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Blazinghand
United States25558 Posts
On August 10 2011 02:46 Anihc wrote:Show nested quote +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. If you're making supply depots for them too, they cost 125 instead of 100 each, and so you'll need like 6-7ish scvs, but actually 7 since one scv is only mining 50% of the time since he's making supply depots.
Not sure if this extra detail is actually useful though ._.
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Question: I'm a relatively new Protoss player. I've read a little here and there trying to become acclimated to all the updates and changes, and was wondering what build order for Protoss is a solid "run of the mill" average one that I should practice several hundred times to work on mechanics? Obviously there's alot to say about being reactive to what one's opponent is doing, but I'm talking about building a "skill base" as it were and working up from there.
Suggestions?
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On August 10 2011 03:13 Malpraktis wrote: Question: I'm a relatively new Protoss player. I've read a little here and there trying to become acclimated to all the updates and changes, and was wondering what build order for Protoss is a solid "run of the mill" average one that I should practice several hundred times to work on mechanics? Obviously there's alot to say about being reactive to what one's opponent is doing, but I'm talking about building a "skill base" as it were and working up from there.
Suggestions?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010 (2gate obs FE PvT) http://www.teamliquid.net/forum/viewmessage.php?topic_id=202262 (3gate expo PvT)
These are two very straightforward builds to practice, and the 3gate expo also lends itself to PvZ with some modifications. Also, start watching pro replays and streams (watch HuK's stream, Kiwikaki, minigun, replays of MC, puzzle and other Korean protosses).
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On August 10 2011 03:13 Malpraktis wrote: Question: I'm a relatively new Protoss player. I've read a little here and there trying to become acclimated to all the updates and changes, and was wondering what build order for Protoss is a solid "run of the mill" average one that I should practice several hundred times to work on mechanics? Obviously there's alot to say about being reactive to what one's opponent is doing, but I'm talking about building a "skill base" as it were and working up from there.
Suggestions?
Im currently doing the exact same thing having switched to protoss today, Im going straight 4Gate all day
9 Pylon 12 Gate 14 Assimilator 16 Pylon 17 Cybernetics Core 18 Zealot 22 Stalker 24 Warpgate Research 26 Gateway 26 Gateway 26 Gateway 26 Pylon 26 Proxy Pylon
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What is the standard time for getting a roach warren and Lair when using a hatch first build against protoss?
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How do you stop a cannon rush where he is building multiple pylons and multiple cannons? I know you should use 4 workers per warping in building, but he warped in more buildings then i have workers times 4. This happened in a teamgame for what is matters
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On August 10 2011 06:18 Fist wrote: How do you stop a cannon rush where he is building multiple pylons and multiple cannons? I know you should use 4 workers per warping in building, but he warped in more buildings then i have workers times 4. This happened in a teamgame for what is matters Waaaaay too general, there are a thousand different ways to cannon rush and I don't know what race you are. Generally, building your own forge is a good idea if you spot a cannon rush (protoss). Lifting off and just going somewhere else as you build up production for marines (terran). Making zergling and queens, if they really commit that much (zerg).
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A couple questions regarding colossus wars in PvP
1. Is it ever safe to attack considering you opponent will always have one (or even two) more colossus?
2.Stopping colossus production is pretty much allin, so how do I know when I can go up to 8+ gates and attack with just warpin reinforcements?
3. How do I fit in probes and gateway units when colossi simply eat all your money? Do I have to use scouting information and only make gateway units when an attack is coming?
4. What's better -- 2 robo colossus or 1 robo + chargelot/archon?
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On August 10 2011 05:42 Kinetick wrote: What is the standard time for getting a roach warren and Lair when using a hatch first build against protoss? It all depends on what you want your mid-game army to look like, and how that coincides what your opponent is doing. Here are a few scenarios that I keep in mind:
Vs. Gate First If your opponent is doing a non-blink 4 gate, then you'll need a roach warren about the time you stop droning, like 26 supply-ish.
