EDIT: Found: 32.33333 Energy per minute.
Simple Questions Simple Answers - Page 328
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ApocAlypsE007
Israel1007 Posts
EDIT: Found: 32.33333 Energy per minute. | ||
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Vod.kaholic
United States1052 Posts
On August 12 2011 03:26 Drekos wrote: 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 The proper term is "queue," which means to line up units for production ahead of time. This means, don't order new units to be produced while a unit is currently in production. So, a marine takes 25 seconds to build. During those 25 seconds, avoid ordering more marines to be built from the same barracks until the first one is finished or very close to finishing. You should follow this rule for ALL your production buildings. | ||
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rsvp
United States2266 Posts
On August 12 2011 03:26 Drekos wrote: 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 It's ok, Shadyf0o is the one who has bad English :p He misspelled the word "queue." | ||
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ZaloMonkada
United States86 Posts
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frignr
United States19 Posts
I know it can't detect, but does it show that the unit is there? | ||
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Vod.kaholic
United States1052 Posts
On August 12 2011 04:31 frignr wrote: Can sensor towers show burrowed/cloaked units? I know it can't detect, but does it show that the unit is there? Yes. That's part of the reason why they're great against DTs, cloaked banshees, or burrowed infestors/roaches. | ||
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Aletheia27
United States267 Posts
On August 12 2011 04:26 ZaloMonkada wrote: How do you deal with drops as protoss when you are maxed? I know you can leave 4-5 stalkers to take out a drop ship but i've been "doom dropped" with 3-4 drop ships before just as I move out. Also, if you leave templar and the feedback doesnt kill the drop ship, you're still screwed ![]() If you're almost maxed, it never hurts to make cannons . And spotter pylons before you move out sound like a good idea | ||
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Aletheia27
United States267 Posts
On August 12 2011 04:34 Vod.kaholic wrote: Yes. That's part of the reason why they're great against DTs, cloaked banshees, or burrowed infestors/roaches. No, sensor towers don't detect cloaked units. As in doesn't show their location. | ||
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Blazinghand
United States25558 Posts
On August 12 2011 04:37 Aletheia27 wrote: No, sensor towers don't detect cloaked units. As in doesn't show their location. Just to confirm, in case there's any confusion: Sensor towers do not show cloaked units on the minimap. quote from The Sensor Tower senses - but does not detect - any approaching uncloaked enemy units and displays them as red exclamation marks in the fog of war. | ||
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Drekos
Spain12 Posts
On August 12 2011 03:53 Vod.kaholic wrote: The proper term is "queue," which means to line up units for production ahead of time. This means, don't order new units to be produced while a unit is currently in production. So, a marine takes 25 seconds to build. During those 25 seconds, avoid ordering more marines to be built from the same barracks until the first one is finished or very close to finishing. You should follow this rule for ALL your production buildings. Thank you very much now become quite clear to me | ||
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ZaloMonkada
United States86 Posts
On August 12 2011 04:35 Aletheia27 wrote: If you're almost maxed, it never hurts to make cannons . And spotter pylons before you move out sound like a good ideaIf you make cannons, cant they still kill tech structures and gate ways? (i assume you only have cannons around the miineral lines, having them everywhere seems a bit ridiculous haha) | ||
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dhe95
United States1213 Posts
On August 11 2011 22:24 gejfsyd wrote: 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. That's not a reason for zerg to be ahead a base. Any race wants extra income, not just zerg. Most zergs need to be ahead because their units are extremely quick but fragile, so they need to have the income in order to resupply quickly. However with infestors being extremely cost efficient, that need isn't as important. | ||
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Numy
South Africa35471 Posts
On August 12 2011 06:13 dhe95 wrote: That's not a reason for zerg to be ahead a base. Any race wants extra income, not just zerg. Most zergs need to be ahead because their units are extremely quick but fragile, so they need to have the income in order to resupply quickly. However with infestors being extremely cost efficient, that need isn't as important. They need more larvae. That's main reason I believe | ||
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CecilSunkure
United States2829 Posts
On August 12 2011 04:26 ZaloMonkada wrote: How do you deal with drops as protoss when you are maxed? I know you can leave 4-5 stalkers to take out a drop ship but i've been "doom dropped" with 3-4 drop ships before just as I move out. Also, if you leave templar and the feedback doesnt kill the drop ship, you're still screwed ![]() Try placing some cannons near the edge of the base with a templar. A feedback + cannons is amazing at sniping medivacs. However if you want to try this you have to have good mechanics in watching the minimap. | ||
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Remf1
6 Posts
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Aletheia27
United States267 Posts
On August 12 2011 06:08 ZaloMonkada wrote: If you make cannons, cant they still kill tech structures and gate ways? (i assume you only have cannons around the miineral lines, having them everywhere seems a bit ridiculous haha) Generally you don't want them around the min lines. YOu want them in a way so that they'll "zone" the drop. For example making three along an edge forces the drop path in a predictable fashion so that you'll be more apt to handle it and respond faster. The other thing is, you probably should be engaging or attacking a little before you're maxed so you can warp in. If you're maxed, then it's just more time that your opponent can increase their army size to combat yours while yours isn't growing anymore. | ||
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XeronatesBad
United States8 Posts
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Blazinghand
United States25558 Posts
On August 12 2011 08:01 XeronatesBad wrote: What is 1 stable opening for tvz, tvt, and tvp? In TvZ, a common one that I really like, and is economical, safe, and fun is the Tn TvP, I like to use a slightly different In TvT, a build I like is to attack quickly with a | ||
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XeronatesBad
United States8 Posts
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ssartor
United States129 Posts
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