Simple Questions Simple Answers - Page 34
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DubLHelix
United States3 Posts
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Torte de Lini
Germany38463 Posts
On March 07 2011 12:11 DubLHelix wrote: Are unseiged tanks good against roaches Not as good as sieged. | ||
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Catch]22
Sweden2683 Posts
On March 07 2011 12:11 DubLHelix wrote: Are unseiged tanks good against roaches Decent, but marauders are better, or even better yet, get siege. | ||
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underdawg
United States399 Posts
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MoreFaSho
United States1427 Posts
On March 07 2011 13:08 underdawg wrote: do MMM players typically get air armor? No, the medivacs should be safe because they're next to the bio. Only thing that could in theory hit them is mutas against a normal comp, but that's unlikely because it wouldn't be cost effective vs marines. | ||
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underdawg
United States399 Posts
On March 07 2011 13:11 MoreFaSho wrote: No, the medivacs should be safe because they're next to the bio. Only thing that could in theory hit them is mutas against a normal comp, but that's unlikely because it wouldn't be cost effective vs marines. things hit my medivacs in fights though. also can make drops a little sturdier maybe. if you have a few extra medivacs left over from each engagement, that could eventually turn the tide, i think | ||
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VEX.Johnta
Canada6 Posts
You could stop a 2/3 Gate-Robo Expand into Colossi? As Zerg! Thanksssss. | ||
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MozzarellaL
United States822 Posts
On March 07 2011 16:37 VEX.Johnta wrote: Hi, I was wondering how .. You could stop a 2/3 Gate-Robo Expand into Colossi? As Zerg! Thanksssss. Fast mutalisks work very well. | ||
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Hellhammer
Canada144 Posts
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Wordpad
Denmark154 Posts
On March 07 2011 09:21 ProbeRusher wrote: What ladder maps have close positions blocked? Wonder why he asks this? *looks at name* ahh......... :p | ||
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Terranoob
44 Posts
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deathly rat
United Kingdom911 Posts
On March 07 2011 19:43 Terranoob wrote: how do i stop a zealot rush with 1 marine if i don't wall in? If you send a scout scv you can easily keep it alive against Probes & Zealots, so if you see only Zealots (or more likely 2 gates being chrono boosted and nothing being produced) you can make enough marines, if you see a cyber core going down it's not Zealot rush. My question for today is what are good indicators that it is time to upgrade to Lair and HIve? | ||
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Synystyr
United States1446 Posts
On March 07 2011 19:07 Hellhammer wrote: How do you repair something in a dropship? I pick my viking up and some scvs? What else do I do? You have to turn auto-repair on with your SCVs. Then they'll repair inside of a dropship. On March 07 2011 20:46 deathly rat wrote: If you send a scout scv you can easily keep it alive against Probes & Zealots, so if you see only Zealots (or more likely 2 gates being chrono boosted and nothing being produced) you can make enough marines, if you see a cyber core going down it's not Zealot rush. My question for today is what are good indicators that it is time to upgrade to Lair and HIve? For Lair, if you aren't doing an early rush with roaches or a baneling bust, then you want to use your 2nd set of 100 gas to get your Lair, with your first being Zergling Speed. This will happen around ~6 minutes and let you get your tech going quickly. For Hive, it really depends. If you're into the late game with many bases and feel like you can afford to produce Brood Lords and/or Ultras, that'd be the time. Otherwise, too early is just a waste of money. | ||
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deathly rat
United Kingdom911 Posts
On March 07 2011 21:10 Synystyr wrote: You have to turn auto-repair on with your SCVs. Then they'll repair inside of a dropship. For Lair, if you aren't doing an early rush with roaches or a baneling bust, then you want to use your 2nd set of 100 gas to get your Lair, with your first being Zergling Speed. This will happen around ~6 minutes and let you get your tech going quickly. For Hive, it really depends. If you're into the late game with many bases and feel like you can afford to produce Brood Lords and/or Ultras, that'd be the time. Otherwise, too early is just a waste of money. Cool, thanks! | ||
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Mythito
Canada230 Posts
10 Supply 12 Barracks 13 Gas 15 Oribital past that get a couple more barracks, get 2 tech labs and 1 reactor, then a factory and go tanks/marines/marauders, with a starport for a few medivacs. if you're looking for a more complex answer, i suggest http://wiki.teamliquid.net/starcraft2/Terran_Strategy#Match-ups and maybe searching iEchoic's TvT build | ||
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nam nam
Sweden4672 Posts
On March 07 2011 21:10 Synystyr wrote: You have to turn auto-repair on with your SCVs. Then they'll repair inside of a dropship. For Lair, if you aren't doing an early rush with roaches or a baneling bust, then you want to use your 2nd set of 100 gas to get your Lair, with your first being Zergling Speed. This will happen around ~6 minutes and let you get your tech going quickly. For Hive, it really depends. If you're into the late game with many bases and feel like you can afford to produce Brood Lords and/or Ultras, that'd be the time. Otherwise, too early is just a waste of money. I also try to time my Hive so I can continue with my upgrades. | ||
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Wordpad
Denmark154 Posts
Often do I see pro players maynard half their drones, and even when pressure arrives they don't transfer anything back, which from time to time leads to the opponent getting some drone kills until the Zerg builds a large enough army/gets the roach warren done to fend off the attack. Obviously it would be really stupid to go above 30 drones on your main base if you have your natural completed, but I'm referring to the early game, when you are between the 14-25ish worker range. | ||
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snow2.0
Germany2073 Posts
Got marine/scv'ed, tried having the line cut the bunker in half, was too close. Everything else looks like the line doesnt even touch the bunker? | ||
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infinity21
Canada6683 Posts
On March 07 2011 22:33 Wordpad wrote: When playing as Zerg, doing a FE - is it really bad to wait transferring drones if I fear there may be a potential danger such as early pressure or hellions? Often do I see pro players maynard half their drones, and even when pressure arrives they don't transfer anything back, which from time to time leads to the opponent getting some drone kills until the Zerg builds a large enough army/gets the roach warren done to fend off the attack. Obviously it would be really stupid to go above 30 drones on your main base if you have your natural completed, but I'm referring to the early game, when you are between the 14-25ish worker range. Depends. If its a 2 rax bunker rush, then you need to pull drones and snipe the scv. If its a Hellions build, then you want roaches. Have your queen block your ramp to buy time until the roaches pop and transfer your drones to your main. | ||
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JackOscar
Sweden50 Posts
Also is there a custom game downloadeble out there to practise it on? | ||
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