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Quochobao
Profile Joined October 2010
United States350 Posts
August 07 2011 18:01 GMT
#6361
On August 08 2011 02:50 LordYama wrote:
Show nested quote +
On August 08 2011 02:43 Derez wrote:
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.


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.


Lolz the thing is, the canon has its building time as well - i.e. after such period of time, it will finish regardless of the HP it has. If you start with 4 workers early, you can kill all the HP before the said period. If you start late, you can't do that quickly enough.
Best or nothing.
LordYama
Profile Joined August 2010
United States370 Posts
August 07 2011 18:05 GMT
#6362
On August 08 2011 03:01 Quochobao wrote:

Lolz the thing is, the canon has its building time as well - i.e. after such period of time, it will finish regardless of the HP it has. If you start with 4 workers early, you can kill all the HP before the said period. If you start late, you can't do that quickly enough.


Ok I understand better now. As long as it has greater than zero HP at completion time it will finish, it won't be arrested at a semi complete state. So the workers or other units have to get it down to zero before completion time. Thanks.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 07 2011 19:27 GMT
#6363
On August 08 2011 01:32 SpaNkinG wrote:
where and how to install the US client for SC2?
(currenty i have the EU client only )


You need a US account, which you can buy at us.battle.net. After you have purchased your account you will be able to download the client. (each account is only good on its own server, so you need multiple accounts to be on multiple servers).


On August 07 2011 20:27 saaaa wrote:
What upgrades are more important if i'm going 1 Rax FE in TvP?

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?


In TvP, you usually want to rush stimpack so that your units are more effective against gateway units. Concussive shell is valuable if you are making some early marauders for micro purposes.

+1 attack is important, but once you're on 2 base you shoudl have enough gas for both that and combat shield. Time it so that you have +1 attack and +1 defense by the time your factory-> armory finishes so you can begin +2. Many players begin to go for double upgrades at this point.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Primal666
Profile Joined November 2010
Slovenia418 Posts
August 07 2011 20:21 GMT
#6364
so typhon peaks cross positions i'm it's zvt, i open normal 15 hatch 14pool, scout normaly with drone, but he walls off, and denys my overlord scout, so i put 2 spines at my natural, but suddenly 4 hellions are dropped in my main base and he atk my front with 4, is there anything i can do to defend this? or is it just another retarded game of not being able to scout your opponent?
Jailbreaker
Profile Joined October 2010
United States62 Posts
August 07 2011 21:13 GMT
#6365
My question is:
Does chrono boosting decrease probe mining time? Another way to ask it is: Do probes gather minerals faster when you chrono boost a nexus? I'm not talking about cutting probe production time, I'm talking about making them gather minerals at a faster rate.
I looked on teamliquid for related topics:

Chrono Boost math
The fact: CB accelerates the speed at which shields recharge by 50% too!

Chrono Boost, Economy, And You!
How many minerals do you actually gain by chrono boosting probe production to full 1-base saturation?
+ Show Spoiler +
Using maximum chrono on your nexus, It's possible to reach full saturation in 5:38 with constant probe production. This uses 7 chrono boosts. (You will eclipse 25 energy shortly after reaching full saturation with optimal probe production.)

Because you reach saturation earlier (5:38 vs. 6:48), we must also consider the time from 5:38 to 6:48, referred to hereafter as "bonus mining time."

@6:48, non-chrono'd saturation probes have gathered ~4749.8 resources.

@5:38, chrono'd satuartion probes have gathered ~3946.4 resources.
@6:48, chrono'd saturation probes have gathered an extra ~1218 resources (~5164.4 total)

The difference here is ~414.6 resources at 6:48 game time.

What is the approximate value of each of the 7 chrono boosts? (updated using more accurate mining data)

1st - 157.7 minerals
2nd - 81.9 minerals
3rd - 63.7 minerals
4th - 52.8 minerals
5th - 34.2 minerals
6th - 18.3 minerals
7th - 5.1 minerals
* Each value after the 1st dependent on using the previous chrono boost(s).

Could you PM me if you know? This thread is really long.
Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-08-07 21:56:45
August 07 2011 21:56 GMT
#6366
On August 08 2011 06:13 Jailbreaker wrote:
My question is:
Does chrono boosting decrease probe mining time? Another way to ask it is: Do probes gather minerals faster when you chrono boost a nexus? I'm not talking about cutting probe production time, I'm talking about making them gather minerals at a faster rate.
I looked on teamliquid for related topics:

Chrono Boost math
Show nested quote +
The fact: CB accelerates the speed at which shields recharge by 50% too!

Chrono Boost, Economy, And You!
Show nested quote +
How many minerals do you actually gain by chrono boosting probe production to full 1-base saturation?
+ Show Spoiler +
Using maximum chrono on your nexus, It's possible to reach full saturation in 5:38 with constant probe production. This uses 7 chrono boosts. (You will eclipse 25 energy shortly after reaching full saturation with optimal probe production.)

