Simple Questions Simple Answers - Page 318
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foxKM
United States8 Posts
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padfoota
Taiwan1571 Posts
On August 07 2011 09:20 Soluhwin wrote: No, that button is nearly useless. I've rebound space to "base camera" for larva inject purposes. I use it a lot but i cant seem to remember why X_X | ||
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Vod.kaholic
United States1052 Posts
On August 07 2011 14:05 foxKM wrote: How do some of you zerg players bounce to each hatchery to inject larva? Any specific macros you guys use? They use the base view hotkey. It's standard, and bound to 'backspace' by default. It cycles your screen focus between your main buildings (hatcheries, nexuses, or command centers/OCs/PFs). You can rebind to more comfortable/accessible hotkeys if you want (since backspace is a little out of the way for most of us. | ||
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Mvrio
689 Posts
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Xplitcit
United States419 Posts
I always lose because I forget to put down something. For example, when a cloak banshee come, I wasted my scan and killed it. However, I don't remember to put down engi bay for the next banshee. This has happened a lot of times for a lot of other situations( something I forget to put down starport when dropping...) I mean I don;t have any memory problem since I do pretty well in school. Is this just a pressure thing or should I quit sc2? | ||
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foxKM
United States8 Posts
On August 07 2011 14:26 Xplitcit wrote: Why is my memory so bad when it comes to sc2? I always lose because I forget to put down something. For example, when a cloak banshee come, I wasted my scan and killed it. However, I don't remember to put down engi bay for the next banshee. This has happened a lot of times for a lot of other situations( something I forget to put down starport when dropping...) I mean I don;t have any memory problem since I do pretty well in school. Is this just a pressure thing or should I quit sc2? Honestly, I blamed my short term memory loss issue and I thought I should just quit sc2 too. But strangely, I kinda got over it? As I played more games and practices more overtime, I found out that I'll now naturally react to things like that. I used to lose to things like that too, but now I just know what to do? I think if you practice more you'll get used to reacting correctly. | ||
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Soluhwin
United States1287 Posts
On August 07 2011 14:22 Mvrio wrote: how many fungals does it take to kill a roach? with or without armor upgrades or like how many fungals+roach shots= death... math formula? fungals stack right? Armor doesn't effect spell damage, fungal does 47 damage to armored, fungals don't stack. So it takes 4 | ||
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Xplitcit
United States419 Posts
On August 07 2011 14:28 foxKM wrote: Honestly, I blamed my short term memory loss issue and I thought I should just quit sc2 too. But strangely, I kinda got over it? As I played more games and practices more overtime, I found out that I'll now naturally react to things like that. I used to lose to things like that too, but now I just know what to do? I think if you practice more you'll get used to reacting correctly. So should I play more because experience allow me to react accordingly rather than remembering what to put down? I mean it's so frustrating. Like I know that I'm better than this. When I checked the replay, my mechanic was better, I had more scvs than him, I control the xel naga, and yet I lost to something that I should have defended. It's incredibly frustrated for me, almost driving me to the point of insanity. | ||
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13th Marine
United States344 Posts
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foxKM
United States8 Posts
[/QUOTE] So should I play more because experience allow me to react accordingly rather than remembering what to put down? I mean it's so frustrating. Like I know that I'm better than this. When I checked the replay, my mechanic was better, I had more scvs than him, I control the xel naga, and yet I lost to something that I should have defended. It's incredibly frustrated for me, almost driving me to the point of insanity.[/QUOTE] Well okay now that I think about it, it works both way. Yes, playing more will help you react accordingly, but not if you blindly do it. Your not going to remember to place an engineering bay down or to fix that bunker that's being killed by zerglings without helping yourself to it. So the more you play, and the more you react right, the more natural it'll become, eventually, you won't even have to think about doing it. And btw, experience is sorta your memory, all those times you experienced a cloak banshee, you'll remember to put an engineering bay down, so yeah. Don't blame your forgetfulness, because I got over it, to a point where I react kinda naturally to things, and I have bad bad memory, like, losing your glasses one day, and then your cellphone another day memory. LOL. | ||
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Mvrio
689 Posts
On August 07 2011 14:29 Soluhwin wrote: Armor doesn't effect spell damage, fungal does 47 damage to armored, fungals don't stack. So it takes 4 so I have to wait for one to finish than cast another? Thanks | ||
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foxKM
United States8 Posts
