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On August 04 2011 19:35 graNite wrote: Is there a shortcut to activate autocast spells like autorepair (so without rightclicking the icon) ? If my memory serves me right: Alt + Hotkey to autocast (alt + r for example to autorepair).
For practicing against 1 style, get urself a practice partner ( search of practice partber retail thread). If its mostly to practice midro, u could also create a unittester custom map, in which you can practice
Kind regards
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Blazinghand
United States25558 Posts
On August 05 2011 01:01 Sandwhale wrote: In PvT, what scouting triggers Protoss to 3-gate Stargate all-in?
This is a good question. I was always wondering how this works-- because, for example, what would cause a terran to all-in would be seeing a 15 nexus or something like that. But if the protoss player is scouting and his probe is pushed out by the marine, he has to begin making his stargate before he can do a zeal/stalker poke to scout again.
So, I guess I have the same question-- as a Protoss player in PvT, how do you tell when it's a good time to void ray all-in? What should you be scouting for? Bear in mind that you only get probe scouting to do this, you need to start the stargate before stalker scouting to get void rays out in time.
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On August 05 2011 01:10 Blazinghand wrote:Show nested quote +On August 05 2011 01:01 Sandwhale wrote: In PvT, what scouting triggers Protoss to 3-gate Stargate all-in? This is a good question. I was always wondering how this works-- because, for example, what would cause a terran to all-in would be seeing a 15 nexus or something like that. But if the protoss player is scouting and his probe is pushed out by the marine, he has to begin making his stargate before he can do a zeal/stalker poke to scout again. So, I guess I have the same question-- as a Protoss player in PvT, how do you tell when it's a good time to void ray all-in? What should you be scouting for? Bear in mind that you only get probe scouting to do this, you need to start the stargate before stalker scouting to get void rays out in time.
I am not anywhere near pro level so take this with grain of salt. I would expect that stargate all in would be more likely if the protoss where to scout something that indicated some sort of fast expansion, such as no tech lab on barracks no gas. Many times when i see the stargate all in the protoss is better off if the opponent has marines with no mauraders because stalkers can take them out pretty easily while the rines are forced to focus the kiting VR.
Again, I am not very good but this is my read on it.
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On August 05 2011 00:56 xOff wrote: I'm terran and got a few questions.
What is the best tell that someone is going DT's without specifically scouting the Dark Shrine?
Whats the optimal defense agaist blue flame hellion drops?
Whats the way to punish someone who expands to hidden expos across large maps like Tal'darim?
1) 2 gases, 3 gates, no chrono saved up or being used on the twilight council (assuming you scouted that one). The difference between 3gate DT and 3gate stargate is that 3gate stargate will dump most of its remaining chronoboost onto the stargate, DT on warpgate research or gateways.
2) Scouting, fast reaction with your army, and pulling away your workers. It helps to have a viking or two patrolling the usual drop airspaces, but this is more to serve as a fore-warning. Also, closing off the space behind your mineral line with buildings so hellions can't run around.
3) Drops, scouting, map awareness. If you see them JUST putting up the expo, it's an invitation for you to start taking over the middle of the map and segregating his bases, allowing you to expand more as well. Also, if the expo hasn't finished constructing, just send a handful of units to force it to cancel.
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What is the best tell that someone is going DT's without specifically scouting the Dark Shrine?
How early the Protoss player takes their second gas is usually a decent tell, if they take it extremely early (before 20 supply) then there is a good chance that they are going DTs or voidrays and you should get a missile turret or two.
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Blazinghand
United States25558 Posts
On August 05 2011 01:42 Leonite7 wrote:Show nested quote +What is the best tell that someone is going DT's without specifically scouting the Dark Shrine? How early the Protoss player takes their second gas is usually a decent tell, if they take it extremely early (before 20 supply) then there is a good chance that they are going DTs or voidrays and you should get a missile turret or two.
Um, you're kinda right... but this isn't how you scout DTs.
