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Simple Questions Simple Answers - Page 327

Forum Index > StarCraft 2 Strategy
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Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 11 2011 05:41 GMT
#6521
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.
Clairval
Profile Joined August 2011
France37 Posts
Last Edited: 2011-08-11 10:03:56
August 11 2011 09:54 GMT
#6522
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.
tuestresfat
Profile Joined December 2010
2555 Posts
August 11 2011 11:09 GMT
#6523
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?
CrazyFabiO
Profile Joined April 2011
Germany28 Posts
August 11 2011 11:46 GMT
#6524
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.
Mowr
Profile Joined November 2010
Sweden791 Posts
Last Edited: 2011-08-11 12:09:31
August 11 2011 12:09 GMT
#6525
sry wrong post
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
Remf1
Profile Joined June 2011
6 Posts
August 11 2011 13:01 GMT
#6526
On August 11 2011 13:46 vince1234 wrote:
how do i know a protoss player is saving up chrono boost?


Look at his Nexus?
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 11 2011 13:09 GMT
#6527
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
saaaa
Profile Joined November 2010
Germany419 Posts
August 11 2011 13:11 GMT
#6528
How many chronoboost has a protoss in the early game til i must leave their base at the 4:00 minute mark?

5?
gejfsyd
Profile Joined September 2009
Poland156 Posts
August 11 2011 13:24 GMT
#6529
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.
XeronatesBad
Profile Joined August 2011
United States8 Posts
August 11 2011 13:34 GMT
#6530
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.
Drekos
Profile Joined September 2008
Spain12 Posts
August 11 2011 17:16 GMT
#6531
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
ZeroTalent
Profile Joined December 2010
United States297 Posts
August 11 2011 17:25 GMT
#6532
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
Can we get an official definition of "all-in"? Please?
Shadyf0o
Profile Joined June 2010
63 Posts
August 11 2011 17:31 GMT
#6533
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.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 11 2011 17:40 GMT
#6534
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.
Shadyf0o
Profile Joined June 2010
63 Posts
Last Edited: 2011-08-11 17:50:08
August 11 2011 17:42 GMT
#6535
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.
TwistedHelix
Profile Joined July 2010
United States50 Posts
August 11 2011 17:57 GMT
#6536
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?
rogzardo
Profile Blog Joined February 2011
610 Posts
Last Edited: 2011-08-11 18:34:45
August 11 2011 18:04 GMT
#6537
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?
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 11 2011 18:06 GMT
#6538
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
I am that I am
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 11 2011 18:06 GMT
#6539
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.
I put the sexy in dyslexia.
Drekos
Profile Joined September 2008
Spain12 Posts
August 11 2011 18:26 GMT
#6540
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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