If your opponent is doing a standard 3 gate expand or 1 gate expand and you feel like doing a quick roach ling timing, then build the roach warren at 25-27 supply (21 drones, 2 queens, and however many lings) make 3 more drones behind it, then build a few extra ovelords and build up larva. With this, you'll want to secure a third before lair, so I wouldn't go for lair until I have 3 fully saturated bases
If your opponent is playing standard and you don't want to kill them, then build lair with your second hundred gas and the roach warren 40 seconds later, so the timings line up and you can get roach speed ASAP.
Vs. Forge First (keep in mind I take a fast third in response to seeing forge first) If your opponent is going stargate then you can hold off on roaches for a while, I like to fully saturate 3 bases, then resume gas mining and go lair. Line the roach warren's timing with the lair.
If your opponent isn't going stargate, then build the roach warren around the time you have your second hundred gas and lair when you feel safe
I know this isn't a simple answer, but quite honestly it wasn't a simple question. As zerg, your openers can't be mapped out as far as the other races because, by design, you're playing reactively.
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Hello, I am always amazed by how quickly pros get their units in and out of dropships(overlords/warp prisms).
I generally do alright with dropping units out, but I can never seem to get my units into dropships quickly in a pressure situation (like when trying to get units behind forcefields).
Is there a specific technique that would improve my unit pick ups, or is it simply a matter of having better mouse accuracy/speed?
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On August 10 2011 06:35 Soluhwin wrote:Show nested quote +On August 10 2011 06:18 Fist wrote: How do you stop a cannon rush where he is building multiple pylons and multiple cannons? I know you should use 4 workers per warping in building, but he warped in more buildings then i have workers times 4. This happened in a teamgame for what is matters Waaaaay too general, there are a thousand different ways to cannon rush and I don't know what race you are. Generally, building your own forge is a good idea if you spot a cannon rush (protoss). Lifting off and just going somewhere else as you build up production for marines (terran). Making zergling and queens, if they really commit that much (zerg). O sorry excuse me, forgot to mention my race. Im a Protoss. It was just a straight up somewhat above my mineral line cannon. I spotted it when the pylon was half way done, so immediatly sent 4 probes to attack it, but the probe just made 2 other pylons. He just canceled the close low hp ones and rebuild them. If I myself build a forge, I feel he is not that much behind if i hold the cannon rush since i had to invest myself in forge+pylons+cannons
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Can you neural parasite 2 high templars and morph them into an archon?
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Blazinghand
United States25558 Posts
On August 10 2011 08:01 darkcloud8282 wrote: Can you neural parasite 2 high templars and morph them into an archon?
Neural parasite 2 NPed HTs cannot use archon morph.
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On August 10 2011 07:30 petered wrote: Hello, I am always amazed by how quickly pros get their units in and out of dropships(overlords/warp prisms).
I generally do alright with dropping units out, but I can never seem to get my units into dropships quickly in a pressure situation (like when trying to get units behind forcefields).
Is there a specific technique that would improve my unit pick ups, or is it simply a matter of having better mouse accuracy/speed?
Try this advice I gave a few pages ago for mass evac-style play. Otherwise, yes, it does come down to mouse speed, accuracy, along with hotkeys to quickly select relevant units and your dropship.
On June 18 2011 02:58 Kambing wrote:+ Show Spoiler +On June 18 2011 02:44 Blazinghand wrote:Show nested quote +On June 18 2011 02:29 zOula... wrote:On June 17 2011 18:38 zOula... wrote: When loading a group of marines into a medivac, what is the most effective way to load them while running away? (for instance after you've dropped in someones base and you see their army returning and you want to load up and retreat) Right now I am just selecting all my marines and then right clicking a medivac, then shift right clicking the next medivac and so on. Is this the best way to do it? can anyone confirm or deny my medivac loading technique?! Any help would be appreciated I don't know if my way is faster, but I just select all my dudes and spam click the medivacs. If you only have 2 or 3 this should be quick enough. Alternatively, you could use some spare control groups to make groups of 8 marines to quickly jump them in. Shift-clicking might be slower since marines entering the 3rd medivac will have to go to the rally points and the 1st and 2nd medivac. When you shift-click medivacs, all your units will go to the first medivac. However, once that medivac is full, all your remaining units will immediately go to the second medivac (ignoring the first), and so forth. Contrast this with just spam clicking medivacs. You are repeatedly overwriting your units current action with "load into the clicked medivac". If you are careless spam clicking between medivacs that are separated, your units will bounce between them. Also, you need to continue spam clicking to ensure that your units are actively loading into medivacs instead of following around full ones. What I do when I want to retreat with drop ships is: 1) Select my units, 2) Shift-right click each of my dropships to instruct my units to load into each in turn 3) Ctrl-click my overlords and begin to steer them around so they can make their escape The last step gives you a little more control since you can set up your dropships to start making a run for it while the units catch up (e.g., if you are loading up stimmed marines or zerglings) or steer them towards stuck units to ensure they get picked up.
