
Simple Questions Simple Answers - Page 323
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DarKcS
Australia1237 Posts
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Intricate1
169 Posts
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DarKcS
Australia1237 Posts
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sleepingdog
Austria6145 Posts
Normally I'd just set myself on busy and block him afterwards, but yesterday I was waiting for a friend coming online and couldn't do that.... | ||
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Kambing
United States1176 Posts
On August 09 2011 22:33 sleepingdog wrote: Noob question that I have never really figured out and that I seem to be too stupid to find on google: how can you block somebody who messages you while you are in a game. Normally I'd just set myself on busy and block him afterwards, but yesterday I was waiting for a friend coming online and couldn't do that.... Outside of a game you should be able to right-click the player's name in the chat pop-up -> More... -> Block communication... Inside of a game, you can squelch them from the communication center accessible by hitting F11. EDIT: The "inside of a game" part is edited with the correct information. I was initially mistaken about how to access the comm center. >_< | ||
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sleepingdog
Austria6145 Posts
On August 09 2011 22:46 Kambing wrote: Inside of a game, you can squelch them from the communication center accessible from one of the buttons at the top-right of the screen (the other being the resource trading menu). Cool, I always thought that this would only show allies and opponents...never tried...good to know. | ||
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Intricate1
169 Posts
Seems like most safe standard builds use either 12 Gateway or 13 Gateway, but I can't yet figure out why one build chooses one over the other | ||
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Sennap
Iceland88 Posts
I'm somewhat sure the answer is yes but I want to be sure. | ||
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tuestresfat
2555 Posts
On August 09 2011 23:27 Sennap wrote: [PvT] If the terran has detection and protoss has hallucinated units. Will the terran's units target the opponents units first and then the hallucinations? I'm somewhat sure the answer is yes but I want to be sure. yes, ai will automatically target real units over halluc provided there is detection. | ||
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XiGua
Sweden3085 Posts
On August 09 2011 23:20 Intricate1 wrote: again, just switched toss today, quick question Seems like most safe standard builds use either 12 Gateway or 13 Gateway, but I can't yet figure out why one build chooses one over the other 12 Gate means that you don't chrono boost before building the gate and 13/14 gate means that you chrono boost right at 11/18. So it all depends on what you want to use the chrono boost on. | ||
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tuestresfat
2555 Posts
On August 09 2011 23:20 Intricate1 wrote: again, just switched toss today, quick question Seems like most safe standard builds use either 12 Gateway or 13 Gateway, but I can't yet figure out why one build chooses one over the other perhaps you can link us the builds in question? for the most part the difference between 12 and 13 gate is minimal. 13gate does not cut probes, 12gate does (for like half a second). hence most people will 13 gate. You will see some people favour 12gate in pvp because that match-up is retarded. edit: almost all builds will chrono the 11th probe, especially since you are specifically referring to "safe builds". heck, even all in 10gate 4gate rushes will chrono the 11th probe. I do not think the difference between a 12 and 13 gate lies in the use of chrono. | ||
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rsvp
United States2266 Posts
On August 09 2011 23:48 XiGua wrote: 12 Gate means that you don't chrono boost before building the gate and 13/14 gate means that you chrono boost right at 11/18. So it all depends on what you want to use the chrono boost on. That's a neither helpful nor correct answer. 12 gate has 1 chrono before the gateway and 1 right after. There will be a slight pause in probe production to get the gateway down at 12. 13 gate has both chronos before the gateway and there is no pause in probe production. 13 gate is slightly more economical but the difference is very small. You should do 13 gate as standard in PvZ and PvT. In PvP 12 gate is considered more standard because a few seconds often do make a the difference in a mirror match up, and also you end up cutting probes later on anyway. | ||
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Sachem
United States116 Posts
On August 09 2011 20:43 Intricate1 wrote: Just Switched toss today, The correct timing of the first chronoboost is ~1:16, with 2 probes queued and a few seconds before the 9 Pylon finishes? To give you a visual aid, chronoboost when the probe's building bar is between the 3 and the 4 queues. if you built the pylon as quickly as possible, this will allow you to chrono on that probe without getting supply blocked. | ||
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TrueSyzygy
60 Posts
Terran (Walled in at first scout, no info but 1 marine and rax): 15 hatch 15 pool 15 gas? Protoss (non FFE): 15 hatch 15 pool 18 gas? Zerg (all): 10 pool 12 gas? (to punish any early expo attempts) FFE Protoss: 11 overpool Are there any better options I should use for these openings? I find that after 21 food (some openings call for a 21 expo) it really isn't part of a build order anymore, and is just reaction time. midoinitrite? | ||
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Soluhwin
United States1287 Posts
On August 10 2011 01:54 TrueSyzygy wrote: I recently switched to Zerg, and I have a question on build order. Being the reactive race, is simply an opening enough build order to have? After the opening I have just been going entirely on scouting info, game knowledge, and insinct; is this the correct way to do this? If so, does anyone have generic, solid build orders for me to run for the following: Terran (Walled in at first scout, no info but 1 marine and rax): 15 hatch 15 pool 15 gas? Protoss (non FFE): 15 hatch 15 pool 18 gas? Zerg (all): 10 pool 12 gas? (to punish any early expo attempts) FFE Protoss: 11 overpool Are there any better options I should use for these openings? I find that after 21 food (some openings call for a 21 expo) it really isn't part of a build order anymore, and is just reaction time. midoinitrite? Basically you are correct, it is difficult to map openers past the initial hatch/pool/gas timings. However, keep in mind that improvising is still not a good idea, you want to know a sense of timings that will help you craft efficient play on the spot, basic facts like one geyser can give about 100 gas per minute, so if my opponent's blue flame upgrade finishes 100 seconds from now and I resume mining gas now, I'll have enough for about 6 roaches when it gets to my base. You need to learn the timings of the other races to learn how to appropriately respond, because simply making stuff up as you go creates inefficiencies and sloppy play. | ||
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Aletheia27
United States267 Posts
On August 09 2011 18:17 ApocAlypsE007 wrote: What is the optimal timing for +2 blink 7gate push vs Zerg? I'd recommend checking this thread out http://www.teamliquid.net/forum/viewmessage.php?topic_id=236230 | ||
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Kambing
United States1176 Posts
On August 09 2011 22:49 sleepingdog wrote: Cool, I always thought that this would only show allies and opponents...never tried...good to know. No one called me on it, but that second part is wrong. The two buttons at the top-right are for alliances and trading, respectively. Hit F11 for the communication center, and from there you can squelch folk. | ||
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saaaa
Germany419 Posts
Against all 3 races after the first depot? | ||
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n.DieJokes
United States3443 Posts
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rsvp
United States2266 Posts
On August 10 2011 02:41 n.DieJokes wrote: How many scvs on gas and minerals do you need to support one barrack with tech lab producing marauders nonstop? Prior to saturation each worker mines approximately 40 minerals a minute and 38 gas a minute. Marauders take 30 seconds to build. So doing the math 5 scvs on minerals and 2 on gas. | ||
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