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On August 05 2011 18:00 AnxiousHippo wrote:Show nested quote +On August 05 2011 16:37 gogatorsfoster wrote: what is the proper response if a protoss goes for a triple pylon block into cannon contain when going any pool before hatch build. 12 pool, 14/14 etc.
The guy I played just made 5 cannons behind the pylons and made a 4th pylon so i couldnt just kill the pylons with a spine from the high ground. This is rare so I wouldn't expect a refined response. If you don't manage to stop the pylon blocking I would fast tech to Nydus Tech and drop one in his main.
1. Get a queen asap and spread creep to the choke with multiple tumors. 2. If you sent out a scouting drone use it and take an expansion at your 3rd if possible 3. Do not allow the probe into your base to continue making cannons and pylons 4. Make 2 spines and move them up towards your choke with the creep to clear out the contain
I personally like to tech to roaches and do the steps above and make 3 or 4 queens because stargate is quite popular after a contain like this
Once you break the contain take your natural and go poke with your roaches, don't lose them! They are mainly to see what your opponents army composition is
It should then be 3 base to 2 base assuming they expanded, if you couldn't take a base with your scout then fast tech to infestors or something and then expand twice once you break the contain
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When i have to make a lot of larva into units (>20), I select larva and hold R/Z or whatever. But it takes a lot of time to morph this amount of larvae (~1-2 seconds). Especially during battle, when i don't want to just sit and stare at battle holding one key. Is there a way to do it faster?
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On August 05 2011 20:58 Tuczniak wrote: When i have to make a lot of larva into units (>20), I select larva and hold R/Z or whatever. But it takes a lot of time to morph this amount of larvae (~1-2 seconds). Especially during battle, when i don't want to just sit and stare at battle holding one key. Is there a way to do it faster?
You can change the keyboard settings so when you hold down a key it "writes faster" A lot of pro's have done this as when you hold down you want to make the units as fast as possible.
Controlpanel > Keyboard and then it's something like Repitition speed (translating from my Swedish comp) :D
Looks something like this (my parents computer with windows XP and it's in Swedish but it can help u  + Show Spoiler +
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On August 05 2011 21:08 JoeAWESOME wrote:Show nested quote +On August 05 2011 20:58 Tuczniak wrote: When i have to make a lot of larva into units (>20), I select larva and hold R/Z or whatever. But it takes a lot of time to morph this amount of larvae (~1-2 seconds). Especially during battle, when i don't want to just sit and stare at battle holding one key. Is there a way to do it faster? You can change the keyboard settings so when you hold down a key it "writes faster" A lot of pro's have done this as when you hold down you want to make the units as fast as possible. Controlpanel > Keyboard and then it's something like Repitition speed (translating from my Swedish comp) :D Looks something like this (my parents computer with windows XP and it's in Swedish but it can help u + Show Spoiler + Thank you, i did that. But it still feels slow.
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Is there anything you can do with the move command that you can't do just as well by right clicking where you want to move? I'm asking because I use grid hotkeys and I was thinking of binding Q to another control group or something, since I never manage to use anything past 7 because my hands aren't that big.
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On August 05 2011 22:19 Darthsanta13 wrote: Is there anything you can do with the move command that you can't do just as well by right clicking where you want to move? I'm asking because I use grid hotkeys and I was thinking of binding Q to another control group or something, since I never manage to use anything past 7 because my hands aren't that big.
Well move is the M key so I'm not sure how that affects Q at all. But no, there is no difference between a right click and using the move command. A right click is a move command and a move command is a right click. edit: Sorry I donn't know what Grid Layout is.
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On August 05 2011 21:47 Tuczniak wrote:Show nested quote +On August 05 2011 21:08 JoeAWESOME wrote:On August 05 2011 20:58 Tuczniak wrote: When i have to make a lot of larva into units (>20), I select larva and hold R/Z or whatever. But it takes a lot of time to morph this amount of larvae (~1-2 seconds). Especially during battle, when i don't want to just sit and stare at battle holding one key. Is there a way to do it faster? You can change the keyboard settings so when you hold down a key it "writes faster" A lot of pro's have done this as when you hold down you want to make the units as fast as possible. Controlpanel > Keyboard and then it's something like Repitition speed (translating from my Swedish comp) :D Looks something like this (my parents computer with windows XP and it's in Swedish but it can help u + Show Spoiler + Thank you, i did that. But it still feels slow.
