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Forum Index > StarCraft 2 Strategy
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K9GM3
Profile Joined January 2011
Netherlands116 Posts
August 15 2011 00:06 GMT
#6661
On August 15 2011 06:42 Kambing wrote:
Show nested quote +
On August 15 2011 06:39 Trazati wrote:
Hi guys I am very new to the game having played about 10 games of starcraft in my life starting 3 days ago. I am really enjoying it and also enjoy all of the info I can read and find about on the web, but i have a pretty specific question that google cant seem to answer. How do you select just a certain unit when you have 2 different types of units selected? Lets say I highlight over my army of zealots and stalkers. i want to select just the zealots, how do i do that? thanks!


Ctrl-click one of the zealot icons in the selection window at the bottom of the screen.

Adding to that, if you have more than two unit types (Zealot/Stalker/Sentry for example) and want to select everything except for Sentries, hold both SHIFT and CTRL and click on a Sentry.
No, I don't want your number.
ObserverSix2One
Profile Joined February 2011
Israel115 Posts
August 15 2011 01:31 GMT
#6662
hey, I'm a Zerg player who really hates ZvZ.
for the last few weeks I've been practicing my PvZ, so my huge problem was with teching, advancing from the opening - 3 gate expo or FFE forward to the mid game.
with Zerg I know that after the opening I wait until I have 100 gas, upgrade lair, build 4 geysers, take all of them and once the lair is finished I choose the next step of my tech tree. when is this moment for Protoss - the moment when you choose you tech tree? how many geysers should I take and when? I tried to tech once my warpgate upgrade is complete but I think that is a little too early because I end up having very small army for defense.
I assume that the answer will be "it depends on what you want to do" so here are some strategies that I like:
MC's voidray+phoenix opening,
normal blink stalker
6 gate all-in blink stalker
some sort of HT/Archon+Zealot/midgame DT build.

I'm sorry if I sound like an idiot, or don't understand what I'm talking about, it's due to lack of knowledge, so please, acknowledge me!
I'm not a Vampire.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-08-15 01:59:07
August 15 2011 01:47 GMT
#6663
On August 15 2011 10:31 ObserverSix2One wrote:
hey, I'm a Zerg player who really hates ZvZ.
for the last few weeks I've been practicing my PvZ, so my huge problem was with teching, advancing from the opening - 3 gate expo or FFE forward to the mid game.
with Zerg I know that after the opening I wait until I have 100 gas, upgrade lair, build 4 geysers, take all of them and once the lair is finished I choose the next step of my tech tree. when is this moment for Protoss - the moment when you choose you tech tree? how many geysers should I take and when? I tried to tech once my warpgate upgrade is complete but I think that is a little too early because I end up having very small army for defense.
I assume that the answer will be "it depends on what you want to do" so here are some strategies that I like:
MC's voidray+phoenix opening,
normal blink stalker
6 gate all-in blink stalker
some sort of HT/Archon+Zealot/midgame DT build.

I'm sorry if I sound like an idiot, or don't understand what I'm talking about, it's due to lack of knowledge, so please, acknowledge me!


Depends on the opening, for a 3 gate, you usually follow up your warpgate with hallucination so you can get a good look at your opponent and decide if you need to be making a bunch of units for defense or if you are safe to tech, for an FFE, a stargate follow up accomplishes the same thing.

In general any kind of teching needs you to be safe in some fashion before you do it because it cuts into the number of pure units you have until it pays off, in this case you buy that safety with information. For the stargate, you have an efficient unit (the voidray) which will let you hold off ling/roach pressure until you can see what he's doing.
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 15 2011 02:11 GMT
#6664
On August 15 2011 09:02 TheRabidDeer wrote:
As a zerg, how do you defend a wide open natural against good hellion control (like 5 hellions+ on xel naga)? Do you absolutely have to go roach or is it possible to defend with just speedlings somehow? I just lost a game because I simply could not get a surround on his hellions no matter how hard I tried...

