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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.
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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
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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.
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infinity21
Canada6683 Posts
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.
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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!
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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!
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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.
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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.
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That seems like a far cry from being a simple answer to me.
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What is good turret timing? i seem to have trouble with knowing the timing
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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.
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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.
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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...
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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.
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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.
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Thanks for the responses!
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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?
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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.
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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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