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On August 11 2011 13:46 vince1234 wrote: how do i know a protoss player is saving up chrono boost?
With your scouting worker click the nexus, the purple bar underneath the health and shields represents their nexus energy, if they have above 25 they're not using it immediately.
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Question :
Why should a zerg always be one/multiple base(s) ahead from a nonzerg opponent ?
It's not like they'll have 60+ workers at 10 minutes (at least, against a competent opponent), or lack other means of map control, so making an additional hatchery at a current base feels safer to me than blindly expanding => becoming open to multiple fronts.
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When do Terrans conventionally send out their scouting SCV? Is it different for each match-up? Is it different for 2player and 4player maps?
i.e. For PvT 2player maps I will gate scout, and pylon scout for 4player maps. PvZ I always pylon scout.
What about Terrans?
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On August 11 2011 20:09 tuestresfat wrote: When do Terrans conventionally send out their scouting SCV? Is it different for each match-up? Is it different for 2player and 4player maps?
i.e. For PvT 2player maps I will gate scout, and pylon scout for 4player maps. PvZ I always pylon scout.
What about Terrans? Depends on the MU. I usually scout after Depot vs T and Z to see the Gas Timing, against P i used to scout after Barracks, but on large 4 player maps im afraid of the Stalker and go scout after Depot.
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On August 11 2011 13:46 vince1234 wrote: how do i know a protoss player is saving up chrono boost?
Look at his Nexus?
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On August 11 2011 18:54 Clairval wrote: Question :
Why should a zerg always be one/multiple base(s) ahead from a nonzerg opponent ?
It's not like they'll have 60+ workers at 10 minutes (at least, against a competent opponent), or lack other means of map control, so making an additional hatchery at a current base feels safer to me than blindly expanding => becoming open to multiple fronts.
Many players build inbase hatches these days. It just makes sense to make it at an expansion if you can. If you can't than they just put it up inbase. Think you using "blindly" a bit too liberally
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How many chronoboost has a protoss in the early game til i must leave their base at the 4:00 minute mark?
5?
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On August 11 2011 18:54 Clairval wrote: Question :
Why should a zerg always be one/multiple base(s) ahead from a nonzerg opponent ?
It's not like they'll have 60+ workers at 10 minutes (at least, against a competent opponent), or lack other means of map control, so making an additional hatchery at a current base feels safer to me than blindly expanding => becoming open to multiple fronts.
To get extra income. With 3 bases you have 2 more gaysers and more minerals. More mineral patches are alway better, even if you arent fully saturated. Also against fast expanding protoss it allows you to get defence(spores mostly) in time.
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I am just restarting Starcraft after a year break, and I would like to know the most common and effective builds that Terrans use in the current metagame. At least one for every matchup would be appreciated. If you could link to a guide it would be even better. Thank you.
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Hi my name is Drekos I'm from Colombia but I live in Spain, I say all this because my English is very bad so please try to understand me. I'm silver player and I want to improve in SC2 the first thing I do is improve my Macro but how? I'm Terran player what is the best BO to practice my macro? thank you very much in advance for the help you can give me
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On August 11 2011 22:11 saaaa wrote: How many chronoboost has a protoss in the early game til i must leave their base at the 4:00 minute mark?
5?
(240 * .5625) / 25 = 5.4
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Is there a way to have a unit bind to a hotkey automatically on spawn? Its so annoying adding every individual unit that is qued to my army into its respective hotkey. It almost makes me wonder if its worth the apm. It's very distracting.
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On August 12 2011 02:31 Shadyf0o wrote: Is there a way to have a unit bind to a hotkey automatically on spawn? Its so annoying adding every individual unit that is qued to my army into its respective hotkey. It almost makes me wonder if its worth the apm. It's very distracting. I don't think so, however you can just box your whole army into one hotkey for crisis-management. Just be clear on what your priorities are and when. If there's nothing else important to do, then spend time setting up your 3 control group army. If you're in a huge battle and rallying more units to the fight, it's probably not worth it to re-create more control groups at that specific time.
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On August 12 2011 02:16 Drekos wrote: Hi my name is Drekos I'm from Colombia but I live in Spain, I say all this because my English is very bad so please try to understand me. I'm silver player and I want to improve in SC2 the first thing I do is improve my Macro but how? I'm Terran player what is the best BO to practice my macro? thank you very much in advance for the help you can give me
1. Constantly make workers 2. Constantly keep your minerals low (under 300-400) 3. Constantly make units 4. Never get supply blocked. 5. Don't cue units.
If you do these things against somebody who is not doing these things, you will win. It sounds easier than it is.
I'd recommend learning the 1/1/1 build if you are a beginner Terran player. Try to have no more than three production buildings per expansion. Sometimes there are exceptions to this.
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Situation: ZvT, teching to muta while fending off terran pressure- baneling nest made to deal with said pressure. This takes gas away from future muta production. Spire pops, only have enough gas for 4 mutas, and have to build more as i get the gas.
Question: How many mutas should i wait for before i reveal them to the terran via harass? The the terran has scouted my spire is this number different than if he doesnt know mutas are inc?
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What are the tells of a 6-gate in TvP? Is it usually 1 gate FE, or 3 gate FE? Assuming I 1 rax FE, what's the best way to defend? I usually can't scout all 6 gates, but if I do I'll throw up 4'sih bunkers.
When does this usually hit? 9:30 to 10:30'sih?
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On August 12 2011 03:04 rogzardo wrote: What are the tells of a 6-gate in TvP? Is it usually 1 gate FE, or 3 gate FE? Assuming I 1 rax FE, what's the best way to defend? I usually can't scout all 6 gates, but if I do I'll throw up 4'sih bunkers.
Most Toss expand builds can transition into a 6 gate if they feel terran is vulnerable. Generally if terran also goes for a fast expo along with bio while delaying stim.
In this case I would get a bunch of reps. Say against a 1 gate FE into 6 gate, a 3 gate FE into 6 gate, a 2 gate obs FE into 6 gate and check a timing when all the gateways should be down. At which point you now know when to scan the toss player for tech and/or sac an scv/rine to see if they're going for a mass gateway play
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On August 12 2011 02:57 TwistedHelix wrote: Situation: ZvT, teching to muta while fending off terran pressure- baneling nest made to deal with said pressure. This takes gas away from future muta production. Spire pops, only have enough gas for 4 mutas, and have to build more as i get the gas.
Question: How many mutas should i wait for before i reveal them to the terran via harass? The the terran has scouted my spire is this number different than if he doesnt know mutas are inc?
Spire isn't really something that needs to be hidden, given how standard muta/baneling is. Generealy, move out for harass if you have enough mutas that can to damage, around 6.
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On August 12 2011 02:42 Shadyf0o wrote:Show nested quote +On August 12 2011 02:16 Drekos wrote: Hi my name is Drekos I'm from Colombia but I live in Spain, I say all this because my English is very bad so please try to understand me. I'm silver player and I want to improve in SC2 the first thing I do is improve my Macro but how? I'm Terran player what is the best BO to practice my macro? thank you very much in advance for the help you can give me 1. Constantly make workers 2. Constantly keep your minerals low (under 300-400) 3. Constantly make units 4. Never get supply blocked. 5. Don't cue units. If you do these things against somebody who is not doing these things, you will win. It sounds easier than it is. I'd recommend learning the 1/1/1 build if you are a beginner Terran player. Try to have no more than three production buildings per expansion. Sometimes there are exceptions to this.
Thx for you help I will implement your advice, there is just something I do not understand: 5. Don't cue units. I do not understand what you're trying to tell me, remember that my English is not very good, if you can explain better or in other words will thank you
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