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Simple Questions Simple Answers - Page 31

Forum Index > StarCraft 2 Strategy
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Kaitlin
Profile Joined December 2010
United States2958 Posts
March 02 2011 06:29 GMT
#601
On March 02 2011 14:18 Entr0py wrote:
Maybe i am just stupid, but how can u drop with multipe dropships while flying? I mean if u have like only one medivac u can klick on the units inside und it while drop them while flying. But if u have more than one medivac it doesnt show the units... so how do u that?


One of two ways. Either have your drop ships in a common control group, and with that control group selected, hit 'D' and left-click a place to drop them. All ships will unload there. Alternatively, you can use the 'drop while moving' micro, and simply click on each of the dropships themselves after hitting D. I guess for multiple ships, you either have to hold shift after hitting 'D' or hold D down.
underdawg
Profile Joined January 2011
United States399 Posts
March 02 2011 08:16 GMT
#602
do most terrans wall off versus random? or lift their buildings off to wall in once they find out? may not make a big difference...but walling in sucks versus terran
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 02 2011 14:12 GMT
#603
On March 02 2011 17:16 underdawg wrote:
do most terrans wall off versus random? or lift their buildings off to wall in once they find out? may not make a big difference...but walling in sucks versus terran


I personally wall off against Random. Random players have a little higher tendency to cheese, so it's good to have a wall to stop any Zealot rushes or Zerglng runbys. It's useful to stop some early Hellion/Marine pushes too. It can end up hurting you later, but it helps a lot early game.

It's really up to you. If you think you can defend your base without a wall-in, it's more economic and you don't risk losing buildings that way.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
March 02 2011 14:22 GMT
#604
I like going 2 rax against random because it keeps me safe from early aggression and let's me expand relatively quickly. I can complete my wall with a bunker or depot if I have to.
Official Entusman #21
Deadpoetic0077
Profile Joined September 2010
United States63 Posts
Last Edited: 2011-03-02 19:23:29
March 02 2011 19:19 GMT
#605
Not sure if this is simple enough so if not, i apologize. What should one expect from a zerg who fast expands, such as a 14 hatch, and what things should one expect if they expand a little later. How should one generally react? Typically i play terran, but i also play Toss occasionally so responses for those races would be much appreciated!

Thanks for having this thread!
Failure is only an opportunity to learn
Deadpoetic0077
Profile Joined September 2010
United States63 Posts
March 02 2011 19:21 GMT
#606
On March 02 2011 23:12 Synystyr wrote:
Show nested quote +
On March 02 2011 17:16 underdawg wrote:
do most terrans wall off versus random? or lift their buildings off to wall in once they find out? may not make a big difference...but walling in sucks versus terran


I personally wall off against Random. Random players have a little higher tendency to cheese, so it's good to have a wall to stop any Zealot rushes or Zerglng runbys. It's useful to stop some early Hellion/Marine pushes too. It can end up hurting you later, but it helps a lot early game.

It's really up to you. If you think you can defend your base without a wall-in, it's more economic and you don't risk losing buildings that way.


Why can walling off hurt you in the end? Also why do most Terrans not wall off when they face other terrans? Is it just the slight economic advantage that you get or is it also something else?

Thanks!
Failure is only an opportunity to learn
zhengsta
Profile Joined February 2011
United States126 Posts
March 02 2011 19:30 GMT
#607
On March 02 2011 17:16 underdawg wrote:

Why can walling off hurt you in the end? Also why do most Terrans not wall off when they face other terrans? Is it just the slight economic advantage that you get or is it also something else?

Thanks!


The reason some people don't wall in TvT is due to the fact that all terran units are ranged and therefore can shoot down your buildings while you lack the range to actually attack back.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 02 2011 19:43 GMT
#608
On March 03 2011 04:21 Deadpoetic0077 wrote:
Show nested quote +
On March 02 2011 23:12 Synystyr wrote:
On March 02 2011 17:16 underdawg wrote:
do most terrans wall off versus random? or lift their buildings off to wall in once they find out? may not make a big difference...but walling in sucks versus terran


I personally wall off against Random. Random players have a little higher tendency to cheese, so it's good to have a wall to stop any Zealot rushes or Zerglng runbys. It's useful to stop some early Hellion/Marine pushes too. It can end up hurting you later, but it helps a lot early game.

