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Simple Questions Simple Answers - Page 341

Forum Index > StarCraft 2 Strategy
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Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 18 2011 17:33 GMT
#6801
If I make two nydus entrances without making a nydus worm. Can units go from one to the other? I thought I read somewhere that all nydus entrances and exits are connected... but i'm not particularly clear on what that means
I am that I am
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
Last Edited: 2011-08-18 18:46:57
August 18 2011 17:40 GMT
#6802
On August 19 2011 02:33 Aletheia27 wrote:
If I make two nydus entrances without making a nydus worm. Can units go from one to the other? I thought I read somewhere that all nydus entrances and exits are connected... but i'm not particularly clear on what that means

EDIT: I was wrong
BW pros training sc2 is like kiss making a dub step album.
tuestresfat
Profile Joined December 2010
2555 Posts
August 18 2011 17:45 GMT
#6803
On August 18 2011 20:12 Geiko wrote:
Show nested quote +
On August 18 2011 16:51 tuestresfat wrote:
On August 18 2011 15:39 Geiko wrote:
On August 18 2011 13:23 tuestresfat wrote:
This is going to be really stupid but my head isn't working so hopefully someone can throw me the obvious answer I'm missing

As protoss, I know that if I chrono my first Stalker, and train 2 sentries right after it (from the same gateway), the 2nd sentry will finish at the same time as warpgate tech, provided I chrono warpgate research a total of 3 times.

Warpgate = 160s
Stalker = 42s
Sentry = 37s
Chrono = -10s

42 + 37 + 37 - 10 = 106s
160 - 30 = 130s

What am I missing >_>

edit: stalker and warpgate both start at the same time.



You're probably wrong about your first assumption.

I usually go stalker - sentry - stalker with no cb on units and 4 cbs on core and everything lines up perfectly. (1 sec delay according to the build times).
You make a sentry so you build 5 secs faster than me. You chrono your gateways so you gain 10 additional secs on me. But you have one less CB on core which results in an overall 25 secs delay between gate army and wg research.

Then could you explain this particular vod:
+ Show Spoiler +


Stalker is made right as cyber completes. 1st Sentry was delayed due to supply block, but only for 5s. 2nd Sentry made with no delay. 2nd Sentry finishes ~7s before Warpgates. Although you can't see how many chronos are used on warpgate tech I'm pretty sure it's 3 as warpgates finish at 5:50. Am I incorrect in assuming 5:50 = 3 chronos? I was pretty sure 13gate would result in 6:20 warpgate research (with no chrono)...

tyty, I don't actually open this way (always 2gate or 15nexus) which I guess is why I can't piece it together for some reason.

Pretty sure that vid was pre patch (wg time nerf and sentry time buff) ?

fml thankyou -.-' so I wasted a few hours trying to figure out tyler's timings, wondering why i couldn't execute it with the same refinement (thinking it was because I don't pair up probes as efficiently or something). tyty, I'll stick to 2gate FE LOL
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
August 18 2011 17:47 GMT
#6804
On August 19 2011 02:40 ComaDose wrote:
Show nested quote +
On August 19 2011 02:33 Aletheia27 wrote:
If I make two nydus entrances without making a nydus worm. Can units go from one to the other? I thought I read somewhere that all nydus entrances and exits are connected... but i'm not particularly clear on what that means

I understand that 1 nydus "entrance" is connected to any number of nydus worms which are all connected to each other.
But nydus worms from another nydus "entrance" are not connected.
That nydus entrance and its worms are a different animal beneath the surface if you want to picture it that way.
So no is the answer to your question.


Wrong, all Nydus Worms and Networks are connected to each other:

(Wiki)Nydus Network

Although you should never do this.

Worms are cheaper, build faster, and can be built anywhere compared to networks.

The only reason to build two networks is when you want to build more than 1 worm at the same time.
next week on Everybody Loves HypnoToad:
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 18 2011 17:47 GMT
#6805
On August 19 2011 02:40 ComaDose wrote:
Show nested quote +
On August 19 2011 02:33 Aletheia27 wrote:
If I make two nydus entrances without making a nydus worm. Can units go from one to the other? I thought I read somewhere that all nydus entrances and exits are connected... but i'm not particularly clear on what that means

I understand that 1 nydus "entrance" is connected to any number of nydus worms which are all connected to each other.
But nydus worms from another nydus "entrance" are not connected.
That nydus entrance and its worms are a different animal beneath the surface if you want to picture it that way.
So no is the answer to your question.


hm..okay. I'll test this later to be sure. But the liquipedia entry says that all "entrances and networks" are connected. I've never tried it (at work now) so I was hoping to see if there was some info on it
I am that I am
ChinaLifeXXL
Profile Blog Joined August 2011
United States365 Posts
August 18 2011 18:02 GMT
#6806
How do you say "Sandman" in korean.