Because you reach saturation earlier (5:38 vs. 6:48), we must also consider the time from 5:38 to 6:48, referred to hereafter as "bonus mining time."

@6:48, non-chrono'd saturation probes have gathered ~4749.8 resources.

@5:38, chrono'd satuartion probes have gathered ~3946.4 resources.
@6:48, chrono'd saturation probes have gathered an extra ~1218 resources (~5164.4 total)

The difference here is ~414.6 resources at 6:48 game time.

What is the approximate value of each of the 7 chrono boosts? (updated using more accurate mining data)

1st - 157.7 minerals
2nd - 81.9 minerals
3rd - 63.7 minerals
4th - 52.8 minerals
5th - 34.2 minerals
6th - 18.3 minerals
7th - 5.1 minerals
* Each value after the 1st dependent on using the previous chrono boost(s).

Could you PM me if you know? This thread is really long.

no, it will increase your income over the long term if you get more probes out quickly, but it doesn't make probes move faster or something.
I put the sexy in dyslexia.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 07 2011 21:58 GMT
#6367
On August 08 2011 05:21 Primal666 wrote:
so typhon peaks cross positions i'm it's zvt, i open normal 15 hatch 14pool, scout normaly with drone, but he walls off, and denys my overlord scout, so i put 2 spines at my natural, but suddenly 4 hellions are dropped in my main base and he atk my front with 4, is there anything i can do to defend this? or is it just another retarded game of not being able to scout your opponent?


Just because you can't scout his base doesn't mean you are completely blind. You should see the dropship coming and reposition your units/defenses. Thinking it as a "retarded game of not being able to scout" is the completely wrong attitude
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 07 2011 22:02 GMT
#6368
On August 08 2011 05:21 Primal666 wrote:
so typhon peaks cross positions i'm it's zvt, i open normal 15 hatch 14pool, scout normaly with drone, but he walls off, and denys my overlord scout, so i put 2 spines at my natural, but suddenly 4 hellions are dropped in my main base and he atk my front with 4, is there anything i can do to defend this? or is it just another retarded game of not being able to scout your opponent?

There is probably a core issue with something mechanics wise that is killing you indirectly, which I would need a replay to see specifically. What advice I can give you is:

If your opponent goes for 8 hellions and a dropship then the terran has spent so much on tech and harassment opportunities, that either they will not have an expansion quickly or will not have one safely because of how behind their 2 base timing is. What I mean by this is, you can afford to lose drones in this situation, you can lose a lot and still be ahead because of how behind your opponent has put themselves in the long term. So in this scenario, if you have seen your opponent spend so much on not-a-midgame push, then you have room to do things like skip banelings and go strait for mutalisks, or power drone without much regard to making your own units, catching up with what you have lost. In other words, you may have just not been behind as much as you thought, unless you miscontrolled 30 drones into hellions.
I put the sexy in dyslexia.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 07 2011 22:06 GMT
#6369
On August 08 2011 06:58 Numy wrote:
Show nested quote +
On August 08 2011 05:21 Primal666 wrote:
so typhon peaks cross positions i'm it's zvt, i open normal 15 hatch 14pool, scout normaly with drone, but he walls off, and denys my overlord scout, so i put 2 spines at my natural, but suddenly 4 hellions are dropped in my main base and he atk my front with 4, is there anything i can do to defend this? or is it just another retarded game of not being able to scout your opponent?


Just because you can't scout his base doesn't mean you are completely blind. You should see the dropship coming and reposition your units/defenses. Thinking it as a "retarded game of not being able to scout" is the completely wrong attitude


So there are a couple things you could have done here to scout besides the initial drone scout and the ovie scout:

1) poke the ramp with lings
      Poking the ramp with a ling or two lets you know what's going on. Is he going reactor hellions? Does he have a lot of marines, or no marines? Is he starting his CC? If there are hellions there, what color is the flames? If there's a tech lab, is it researching something? All these are tells-- you have to scout a little piece of what's going on then extrapolate.
2) assert map control with lings
      Until he has hellions running around, your lings own the map. Keep a ling in his natural to keep an eye on things. Is he expoing yet? Keep a ling outside his main, a little ways away, to see when he pushes out.
3) Spread dem ovies
      Overlords are wonderful. Keep them hanging out in areas that can't be attacked by marines, including the airspace near your base and any air space in between your bases (ie the pit in xel naga caverns) where they may spot incoming units and drops. Later ovies should go to locations out of the way to poop creep and watch for secret drops and expos.
4) Use dem minerals
      trying to stop 8 hellions and a medivac with just 2 spinecrawlers is an exercise in futility-- he's got like 900 mins, 100 gas and some tech invested against your 300 minerals of static defense. I'd recommend getting a roach warren and/or extra queens when he techs up to factory tech, to prepare for hellion drop/runby and followup banshee transition that is pretty standard TvZ expo stuff.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
saaaa
Profile Joined November 2010
Germany419 Posts
August 07 2011 22:41 GMT
#6370
hi guys,

i'm searching for TvP replays with the 1 rax reactor FE. Maybe you can help me here.

