Simple Questions Simple Answers - Page 299
| Forum Index > StarCraft 2 Strategy |
|
Huntz
164 Posts
| ||
|
Excludos
Norway8235 Posts
On July 28 2011 14:40 Joedaddy wrote: + Show Spoiler + Not entirely sure if this is the best place to ask this question, but I don't think it warrants a thread and I wasn't really sure where else to ask it. Sorry mods if this is the wrong place <3 Broodwar vs SC2 comarison question: "Cheeze" is a term that gets thrown around a lot in SC2. Cheeze, as I understand it, is basically any kind of 1 base all in build/attack that if you don't win outright or do significant damage you are almost guaranteed to lose. I have always wondered, was cheeze as common in BW as it seems to be in SC2? Did people even call it cheeze in BW? What were the more common types of cheeze called in BW? 4-gates (just an example), cannon rushes, bunker rushes, marine/scv all ins etc? Thanks! Yes. Cheese came from BW, and it was just as normal then as now. The cheeses where very similar to what we have now as well: 4pool, 9pool, bunker rusher, 4gate etc. | ||
|
Excludos
Norway8235 Posts
On July 28 2011 20:34 Huntz wrote: Is there a standard time when a terran getting a reaper will get a reaper? I usually send my first zealot/stalker across the map but sometimes I get a reaper in my mineral line with just a sentry on the way and my stalker half-way to his base =/ I don't know the exact timing, but with a 14 gate, if you build the stalker right when Core finishes, you will have it out with time to spare. I usually have 2 zealots and 2 stalkers when his reaper arrives, but I also chronoboost my gateway at the beginning. | ||
|
Geiko
France1952 Posts
On July 28 2011 20:34 Huntz wrote: Is there a standard time when a terran getting a reaper will get a reaper? I usually send my first zealot/stalker across the map but sometimes I get a reaper in my mineral line with just a sentry on the way and my stalker half-way to his base =/ Interesting question, I've never really worked the numbers on this, if someone has a precise answer I'd be glad to hear it. Usually, if they are going marine -> tech lab -> reaper, I notice that their reaper reaches my base at almost the same time that my stalker zealot push reaches their's (which is 5:00 on most maps with CBed stalker). That's not really a problem, because such an opening is very susceptible to stalker + zealot poke and you will do some damage. At your base just pull 4 probes on the reaper and micro back the hurt ones while killing it with your sentry. Edit : On July 28 2011 20:38 Excludos wrote: I don't know the exact timing, but with a 14 gate, if you build the stalker right when Core finishes, you will have it out with time to spare. I usually have 2 zealots and 2 stalkers when his reaper arrives, but I also chronoboost my gateway at the beginning. This answer doesn't make any sense to me, could you elaborate on what build you are using to have 2 zealots + 2 stalkers at approx. 5:00. Also, the problem here is that your units are out at his base poking and not defending the reaper. | ||
|
therealmcgee
England6 Posts
| ||
|
ZaaaaaM
Netherlands1828 Posts
Why do some pros not mine the middle minerals at the beginning of the game? | ||
|
STS17
United States1817 Posts
On July 28 2011 21:36 therealmcgee wrote: guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2 Blink stalkers are effective, since you can blink directly under the muta-cloud and deal some decent damage. Plus they are mobile enough that it doesn't take forever to respond if he catches you out of position. Later on, Archons can also deal some serious damage to them because they hit so hard and also have splash. If you have a stargate already, I believe phoenix are also a good answer if properly microed (they are faster and have longer range plus they deal bonus damage to light) but I would recommend blink stalkers in most situations since they are easier to mass and are useful at all stages of the game. | ||
|
Excludos
Norway8235 Posts
On July 28 2011 21:45 ZaaaaaM wrote: I'm actually wondering what the answer is to the example-question in the OP hehe Why do some pros not mine the middle minerals at the beginning of the game? It has been answered several times You want to send your probes to the mineral fields which are closer. Most of the time, the mineral patches on the sides are closer, and sometimes in the stack of 3, so its easy to just split your probes in 2, and send them to each side, leaving the 2 patches in the middle alone.Edit: Also, there are usually 4 mineral patches closer than the rest, a lot of Pros stack the workers so the first 8 only mines from these ones, and leave the other 4 alone (kinda tricky, as the miner AI really wants to spread out as much as possible) | ||
|
Excludos
Norway8235 Posts
