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This is probably fairly common-knowledge, but as a low-level player who has never even tried playing Zerg, I just never bothered finding the answer: In Zerg build orders, is the supply count given for when you make buildings before, or after the drone gets used? For instance, a 6-pool: Is that use your 6th drone for a pool, and afterwards ending with 5 drones, or is it use your 7th drone for the pool, afterwards having 6 drones.
I have a hunch that it's the first option, but I don't know for sure.
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Blazinghand
United States25558 Posts
On July 29 2011 16:09 Janaan wrote: This is probably fairly common-knowledge, but as a low-level player who has never even tried playing Zerg, I just never bothered finding the answer: In Zerg build orders, is the supply count given for when you make buildings before, or after the drone gets used? For instance, a 6-pool: Is that use your 6th drone for a pool, and afterwards ending with 5 drones, or is it use your 7th drone for the pool, afterwards having 6 drones.
I have a hunch that it's the first option, but I don't know for sure.
the food counters represent the food at the moment just before the building is built. A 6 pool is when you have 6 drones, which is why there is no 5 pool.
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On July 29 2011 16:10 Blazinghand wrote:Show nested quote +On July 29 2011 16:09 Janaan wrote: This is probably fairly common-knowledge, but as a low-level player who has never even tried playing Zerg, I just never bothered finding the answer: In Zerg build orders, is the supply count given for when you make buildings before, or after the drone gets used? For instance, a 6-pool: Is that use your 6th drone for a pool, and afterwards ending with 5 drones, or is it use your 7th drone for the pool, afterwards having 6 drones.
I have a hunch that it's the first option, but I don't know for sure. the food counters represent the food at the moment just before the building is built. A 6 pool is when you have 6 drones, which is why there is no 5 pool.
You would be surprised at the number of casters that get this wrong sometimes. For zerg players, it's natural instinct to see the 13/18 and think you just 14 pool'ed, but for protoss and terran casters, they have to think differently.
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On July 29 2011 03:23 Retgery wrote: Not so much strategy but what is a good way to find people to play with? I have tried the practice partner thread but that never ended well, I ended up defriending people after a short while. Are there casual clans that will except half decent players?
I too have tried the practice partner thread, only got one person one night to practice with and that was it. I wish you were on the EU server then my advice would have been to check Bronze Practice out. (I assume you are on NA... hope i'm correct.)
I created Bronze Practice in January 2011, and it amazed me how many people hang out there every single day. Thanks to some great guys and girls, developing our website and peeps organizing low level tournies regulary we have many peeps we can practice with and have fun. We are a friendly comunittee, from bronze to masters playing games together, discussing maps, strats, observing games, asking/giving advice and anything realy. Maybe start something similar, or look for something similar in your region. I will PM you the links to get an idea of what we up to, then maybe start a NA version of it and see how it pans out.
GL HF
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Hey ive been off racing as terran and having alot of trouble with TvT tank wars. Are there any tricks terrans use to judge siege range? I constantly lose too many units when I miss judge the range of my tanks / my enemies tanks.
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On July 29 2011 17:21 BandonBanshee wrote: Hey ive been off racing as terran and having alot of trouble with TvT tank wars. Are there any tricks terrans use to judge siege range? I constantly lose too many units when I miss judge the range of my tanks / my enemies tanks. I think it's just experience that gets you the distances right... Don't forget that Vikings can be used overhead to give the Tanks the vision they need to take full advantage of their range.
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Hello, low-mid diamond zerg here 
My question is, how excatly do you micro muta ling bling against marine tank?
i normally just a move the lings, and move command the banelings, try to snipe the tanks with mutas.
Is that all you have to do? And if terran stims his marines and moves behind the tanks, do u continue the chase the marines until u have them surrounded, or just try to kill the tanks
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Hi, gold Protoss here. Just wondering how use best use blink stalkers against colossi? (at least until I can transition to robo.) I tend to just blink them back as their shields go down, but is it a better tactic to blink up and snipe the colos?
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On July 29 2011 20:55 FindMuck wrote:Hello, low-mid diamond zerg here  My question is, how excatly do you micro muta ling bling against marine tank? i normally just a move the lings, and move command the banelings, try to snipe the tanks with mutas. Is that all you have to do? And if terran stims his marines and moves behind the tanks, do u continue the chase the marines until u have them surrounded, or just try to kill the tanks
You just attack move the lings, make the banelings chase the marines(NEVER hit the tanks) and mutas attack tanks trying to stay away from the marines' range.
On July 29 2011 21:14 HavokTheorem wrote: Hi, gold Protoss here. Just wondering how use best use blink stalkers against colossi? (at least until I can transition to robo.) I tend to just blink them back as their shields go down, but is it a better tactic to blink up and snipe the colos?
It's situational. If you see you can blink snipe the colossi with minimal damage, do it. However if the armies are about equal in size, you want to be blinking damaged stalkers backwards.