Thank you.
If you can do it; you should do it every time.
AdriftSC
Profile Joined August 2011
Sweden66 Posts
August 18 2011 19:18 GMT
#6807
What do you do when Terran goes straigth to mech as zerg and makes a timing push mid game? it seems like nothing really counters really well mid game, brood lords requires alot of recouces just to tech up and you wont have an army when the push comes, any ideas? seems like whatever i put on the ground siege tanks, hellions and thors obliderate my army so bad.. and if i go muta the terran will have enough thors to kill the mutas easily, even with magic boxing. is one of the answers maybe early aggresion?

Any strategy advice guys?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 18 2011 19:20 GMT
#6808
If I graviton beam an enemy zealot at my ramp just before he gets sight of the upper level, does the graviton beam grant him flyer vision?
Knowing is half the battle... the other half is lasers.
Kambing
Profile Joined May 2010
United States1176 Posts
August 18 2011 19:24 GMT
#6809
On August 19 2011 03:02 ChinaLifeXXL wrote:
How do you say "Sandman" in korean.

Thank you.


http://translate.google.com/ says 잠귀신.
AxelTVx
Profile Joined May 2010
Canada916 Posts
August 18 2011 20:12 GMT
#6810
By Destiny Build, I meant the Ice something build. ZvP. Fast infestors, no early gas and get all gas all at once or something.
Axel 145 Masters Protoss
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 18 2011 20:15 GMT
#6811
On August 19 2011 04:18 AdriftSC wrote:
What do you do when Terran goes straigth to mech as zerg and makes a timing push mid game? it seems like nothing really counters really well mid game, brood lords requires alot of recouces just to tech up and you wont have an army when the push comes, any ideas? seems like whatever i put on the ground siege tanks, hellions and thors obliderate my army so bad.. and if i go muta the terran will have enough thors to kill the mutas easily, even with magic boxing. is one of the answers maybe early aggresion?

Any strategy advice guys?

You're thinking far too "counter chart". If you execute a mutalisk mid game correctly, then the mutas should act as an indirect contain for your opponent, forcing them to not move out until they have enough to both defend at home and defend a forward position. At this point your economy should be so massive (4-5 bases compared to your opponent's 2) that overrunning them with roaches becomes easy. I would need to see a replay to know what exactly you may have done wrong, but this is just a basic guideline as to what you need to do. Remember, the main drawback to mech is sever lack of mobility. Even though you won't really be able to ever engage "cost effectively", you don't need to because of how much room a mech-ing terran will give you to work with.
I put the sexy in dyslexia.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 18 2011 20:15 GMT
#6812
On August 19 2011 05:12 AxelTVx wrote:
By Destiny Build, I meant the Ice something build. ZvP. Fast infestors, no early gas and get all gas all at once or something.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=246100 <- no BO but nice vods
http://www.teamliquid.net/forum/viewmessage.php?topic_id=207017 <- original ice fisher BO, don't know if it's changed since
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 18 2011 20:18 GMT
#6813
On August 19 2011 05:12 AxelTVx wrote:
By Destiny Build, I meant the Ice something build. ZvP. Fast infestors, no early gas and get all gas all at once or something.

Spanishiwa's 'ice fisher'? That seems pretty out dated at this point, protoss just learned that you not taking gas early means they can be as greedy as possible. You may never lose to anything in the early game, but more often then now you'll be out macro'd in the mid game. I wouldn't recommend the build to anyone but it is your choice I suppose.
I put the sexy in dyslexia.
AdriftSC
Profile Joined August 2011
Sweden66 Posts
August 18 2011 20:36 GMT
#6814
On August 19 2011 05:15 Soluhwin wrote:
Show nested quote +
On August 19 2011 04:18 AdriftSC wrote:
What do you do when Terran goes straigth to mech as zerg and makes a timing push mid game? it seems like nothing really counters really well mid game, brood lords requires alot of recouces just to tech up and you wont have an army when the push comes, any ideas? seems like whatever i put on the ground siege tanks, hellions and thors obliderate my army so bad.. and if i go muta the terran will have enough thors to kill the mutas easily, even with magic boxing. is one of the answers maybe early aggresion?

Any strategy advice guys?

You're thinking far too "counter chart". If you execute a mutalisk mid game correctly, then the mutas should act as an indirect contain for your opponent, forcing them to not move out until they have enough to both defend at home and defend a forward position. At this point your economy should be so massive (4-5 bases compared to your opponent's 2) that overrunning them with roaches becomes easy. I would need to see a replay to know what exactly you may have done wrong, but this is just a basic guideline as to what you need to do. Remember, the main drawback to mech is sever lack of mobility. Even though you won't really be able to ever engage "cost effectively", you don't need to because of how much room a mech-ing terran will give you to work with.


in that specific game i messed up badly when he did blue flame hellion harass, i let the hellions up into the main and they incinerated my drones, his harass was really successful and completely destoyed my economy, later on he got ahead in tech and killed me with his mech ball, i realize i lost because of my failure of preventing the hellions from being cost effective. I did see the the barracks building a reactor and the factory building so i realized hellions were most likely to come. The thing tho i think cost me the game was because i didnt respond to well to it, i should have gone for a faster roach warren, and build a third queen to block of the ramp.

