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On March 01 2011 03:08 underdawg wrote: 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!
They can still be used to make more units if the Zerg chooses to do so. They only live because they're still on creep. When a hatch dies, all the creep it made recedes and eventually disappear all together. As soon as the larva aren't on creep, they die.
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On March 01 2011 03:16 Synystyr wrote:Show nested quote +On March 01 2011 03:08 underdawg wrote: 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! They can still be used to make more units if the Zerg chooses to do so. They only live because they're still on creep. When a hatch dies, all the creep it made recedes and eventually disappear all together. As soon as the larva aren't on creep, they die. ok thanks! one more q: are observers easier to see on higher graphics settings? i put everything on low because i have a mac :/
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On March 01 2011 03:59 underdawg wrote:Show nested quote +On March 01 2011 03:16 Synystyr wrote:On March 01 2011 03:08 underdawg wrote: 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! They can still be used to make more units if the Zerg chooses to do so. They only live because they're still on creep. When a hatch dies, all the creep it made recedes and eventually disappear all together. As soon as the larva aren't on creep, they die. ok thanks! one more q: are observers easier to see on higher graphics settings? i put everything on low because i have a mac :/
I play on a Mac too ^.^
From what I've heard, none of the settings really make a difference for seeing cloaked units. When they're uncloaked, I believe the higher end of the spectrum makes them easier to see because they have that blueish tinge on their outline.
A good trick to check for a cloaked unit is to tilt your camera or zooming in, you can see an observer that isn't moving much more easily that way.
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Ok,
Why the hell don't hellions cost gas.
There were units that were originally in the game but were scrapped because they didnt line up with the general lore.
The fact that hellions dont cost gas is nothing short of retarded as far as lore goes.
I also think that hellions should cost gas so terran is somewhat punished tech wise for going hellions.
Anyone wanna tell me why (balance wise) hellions dont require gas making it so easy to hellion harass into banshees? What other race has thier tech tree layed out so convieniently...
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On March 01 2011 07:55 RoachyRoach wrote: Ok,
Why the hell don't hellions cost gas.
There were units that were originally in the game but were scrapped because they didnt line up with the general lore.
The fact that hellions dont cost gas is nothing short of retarded as far as lore goes.
I also think that hellions should cost gas so terran is somewhat punished tech wise for going hellions.
Anyone wanna tell me why (balance wise) hellions dont require gas making it so easy to hellion harass into banshees? What other race has thier tech tree layed out so convieniently...
Because that's how Blizzard intended it. I don't think this question works with this topic, there's no simple [right] answer, but a diverse amount of views @_@
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How do people select different buildings to hotkey them. Example, macro late game terran can have all unit production sites hotkeyed even if their far from each other. The only way i can select multiple buildings like that is to double click, but people mix factories, barracks and startports.
Also does having multiple sentries using gardian shields make the shield better?
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On March 01 2011 09:38 Juli0o12 wrote: How do people select different buildings to hotkey them. Example, macro late game terran can have all unit production sites hotkeyed even if their far from each other. The only way i can select multiple buildings like that is to double click, but people mix factories, barracks and startports.
Also does having multiple sentries using gardian shields make the shield better?
Hold Ctrl and you can select multiple different units or structures together.
No, they do not stack.
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On March 01 2011 09:40 Torte de Lini wrote:Show nested quote +On March 01 2011 09:38 Juli0o12 wrote: How do people select different buildings to hotkey them. Example, macro late game terran can have all unit production sites hotkeyed even if their far from each other. The only way i can select multiple buildings like that is to double click, but people mix factories, barracks and startports.
Also does having multiple sentries using gardian shields make the shield better?
Hold Ctrl and you can select multiple different units or structures together. No, they do not stack.