It's really up to you. If you think you can defend your base without a wall-in, it's more economic and you don't risk losing buildings that way.


Why can walling off hurt you in the end? Also why do most Terrans not wall off when they face other terrans? Is it just the slight economic advantage that you get or is it also something else?

Thanks!


Later in the game, ranged units come into play which can possibly snipe your buildings from a distance and you will be unable to properly defend from behind the wall.

Also, some Terrans don't wall in because there is a tiny amount of income more you get for not having to travel over to your ramp and back. And it's just less of a liability as I stated above.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Mk6758
Profile Joined June 2010
United States2 Posts
Last Edited: 2011-03-02 22:20:36
March 02 2011 22:20 GMT
#609
Hey TL peoples can anyone review this rep of mine and tell me where I went wrong? its tvp masters. I'm just confused, I cant win one tvp!! thanks to anyone that helps!
http://www.sc2replayed.com/replays/145642-1v1-terran-protoss-metalopolis
:D
Clamps
Profile Joined May 2010
66 Posts
March 02 2011 23:48 GMT
#610
On March 03 2011 07:20 Mk6758 wrote:
Hey TL peoples can anyone review this rep of mine and tell me where I went wrong? its tvp masters. I'm just confused, I cant win one tvp!! thanks to anyone that helps!
http://www.sc2replayed.com/replays/145642-1v1-terran-protoss-metalopolis

That seems like a far cry from being a simple answer to me.
Tsuycc
Profile Joined February 2011
Canada269 Posts
March 02 2011 23:53 GMT
#611
What is good turret timing? i seem to have trouble with knowing the timing
[Hoping spider mines are brought back in SC2] // MarineKing // Leta // Polt | Terran Pride "my girlfriend is the medivac" -Rain
Demus
Profile Joined May 2010
Netherlands305 Posts
Last Edited: 2011-03-03 00:03:15
March 02 2011 23:59 GMT
#612
On March 03 2011 04:19 Deadpoetic0077 wrote:
Not sure if this is simple enough so if not, i apologize. What should one expect from a zerg who fast expands, such as a 14 hatch, and what things should one expect if they expand a little later. How should one generally react? Typically i play terran, but i also play Toss occasionally so responses for those races would be much appreciated!

Thanks for having this thread!


well, how much later? If it's like a 21 supply hatch then almost the same things you'd expect from a 14-15 hatch, just with a few lings already on the field, and ling speed finished sooner. A good tell for this is if you see 14 gas 14 pool (so gas finishes long before pool does). If this is the case, you will see about 4-6 lings, but not much more.
Things like bunker or cannon rushing are a lot less effective vs this play, but it does sacrifice some larva. Simply follow your normal game plan.

If you see more than 8 lings, or roaches, while the hatch isn't down yet, get ready for an early attack.


all right, a question of my own: when i roll terran in team games (i play random) i like to do a mass marine push of 4 rax at around the 5:30 / 6 minute mark. During that push i start a CC, after which i grab my gasses. How would you recommend me getting the add-ons on the raxes? As soon as the gas is available, or 1 by 1 to prevent a low in my marine production?
To make it simpler, this is involving no type of pressure, obviously you don't start a reactor/TL when you see a big attack incoming.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
March 03 2011 00:00 GMT
#613
On March 03 2011 04:43 Synystyr wrote:
Show nested quote +
On March 03 2011 04:21 Deadpoetic0077 wrote:
On March 02 2011 23:12 Synystyr wrote:
On March 02 2011 17:16 underdawg wrote:
do most terrans wall off versus random? or lift their buildings off to wall in once they find out? may not make a big difference...but walling in sucks versus terran


I personally wall off against Random. Random players have a little higher tendency to cheese, so it's good to have a wall to stop any Zealot rushes or Zerglng runbys. It's useful to stop some early Hellion/Marine pushes too. It can end up hurting you later, but it helps a lot early game.

It's really up to you. If you think you can defend your base without a wall-in, it's more economic and you don't risk losing buildings that way.


Why can walling off hurt you in the end? Also why do most Terrans not wall off when they face other terrans? Is it just the slight economic advantage that you get or is it also something else?

Thanks!


Later in the game, ranged units come into play which can possibly snipe your buildings from a distance and you will be unable to properly defend from behind the wall.

