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ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
Last Edited: 2011-08-11 18:31:06
August 11 2011 18:29 GMT
#6541
How much does a Nexus recharge energy per minute? Searched and surprisingly couldn't find answer
EDIT: Found: 32.33333 Energy per minute.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
August 11 2011 18:53 GMT
#6542
On August 12 2011 03:26 Drekos wrote:
Show nested quote +
On August 12 2011 02:42 Shadyf0o wrote:
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



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.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 11 2011 18:54 GMT
#6543
On August 12 2011 03:26 Drekos wrote:
Show nested quote +
On August 12 2011 02:42 Shadyf0o wrote:
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



It's ok, Shadyf0o is the one who has bad English :p

He misspelled the word "queue."
ZaloMonkada
Profile Blog Joined July 2011
United States86 Posts
August 11 2011 19:26 GMT
#6544
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
frignr
Profile Joined July 2011
United States19 Posts
August 11 2011 19:31 GMT
#6545
Can sensor towers show burrowed/cloaked units?
I know it can't detect, but does it show that the unit is there?
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
August 11 2011 19:34 GMT
#6546
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.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
Last Edited: 2011-08-11 19:36:07
August 11 2011 19:35 GMT
#6547
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
I am that I am
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 11 2011 19:37 GMT
#6548
On August 12 2011 04:34 Vod.kaholic wrote:
Show nested quote +
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.


No, sensor towers don't detect cloaked units. As in doesn't show their location.
I am that I am
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
Last Edited: 2011-08-11 19:48:58
August 11 2011 19:48 GMT
#6549
On August 12 2011 04:37 Aletheia27 wrote:
Show nested quote +
On August 12 2011 04:34 Vod.kaholic wrote:
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.


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 (Wiki)liquipedia article on Sensor Towers:

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.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Drekos
Profile Joined September 2008
Spain12 Posts
August 11 2011 20:48 GMT
#6550
On August 12 2011 03:53 Vod.kaholic wrote:
Show nested quote +
On August 12 2011 03:26 Drekos wrote:
On August 12 2011 02:42 Shadyf0o wrote:
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



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
ZaloMonkada
Profile Blog Joined July 2011
United States86 Posts
August 11 2011 21:08 GMT
#6551
On August 12 2011 04:35 Aletheia27 wrote:
Show nested quote +
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


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)
dhe95
Profile Blog Joined December 2008
United States1213 Posts
Last Edited: 2011-08-11 21:14:22
August 11 2011 21:13 GMT
#6552
On August 11 2011 22:24 gejfsyd wrote:
Show nested quote +
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.

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.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 11 2011 21:19 GMT
#6553
On August 12 2011 06:13 dhe95 wrote:
Show nested quote +
On August 11 2011 22:24 gejfsyd wrote:
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.

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
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 11 2011 21:21 GMT
#6554
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.
Remf1
Profile Joined June 2011
6 Posts
Last Edited: 2011-08-12 01:20:21
August 11 2011 22:05 GMT
#6555
What is 1 stable opening for PvZ, PvT, and PvP?
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 11 2011 22:26 GMT
#6556
On August 12 2011 06:08 ZaloMonkada wrote:
Show nested quote +
On August 12 2011 04:35 Aletheia27 wrote:
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


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.
I am that I am
XeronatesBad
Profile Joined August 2011
United States8 Posts
August 11 2011 23:01 GMT
#6557
What is 1 stable opening for tvz, tvt, and tvp?
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
August 11 2011 23:26 GMT
#6558
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 (Wiki)2 Rax Pressure FE. You make marines and get a fast CC, pressuring with the marines to force units from zerg and cover for your expo. Transitions smoothly into anything.

Tn TvP, I like to use a slightly different (Wiki) 2 Rax Pressure FE that gets marauders. You need Marauders (usually with concussive shell) against protoss so that stalkers don't kite you all over the place. You get Marines, Marauders, and a fast command center. This transitions well into Bio play.

In TvT, a build I like is to attack quickly with a (Wiki)Reactor Hellion Expand which gets you hellions and sets you up for a hellion/tank mid-game which is common. How you transition out of this, though, is really a function of expansion timing and what your opponent is doing (you'll need anti-air if he gets starport tech, for example).
When you stare into the iCCup, the iCCup stares back.
TL+ Member
XeronatesBad
Profile Joined August 2011
United States8 Posts
August 12 2011 00:25 GMT
#6559
Where can I find good, current replay packs?
ssartor
Profile Joined February 2011
United States129 Posts
August 12 2011 00:52 GMT
#6560
Does Nestea ever stream? If he does where can I find the link?
"If you don't know, the thing to do is not to get scared, but to learn." — Ayn Rand (Atlas Shrugged)
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