There's basically 2 builds where protoss doesn't take a before-20-supply 2nd assimilator, and that's 4gate and 1gate FE. These are both scoutable. Any other protoss build takes a very fast 2nd gas. Notable builds that do so include:
3 gate robo allin Stargate allin DT rush / DT allin 3 gate Blink rush
3 gate sentry expand 2 gate robo expand any expand build that uses sentries and/or a robo 3 gate DT expand.
Basically, the only time you'll ever see a 1-gas protoss is for a super fast expand or a somewhat safer HuK expand, or for a 4gate. Yes, he must have 2 gasses to DT rush you; but that's like saying "oh, does he have a cyber? because he needs that to DT rush you."
The tells for a DT rush: 1) 2 gasses. This is required, but you still can't tell what's going on here 2) you either scout with a hellion, a scout rax, or your third scan. If he is keeping his chrono boost low and hasn't expoed, he's almost certainly hiding a twilight and a DT shrine somewhere-- especially if his army contains few sentries.
Make an e-bay, wall off, get out a raven, etc.
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On August 05 2011 00:15 Requizen wrote: When going Marine/Tank in TvZ, which upgrades are more important, Vehicle or Infantry?
I figure it partially depends on which unit you have more of, but when it comes to a straight confrontation with Ling/Bling/etc, which helps more? I'd say that infantry attack is the most important, as for vehicles, get 1 attack then go for armor.
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On August 05 2011 01:28 PassiveAce wrote: I am not anywhere near pro level so take this with grain of salt. I would expect that stargate all in would be more likely if the protoss where to scout something that indicated some sort of fast expansion, such as no tech lab on barracks no gas. Many times when i see the stargate all in the protoss is better off if the opponent has marines with no mauraders because stalkers can take them out pretty easily while the rines are forced to focus the kiting VR.
Again, I am not very good but this is my read on it.
I should have clarified to something of the sort of "What scouting triggers a 3-gate Stargate all in even IF they scout a normal gas timing?"
Of course any 1-base play can do huge damage to a 1-rax gasless FE; Stargate has the additional utility of being able to harass while avoiding bunkers. I've seen a lot of Protosses still go for the Voidray all-in not knowing whether or not Terran has used his gas to upgrade his bio or move up to factory (and starport) tech. I suppose I can assume that these players are simply gambling that the Terran is fast expanding, as is the case for a lot of them. I do, however, think that 3-gate Stargate all in just loses against a 1-1-1, seeing as cloaked banshees can hit at the same time as their all in. Even without that tech, gateway units melt to marines in bunkers and siege tank, while vikings deter any Voidray cuteness.
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As a zerg, with out actually seeing any of the tech structures (its hard getting overlords in their base) how can you tell the difference between a DT expand or a Staregate expand, both seem really alike in terms of units out of the warpgate, low sentry/stalker count.
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On August 05 2011 05:02 sgtjimmy wrote: As a zerg, with out actually seeing any of the tech structures (its hard getting overlords in their base) how can you tell the difference between a DT expand or a Staregate expand, both seem really alike in terms of units out of the warpgate, low sentry/stalker count. You really can't, but it isn't a big deal at all seeing as a one base stargate play won't have a high voidray count. You don't need to prepare for it much other than have an evo chamber and 1-2 extra queens. A preliminary spore crawler in front of your natural will stop DTs and help against voids alike, so even though the protoss goes for completely different tech paths the zerg's preparation is almost identical. As soon as you see the low sentry count from your opponent then prepare an evo chamber and you should be safe against both. Also bear in mind that because a dark shrine has a redankalous build time, a void ray will come out before dts would and your opponent will often hunt overlords before going straight to your base, so your opponent will most likely give away the tech path by either having or not having a void at the standard timing.
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Is it better to kite zealots, THEN focus down the Protoss tech, or should you focus down the tech first then the zealots?