Also, some Terrans don't wall in because there is a tiny amount of income more you get for not having to travel over to your ramp and back. And it's just less of a liability as I stated above.


I would also like to add, that your first 2 supply depots can die to early seige tank pushes.
Coaching for 1v1 and Team games at Gosucoaching.com
badDogma
Profile Joined August 2010
United States106 Posts
March 03 2011 00:54 GMT
#614
This is kind of a bronze/silverish question. I notice that a lot of opponents are taking hidden bases. It seems to be standard bronze play to take a hidden base in a far off corner of the map. Is this common in higher leagues? What's the best reaction when finding a hidden base? Should I just a-move to it and hope for the best? or expand? or attack his main? or something...
A genius cannot defeat someone who works hard. Someone who works hard cannot defeat someone who enjoys their work. -- Rain
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 03 2011 01:04 GMT
#615
On March 03 2011 09:54 badDogma wrote:
This is kind of a bronze/silverish question. I notice that a lot of opponents are taking hidden bases. It seems to be standard bronze play to take a hidden base in a far off corner of the map. Is this common in higher leagues? What's the best reaction when finding a hidden base? Should I just a-move to it and hope for the best? or expand? or attack his main? or something...


Generally, a hidden base isn't very well defended. Do a drop, or just send a few units down there to harass it. This will pull his army down there to deal with it, and allow you to go into his front door without too much of a fight. Hidden bases are always a liability, because they bank on the fact of not being scouted so that they can reap the rewards. Very risky.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
badDogma
Profile Joined August 2010
United States106 Posts
March 03 2011 01:16 GMT
#616
Drops and 2 pronged attacks, it's so obvious I feel dumb now...Everytime I find a hidden base I'm just like "wtf" and it messes up my whole rhythm. Totally going to punish anyone who does it now.
A genius cannot defeat someone who works hard. Someone who works hard cannot defeat someone who enjoys their work. -- Rain
Deadpoetic0077
Profile Joined September 2010
United States63 Posts
March 03 2011 04:58 GMT
#617
Thanks for the responses!
Failure is only an opportunity to learn
Killcycle
Profile Joined January 2011
United States170 Posts
March 03 2011 08:55 GMT
#618
I play Terran, and all of our units are ranged; with the rows of units attacking sometimes I feel like the British / Colonials fighting each other with their nicely seated rows of gunmen. I've noticed if I forgo attacking immediately in the confrontation and move up slightly, it gives 2-3 more rows of units room to attack; of course, the same follows for other races' units.

So, without regard to unit placement or comp, is it ever a good idea to thrust your units in a bit, or should I just stick with trying for a good arc?
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
Naphal
Profile Joined December 2010
Germany2099 Posts
March 03 2011 09:08 GMT
#619
On March 03 2011 17:55 Killcycle wrote:
I play Terran, and all of our units are ranged; with the rows of units attacking sometimes I feel like the British / Colonials fighting each other with their nicely seated rows of gunmen. I've noticed if I forgo attacking immediately in the confrontation and move up slightly, it gives 2-3 more rows of units room to attack; of course, the same follows for other races' units.

So, without regard to unit placement or comp, is it ever a good idea to thrust your units in a bit, or should I just stick with trying for a good arc?


I can think of the following possibilities, at least that is when i step in:

1) If you get the feeling the opponent will try to flee, it is always nice to step in, especially with marauders and their slow.

2) If you want to kill something behind the enemy frontlines (again protossexample, select some marauders and try to go for the colossus)

3) kinda like 1) if you have 2-3 rows of units not firing, and your opponent has no 2nd or 3rd row of units, move in for the kill.


Demus
Profile Joined May 2010
Netherlands305 Posts
March 03 2011 13:38 GMT
#620
On March 03 2011 17:55 Killcycle wrote:
I play Terran, and all of our units are ranged; with the rows of units attacking sometimes I feel like the British / Colonials fighting each other with their nicely seated rows of gunmen. I've noticed if I forgo attacking immediately in the confrontation and move up slightly, it gives 2-3 more rows of units room to attack; of course, the same follows for other races' units.

So, without regard to unit placement or comp, is it ever a good idea to thrust your units in a bit, or should I just stick with trying for a good arc?


A good arc never hurts. Other than that, move in if you have the shorter range units (marines vs marauders, MM vs colossus etc) or if you have a clear numbers advantage so the move-in does more for you than for him.
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