Also holding shift and clicking adds a building/unit to current selection. You can ctrl-click a group of barracks, scoot your screen over to the rest of the barracks, and hold both ctrl-shit and click to add those barracks. then hotkey
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On March 01 2011 09:46 Kid-Fox wrote:Show nested quote +On March 01 2011 09:40 Torte de Lini wrote:On March 01 2011 09:38 Juli0o12 wrote: How do people select different buildings to hotkey them. Example, macro late game terran can have all unit production sites hotkeyed even if their far from each other. The only way i can select multiple buildings like that is to double click, but people mix factories, barracks and startports.
Also does having multiple sentries using gardian shields make the shield better?
Hold Ctrl and you can select multiple different units or structures together. No, they do not stack. Also holding shift and clicking adds a building/unit to current selection. You can ctrl-click a group of barracks, scoot your screen over to the rest of the barracks, and hold both ctrl-shit and click to add those barracks. then hotkey
Oh I was thinking of shift, thanks for correcting me ;3
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How long will I survive with just one strategy against every race except Zerg? (meaning, what rank could I possibly go until? Bronze rank 2 atm)
I use proxy gate against protoss and cannon rush to void rays against terran (if c-rush was successful).
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when dt's are warping in are they invis? Or is that only when they finishes warping in do they go invis?
What's the correct response to a 12gate chrono zealot + forge (when P sees hatch first) as Zerg? The zealot will get there to guard the cannon/pylon building and pool should still be building (15 hatch 14 pool).
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On March 01 2011 16:16 me_viet wrote: when dt's are warping in are they invis? Or is that only when they finishes warping in do they go invis?
What's the correct response to a 12gate chrono zealot + forge (when P sees hatch first) as Zerg? The zealot will get there to guard the cannon/pylon building and pool should still be building (15 hatch 14 pool).
DTs are visible when warping in.
The correct response against cannon is to not 15 hatch (I'm serious, Zergs should not feel safe going hatch first against toss).
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Question:
What do commentators mean when they say a player is doing a "timing attack". It seems like basically any full army attack is called this.
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Zurich15355 Posts
About 100% of casters people have no idea what a timing attack is and just call any attack a timing attack.
Just ignore that and translate it to simply "attack".
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So what is an actual timing attack then?
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Can you land a terran building on a forcefield?
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On March 01 2011 16:28 Anihc wrote:Show nested quote +On March 01 2011 16:16 me_viet wrote: when dt's are warping in are they invis? Or is that only when they finishes warping in do they go invis?
What's the correct response to a 12gate chrono zealot + forge (when P sees hatch first) as Zerg? The zealot will get there to guard the cannon/pylon building and pool should still be building (15 hatch 14 pool). DTs are visible when warping in. The correct response against cannon is to not 15 hatch (I'm serious, Zergs should not feel safe going hatch first against toss).
ahh damnit, i was afraid you'd say that =[
Thanks though.
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On March 01 2011 20:40 CaptainCharisma wrote: So what is an actual timing attack then?
Just take it as a good time to attack.
Exmples : When you have an upgrade advantage. Zerg is going mutaling, the timing attack arrives just before the muias come out. Etc etc.
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On March 01 2011 20:40 CaptainCharisma wrote: So what is an actual timing attack then?
It's when you attack your opponent at a time where he will generally be vulnerable. This is usually when your opponent is teching and you attack him before his tech is up. Like in TvP, going 3 rax all-in before your opponent can get up his robo. Or it can even mean attacking him right after he starts building an expansion as that is usually when they have used up 400/300 minerals that could have gone towards units.
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On March 01 2011 16:28 Anihc wrote:Show nested quote +On March 01 2011 16:16 me_viet wrote: when dt's are warping in are they invis? Or is that only when they finishes warping in do they go invis?
What's the correct response to a 12gate chrono zealot + forge (when P sees hatch first) as Zerg? The zealot will get there to guard the cannon/pylon building and pool should still be building (15 hatch 14 pool). DTs are visible when warping in. The correct response against cannon is to not 15 hatch (I'm serious, Zergs should not feel safe going hatch first against toss).
Wrong! They warp in invisibly. I've experienced this first hand. I was proxied and he warped DTs literally on top of my bunker wall in. I checked the replay later because I was sure they were visible when warping in at first, but further analysis shows no!
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