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how do I properly counter 1rax expo into 4-5 rax marines in TvT? people keep using it agaist me on maps such as Shattered Temple where you can defend your natural with 1 bunker and 4 marines really, really well.
I've been using BFH openings as my standard in TvT (Gas first 1/1/0 expand has been my favorite) but BFH seem to do so shitty against mass marines. They spread out, take little damage, and have huge dps to crush my BFHs. I transition into 0rax 3fac (2 tech 1 reactor) 1 starport and try to do dual-prong hellion attacks on mineral lines, but it just doesn't seem to be enough.
I guess banshee openings are supposed to be possible but the micro required seems ridiculous. marines absoutely rip through banshees, and once they see them coming they can easily just throw down a turret at each expo and be way ahead in SCV count even if I pick off a decent amount.
whats the BEST response?
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Blazinghand
United States25558 Posts
On August 05 2011 07:14 blinkblue wrote: how do I properly counter 1rax expo into 4-5 rax marines in TvT? people keep using it agaist me on maps such as Shattered Temple where you can defend your natural with 1 bunker and 4 marines really, really well.
I've been using BFH openings as my standard in TvT (Gas first 1/1/0 expand has been my favorite) but BFH seem to do so shitty against mass marines. They spread out, take little damage, and have huge dps to crush my BFHs. I transition into 0rax 3fac (2 tech 1 reactor) 1 starport and try to do dual-prong hellion attacks on mineral lines, but it just doesn't seem to be enough.
I guess banshee openings are supposed to be possible but the micro required seems ridiculous. marines absoutely rip through banshees, and once they see them coming they can easily just throw down a turret at each expo and be way ahead in SCV count even if I pick off a decent amount.
whats the BEST response?
To use a small number of hellions to fight a large number of marines, constantly engage with the hellions and disengage as you get hurt, pulling back to a small force of repairing scvs. Hellions are fast and have lots of hp, and he won't be 1-shotting them until he has like 15 marines. Until he has medivacs, every time you engage and disengage with both sides taking small amounts of damage, you have the advantage because you can repair. if he's making bunkers, harass the scvs making the bunkers. If the bunkers are up, then you can't, obviously, but see if you can slip by or harass a walling depot or something. keep your hellions outside his base if he's not teching, he has to attack you by ground. Kite him all the way home, and keep on repairing in between battles.
If he moves out with all or most of his marines, also consider counter-attacking to force him to retreat.
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When a phoenix lifts a baneling and that baneling explodes, does it do damage in the air?
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On August 05 2011 06:27 AKomrade wrote: Is it better to kite zealots, THEN focus down the Protoss tech, or should you focus down the tech first then the zealots?
Zealots have very high dps, so it would be advisable to kite and destroy them first.
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How does one reaper expand in TvP? Looked everywhere, but couldn't find anything
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On August 05 2011 07:59 boredrex wrote: How does one reaper expand in TvP? Looked everywhere, but couldn't find anything Barracks -> Marine -> Techlab -> Reaper -> Barracks -> CC -> Marauder/Concussive/Marines
I think that's how it goes.
SC2rep.com is your friend. DL TvP replay and then on your way to GG.
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On August 05 2011 07:23 SnetteL wrote: When a phoenix lifts a baneling and that baneling explodes, does it do damage in the air? No, but it does create a hilarious visual glitch of the explosion being above the place that is damaged which is quite amusing. The baneling will deal damage to the ground just like normal, so, for example, defending your probe line from banes by use of phoenix is not advised. You'd just lose all your probes anyway.
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In PvT, I normally open 13 Gate 28 Robo 29 Gate. If Terran opens 2 rax (reactor and tech lab), I often get contained at the bottom of my ramp while they just expand.
How do I stop this contain and not let him get an earlier expansion? I feel like I dont have enough units. They come with about 10marines and 1 marauder at the point I only have 2-3sentries, 2 zealots, 1 stalker, and WG just finishing.
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can someone please link me to the thread that has all the teams looking for players divided by region please? can't find it!
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