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On August 10 2011 07:38 Fist wrote:Show nested quote +On August 10 2011 06:35 Soluhwin wrote:On August 10 2011 06:18 Fist wrote: How do you stop a cannon rush where he is building multiple pylons and multiple cannons? I know you should use 4 workers per warping in building, but he warped in more buildings then i have workers times 4. This happened in a teamgame for what is matters Waaaaay too general, there are a thousand different ways to cannon rush and I don't know what race you are. Generally, building your own forge is a good idea if you spot a cannon rush (protoss). Lifting off and just going somewhere else as you build up production for marines (terran). Making zergling and queens, if they really commit that much (zerg). O sorry excuse me, forgot to mention my race. Im a Protoss. It was just a straight up somewhat above my mineral line cannon. I spotted it when the pylon was half way done, so immediatly sent 4 probes to attack it, but the probe just made 2 other pylons. He just canceled the close low hp ones and rebuild them. If I myself build a forge, I feel he is not that much behind if i hold the cannon rush since i had to invest myself in forge+pylons+cannons You're actually waaay ahead because you have a gateway. Having the ability to make stuff that can move, that much quicker than your opponent, means that you can threat counter aggression. This forces opponents to turtle, which allows you to gain an economic lead in the long run.
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When is the optimal timing for your worker scout as terran against all 3 races?
Against all 3 races after the first depot?
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Blazinghand
United States25558 Posts
On August 10 2011 08:55 saaaa wrote: When is the optimal timing for your worker scout as terran against all 3 races?
Against all 3 races after the first depot?
This depends on the map. Against Protoss you can afford to scout a little late because it takes them a long time to get a unit out that can kill an scv (stalker). Against Terran, if you want to scout anything other than his location, you need to scout as soon as possible because Terran very quickly gets out a unit that can kill an scv (marine). against Zerg, depending on their opening it may be harder to scout-- but against hatch-first builds you can get a full scout off pretty easily even if you guess wrong.
In some 4p maps you can send an scv to check for scout ovies in your base if you're close by air. Sometimes you need to do this pretty early (Shattered) or somewhat later (Nerazim).
As a general rule, account for distance when scouting. So on Xel Naga caverns you can wait until your barracks is half-done as terran to send your scv, you'll get in his base before he gets a marine out and see his gas timing-- but you can't do this on, say, shattered temple unless he happens to be close-by-ground, which you can't know.
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On August 10 2011 08:55 saaaa wrote: When is the optimal timing for your worker scout as terran against all 3 races?
Against all 3 races after the first depot? Different players scout at different times. It is style/strategy/map dependent. Against protoss, you want to have it in before roughly 4:00 so you can poke around before the first ranged unit pops. Against zerg you can scout as the supply is building to block a 15 hatch, but more common is to scout after barracks is started so you can see whether he is hatch first or pool first as well as gas count. Against terran, different people do different things. Some people think its not worth it to early scout because most terran openers look the same up to the point when a marine pops and then scouting is denied. There are gasless, gas first, and quick double gas builds that can be scouted, so again you would probably go around the time the barracks is starting.
If it is a 4 player map you want to make sure your scout can even see stuff if you get last scout.
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im curious about the new 1/1/1 all-in that everyone is calling so OP, does anyone have a link to a VOD where its used? I don't have the GSL pass or whatever it's called so unfortunately i can't watch any of the GSL vods.
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