If you're using Windows 7/ Vista then in the control panel click hardware and sound and the devices and printers. In there select your keyboard and right click, keyboard settings. Slide both bars all the way to the right and click apply
In Windows XP you get to the same windows by going control panel > keyboard. Again move both bars all the way to the right
On August 05 2011 23:49 galtdunn wrote:Show nested quote +On August 05 2011 22:19 Darthsanta13 wrote: Is there anything you can do with the move command that you can't do just as well by right clicking where you want to move? I'm asking because I use grid hotkeys and I was thinking of binding Q to another control group or something, since I never manage to use anything past 7 because my hands aren't that big. Well move is the M key so I'm not sure how that affects Q at all. But no, there is no difference between a right click and using the move command. A right click is a move command and a move command is a right click.
He said in his post that he was using the Grid layout, other then that you are correct right clicking on open space (not a unit, building, xel tower or rocks) does the same as pressing Q (M for standard layout)
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how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw
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On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see.
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On August 06 2011 01:16 CecilSunkure wrote:+ Show Spoiler +On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see. lol. That's a pretty good indicator usually.
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On August 06 2011 01:16 CecilSunkure wrote:Show nested quote +On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see.
Okey, thanks a lot=) the marine count-thing should be very usefull!
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Blazinghand
United States25558 Posts
On August 06 2011 01:28 busone wrote:Show nested quote +On August 06 2011 01:16 CecilSunkure wrote:On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see. Okey, thanks a lot=) the marine count-thing should be very usefull!
If we're talking about probe scout, a Terran 1 rax gassless FE doesn't take a gas until after the CC is started-- but a banshee rush either starts the refinery before the barracks starts, or starts it while the barracks is building. 2nd gas starts right after factory starts.
If you probe scout, and his barracks finishes without him taking a gas, his banshee rush will be severely delayed, so he's probably not banshee rushing, and if he is, you'll have an observer out even if you take a long time getting it.
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On August 06 2011 01:35 Blazinghand wrote:Show nested quote +On August 06 2011 01:28 busone wrote:On August 06 2011 01:16 CecilSunkure wrote:On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see. Okey, thanks a lot=) the marine count-thing should be very usefull! If we're talking about probe scout, a Terran 1 rax gassless FE doesn't take a gas until after the CC is started-- but a banshee rush either starts the refinery before the barracks starts, or starts it while the barracks is building. 2nd gas starts right after factory starts. If you probe scout, and his barracks finishes without him taking a gas, his banshee rush will be severely delayed, so he's probably not banshee rushing, and if he is, you'll have an observer out even if you take a long time getting it.
Okey, thanks for the answer! This is where the question sprung. When terran is doing scout on 13 and goes for a slower banshee my observer is usually in the terran base just when the banshee arrives. I usually go a 2 gate robo, would you recommend me building 2 observers before immortal? Thanks again and sorry for nooby questions.
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Whats the proper zerg reaction after you deflect a terran all in? Ie I stop a banshee rush, do I mass attacking units? Take a third base to his one? Tech on two bases?
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Blazinghand
United States25558 Posts
On August 06 2011 01:44 busone wrote:Show nested quote +On August 06 2011 01:35 Blazinghand wrote:On August 06 2011 01:28 busone wrote:On August 06 2011 01:16 CecilSunkure wrote:On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see. Okey, thanks a lot=) the marine count-thing should be very usefull! If we're talking about probe scout, a Terran 1 rax gassless FE doesn't take a gas until after the CC is started-- but a banshee rush either starts the refinery before the barracks starts, or starts it while the barracks is building. 2nd gas starts right after factory starts. If you probe scout, and his barracks finishes without him taking a gas, his banshee rush will be severely delayed, so he's probably not banshee rushing, and if he is, you'll have an observer out even if you take a long time getting it. Okey, thanks for the answer! This is where the question sprung. When terran is doing scout on 13 and goes for a slower banshee my observer is usually in the terran base just when the banshee arrives. I usually go a 2 gate robo, would you recommend me building 2 observers before immortal? Thanks again and sorry for nooby questions.