This is a rather general question, because I don't have the replay, but on a wide open natural a defense based on units is usually favored. So yes, going for roaches can be a good idea.
I put the sexy in dyslexia.
dynwar7
Profile Joined May 2011
1983 Posts
August 15 2011 02:30 GMT
#6665
HI all, is there a thread specific for replay? I have been looking for a PvT where the T goes mech with ghost, yet the P wins. I would like to see what strategy to use here, since normally PvT the T goes bio, which gets wrecked by well-placed Storms. But against Mech....storms dont do so much damage.....hence I would like to see a video

Thanks!
Regarding the imbalance, hilarious to see Zergs defending themselves....
Orcasgt24
Profile Joined August 2011
Canada3238 Posts
August 15 2011 02:42 GMT
#6666
Google hates me and liquipedia doesn't have this info (someone that knows how to edit it should add it)

How much damage do Seige Tanks(unseiged) get per upgrade against unarmored and armored respectivly
In Hearthstone we pray to RNGesus. When Yogg-Saron hits the field, RNGod gets to work
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 15 2011 02:46 GMT
#6667
On August 15 2011 11:42 Orcasgt24 wrote:
Google hates me and liquipedia doesn't have this info (someone that knows how to edit it should add it)

How much damage do Seige Tanks(unseiged) get per upgrade against unarmored and armored respectivly


They get +2 normal and +1 vs armored per upgrade level, it's the number in brackets on liquidpedia.

Ground Attack: 15 (+2) (Mobile)
Bonus: +10 (+1) vs Armored (Mobile)
NewtofDoom
Profile Joined March 2011
United States29 Posts
Last Edited: 2011-08-15 02:53:33
August 15 2011 02:50 GMT
#6668
On August 15 2011 11:42 Orcasgt24 wrote:
Google hates me and liquipedia doesn't have this info (someone that knows how to edit it should add it)

How much damage do Seige Tanks(unseiged) get per upgrade against unarmored and armored respectivly

It does say on liquipedia:

Ground Attack: 15 (+2) (Mobile)
Bonus: +10 (+1) vs Armored (Mobile)

That means they get +2 per upgrade plus an additional +1 (so +3 total) against armored.

EDIT: too slow
ObserverSix2One
Profile Joined February 2011
Israel115 Posts
August 15 2011 04:05 GMT
#6669
On August 15 2011 10:47 Dingobloo wrote:
Show nested quote +
On August 15 2011 10:31 ObserverSix2One wrote:
hey, I'm a Zerg player who really hates ZvZ.
for the last few weeks I've been practicing my PvZ, so my huge problem was with teching, advancing from the opening - 3 gate expo or FFE forward to the mid game.
with Zerg I know that after the opening I wait until I have 100 gas, upgrade lair, build 4 geysers, take all of them and once the lair is finished I choose the next step of my tech tree. when is this moment for Protoss - the moment when you choose you tech tree? how many geysers should I take and when? I tried to tech once my warpgate upgrade is complete but I think that is a little too early because I end up having very small army for defense.
I assume that the answer will be "it depends on what you want to do" so here are some strategies that I like:
MC's voidray+phoenix opening,
normal blink stalker
6 gate all-in blink stalker
some sort of HT/Archon+Zealot/midgame DT build.

I'm sorry if I sound like an idiot, or don't understand what I'm talking about, it's due to lack of knowledge, so please, acknowledge me!


Depends on the opening, for a 3 gate, you usually follow up your warpgate with hallucination so you can get a good look at your opponent and decide if you need to be making a bunch of units for defense or if you are safe to tech, for an FFE, a stargate follow up accomplishes the same thing.

In general any kind of teching needs you to be safe in some fashion before you do it because it cuts into the number of pure units you have until it pays off, in this case you buy that safety with information. For the stargate, you have an efficient unit (the voidray) which will let you hold off ling/roach pressure until you can see what he's doing.

thanks, it just felt wrong that I have small amount of units while teching but you are saying that, that's how it is which makes sense. thank you again!
I'm not a Vampire.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
Last Edited: 2011-08-15 06:11:37
August 15 2011 06:05 GMT
#6670
Does anyone bc late game against Zerg, what are pros/cons of doing smt like throwing down 4 ports after max
MyLove + Your Love= Supa Love
Kambing
Profile Joined May 2010
United States1176 Posts
August 15 2011 06:24 GMT
#6671
On August 15 2011 15:05 n.DieJokes wrote:
Does anyone bc late game against Zerg, what are pros/cons of doing smt like throwing down 4 ports after max


No. Standard ZvT dictates that you are trading armies with zerg in an attempt to push him over the edge. Switching to 4 port means that it is unlikely you'll be able to hit a critical mass of bcs before he overruns you with his next wave.

