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On August 19 2011 09:02 Fugue wrote: 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? I'm pretty sure that medivacs when a-clicked "scan move" rather than "attack move", this just means that they'll stop to heal stuff in range, just as an attack moved unit would stop to shoot stuff in range. Also, I just said 1a2a3a as a general term, I don't think splitting marauders up from marines is necessarily.
So clicking the same spot should be fine. After all, even if, when kiting back, your opponent's stalkers stop to shoot your medivacs then that is just damage that didn't go to your bio.
On August 19 2011 09:02 MeatlessTaco wrote: Do turrets, cannons, spore crawlers grant vision and detection on ground higher than them? Detection, but not vision.
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Is there a huge economic difference between 11 rax and 12 ? keeping in mind that OC with 11 rax can be @ 14 instead of 15 (with 12 rax ).
and another question
How do i stutter step marines ?
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Is there one site where pro's upload their replays?
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On August 19 2011 09:13 Soluhwin wrote:
I'm pretty sure that medivacs when a-clicked "scan move" rather than "attack move", this just means that they'll stop to heal stuff in range, just as an attack moved unit would stop to shoot stuff in range. Also, I just said 1a2a3a as a general term, I don't think splitting marauders up from marines is necessarily.
So clicking the same spot should be fine. After all, even if, when kiting back, your opponent's stalkers stop to shoot your medivacs then that is just damage that didn't go to your bio.
Thanks again! You've cleared things up for me nicely. 
I do like having everything on separate control groups. My understanding of the tab key function means it's not necessary in all cases, and Marines/Marauders are a good example (stimming marines only against air, or moving marauders to the front can be achieved equally by either method)
I suppose I just wasn't sure if there was something I was missing. It really is just a practice thing, I think.
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On August 19 2011 09:23 XxSmokexX wrote: Is there a huge economic difference between 11 rax and 12 ? keeping in mind that OC with 11 rax can be @ 14 instead of 15 (with 12 rax ).
and another question
How do i stutter step marines ?
By putting your first barracks down at 11 instead of 12 you will be able to get faster marines and a faster OC, but you will be 1-2 workers behind your opponent, and at that stage in the game, its quite a bit. If you are going for an all-in that requires you to get fast marines or supply call-down, mule, Then putting your barracks down at 11 is a good idea. Otherwise, why fall behind economically if you don't have to?
To stutter step marines, select the group of marines, click in the direction you want to go, and press "s" for stop or "h" for hold, rinse and repeat. The marines will immediately stop and fire at whatever is closest.
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By putting your first barracks down at 11 instead of 12 you will be able to get faster marines and a faster OC, but you will be 1-2 workers behind your opponent, and at that stage in the game, its quite a bit. If you are going for an all-in that requires you to get fast marines or supply call-down, mule, Then putting your barracks down at 11 is a good idea. Otherwise, why fall behind economically if you don't have to?
its actually 1 scv. But thats something i cant wrap my head around... isnt MULE > 1 scv economically ?. Isnt it better for my income to get MULE as soon as possible. Tbh this is my question. I get that its bad to skip scvs. But all i keep hearing that MULEs are so much better at mining. Is it worth it to sacrifice 1 scv for 1 mule ?
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What's a good build for Zerg if you spawn close pos in Shattered Temple ZvP? I usually just 5RR when that happens but I need something more reliable. I used to 14g14p but usually die to some sort of all-in when that happens.
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On August 19 2011 10:23 jackdaleaper wrote: What's a good build for Zerg if you spawn close pos in Shattered Temple ZvP? I usually just 5RR when that happens but I need something more reliable. I used to 14g14p but usually die to some sort of all-in when that happens. Well... close positions is close positions. I usually just switch to a 24 drone roach/ling timing but instead of following it up with a third I set myself up for a roach/bane follow up attack (with drops, of course). I posted the initial roach/ling build on the previous page, as for the bane follow up, I don't really have a build for it I just kinda wing it. I hope close positions aren't around for much longer so I never bothered to optimize timings, I usually just kill them with the roach push anyways.
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On August 19 2011 09:47 XxSmokexX wrote:Show nested quote +By putting your first barracks down at 11 instead of 12 you will be able to get faster marines and a faster OC, but you will be 1-2 workers behind your opponent, and at that stage in the game, its quite a bit. If you are going for an all-in that requires you to get fast marines or supply call-down, mule, Then putting your barracks down at 11 is a good idea. Otherwise, why fall behind economically if you don't have to?
its actually 1 scv. But thats something i cant wrap my head around... isnt MULE > 1 scv economically ?. Isnt it better for my income to get MULE as soon as possible. Tbh this is my question. I get that its bad to skip scvs. But all i keep hearing that MULEs are so much better at mining. Is it worth it to sacrifice 1 scv for 1 mule ?
