Simple Questions Simple Answers - Page 341
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Aletheia27
United States267 Posts
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ComaDose
Canada10357 Posts
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 | ||
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tuestresfat
2555 Posts
On August 18 2011 20:12 Geiko wrote: 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 | ||
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BlasiuS
United States2405 Posts
On August 19 2011 02:40 ComaDose wrote: 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: 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. | ||
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Aletheia27
United States267 Posts
On August 19 2011 02:40 ComaDose wrote: 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 | ||
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ChinaLifeXXL
United States365 Posts
Thank you. | ||
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AdriftSC
Sweden66 Posts
Any strategy advice guys? | ||
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tehemperorer
United States2183 Posts
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Kambing
United States1176 Posts
On August 19 2011 03:02 ChinaLifeXXL wrote: How do you say "Sandman" in korean. Thank you. http://translate.google.com/ says 잠귀신. | ||
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AxelTVx
Canada916 Posts
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Soluhwin
United States1287 Posts
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. | ||
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rsvp
United States2266 Posts
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 | ||
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Soluhwin
United States1287 Posts
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. | ||
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AdriftSC
Sweden66 Posts
On August 19 2011 05:15 Soluhwin wrote: 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. | ||
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Homard
Canada92 Posts
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? | ||
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Kambing
United States1176 Posts
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. | ||
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Fugue
Australia253 Posts
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. | ||
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Soluhwin
United States1287 Posts
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 | ||
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Fugue
Australia253 Posts
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? | ||
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MeatlessTaco
United States302 Posts
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