zerg or 4-gating every game with Protoss and taking some solid builds for the other race from Liquipedia. On the one hand, I think that 6/7 pool is much easier to execute than a good 4-gate, but on the other hand, knowing how to 4-gate is actually pretty important for PvP (even if you don't do it as your build, you should know it inside and out for defensive reasons).
Once you've got solid builds that you can execute at a level you're happy with for two races, start learning solid build for the third race. That way you don't have to memorize six BOs simultaneously.
|
how to beat zerg in a straight up game when playing high master / grandmaster players on eu....0 percent winrate, no cheese advice thx
|
On July 25 2011 00:51 AmericanUmlaut wrote:Show nested quote +On July 24 2011 22:06 Onionkebab wrote: I will begin to play random, but i have little knowlegde in zerg and protoss, and im gold terran. How do I start so I don't lose to all my fellow gold competitors?
I would suggest either 6/7-pooling every game with Zerg or 4-gating every game with Protoss and taking some solid builds for the other race from Liquipedia. On the one hand, I think that 6/7 pool is much easier to execute than a good 4-gate, but on the other hand, knowing how to 4-gate is actually pretty important for PvP (even if you don't do it as your build, you should know it inside and out for defensive reasons). Once you've got solid builds that you can execute at a level you're happy with for two races, start learning solid build for the third race. That way you don't have to memorize six BOs simultaneously. I don't see a reason why to play random and any other race unless you're not comfortable as being a terran or you just feel that you're better with an other race. Anyway it's dumb to play random and expect wins by cheeses only. Every BO is possible to counter and one of the first things you need to learn to counter in SC2 is a 6pool. Unless you play with some really really newbies, you won't succeed as a 6pooling zerg as this BO is fairly easy to counter by pulling some workers. About the korean 4G - it's also possible to counter but it's a more advanced BO than the 6pool and I don't think that you can fire it straight away in ladders without some practice or knowledge about it.
Again, I'll say it, stick to your race and practice it. Being a random relying on cheeses isn't successful!
|
Does ground-based splash damage traverse ledges? Does archon splash damage injure adjacent air and ground units simultaneously regardless of the altitude of the target?
Examples
1) There are marines on the high ground. My banelings are on the low ground. If I detonate the banelings next to the cliff, will marines at the top edge of the cliff be killed?
2) There is a pack of mutalisks hovering over a pack of speedlings. If I target the mutalisks with an archon, will the speedlings be killed as well?
|
On July 25 2011 03:53 nemo14 wrote: Does ground-based splash damage traverse ledges? Does archon splash damage injure adjacent air and ground units simultaneously regardless of the altitude of the target?
Examples
1) There are marines on the high ground. My banelings are on the low ground. If I detonate the banelings next to the cliff, will marines at the top edge of the cliff be killed?
2) There is a pack of mutalisks hovering over a pack of speedlings. If I target the mutalisks with an archon, will the speedlings be killed as well?
1) Nope
2) I'm pretty sure no, but not positive.
|
On July 24 2011 23:27 Everhate wrote: Curious if anyone knows of some zerg players experimenting with their first 100 gas going into lair rather than something like ling speed (particularly in ZvZ, but in the other matchups as well). I know there are quite a few drawbacks to it, just wondering if anyone's come across a stable built around that opening so I can see some of the ways they deal with responses from their opponent. In ZvZ you are far too vulnerable to early roach aggression if you tech up that quickly. As for ZvP and ZvT, you really don't need to tech that quickly, especially because it cuts into your production as you can't make your first queen. I have experimented with some super fast mutalisk play against protoss FFE but it just doesn't have the economy behind it to be a solid long-term plan.
|
On July 09 2011 22:52 Geiko wrote: 9 pylon 11 cb on probes 12 gate 13 cb on probes 14 gas 16 pylon 16 cybercore -> warpgate research 5 cb 17 zealot Cut probes at 20 probes 22 stalker 24 gateway gateway gateway 24 stalker
26 Proxy pylon Gates into warpgate 4x stalker Proxy pylon at ramp 4x zealots
This is the perfect PvP 4 Gate build. Do you scout on 9 or 12th probe?
