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HavokTheorem
Profile Blog Joined January 2011
New Zealand250 Posts
August 20 2011 13:49 GMT
#6901
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.
The truth does not require your approval.
Rk0
Profile Joined August 2011
Netherlands224 Posts
August 20 2011 13:58 GMT
#6902
On August 20 2011 22:33 tuestresfat wrote:
Show nested quote +
On August 20 2011 21:19 Rk0 wrote:
Currently im struggling of using CTRL+1 CTRL+2 to group my units. I was wondering what the pro's are using to group their units? Because when I see some streams I can't see them using the CTRL key

I'm not entirely sure I understand your question... but I'm guessing you mean you don't see them selecting every single unit and pressing ctrl+1 to bind them to hotkey 1.

If that is your question the answer is they shift+1, which ADDS units to your hotkey. Ctrl overrides the previous hotkey and makes a new; Shift adds to the previous hotkey.


Yea I know that, my question is do they use an other key instead of CTRL to put units into a hotkey. Such as GRAVE or something. I was thinking about changing it to GRAVE but im not quite sure about that yet. Thats why im asking what to pro's use to override their hotkeys.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 20 2011 14:04 GMT
#6903
On August 20 2011 22:49 HavokTheorem wrote:
Show nested quote +
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.


This is false. Both plays have their own benefits. Medivacs allow for a faster drop type play and boost the mobility of your mmm. Upgrades then medivacs give you a very meaty midgame army that is extremely good in a straight up battle midgame. If you going to go up to medivacs asap you need to use the mobility advantage and not just idle.
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-08-20 14:12:31
August 20 2011 14:05 GMT
#6904
On August 20 2011 22:58 Rk0 wrote:
Show nested quote +
On August 20 2011 22:33 tuestresfat wrote:
On August 20 2011 21:19 Rk0 wrote:
Currently im struggling of using CTRL+1 CTRL+2 to group my units. I was wondering what the pro's are using to group their units? Because when I see some streams I can't see them using the CTRL key

I'm not entirely sure I understand your question... but I'm guessing you mean you don't see them selecting every single unit and pressing ctrl+1 to bind them to hotkey 1.

If that is your question the answer is they shift+1, which ADDS units to your hotkey. Ctrl overrides the previous hotkey and makes a new; Shift adds to the previous hotkey.


Yea I know that, my question is do they use an other key instead of CTRL to put units into a hotkey. Such as GRAVE or something. I was thinking about changing it to GRAVE but im not quite sure about that yet. Thats why im asking what to pro's use to override their hotkeys.


There aren't really any documented cases of a pro switching ctrl-# to something else, although we know relatively little about pro keybinds outside of observing them in vods and getting the information first hand.

Pragmatically speaking, it would be reasonable to move ctrl-# to caps lock-# (similar to what users of ctrl-intensive programs such as emacs do). But you actually can't do this through the hotkey ui since caps lock is not recognize as a keypress. With a 3rd party program such as sharpkeys, you'll have to rebind caps lock to ctrl directly or bind caps lock to a unused key (e.g., f13) and then bind that to ctrl-# in game.
saaaa
Profile Joined November 2010
Germany419 Posts
August 20 2011 14:14 GMT
#6905
On August 20 2011 23:04 Numy wrote:
Show nested quote +
On August 20 2011 22:49 HavokTheorem wrote:
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.


This is false. Both plays have their own benefits. Medivacs allow for a faster drop type play and boost the mobility of your mmm. Upgrades then medivacs give you a very meaty midgame army that is extremely good in a straight up battle midgame. If you going to go up to medivacs asap you need to use the mobility advantage and not just idle.



In fact if i want to be better in straight up fights upgrades on my army is better than medivacsupport?

tuestresfat
Profile Joined December 2010
2555 Posts
August 20 2011 14:23 GMT
#6906
On August 20 2011 23:05 Kambing wrote:
Show nested quote +
On August 20 2011 22:58 Rk0 wrote:
On August 20 2011 22:33 tuestresfat wrote:
On August 20 2011 21:19 Rk0 wrote:
Currently im struggling of using CTRL+1 CTRL+2 to group my units. I was wondering what the pro's are using to group their units? Because when I see some streams I can't see them using the CTRL key

I'm not entirely sure I understand your question... but I'm guessing you mean you don't see them selecting every single unit and pressing ctrl+1 to bind them to hotkey 1.

If that is your question the answer is they shift+1, which ADDS units to your hotkey. Ctrl overrides the previous hotkey and makes a new; Shift adds to the previous hotkey.