Furthermore, in the late game, infestors with neural parasite and corruptors should be at the zerg's fingertips making such a tech switch very risky.
Karate_KoalA
Profile Joined August 2010
10 Posts
August 15 2011 06:50 GMT
#6672
Why do zergs opt for the vertical spawn location on shakuras as their third as opposed to the base that's closer horizontally from their naturals? I've seen many zerg streamers take the vertical spawn base as their third and I wonder why they do it. From my experience, usually terran and protoss take the horizontal base. What's up with this?
They taste like burning.
Kambing
Profile Joined May 2010
United States1176 Posts
August 15 2011 06:54 GMT
#6673
On August 15 2011 15:50 Karate_KoalA wrote:
Why do zergs opt for the vertical spawn location on shakuras as their third as opposed to the base that's closer horizontally from their naturals? I've seen many zerg streamers take the vertical spawn base as their third and I wonder why they do it. From my experience, usually terran and protoss take the horizontal base. What's up with this?


Vertical is away from your opponent (whom will be attacking up the middle). Horizontal is towards your opponent. In general, zerg wants to take expos away their opponent so that they can use their superior mobility to defend. Terran/protoss want to take expos towards their opponent so that they minimize the surface area they need to defend relative to the attack paths their opponent can take.
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
Last Edited: 2011-08-15 11:53:18
August 15 2011 11:52 GMT
#6674
I got a screen "Waiting for server" with a button Surrender.. wtf is that, never had that in hundred of games?
edit: just got "dropped"...?
no dude, the question
Huntz
Profile Joined July 2011
164 Posts
August 15 2011 12:09 GMT
#6675
Um ok, but this is a little vague (about non proxy 2 gate in PvP for others)

Can you go gate-cyber-gate? Or do you have to match immediately?

Are you behind if he suicides 2 zeals into your mineral line?

Do you need to chrono your zeals, or will the rush distance make up for it?


Response to 2gate?
Kambing
Profile Joined May 2010
United States1176 Posts
August 15 2011 12:29 GMT
#6676
On August 15 2011 20:52 ZaaaaaM wrote:
I got a screen "Waiting for server" with a button Surrender.. wtf is that, never had that in hundred of games?
edit: just got "dropped"...?


That occurs when you lose your internet connection during a game. The waiting for server box means the game is trying to re-establish its connection with the game servers. Being dropped means the game was done waiting and gave up.
MuTa07
Profile Joined July 2011
Netherlands71 Posts
August 15 2011 12:51 GMT
#6677
How can I see for liquidbet for which match I got a point and for which match I lost? I don't know what I've voted and couldn't find anything about it. I can see my points though.
sc2 <3
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
Last Edited: 2011-08-15 13:35:56
August 15 2011 13:33 GMT
#6678
On August 15 2011 21:51 MuTa07 wrote:
How can I see for liquidbet for which match I got a point and for which match I lost? I don't know what I've voted and couldn't find anything about it. I can see my points though.


Click the number of your current liquibets, where you always click to make your choices for the games. Above the player frames and ongoing bets you'll see "Your Stats"

=Edit=
Sorry I think I misread your question.
"Opportunities multiply as they are seized."
taldarimAltar
Profile Blog Joined April 2011
973 Posts
August 15 2011 13:44 GMT
#6679
Why do pros chrono their warpgates so much, i'm not at a high level and can't see the difference or benefits, maybe u get them out faster when u need them but some pros do it when no under threat
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
August 15 2011 15:11 GMT
#6680
On August 15 2011 22:44 taldarimAltar wrote:
Why do pros chrono their warpgates so much, i'm not at a high level and can't see the difference or benefits, maybe u get them out faster when u need them but some pros do it when no under threat


Are you talking about chrono-boosting warpgate research on the cybernetics core, or chrono-boosting the warpgates themselves?

In the case of the former, it's because warpgates produce much more quickly than gateways and the production is front-loaded (cool-downs) rather then back-loaded (build times). The sooner you have warpgate tech, the sooner your infrastructure is better. There are also certain timings where you need warpgates to spend down your money rather than gateways.

In the case of the latter, it's usually because the player is under pressure and needs more production more quickly. Chrono boost shortens the cooldown.
When you stare into the iCCup, the iCCup stares back.
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