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Hey, did a bit of offracing as Terran last night, Gold level player.
I did a 3 rax pressure (not all in) versus Protoss, but when I got there, I saw he did a Void Ray opening. How does Terran hold this off when the Protoss pushes with Zealot/Stalker and about 2-3 Voids? If you over-make Marines, they can't hold off Stalkers as well as Marauders can, but if you under make them, you can't kill the Voids before they kill everything. Was this just a failure of scouting/scanning? What is the appropriate response to a Gateway/Stargate opening?
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On July 29 2011 20:55 FindMuck wrote:Hello, low-mid diamond zerg here  My question is, how excatly do you micro muta ling bling against marine tank?
there's a couple of more tricky moves to keep in mind when considering ling/bling/muta micro against the terran composition. What you said is essentially correct. But, there are plenty of things you can do to make the process of squashing that push.
First, remember flanks. One of the greatest strengths of zerg. split your army into two groups. One group will consist of the majority of your ling/bling. The second will consist of a small contigent of banelings and a few lings. Move your small force around the side of the terrans tank line (preferably undetected). You want the positioning as such so that if you were to draw a straight line between your main force and smaller one, the terran army will be in the middle of that line. Finally when you're ready to engage move in with your larger army. The terran will stim his marines and go on the run, to kite your main force. Once that happens intercept his marines with your smaller strike force. If done right this can make a world of difference in stopping an attack cold. This is two fold because a few solid baneling hits(before he splits) will make your mutas extremely effective.
Another technique to keep in mind, and a slightly easier one to pull off; Marines can run from banelings off creep with stim, but not from lings. If you see his marines are balled together, take your lings and blings and move command toward the marines(not a move). What we're going for here is a ling block. You want to surround the marines with your lings. Once this occurs, A move them and watch as the marines helplessly melt to your blings.
Hopefullly this wasnt too complicated for a simple answer =X
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Blazinghand
United States25558 Posts
On July 30 2011 01:50 Requizen wrote: Hey, did a bit of offracing as Terran last night, Gold level player.
I did a 3 rax pressure (not all in) versus Protoss, but when I got there, I saw he did a Void Ray opening. How does Terran hold this off when the Protoss pushes with Zealot/Stalker and about 2-3 Voids? If you over-make Marines, they can't hold off Stalkers as well as Marauders can, but if you under make them, you can't kill the Voids before they kill everything. Was this just a failure of scouting/scanning? What is the appropriate response to a Gateway/Stargate opening?
If a protoss is doing a void ray all-in and you're on rax tech, you need a bunker or stimpack. If you get to his base, see a void ray, and start walking home, lay down a couple bunkers at the top of your ramp as you do so. This lets your marines match the stalkers and void rays for range and makes them more durable, and don't forget to repair. Try not to lose scvs, depots, marines, or addons / prod facs. If you post a replay I can give better advice, but that's my usual response. If you have a starport, make a viking and use it to kite the void ray.
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On July 30 2011 03:06 Blazinghand wrote:Show nested quote +On July 30 2011 01:50 Requizen wrote: Hey, did a bit of offracing as Terran last night, Gold level player.
I did a 3 rax pressure (not all in) versus Protoss, but when I got there, I saw he did a Void Ray opening. How does Terran hold this off when the Protoss pushes with Zealot/Stalker and about 2-3 Voids? If you over-make Marines, they can't hold off Stalkers as well as Marauders can, but if you under make them, you can't kill the Voids before they kill everything. Was this just a failure of scouting/scanning? What is the appropriate response to a Gateway/Stargate opening? If a protoss is doing a void ray all-in and you're on rax tech, you need a bunker or stimpack. If you get to his base, see a void ray, and start walking home, lay down a couple bunkers at the top of your ramp as you do so. This lets your marines match the stalkers and void rays for range and makes them more durable, and don't forget to repair. Try not to lose scvs, depots, marines, or addons / prod facs. If you post a replay I can give better advice, but that's my usual response. If you have a starport, make a viking and use it to kite the void ray.
Sorry, not at the computer with the replay, but I might upload it later.
So, if you put up Bunkers, what's to stop the Protoss from moving the Voids out of range and sniping a CC/Rax/whatever? Unloading the Marines means the Gateway forces can just walk past the empty bunkers, so is it more of a "hold off until you macro more units" type thing?
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Blazinghand
United States25558 Posts
On July 30 2011 03:15 Requizen wrote:Show nested quote +On July 30 2011 03:06 Blazinghand wrote:On July 30 2011 01:50 Requizen wrote: Hey, did a bit of offracing as Terran last night, Gold level player.
