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Simple Questions Simple Answers - Page 29

Forum Index > StarCraft 2 Strategy
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Synystyr
Profile Blog Joined September 2010
United States1446 Posts
February 28 2011 18:16 GMT
#561
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.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
underdawg
Profile Joined January 2011
United States399 Posts
February 28 2011 18:59 GMT
#562
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 :/
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
February 28 2011 19:08 GMT
#563
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.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
RoachyRoach
Profile Joined February 2011
81 Posts
February 28 2011 22:55 GMT
#564
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...
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 01 2011 00:11 GMT
#565
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 @_@
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Juli0o12
Profile Joined March 2011
United States2 Posts
March 01 2011 00:38 GMT
#566
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?
Polanetary Forotdds. So OP.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 01 2011 00:40 GMT
#567
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.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
March 01 2011 00:46 GMT
#568
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
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 01 2011 00:48 GMT
#569
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
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
onoz
Profile Joined March 2011
Malaysia3 Posts
March 01 2011 07:10 GMT
#570
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).
toniiight
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
March 01 2011 07:16 GMT
#571
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).
rsvp
Profile Blog Joined January 2006
United States2266 Posts
March 01 2011 07:28 GMT
#572
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).
CaptainCharisma
Profile Joined February 2011
New Zealand808 Posts
March 01 2011 11:37 GMT
#573
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.
EG.DeMuslim --- EG.ThorZain --- TSL.Polt --- LGIMMvp --- Mill.fOrGG --- EG.Stephano --- EGiNcontroL --- EG.IdrA --- MarineKing.Prime --- SlayerS_MMA --- Liquid'Hero
zatic
Profile Blog Joined September 2007
Zurich15365 Posts
Last Edited: 2011-03-01 11:39:52
March 01 2011 11:39 GMT
#574
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".
ModeratorI know Teamliquid is known as a massive building
CaptainCharisma
Profile Joined February 2011
New Zealand808 Posts
Last Edited: 2011-03-01 11:40:30
March 01 2011 11:40 GMT
#575
So what is an actual timing attack then?
EG.DeMuslim --- EG.ThorZain --- TSL.Polt --- LGIMMvp --- Mill.fOrGG --- EG.Stephano --- EGiNcontroL --- EG.IdrA --- MarineKing.Prime --- SlayerS_MMA --- Liquid'Hero
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
March 01 2011 11:42 GMT
#576
Can you land a terran building on a forcefield?
Commentatorhttps://www.youtube.com/JaKaTaKtv
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
March 01 2011 12:06 GMT
#577
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.

thesideshow
Profile Blog Joined May 2010
930 Posts
March 01 2011 12:20 GMT
#578
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.
OGS:levelchange
hadoken5
Profile Joined May 2010
Canada519 Posts
March 01 2011 12:22 GMT
#579
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.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 01 2011 12:36 GMT
#580
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!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
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