But i don't no if this is the right thread for this request.

Minored
Profile Joined April 2011
Brazil88 Posts
August 08 2011 00:52 GMT
#6371
when someone say something like "1400 master" they mean they are in master with 1400 points or that they are 1400th in master league ?

sorry for the mega noob question.
go ahead, make my day.
SpaNkinG
Profile Joined May 2010
Turkey89 Posts
August 08 2011 01:05 GMT
#6372
haha^^
np they mean they have about 1400 pts and are in masters league
it's nice to be important but it's more important to be nice
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 08 2011 01:24 GMT
#6373
On August 08 2011 07:41 saaaa wrote:
hi guys,

i'm searching for TvP replays with the 1 rax reactor FE. Maybe you can help me here.

But i don't no if this is the right thread for this request.



This is probably as good as any to ask I'm not sure it requires it's own thread.

One of the reasons you might be having trouble finding replays with that particular build is because it's not particularly popular nor optimal if you're going for a barracks heavy mid-game, mining gas exclusively to get the reactor means 3 less scvs on minerals at a time when you need a lot of minerals, and if you want a 2nd barracks eventually you would be better off going straight for a 2nd barracks then expanding before taking gas. There are some builds which start barracks reactor, but they usually follow up with a 2nd barracks and a techlab and then expand. because they need the techlab and marauders the gas isn't as much of an investment. 
ligand
Profile Joined February 2011
United States53 Posts
August 08 2011 04:07 GMT
#6374
Can a medivac continue to drop/pickup units while it is fungal'd?
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 08 2011 04:18 GMT
#6375
On August 08 2011 13:07 ligand wrote:
Can a medivac continue to drop/pickup units while it is fungal'd?

They can both drop and pickup while fungaled, however for picking up keep in mind that a unit must be right below the dropship, and if it was just fungaled then the units below it probably won't be able to move to that spot where they can be picked up. I.e. , I just did this in a unit tester because I didn't know, and I was able to unload 8 marines, but only pick up one of them.
I put the sexy in dyslexia.
ligand
Profile Joined February 2011
United States53 Posts
August 08 2011 05:23 GMT
#6376
Thank you for taking the time to test it out as well. Much appreciated.
sceroh
Profile Joined September 2010
Belgium182 Posts
August 08 2011 05:54 GMT
#6377
in mid late game :
when do I have to produce probes?
when do i produce units?
when production facilities?
saaaa
Profile Joined November 2010
Germany419 Posts
August 08 2011 06:28 GMT
#6378
On August 08 2011 10:24 Dingobloo wrote:
Show nested quote +
On August 08 2011 07:41 saaaa wrote:
hi guys,

i'm searching for TvP replays with the 1 rax reactor FE. Maybe you can help me here.

But i don't no if this is the right thread for this request.



This is probably as good as any to ask I'm not sure it requires it's own thread.

One of the reasons you might be having trouble finding replays with that particular build is because it's not particularly popular nor optimal if you're going for a barracks heavy mid-game, mining gas exclusively to get the reactor means 3 less scvs on minerals at a time when you need a lot of minerals, and if you want a 2nd barracks eventually you would be better off going straight for a 2nd barracks then expanding before taking gas. There are some builds which start barracks reactor, but they usually follow up with a 2nd barracks and a techlab and then expand. because they need the techlab and marauders the gas isn't as much of an investment. 


in fact a gassless expand with 3 "fast" baracks is more powerful than 1 rax reactor FE?
closey
Profile Joined October 2010
Hong Kong272 Posts
August 08 2011 06:34 GMT
#6379
On August 08 2011 14:54 sceroh wrote:
in mid late game :
when do I have to produce probes?
when do i produce units?
when production facilities?


All the time.
All the time.
All the time.

Since you'll be harassing each other and killing off a lot of workers, you still need to produce them to re-saturate
Since you'll be attack each other and killing off each workers, you still need to produce them to replenish your army
Since your economy should still be growing, you will need to produce more factories to quicker replenish your army.

Hope this helps!
Rock, Paper, Scissors
sceroh
Profile Joined September 2010
Belgium182 Posts
August 08 2011 07:03 GMT
#6380
On August 08 2011 15:34 closey wrote:
Show nested quote +
On August 08 2011 14:54 sceroh wrote:
in mid late game :
when do I have to produce probes?
when do i produce units?
when production facilities?


All the time.
All the time.
All the time.

Since you'll be harassing each other and killing off a lot of workers, you still need to produce them to re-saturate
Since you'll be attack each other and killing off each workers, you still need to produce them to replenish your army
Since your economy should still be growing, you will need to produce more factories to quicker replenish your army.

Hope this helps!

First thanks for your answer,
but Since I have a limited amout of minerals and gas, I suppose that there a things which I should favor to others;
The reason why I am asking this is because I often get out macroed.
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