Whether you go for 1 observer or 2 observer should depend on how far your bases are from each other. If it's a close air distance from base to base, like close positions on Shattered Temple, or Close-by-air Metalopolis or something similar, 1 observer will be fine, and then you can make an immortal or whatever your plan is, and if there is a banshee you can get your observer back in time before he has cloak. For longer rush distances, like Tal Darim Alter (any spawns) or cross positions on most maps, you may want to get a 2nd obs before you make an immortal if you think he might be banshee rushing (but be warned, this makes you more vulnerable to ground attacks).
Doing a stalker poke at the front to see what's going on is a good way to decide if you want 1 or 2 fast observers if you're on the fence.
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Blazinghand
United States25558 Posts
On August 06 2011 01:50 7sk wrote: Whats the proper zerg reaction after you deflect a terran all in? Ie I stop a banshee rush, do I mass attacking units? Take a third base to his one? Tech on two bases?
Depends on the all-in. As a usual rule, against a 1 base terran, you will never need a third as zerg, except maybe for larvae. Once you realize he all-inned you, and it wasn't an expand, you can stop droning and produce attacking units. If you have over 32 drones, definitely stop droning except to replace drones that make buildings and crawlers, and a few drones to build up saturations on your gas.
Begin a lair so that you can produce overseers and the vital lair tech units. In general, make crawlers and units and have a good overlord spread. Poke up his ramp with a zergling to see his composition, and have a few lings scattered around the map (and ovies in the airspace of the map) to see when he pushes out, and if he tries a secret expo.
The usual follow-up to a failed terran all-in is a 2nd all-in. As long as you have an ovie or zergling at every base and he doesn't expo, just stay on 2 bases, take your gases, and get those valuable lair tech units.
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On August 06 2011 01:50 7sk wrote: Whats the proper zerg reaction after you deflect a terran all in? Ie I stop a banshee rush, do I mass attacking units? Take a third base to his one? Tech on two bases?
Generally you should try to maintain whatever advantage you had over his all in. If you're on 2 base to his 1, stay on 2 and try to predict what his followup will be. For example a 1 base 2 port banshee, you may be inclined to get mutas....but a thor all in on one base is the typical followup, so you'll actually want roach/hydra. Learning the different followups from your opponent is vital and critical to knowing how to respond.
If it's an scv all in... I would assume terran would GG, but if he doesn't, just produce a ton of units and aim for a timing, as I'd assume your econ is better unless you lossed a ton of drones.
Also, just because you might deflect an all-in doesn't mean you're actually ahead. If terran did a significant amount of damage, you might just have to play from an even position. In which case you want to again re-evaluate terran's options and try to maintain an edge in whatever field you have. (econ, tech, army air, etc.)
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On August 06 2011 01:28 busone wrote:Show nested quote +On August 06 2011 01:16 CecilSunkure wrote:On August 06 2011 00:45 busone wrote: how do i scout the difference between a terran fe and a terran banshee build when the terran has bunker outside his natural -> neglecting zealot stalker push to scout?
Any gas timings I can keep an eye on?
Edit: I've understood that both builds usually is used with an early bunker. I'm toss btw Lack of expansion, lots of marines. Tendency to try to hide things with the marines. Early Banshee coming to shoot your probes. Vespene geyser taken before Barracks. Those are what I usually see. Okey, thanks a lot=) the marine count-thing should be very usefull!
Also if he's going rax gas then gets a bunker. Tends to tell some kind of tech is coming out. If he was expanding with gas he wouldn't really be that defensive or shady, you would normally see a reaper or some kind of 2 rax.
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How is a 3 gate sentry expand better than a forge fe in pvz?
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What's the tasteless build?
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