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On August 17 2011 22:33 Ryder. wrote: Just a random question so I assume it goes here; I played against a diamond zerg on ladder the other day (though he hadn't played many games recently so I don't think he was really diamond level). Anyway long story short he didn't scout me all game, and when I asked him why he didn't scout he said 'the build I'm doing doesn't require it'. It was some sort of hatch 1st, slow gas, heavy queen and spine (spanishiwa?) style, into infestor (I hit him with a 6 gate blink push before infestors were out).
Anyway I was just wondering if such zerg build where scouting was not needed actually existed? And by not scouting I mean NOTHING, I checked his end game vision and he didn't even know what position I spawned in, let alone any tech I went for.
Not really. Even though with a heavy eco build, zerg still needs to 1) take control of xel'naga towers and 2) scout the front of their opponent's base to scout an expand versus a timing push. And also in the case of protoss, zerg needs active lings on the map to deny probes and proxy pylons.
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TvT: A player is investing highly in air, including fast upgrades. Should i attempt to keep up and fight for air dominance, racing to catch him on numbers and upgrages?
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Does a unit affected by neural parasite still give sight to the originial owner?
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On August 18 2011 00:48 LostFaction wrote: TvT: A player is investing highly in air, including fast upgrades. Should i attempt to keep up and fight for air dominance, racing to catch him on numbers and upgrages?
Get a thor or 2 or more. Don't try catch up to him. It will only lead to your death. What you can do is get infrastructure so if he ever loses the numbers you quickly snap a lead and try shut down his attempts again. I've found saving scans and just forsaking air is just better than trying to catch up when you way behind in air.
That being said it really depends on his production. Fast upgrades really won't make huge difference but if say he's only going 1 port but very early pumping you can say go 3 port reactor and try sneakily overtake him but that's a bit hard to do.
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On August 18 2011 00:53 Scisyhp wrote: Does a unit affected by neural parasite still give sight to the originial owner?
No.
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Do uprooted spores still detect invisible units?
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On August 18 2011 01:25 ANDROID69 wrote: Do uprooted spores still detect invisible units?
Nope
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Blazinghand
United States25558 Posts
On August 18 2011 01:03 Numy wrote:Show nested quote +On August 18 2011 00:48 LostFaction wrote: TvT: A player is investing highly in air, including fast upgrades. Should i attempt to keep up and fight for air dominance, racing to catch him on numbers and upgrages? Get a thor or 2 or more. Don't try catch up to him. It will only lead to your death. What you can do is get infrastructure so if he ever loses the numbers you quickly snap a lead and try shut down his attempts again. I've found saving scans and just forsaking air is just better than trying to catch up when you way behind in air. That being said it really depends on his production. Fast upgrades really won't make huge difference but if say he's only going 1 port but very early pumping you can say go 3 port reactor and try sneakily overtake him but that's a bit hard to do.
This is correct; the Numynator, as always, delivers. I'll add a few thoughts here just for fun, though:
I'd also consider dumping more minerals into marines rather than marauders/hellions if possible, because in the later game (4+ bases usually) he may try to do a battlecruiser transition, and unless you have a REALLY large number of thors, it's very hard to beat upgraded battlecruisers with them. Thors will prevent him from using banshees or spotting with vikings for his tanks easily though.
Having starport infrastructure may also save you, since Thor/Viking vs BC/Viking is a somewhat even fight since you can have your thors should at his viking stacks (NOT HIS BCs!) and try to gain the viking advantage so you can do some kiting.
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Kinda a stupid quetion that I've never thought of before but don't know the answer to. Is it faster to spread creep from outward edges inward or from the center outward? Assuming a blank area. Perhaps like the center of shattered temple.
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Could you rephrase that? I can't figure out what you mean. The fastest way to spread creep would be to pre dump it from an overlord where the tumor would expand the creep to so you can put down the next one immediately.. but I don't think that's your question.
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um...say i'm on shattered temple cross spawns and am using a queen soley to spread extra creep. Is it faster to cover the total map area with creep if I:
a) Go in a straight line toward my opponent and branch off from the center path toward the edges. b) Split into two paths that go around the edges of the map torward my opponent while slowly spreading creep inward from the edges.