I did a 3 rax pressure (not all in) versus Protoss, but when I got there, I saw he did a Void Ray opening. How does Terran hold this off when the Protoss pushes with Zealot/Stalker and about 2-3 Voids? If you over-make Marines, they can't hold off Stalkers as well as Marauders can, but if you under make them, you can't kill the Voids before they kill everything. Was this just a failure of scouting/scanning? What is the appropriate response to a Gateway/Stargate opening? If a protoss is doing a void ray all-in and you're on rax tech, you need a bunker or stimpack. If you get to his base, see a void ray, and start walking home, lay down a couple bunkers at the top of your ramp as you do so. This lets your marines match the stalkers and void rays for range and makes them more durable, and don't forget to repair. Try not to lose scvs, depots, marines, or addons / prod facs. If you post a replay I can give better advice, but that's my usual response. If you have a starport, make a viking and use it to kite the void ray. Sorry, not at the computer with the replay, but I might upload it later. So, if you put up Bunkers, what's to stop the Protoss from moving the Voids out of range and sniping a CC/Rax/whatever? Unloading the Marines means the Gateway forces can just walk past the empty bunkers, so is it more of a "hold off until you macro more units" type thing?
Well, in theory you'd have more than 8 marines by the time the void rays arrive. Also, since void rays are pretty slow, he'll be wary of leaving the safety of the abusable cliff. The idea should be that if he moves his void ray over to harass your prod facs or CC, you send your non-bunkered marines over to engage. You have scvs near your bunkers to repair so it should hold. His goal is to draw some marines away from the bunker, then cliff abuse with the void ray until the marines are dead, or, if you commit a lot of marines to deal with the void ray harass, to use that opportunity to bust the front. What you want to do is kill the void ray (keep in mind that shield damage doesn't really "count" since he can fly away if he wants) or just stall until you have stim, then kill everything. If your marines take damage, swap them for full strength marines from the bunkers, since a weak marine in a bunker is fine.
Again, if you have a starport, a viking does wonders in these situations. Also, a bunkered marauder has a range of 7, making it unusually annoying for the protoss player to poke with stalkers. He will also use the void ray to spot the high ground and try to poke/bust your bunkers, and especially try to pick off any non-bunker wall elements near your ramp.
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Can somebody explain how the attack/armor upgrades work??
I still dont quite understand
is it dependent on how many attacks a unit does?? the number? etc?
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On July 30 2011 04:28 FrayzZeUsher wrote: Can somebody explain how the attack/armor upgrades work??
I still dont quite understand
is it dependent on how many attacks a unit does?? the number? etc?
Attack upgrades add additional damage to each attack that one of your units does. The amount of damage added is arbitrary but generally tied to how powerful and how quickly the unit attacks.
For example, the http://wiki.teamliquid.net/starcraft2/Marine gets +1 damage/upgrade to each of its attacks whereas the http://wiki.teamliquid.net/starcraft2/Siege_tank gets +2 damage/upgrade out of siege mode and +3 damage/upgrade in siege mode. In fact, for all units you can look up this information on liquidpedia, e.g., for the marine entry in the sidebar:
Ground Attack: 6 (+1)
Means that the marine hits for 6 damage for each of its attacks and gains +1 damage per upgrade that you purchase.
Armor upgrades work similarly except that they reduce incoming damage per attack dealt. There is also per-unit scaling of armor bonuses. You can look at the appropriate entries in liquipedia to see how things scale.
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i need help on my pvz so bad.
Usually i go for 3 gate expand. expand depending on enemy position (close spawn/cross map)
and whenever i put pressure, i usually win a fair battle. get my expo up and tech up during that time as well.
then the zerg constantly re builds his army faster than i can and i can't break it. i would go back to my base, re build my army but the time i get another fair amount of units and starting my 3rd expo. (15min-ish) and the zerg just completely steam rolls my army.
what do!?
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On July 30 2011 05:06 xmikeyy17x wrote:i need help on my pvz so bad. Usually i go for 3 gate expand. expand depending on enemy position (close spawn/cross map) and whenever i put pressure, i usually win a fair battle. get my expo up and tech up during that time as well. then the zerg constantly re builds his army faster than i can and i can't break it. i would go back to my base, re build my army but the time i get another fair amount of units and starting my 3rd expo. (15min-ish) and the zerg just completely steam rolls my army. what do!?  I'd have to see a replay to know what exactly is the major flaw in your play, but a few notes: If the zerg has taken a third base and you have done nothing to pressure it, then you have probably lost right there. A zerg sitting peacefully on 6 geysers can be absolutely devastating. With all the new styles of zerg play scouting becomes more and more important, because you'll need a different end-goal composition to go for depending on what the zerg is doing. I don't want to change your style or anything, but generally a forge expand is a more solid opener so long as the map will let you pull it off.
Other possible mistakes I could think of are either related to you just not responding to something correctly or micro-management mistakes, you may want to consider opening up a [H] thread and post a replay.
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what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless].
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On July 30 2011 05:35 lizzard_warish wrote: what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless]. Have you tried the recommended threads thread? Surely there is something about TvT in there.
edit: nevermind, just looked in the terran section and there really isn't anything too useful there other than the iEchoic style.
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