|
On March 05 2011 03:53 enemy2010 wrote:Is there any way to unveil hallucinated units without having detection? So for example clicking on them and read important information from the info box, that differ from these from real units? please PM me 
No that is the only way, aside from the fact that they do no damage (though I'm sure you knew that). There is nothing in the unit selection bar that will show you the unit is hallucinated if you select it, as that would defeat the purpose.
|
On March 06 2011 01:14 vlnplyr wrote:Show nested quote +On March 05 2011 03:53 enemy2010 wrote:Is there any way to unveil hallucinated units without having detection? So for example clicking on them and read important information from the info box, that differ from these from real units? please PM me  No that is the only way, aside from the fact that they do no damage (though I'm sure you knew that). There is nothing in the unit selection bar that will show you the unit is hallucinated if you select it, as that would defeat the purpose.
side question from me: what does emp do to hallu's? i'm sure i've known and forgotten
|
I am a terran having a hard time learning basic macro settings. My main problem comes with hotkeys. I just can't get used to any hotkey setups, so I don't hotkey buildings and my money gets high rather quickly. The simple question is Terrans, what are your hotkey setups?
|
On March 06 2011 08:59 Bliven731 wrote: I am a terran having a hard time learning basic macro settings. My main problem comes with hotkeys. I just can't get used to any hotkey setups, so I don't hotkey buildings and my money gets high rather quickly. The simple question is Terrans, what are your hotkey setups?
i recommend to reserve 3 keys for battle units, usually the keys 1-3. main army on 1 i´d say. 
then on 4 i usually have my raxes, on 5 the factories, on 6 the starports and on 7 the ocs.
i also tend to set my "wall depots" to 9 to be able to quickly raise/lower them if i need to.
edit: to explain this setup a bit more:
the left hand has 4 fingers which can be set on top of keys which are located next to each other. for example on the keys 4-7. then i can quickly cylce through all my production facilities without having to move my hand. with the same control group setup, i can also set my fingers on the 1-4 keys and cycle through my armies and the production facilities with the shortest production cycles and the most frequent production, the raxes
|
What unit composition from Terran would be best at dealing against sling/bling/infestors from Z? (you can take in consideration the ptr's buff to infestors too)
|
On March 06 2011 16:28 Trakky wrote: What unit composition from Terran would be best at dealing against sling/bling/infestors from Z? (you can take in consideration the ptr's buff to infestors too)
It's a pretty subjective question, but pure mech should work quite well against that. Just be wary of muta harass.
|
On March 06 2011 20:31 thesideshow wrote:Show nested quote +On March 06 2011 16:28 Trakky wrote: What unit composition from Terran would be best at dealing against sling/bling/infestors from Z? (you can take in consideration the ptr's buff to infestors too) It's a pretty subjective question, but pure mech should work quite well against that. Just be wary of muta harass.
Tanks, Thors and marauders.
Your AA will be very late however.
|
I heard from many pros from mr.bitter's coaching videos that infestors + BLs are the best unit comp. to deal against pure mech.
|
why do so many T's use multiple scans to clear creep tumours? wouldn't a single raven be so much more cost effective?
|
On March 07 2011 05:02 bahunto28 wrote: why do so many T's use multiple scans to clear creep tumours? wouldn't a single raven be so much more cost effective?
You often don't have a tech lab on your starport, and you don't necessarily need the extra minerals for tank/Thor/marine.
|
How risky is it to expand after 10 minutes of gameplay as Terran, assuming you have say... a medivak drop just taken out a fair few workers?
I ask this because i'm a Bronze player, doing quite well, but still find it difficult to expand. I'm scared it will get crushed even though i may have done damage to the guys minerals from a drop, but as i've taken out his workers, his army has taken my drop out.
A few times i've done this and had his army come straight back at me, and won because I've used the majority of my army to do this.