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Oh. It would be quicker to spread creep in two paths like a V. You get more coverage initially and you can add more tumors as you go to cover the middle portion that might not have creep as well as the obvious places like the corners of your base and the path to your third/gold.
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Is it common for protoss to go fast immortal vs barracks units? Why do they do this? The last few toss I've played have all gone 3 gate robo and built 4 or 5 immortals vs my marine marauder mix.(plat league)
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On August 18 2011 04:07 ZaeZSC wrote: Is it common for protoss to go fast immortal vs barracks units? Why do they do this? The last few toss I've played have all gone 3 gate robo and built 4 or 5 immortals vs my marine marauder mix.(plat league)
It's not common, but I personally consider it much more optimal than conventional toss play
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http://wiki.teamliquid.net/starcraft2/1_Gate_Robo is a pretty common opening to have out a fast observer and immortals do solid burst damage against marines. I've seen a lot of plat toss rush out immortals to blind counter a 1 1 1 build and while a coloss would be better an immortal isn't necessarily bad. They can do decent damage against both marines and marauders.
Of course they get completely screwed by marines or fast ghosts.
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Is the best response to the immortals to tech to ghosts? or would perhaps double starport off 2 base be more useful? (med vacs + banshees). Double starport would also allow you to get out fast vikings if he start collosus production. Am I off base here? Are both reasonable and situational and I'll just have to learn (as I expect)?
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On August 18 2011 05:10 ZaeZSC wrote: Is the best response to the immortals to tech to ghosts? or would perhaps double starport off 2 base be more useful? (med vacs + banshees). Double starport would also allow you to get out fast vikings if he start collosus production. Am I off base here? Are both reasonable and situational and I'll just have to learn (as I expect)?
In PvT, protoss players usually make immortals in response to terran's unit composition, not the other way around. For example for holding off 1-1-1 pushes, or if terran's go very heavy on marauders or mech. The exception to this is an aggressive 3 gate robo with chronoed immortals. Do you need help on that ? In general, If your opponent is going immortals, just get more marines instead of marauders. If your were going mech and not bio, ghosts are a good supplement to your mech army. Thor strike cannons one shot immortals as well as long as HTs aren't out yet.
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On August 18 2011 08:24 Geiko wrote:Show nested quote +On August 18 2011 05:10 ZaeZSC wrote: Is the best response to the immortals to tech to ghosts? or would perhaps double starport off 2 base be more useful? (med vacs + banshees). Double starport would also allow you to get out fast vikings if he start collosus production. Am I off base here? Are both reasonable and situational and I'll just have to learn (as I expect)? In PvT, protoss players usually make immortals in response to terran's unit composition, not the other way around. For example for holding off 1-1-1 pushes, or if terran's go very heavy on marauders or mech. The exception to this is an aggressive 3 gate robo with chronoed immortals. Do you need help on that ? In general, If your opponent is going immortals, just get more marines instead of marauders. If your were going mech and not bio, ghosts are a good supplement to your mech army. Thor strike cannons one shot immortals as well as long as HTs aren't out yet.
Some other things to keep in mind: does he have a ton of sentries? Going for a ghost push might be worthwhile if he's relying on a lot of sentries and immortals to defend. Also getting immortals not only cuts into his ability to produce gateway units, but it also cuts into his ability to make stalkers from his remaining gateways, immortals are really bad at dealing with drops as they're not particularly quick, cannot shoot up, and you can't send half of an immortal to one place and one half to another. You also correctly identified that if he makes a sudden switch into collossus that the starport then stays useful.
Generally just teching toward what you want for the midgame is a good idea using the money you get from building more marines instead of marauders from your barracks.
Banshees imo are less ideal, he already had detection and it doesn't really integrate with much unless you REALLY want to go sky-terran and transition into BC's with a lot of air attack upgrades.
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Is it possible to delay warpgate tech and still have a viable build(including a reasonably timed expansion)? More specifically, how viable is it per each match up? I figure in PvP it's impossible. I really want to make a later warpgate tech build for either PvZ or PvT. I think I'll be able to do it with PvZ.
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