On August 07 2011 14:31 13th Marine wrote: Is there a single build new Zerg players can use to learn how to play, up until the point at which there is a need to specialize for each match up? I've returned to the swarm but I can't figure out a build quite like the 2 Rax FE I used for every match up until I needed to diversify when working on my Terran play. Zerg doesn't necessarily have builds, but they do have openers. You can open up a certain way, such as 13 pools, 14 gas, 15 hatch, or 14 hatch, 14 pool, and etc. But later on, zerg is more of a reactionary race. You see what your opponent builds, and you try to counter it. Marines? Okay build banelings or infestors with some lings. Voidrays and stalkers? Hydras. Things like that. I'm not talking about massing things though, just try to counter what they have. If you see marines, don't just mass up on banelings, add in some speedlings you know? Just react accordingly. | ||
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ZergGrandma
5 Posts
1) As I said in my post, the terran was opening with a very agressively oriented 2rax and wanted to know if you were close air, because if you were then you could place your second barracks where your opponent did and float it to the low ground 2) You should check if your opponent's CC is there, because if it isn't then you need to send your overlord elsewhere 1)Thank for clarification. So I suppose he had some kind of plan for this game (2 rax rush) for close air positions and first of all decided to check this destination. Zerg's openings (15 hatch) vs terr is so predictable that he even didn't scout me... ( 2) I would not agree in this case. I mean that only thing I am interested in is if he planted refinery. So over must arrive abt. 2:00-2:10 to his base. I think there's no need to send over directly to his base cause this makes his scouting much easer. You say that it is necessary to send over elsewhere. This is too dangerous cause if you fail to find your opponend on close air pos. some clever terrs send 1 marine to find this over. | ||
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saaaa
Germany419 Posts
Should i do stim or combat shields first with my first techlab? Or should i do conc. shells before the stim/combat? I mean the 1 Rax FE into 3 Rax build and i only get one techlab early to upgrade. In fact i have to decide which upgrade first. And it +1 attack more important/effective than combat shield? | ||
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SpaNkinG
Turkey89 Posts
(currenty i have the EU client only ) | ||
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LordYama
United States370 Posts
Q: In this type of setup, will mouse acceleration and feel be similar to a PC/Windows setup or not? | ||
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LordYama
United States370 Posts
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Derez
Netherlands6068 Posts
On August 08 2011 02:18 LordYama wrote: Q: If I attack a building structure with workers (for example a pylon or cannon warping in for a cannon rush), does my ability to kill it before it forms with a given number of workers vary depending on when I start attacking it? I guess I'm asking whether the rate at which the building accumulates hit points accelerates during the process or does it remain constant, I assume the damage output per worker is constant. It's constant, but the amount of workers you need in order to kill before it forms does depend on when you start attacking it. Wait longer, and you have to kill more HP over less time, so you have to use more workers etc. | ||
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phiinix
United States1169 Posts
On August 08 2011 02:18 LordYama wrote: Q: If I attack a building structure with workers (for example a pylon or cannon warping in for a cannon rush), does my ability to kill it before it forms with a given number of workers vary depending on when I start attacking it? I guess I'm asking whether the rate at which the building accumulates hit points accelerates during the process or does it remain constant, I assume the damage output per worker is constant. buildings build at constant rates | ||
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LordYama
United States370 Posts
On August 08 2011 02:43 Derez wrote: It's constant, but the amount of workers you need in order to kill before it forms does depend on when you start attacking it. Wait longer, and you have to kill more HP over less time, so you have to use more workers etc. But then it doesn't sound like it's constant? For instance, if 4 workers can prevent a cannon forming, then that means the damage output of 4 workers is greater than the rate at which the cannon accumulates hitpoints while warping in. Even if the cannon is 99 percent done when the workers start hitting it, it should still be eventually destroyed although it would take longer since there are more hitpoints to burn through, but it should stop gaining hitpoints and start losing hitpoints once attacked. Edit: Thanks, phijinx. Double Edit: I just tested this on a unit test map, and it seems that Derez is right which would imply that it's more complicated than a constant build rate. Specifically the fact that both shield points and regular hitpoints build up on Protoss structures and have to be worked through seems to affect the process. If I hit a warping cannon immediately as it starts, 3 workers are good enough to prevent it forming. If I hit it slightly later in the process, 4 workers works. If I wait until the blue "build" bar is half done, then even with 5 workers, the cannon just completes and gets off a single shot before dying. Interesting. Same thing with a pylon. If I hit it early, 7 workers prevents it ever forming, if I start halfway through it actually finishes and is alive briefly. | ||
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