|
On July 25 2011 10:01 Catchafire2000 wrote:Show nested quote +On July 09 2011 22:52 Geiko wrote: 9 pylon 11 cb on probes 12 gate 13 cb on probes 14 gas 16 pylon 16 cybercore -> warpgate research 5 cb 17 zealot Cut probes at 20 probes 22 stalker 24 gateway gateway gateway 24 stalker
26 Proxy pylon Gates into warpgate 4x stalker Proxy pylon at ramp 4x zealots This is the perfect PvP 4 Gate build. Do you scout on 9 or 12th probe?
12th probe.
The variant is to place 2 proxy pylons directly at your enemy's ramp.
|
which drone number should i scout with? i'm very new to sc2, and am currently only going 11pool-18hatch (if that matters)
|
On July 25 2011 11:19 ccesssu wrote: which drone number should i scout with? i'm very new to sc2, and am currently only going 11pool-18hatch (if that matters) It depends what what you're looking for, and when you plan on seeing something you'll need to adjust for. For example: In TvZ I opt to rally my 10th drone (after overlord) to scout so I can look for the terran's gas timing. Basically I want to see if my opponent is 2raxing as I hatch first in TvZ, so if my opponent is doing a 2 rax I will pool on 14 before gas, but if the terran isn't then I will pool on 16 after gas.
My scout timings are: ZvT & ZvZ: rally 10th drone. ZvP on maps where I'll expect gate first: rally on 16 and mineral walk through the wall ZvP on maps where I'll expect forge first: rally 12th drone
|
Do shields still take full damage like from Brood war? (ex: 20 from marauder shot to zeal shield vs 10)
|
Blazinghand
United States25560 Posts
On July 25 2011 11:41 Danger_Duck wrote: Do shields still take full damage like from Brood war? (ex: 20 from marauder shot to zeal shield vs 10)
Unlike in brood war, shields take damage according to the unit type. So a hellion deals bonus damage to zealot shields, but not to stalker shields.
|
On July 25 2011 11:41 Danger_Duck wrote: Do shields still take full damage like from Brood war? (ex: 20 from marauder shot to zeal shield vs 10)
Shields are treated like the hull of the unit. So a zealot would take 10 damage from a marauder to both shields and health. Unlike broodwar
|
In PvP, I use the korean 3 stalker robo build and have 2 questions:
1) When I see the enemy probe putting a pylon down to ready a 4gate push, do I use my stalkers to attack the probe or destroy the proxy pylon?
2) I got beaten by someone on taldarem altar where I used this build, and he went 13 gate 17 gate, then CB'ed mass zealots and attacked my probe line. Although I could kite them with my zealots, I ran my probes away from his zealots, but eventually I lost so much mining time and my stalkers take awhile to kill the zealots (there was like 6 of them at least) that he just outmacroed me. What should I do to respond to this? Forge and cannon defense to stop him then tech up?? Sorry no replay saved so just asking this question in a typical situation
|
In ZvT, why do people get +1 air attack over carapace when their spire pops?
|
On July 25 2011 13:32 Sigil wrote: In ZvT, why do people get +1 air attack over carapace when their spire pops? Mutalisks are meant for attacking, not general combat. Their place in the match-up is to drill the vulnerabilities of your opponent, kill scvs, pick off stray units, deny drops, counter attack, pressure tank positions. All of these things involve mutalisks taking little to no damage if executed properly, so killing stuff faster is much more important than staying alive longer.
|
On July 25 2011 03:53 nemo14 wrote: Does ground-based splash damage traverse ledges? Does archon splash damage injure adjacent air and ground units simultaneously regardless of the altitude of the target?
Examples
1) There are marines on the high ground. My banelings are on the low ground. If I detonate the banelings next to the cliff, will marines at the top edge of the cliff be killed?
2) There is a pack of mutalisks hovering over a pack of speedlings. If I target the mutalisks with an archon, will the speedlings be killed as well? Second one is a yes.
|
|
|
|
|
|