Thank you for your answer.
Homard
Profile Blog Joined October 2010
Canada92 Posts
August 18 2011 21:43 GMT
#6815
Is there a way to target everyone of your units on the map. For example sometimes I have 2 or 3 different ctrl groups of unit squads, but I would like to break the squad up quickly and just switch the control groups back to each group being only 1 type of unit.

group 1: mutaX10, lingX10 and hydraX5
group 2: mutaX3, lingX40 and hydra X10

but I want to quickly change it too....

group1: mutaX13
group2: lingX50
group3: hydraX15

Now if I wanted to swap this army up super fast what would be the fastest way to do so if they where kind of far from you?
Dronessssssd
Kambing
Profile Joined May 2010
United States1176 Posts
August 18 2011 22:29 GMT
#6816
On August 19 2011 06:43 Homard wrote:
Is there a way to target everyone of your units on the map. For example sometimes I have 2 or 3 different ctrl groups of unit squads, but I would like to break the squad up quickly and just switch the control groups back to each group being only 1 type of unit.

group 1: mutaX10, lingX10 and hydraX5
group 2: mutaX3, lingX40 and hydra X10

but I want to quickly change it too....

group1: mutaX13
group2: lingX50
group3: hydraX15

Now if I wanted to swap this army up super fast what would be the fastest way to do so if they where kind of far from you?


Map-wide, no. Your options are slicing selections off of each group and overwriting, or collecting the units onto the same screen and ctrl-clicking each unit type. To be optimal, you'll have to do a combination of the two, e.g., send 123 all to a central location then slice off mutas from each group into 1. And then go to the central location and ctrl-click lings and hydras into 2 and 3 respectively.
Fugue
Profile Blog Joined August 2010
Australia253 Posts
August 18 2011 23:36 GMT
#6817
I have a simple question, but my reason for asking has a few wider issues.

Simple question: How do you keep medivacs out of danger with M&M?

Wider Issue
I tend to separate unit groups/production facilities into hotkeys over using the tab key within a group. I'm happy with my hotkey setup for macro now, and I have 5 hotkeys for army so no problems there.

But my unit control is terrible. Ling/Bane control is sub-par, I have troubles keeping a Protoss ball together and still utilising blink & sentries, and medivacs either lag behind when I have them in a separate group, or fly ahead into trouble if I have them grouped with the M&M).

So, the simple answer to the above question could be something that is workable regardless of hotkey setup (and I know that's a "whatever you're comfortable with" thing), but I suppose I'm stumped as to what is comfortable for me, because it's an aspect of my game which just isn't improving at this stage. I didn't want to make a thread just for this, but I guess I'm just not sure what the root cause of my problem is so I'm throwing guesses out here.
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 18 2011 23:55 GMT
#6818
On August 19 2011 08:36 Fugue wrote:
I have a simple question, but my reason for asking has a few wider issues.

Simple question: How do you keep medivacs out of danger with M&M?

Wider Issue
I tend to separate unit groups/production facilities into hotkeys over using the tab key within a group. I'm happy with my hotkey setup for macro now, and I have 5 hotkeys for army so no problems there.

But my unit control is terrible. Ling/Bane control is sub-par, I have troubles keeping a Protoss ball together and still utilising blink & sentries, and medivacs either lag behind when I have them in a separate group, or fly ahead into trouble if I have them grouped with the M&M).

So, the simple answer to the above question could be something that is workable regardless of hotkey setup (and I know that's a "whatever you're comfortable with" thing), but I suppose I'm stumped as to what is comfortable for me, because it's an aspect of my game which just isn't improving at this stage. I didn't want to make a thread just for this, but I guess I'm just not sure what the root cause of my problem is so I'm throwing guesses out here.

I'm not quite sure what you're asking. It sounds like you just need to practice more with your keyboard hand and, say in the medivac case, just get used to 1a2a3a over simply 1a
I put the sexy in dyslexia.
Fugue
Profile Blog Joined August 2010
Australia253 Posts
August 19 2011 00:02 GMT
#6819
Thanks Soluhwin -

I thought that might be the case. 1a2a3a refers to A-moving Marines, Marauders and Medivacs as separate groups, I'm assuming.

Which tells me the standard is to a-move the units around the map. I guess, for me the issue that arises is medivacs flying ahead of the ground army into danger, rather than sticking behind. Which, in retrospect, is probably about where you're ordering the a-move... Do you 1a2a to the same spot, and 3a a little back?

Or am I just ordering move commands to places that are too far off, meaning the medivacs get there first?
MeatlessTaco
Profile Blog Joined March 2011
United States302 Posts
August 19 2011 00:02 GMT
#6820
Do turrets, cannons, spore crawlers grant vision and detection on ground higher than them?
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