The reason you're confused is that you aren't getting the mule so much sooner that the gain is greater than that of 1 SCV+only slightly later mule. Test it out, By the time the 12rax's mule is done mining, you'll be behind.
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On August 19 2011 09:29 kcaZyz wrote: Is there one site where pro's upload their replays? Googling Starcraft 2 replays works just fine. Here's one of many links http://sc2rep.com/
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On August 19 2011 10:23 jackdaleaper wrote: What's a good build for Zerg if you spawn close pos in Shattered Temple ZvP? I usually just 5RR when that happens but I need something more reliable. I used to 14g14p but usually die to some sort of all-in when that happens. I like to do a funky spine crawler push of 2 bases, it works surprisingly well. I saw it in a Funday Monday with Root.Catz
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I've changed my idle worker hotkey from F1 to w (I play zerg), but now ctrl + w doesn't work anymore (the fact that this is an easier reach was one of the reasons for this change). Is there any way to make this work and is it normal for it not to?
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If I wall off completely the ramp as Protoss (like defending 6pool), how to make sure that when I build Zealot he will spawn outside the wall and not inside? It killed many times against 6pool.
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On August 19 2011 18:01 L1ghty wrote: I've changed my idle worker hotkey from F1 to w (I play zerg), but now ctrl + w doesn't work anymore (the fact that this is an easier reach was one of the reasons for this change). Is there any way to make this work and is it normal for it not to? I have the same issue (same hotkey) , but it worked with ctrl f1? I had alwase thought patch 1.3 broke it but it might be one of the spectator hotkeys breaking it, I'll have to check that out soon.
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On August 19 2011 20:39 Soluhwin wrote:Show nested quote +On August 19 2011 18:01 L1ghty wrote: I've changed my idle worker hotkey from F1 to w (I play zerg), but now ctrl + w doesn't work anymore (the fact that this is an easier reach was one of the reasons for this change). Is there any way to make this work and is it normal for it not to? I have the same issue (same hotkey) , but it worked with ctrl f1? I had alwase thought patch 1.3 broke it but it might be one of the spectator hotkeys breaking it, I'll have to check that out soon.
Yep, I've always been using ctrl + f1 and it never gave me any trouble. I only changed the hotkey two days ago, so it shouldn't have anything to do with a patch.
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On August 19 2011 19:45 ApocAlypsE007 wrote: If I wall off completely the ramp as Protoss (like defending 6pool), how to make sure that when I build Zealot he will spawn outside the wall and not inside? It killed many times against 6pool. Set the rally point for the gateway towards the outside of the wall. The units built out of a production facility (gateway, robo, barracks, factory) will spawn in the most optimal location to head to the rally point.
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Q1. Drone scout or 1st pair of lings scout in ZvZ? ZvT? ZvP?
Q2. Overlord sac in ZvT? ZvP? ZvZ? Good timing?
Q3. Is a speedling expand viable at all levels? For all match ups? Or is a hatch first necessary at some point or for ZvZ, etc?
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On August 19 2011 21:31 Fugue wrote:Show nested quote +On August 19 2011 19:45 ApocAlypsE007 wrote: If I wall off completely the ramp as Protoss (like defending 6pool), how to make sure that when I build Zealot he will spawn outside the wall and not inside? It killed many times against 6pool. Set the rally point for the gateway towards the outside of the wall. The units built out of a production facility (gateway, robo, barracks, factory) will spawn in the most optimal location to head to the rally point. I would not have asked this if this is what it takes to get out outside. Even with the rally point outside he sometimes spawns inside.
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I'd like a replay of a crisply executed TvP 1/1/1 build.
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On August 19 2011 23:02 ApocAlypsE007 wrote:Show nested quote +On August 19 2011 21:31 Fugue wrote:On August 19 2011 19:45 ApocAlypsE007 wrote: If I wall off completely the ramp as Protoss (like defending 6pool), how to make sure that when I build Zealot he will spawn outside the wall and not inside? It killed many times against 6pool. Set the rally point for the gateway towards the outside of the wall. The units built out of a production facility (gateway, robo, barracks, factory) will spawn in the most optimal location to head to the rally point. I would not have asked this if this is what it takes to get out outside. Even with the rally point outside he sometimes spawns inside.
Then that is a map specific bug, or just a bug for you in general. I have never had this issue, and nor have any of my friends I just questioned about it. I think that you might be forgetting to set the rally point correctly, or maybe the way you wall off obstructs the zealot.
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