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So i'm watching HuK's stream, and he's doing some major worker mining harass against another Toss. Realistically, how much does this affect their mins gathered?
To describe, he starts to mine an opponent's close minerals, denying other workers from mining there. But then he issues a stop command (or short move command) and continues doing this. I've done this on occasion but I don't prioritize it because I'm only in diamond and have better things to be doing/remembering.
But he's doing it heavily, starting at one patch, denying 2 probes from mining (they go to different patches), then he starts at a new one (all the while macroing back at home).
Does anyone know how seriously it can affect the opponents income/build/timing? Cause it looks pretty effective.
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when does NASL2 start and who is casting?
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Question: I am a very rosty protoss player and i loose everytime against this roach/ling allin. It hits before my warpgate finishes or aroung this time and basicly its over if i miss my first forcefield.. So what to do? ty
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On August 11 2011 07:08 unit wrote: when does NASL2 start and who is casting? NASL Season 2 on liquipedia. The start date is Aug 30. This doesn't have the casters, but I think there's a thread for that somewhere.
The unofficial thread (still no casters listed so maybe it hasn't been released yet).
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On August 11 2011 07:13 Finrod1 wrote:Question: I am a very rosty protoss player and i loose everytime against this roach/ling allin. It hits before my warpgate finishes or aroung this time and basicly its over if i miss my first forcefield.. So what to do? ty  1. Scout it coming (poke with a stalker, make sure you get out before ling speed finishes). 2. Don't miss your Forcefield. Simple as that. They are your key to early game survival and you need to be effective with them. A zerg gets punished for missing injects, a protoss gets punished for missing forcefields. The severity may differ, but it's the same concept.
Edit: You should be able to get out at least 2-3 sentries before your CB finishes (may impede ability to get a stalker), giving you a bunch of time to get WG up and warp-ins.
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On August 11 2011 06:29 galtdunn wrote: So i'm watching HuK's stream, and he's doing some major worker mining harass against another Toss. Realistically, how much does this affect their mins gathered?
To describe, he starts to mine an opponent's close minerals, denying other workers from mining there. But then he issues a stop command (or short move command) and continues doing this. I've done this on occasion but I don't prioritize it because I'm only in diamond and have better things to be doing/remembering.
But he's doing it heavily, starting at noe, denying 2 probes from mining (they go to different patches), then he starts at a new one (all the while macroing back at home).
Does anyone know how seriously it can affect the opponents income/build/timing? Cause it looks pretty effective. Calculate how many minerals a probe mines in 60 seconds on your own. Then, take how long HuK gets other probes off of mining. Then cross multiply 60/X = Y/Z, where X is minerals per minute, and Y is the amount of time probes were off mining, solve for Z.
Also, you generally probe scout in PvP. So, using your probe to harass, assuming this does not ruin any other portion of your build, you gain an additional advantage for free.
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On August 11 2011 07:19 galtdunn wrote:Show nested quote +On August 11 2011 07:13 Finrod1 wrote:Question: I am a very rosty protoss player and i loose everytime against this roach/ling allin. It hits before my warpgate finishes or aroung this time and basicly its over if i miss my first forcefield.. So what to do? ty  1. Scout it coming (poke with a stalker, make sure you get out before ling speed finishes). 2. Don't miss your Forcefield. Simple as that. They are your key to early game survival and you need to be effective with them. A zerg gets punished for missing injects, a protoss gets punished for missing forcefields. The severity may differ, but it's the same concept. Edit: You should be able to get out at least 2-3 sentries before your CB finishes (may impede ability to get a stalker), giving you a bunch of time to get WG up and warp-ins. thanks for answering. i guess i just have to better in scouting.