On July 28 2011 21:49 STS17 wrote: Blink stalkers are effective, since you can blink directly under the muta-cloud and deal some decent damage. Plus they are mobile enough that it doesn't take forever to respond if he catches you out of position. Later on, Archons can also deal some serious damage to them because they hit so hard and also have splash. If you have a stargate already, I believe phoenix are also a good answer if properly microed (they are faster and have longer range plus they deal bonus damage to light) but I would recommend blink stalkers in most situations since they are easier to mass and are useful at all stages of the game. Also, As protoss, most of your units will cost a lot of gas. If you see mutalisks for instance, its very common to go for blinkstalkers and HT. This leaves you with a ton of mineralers to spend on canons. Don't be afraid to place down a massive amount of them, especially on your third, so you don't have to babysit it. | ||
|
JoelE
United States112 Posts
| ||
|
Excludos
Norway8235 Posts
On July 28 2011 22:36 JoelE wrote: Can you EMP observers to uncloak them? I have tried a few times and it doesn't seem to work, but I have heard of people doing it. Maybe I am just doing something wrong, or missed. Yes, observers and Dark Templars can both be EMP'ed to lose invisibility for 10 ingame seconds. Just remember though, that this game is in 3d. You have to EMP a little bit below the observer to actually hit it, and you get no "flying marker helper" because its invisible.. | ||
|
Amestir
Netherlands2126 Posts
On July 28 2011 22:36 JoelE wrote: Can you EMP observers to uncloak them? I have tried a few times and it doesn't seem to work, but I have heard of people doing it. Maybe I am just doing something wrong, or missed. Doubt it, observers have no energy to EMP. Edit: Just liquipedia'ed to be sure. Turns out I'm wrong, it does work. http://wiki.teamliquid.net/starcraft2/EMP | ||
|
Excludos
Norway8235 Posts
See above, they can, I have done it, and its been done to me ![]() EDIT: <-- This is vs Dark templars, but they don't have energy either, just like observers ![]() | ||
|
Huntz
164 Posts
Yes, observers and Dark Templars can both be EMP'ed to lose invisibility for 10 ingame seconds. Just remember though, that this game is in 3d. You have to EMP a little bit below the observer to actually hit it, and you get no "flying marker helper" because its invisible.. This is exactly what I would have said. Doubt it, observers have no energy to EMP. This is incorrect. EDIT: They don't have energy, but you still EMP them to uncloak them. | ||
|
galtdunn
United States977 Posts
On July 28 2011 21:36 therealmcgee wrote: guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2 Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him. | ||
|
Excludos
Norway8235 Posts
On July 28 2011 23:05 galtdunn wrote: Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him. Yes, This can be a good idea. Just do not rely on it. Most zergs tend to put down 15 to 20 spinecrawlers at their front exactly because of this. | ||
|
JoelE
United States112 Posts
On July 28 2011 22:57 Excludos wrote: Yes, observers and Dark Templars can both be EMP'ed to lose invisibility for 10 ingame seconds. Just remember though, that this game is in 3d. You have to EMP a little bit below the observer to actually hit it, and you get no "flying marker helper" because its invisible.. Ah it is the lack of flying helper that must be throwing me off. Thanks | ||
|
ZeroTalent
United States297 Posts
On July 28 2011 20:34 Huntz wrote: Is there a standard time when a terran getting a reaper will get a reaper? I usually send my first zealot/stalker across the map but sometimes I get a reaper in my mineral line with just a sentry on the way and my stalker half-way to his base =/ The Barracks finishes around 2:50-2:55. If he gets one marine, the reaper finishes at 4:15-4:20, then add the travel time to your base (about 35 seconds on XNC, for example). If he skips the marine it's a few seconds faster (unless he goes gas first, there's usually not quite enough gas to start the tech lab right away). | ||
|
Soluhwin
United States1287 Posts
On July 28 2011 23:05 galtdunn wrote: Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him. This is actually a terrible idea, if you attack right when your opponent siezes map control then he counter attacks to half your economy while you're walking across the map, then pulls back just in time to defend. When you see your opponent has mutalisks the correct thing to do is just turtle up, and deflect harass after harass. You want to make a transition towards templar tech because a few good storms can cut the muta count down significantly, and archons are also good at shooing away mutas. Templar tech is also gas intensive, so it allows you to invest in a ridiculous number of cannons to stop counter attacks. Also: you want to bear in mind that the zerg can not be everywhere at once with his/her murder of mutas, I recommend doing some form of harassment only to pull the mutas away from your base allowing you to take a third. Once you feel comfortable on 3 base with an appropriate number of cannons set up then you should be fine to go about the map again, just know that if your opponent goes mutas then the game will probably be a long one. | ||
|
Retgery
Canada1229 Posts
| ||
| ||
You want to send your probes to the mineral fields which are closer. Most of the time, the mineral patches on the sides are closer, and sometimes in the stack of 3, so its easy to just split your probes in 2, and send them to each side, leaving the 2 patches in the middle alone.