Thanks.
|
I just started practicing as zerg vs computer and I find I've always got way too many minerals/gas and never enough larva (I'm pretty much constantly injecting at all my hatches). I know I can make extra hatches but i don't see other people doing that. What am i doing wrong?
|
On March 07 2011 07:18 deathly rat wrote: I just started practicing as zerg vs computer and I find I've always got way too many minerals/gas and never enough larva (I'm pretty much constantly injecting at all my hatches). I know I can make extra hatches but i don't see other people doing that. What am i doing wrong?
I generally find the following to be the reasons, but not problems:
1. You're producing low-cost units. Mass Lings, Banelings and even Roaches late-game become relatively cheap, you should be teching up or getting upgrades to dump those minerals.
2. You're missing your injections (it's possible)
3. Expand again.
Those are really it. Other people do put a macro hatch because sometimes you just have too many minerals, it's entirely normal and fine.
|
On March 07 2011 07:47 Torte de Lini wrote:Show nested quote +On March 07 2011 07:18 deathly rat wrote: I just started practicing as zerg vs computer and I find I've always got way too many minerals/gas and never enough larva (I'm pretty much constantly injecting at all my hatches). I know I can make extra hatches but i don't see other people doing that. What am i doing wrong? I generally find the following to be the reasons, but not problems: 1. You're producing low-cost units. Mass Lings, Banelings and even Roaches late-game become relatively cheap, you should be teching up or getting upgrades to dump those minerals. 2. You're missing your injections (it's possible) 3. Expand again. Those are really it. Other people do put a macro hatch because sometimes you just have too many minerals, it's entirely normal and fine.
Ok, thanks. I think in my case it's because i'm not tech-ing fast enough since i'm still working out when to do that atm.
|
On March 07 2011 06:27 Terranoob wrote: How risky is it to expand after 10 minutes of gameplay as Terran, assuming you have say... a medivak drop just taken out a fair few workers?
I ask this because i'm a Bronze player, doing quite well, but still find it difficult to expand. I'm scared it will get crushed even though i may have done damage to the guys minerals from a drop, but as i've taken out his workers, his army has taken my drop out.
A few times i've done this and had his army come straight back at me, and won because I've used the majority of my army to do this.
Thanks.
10 minutes is a pretty late expansion, so if you have just put pressure on your opponent it is a safe time to expand. Like Day[9] says, whenever your enemy is at a disadvantage, expand. So when you deny your opponent's expansion, expand yourself. When you defeat his push, expand. If you have just smashed his mineral line with a drop, he will probably panic and defend, making it a perfect time. Some enemies, however, will go all-in and try to win the game there, but providing you did enough damage with the drop he will be hard pressed to take you out.
(I know this is pushing a simple answer, but another good way to lose your expansion inhibitions is to play against a hard/very hard AI and try expanding every five minutes. You will learn what's safe.)
|
On March 05 2011 11:23 Kenpachi wrote: Well, i feel like i want to actually get into this game and i want to know the standard BO(s) for Terran Matchups. I searched Standard but i really dont know where to start.. so i think it would be easier to straight up ask for the standard builds. bump
|
When you have a colossi deathball and you are facing a zerg with a handfull of corrupters do you want to target them with your stalkers? or just a move and let it play out?
same question applies to vikings
|
On March 07 2011 08:42 wpgJets wrote: When you have a colossi deathball and you are facing a zerg with a handfull of corrupters do you want to target them with your stalkers? or just a move and let it play out?
same question applies to vikings
I'm not hugely experienced but I have found that keeping my colossi alive is hugely important for 2 reasons.
1) If you can keep them alive, their numbers with grow, and everybody knows colossi are amazing in big numbers 2) You can make a lot of gateway units in a short amount of time. You'll probably only have 1 or maybe 2 robos, so they take a lot longer to build.
Ideally you will have some zealots to take dmg, use the stalkers to target the corruptors, and collossi to deal out the pain.
|
What ladder maps have close positions blocked?
|
On March 07 2011 09:21 ProbeRusher wrote: What ladder maps have close positions blocked?
None anymore.
|
|
|
|
|
|