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On August 11 2011 07:28 Finrod1 wrote:Show nested quote +On August 11 2011 07:19 galtdunn wrote:On August 11 2011 07:13 Finrod1 wrote:Question: I am a very rosty protoss player and i loose everytime against this roach/ling allin. It hits before my warpgate finishes or aroung this time and basicly its over if i miss my first forcefield.. So what to do? ty  1. Scout it coming (poke with a stalker, make sure you get out before ling speed finishes). 2. Don't miss your Forcefield. Simple as that. They are your key to early game survival and you need to be effective with them. A zerg gets punished for missing injects, a protoss gets punished for missing forcefields. The severity may differ, but it's the same concept. Edit: You should be able to get out at least 2-3 sentries before your CB finishes (may impede ability to get a stalker), giving you a bunch of time to get WG up and warp-ins. thanks for answering. i guess i just have to better in scouting.  agreed (not in a harsh way). The easiest way to lose in Starcraft is to not scout, and the easiest way to lose PvZ is to let the Zerg do whatever he wants without pressuring him (or in this case defending his early pressure I guess). Maybe someone else can give you more advice tho, I don't do/defend against early roach roaches a lot (these tend to be kind of all-in), you should have at least 3 gates unless you're forge expanding, in which case you want at least 2 cannons.
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On August 11 2011 07:25 CecilSunkure wrote:Show nested quote +On August 11 2011 06:29 galtdunn wrote: So i'm watching HuK's stream, and he's doing some major worker mining harass against another Toss. Realistically, how much does this affect their mins gathered?
To describe, he starts to mine an opponent's close minerals, denying other workers from mining there. But then he issues a stop command (or short move command) and continues doing this. I've done this on occasion but I don't prioritize it because I'm only in diamond and have better things to be doing/remembering.
But he's doing it heavily, starting at noe, denying 2 probes from mining (they go to different patches), then he starts at a new one (all the while macroing back at home).
Does anyone know how seriously it can affect the opponents income/build/timing? Cause it looks pretty effective. Calculate how many minerals a probe mines in 60 seconds on your own. Then, take how long HuK gets other probes off of mining. Then cross multiply 60/X = Y/Z, where X is minerals per minute, and Y is the amount of time probes were off mining, solve for Z. Also, you generally probe scout in PvP. So, using your probe to harass, assuming this does not ruin any other portion of your build, you gain an additional advantage for free. Well I was hoping to just get how much it can affect a build at the maximum, maybe from Toss (or other races) who have experienced it and noticed a difference in their normal timings because they were short minerals.
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What's the build order for Destiny's 11 pool into expand?
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^^ Extractor trick 11 Overlord 11 Pool 15 Queen 17 Zergling 18 Overlord 18 Expand @50% Hatch -> Queen
What is the gas income for 1 saturated geyser? How many geysers would one have to take in order to maintain constant Hydralisk production??
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On August 11 2011 09:27 KnT wrote: What is the gas income for 1 saturated geyser? How many geysers would one have to take in order to maintain constant Hydralisk production?? One geyser with 3 workers mining will generate ~112 gas per blizzard minute, and "constant hydralisk production" is ambiguous, but given you mine gas roughly 1/3 the rate of minerals in a fully saturated base, taking all the geysers is never really a bad idea. Note: this does not mean constantly producing , say, roaches will perfectly balance spending. This is because of how many mineral only things you are producing along side the roaches. Things like overlords, hatcheries, queens, drones, etc. throw off the ratio a little bit, even though roaches have that 3:1 ratio. So all the geysers of all your bases should supplement hydralisk production fairly well.
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On August 11 2011 09:27 KnT wrote:How many geysers would one have to take in order to maintain constant Hydralisk production??
To get a rough estimate for this question, check out the sc2 production calculator:
http://sc2calc.org/unit_production/zerg.php
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I need some help. I've been getting hit by the 1-1-1 all in alot and I decided that instead of trying to find out how to beat it I'm just going to cheese every single game I play against Terran since I hate playing them anyway. So what is the strongest all-in (either of 1 or 2 base, just strongest timing) that protoss can use against terrans?
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How do I cancel rally points? I know its possible, because I accidentally do it on my hatchery all the time (leaving idle drones).
Alternatively, is there a way to change rally points from 'move command' to 'move attack?'
Reason being is I like to let units wail away on my hatchery and defend with my army when the new round of eggs pop. During the beta, units coming out of eggs came out on move attack, making this much easier.
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On August 11 2011 10:50 RMmanlots wrote: How do I cancel rally points? I know its possible, because I accidentally do it on my hatchery all the time (leaving idle drones). Right click the hatchery.
On August 11 2011 10:50 RMmanlots wrote: Alternatively, is there a way to change rally points from 'move command' to 'move attack?'
nope
On August 11 2011 10:50 RMmanlots wrote: Reason being is I like to let units wail away on my hatchery and defend with my army when the new round of eggs pop. During the beta, units coming out of eggs came out on move attack, making this much easier. Are you sure? I certainly don't remember a time where rally points were attack-move. If you have no rally set then the units will pop out on stop, and then agro to anything in vision. That only works if you are defending the same location the units pop out of, however.
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Terran Bronze here, I often lose games in the late game due to my expansions being taken without even a fight. On one hand you wanna protect your exes, on the other hand those forces (or money spent on bunkers etc) is missed on your attack army. What's a reasonable attack- defend- ratio of troops? Also, do you prefer to defend exes with buildings like bunkers or turrets or do you just assign a certain portion of your army to them? Would the perfect solution be to have so much oversight over the map that you can defend 2 or 3 exes with one army as soon as you see an attack coming?
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On August 11 2011 12:12 asco wrote: Terran Bronze here, I often lose games in the late game due to my expansions being taken without even a fight. On one hand you wanna protect your exes, on the other hand those forces (or money spent on bunkers etc) is missed on your attack army. What's a reasonable attack- defend- ratio of troops? Also, do you prefer to defend exes with buildings like bunkers or turrets or do you just assign a certain portion of your army to them? Would the perfect solution be to have so much oversight over the map that you can defend 2 or 3 exes with one army as soon as you see an attack coming?
Well I assume you know about Planetary fortresses. That plus mass repairs from your workers on the expos mineral line should buy enough time for your main force to get there. Another thing to work on is keeping tabs on your opponents army. Know where his main force is. Also in TvT i've noticed terrans leaving one tank in their mineral lines to deal with blue flame hellions. Turrets at expos are always a good idea.
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On August 11 2011 12:12 asco wrote: Terran Bronze here, I often lose games in the late game due to my expansions being taken without even a fight. On one hand you wanna protect your exes, on the other hand those forces (or money spent on bunkers etc) is missed on your attack army. What's a reasonable attack- defend- ratio of troops? Also, do you prefer to defend exes with buildings like bunkers or turrets or do you just assign a certain portion of your army to them? Would the perfect solution be to have so much oversight over the map that you can defend 2 or 3 exes with one army as soon as you see an attack coming? As a terran, effective static defenses for your further away expansion (anywhere beside your main/natural) are turrets which are only good against muta, can prevent drops, and detect invis units, and all powerful planetary fortress which I don't recommend to build in TvT because tanks and marauders can eat it for breakfast; bunkers are just to expensive to maintain (100 min for bunker+ 4*50min for marines, ouch)
We need something else beside static defenses to keep our expansion out of harm. We need good army positioning and map control. Good army positioning means when you are massing up, regrouping, or moving an army, you do it in a way that blocks your opponent from easily walk up to your expansion. Map control means, obviously, you have control of the map by controlling xelnaga towers, containing your opponent with tanks, or continuously drop/attack your opponent.
Also, IMO you should not leave some portion of your army behind when you're gonna go attack. If you leave some units behind your overall army would be much weaker. It's more effective to just rally your production facilities to a place which defenses your expansion.
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how do i know a protoss player is saving up chrono boost?
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