Yea I know that, my question is do they use an other key instead of CTRL to put units into a hotkey. Such as GRAVE or something. I was thinking about changing it to GRAVE but im not quite sure about that yet. Thats why im asking what to pro's use to override their hotkeys.


There aren't really any documented cases of a pro switching ctrl-# to something else, although we know relatively little about pro keybinds outside of observing them in vods and getting the information first hand.

Pragmatically speaking, it would be reasonable to move ctrl-# to caps lock-# (similar to what users of ctrl-intensive programs such as emacs do). But you actually can't do this through the hotkey ui since caps lock is not recognize as a keypress. With a 3rd party program such as sharpkeys, you'll have to rebind caps lock to ctrl directly or bind caps lock to a unused key (e.g., f13) and then bind that to ctrl-# in game.

really? o.o i could swear it was...
Rk0
Profile Joined August 2011
Netherlands224 Posts
August 20 2011 14:42 GMT
#6907
On August 20 2011 23:05 Kambing wrote:
Show nested quote +
On August 20 2011 22:58 Rk0 wrote:
On August 20 2011 22:33 tuestresfat wrote:
On August 20 2011 21:19 Rk0 wrote:
Currently im struggling of using CTRL+1 CTRL+2 to group my units. I was wondering what the pro's are using to group their units? Because when I see some streams I can't see them using the CTRL key

I'm not entirely sure I understand your question... but I'm guessing you mean you don't see them selecting every single unit and pressing ctrl+1 to bind them to hotkey 1.

If that is your question the answer is they shift+1, which ADDS units to your hotkey. Ctrl overrides the previous hotkey and makes a new; Shift adds to the previous hotkey.


Yea I know that, my question is do they use an other key instead of CTRL to put units into a hotkey. Such as GRAVE or something. I was thinking about changing it to GRAVE but im not quite sure about that yet. Thats why im asking what to pro's use to override their hotkeys.


There aren't really any documented cases of a pro switching ctrl-# to something else, although we know relatively little about pro keybinds outside of observing them in vods and getting the information first hand.

Pragmatically speaking, it would be reasonable to move ctrl-# to caps lock-# (similar to what users of ctrl-intensive programs such as emacs do). But you actually can't do this through the hotkey ui since caps lock is not recognize as a keypress. With a 3rd party program such as sharpkeys, you'll have to rebind caps lock to ctrl directly or bind caps lock to a unused key (e.g., f13) and then bind that to ctrl-# in game.


I can change it in my Blackwidow drivers though, ill try it with caps lock thanks
Kambing
Profile Joined May 2010
United States1176 Posts
August 20 2011 14:42 GMT
#6908
On August 20 2011 23:23 tuestresfat wrote:
Show nested quote +
On August 20 2011 23:05 Kambing wrote:
On August 20 2011 22:58 Rk0 wrote:
On August 20 2011 22:33 tuestresfat wrote:
On August 20 2011 21:19 Rk0 wrote:
Currently im struggling of using CTRL+1 CTRL+2 to group my units. I was wondering what the pro's are using to group their units? Because when I see some streams I can't see them using the CTRL key

I'm not entirely sure I understand your question... but I'm guessing you mean you don't see them selecting every single unit and pressing ctrl+1 to bind them to hotkey 1.

If that is your question the answer is they shift+1, which ADDS units to your hotkey. Ctrl overrides the previous hotkey and makes a new; Shift adds to the previous hotkey.


Yea I know that, my question is do they use an other key instead of CTRL to put units into a hotkey. Such as GRAVE or something. I was thinking about changing it to GRAVE but im not quite sure about that yet. Thats why im asking what to pro's use to override their hotkeys.


There aren't really any documented cases of a pro switching ctrl-# to something else, although we know relatively little about pro keybinds outside of observing them in vods and getting the information first hand.

Pragmatically speaking, it would be reasonable to move ctrl-# to caps lock-# (similar to what users of ctrl-intensive programs such as emacs do). But you actually can't do this through the hotkey ui since caps lock is not recognize as a keypress. With a 3rd party program such as sharpkeys, you'll have to rebind caps lock to ctrl directly or bind caps lock to a unused key (e.g., f13) and then bind that to ctrl-# in game.

really? o.o i could swear it was...


Actually that might be true. I tested it before I posted, but I just remembered I have caps lock rebound to f13 as a ptt key. However caps lock acts funny, even under rebinding since it's a pseudo-modifier key. If anyone wants to confirm/deny the bolded claim above, feel free. ^_^
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-08-20 14:54:31
August 20 2011 14:53 GMT
#6909
On August 20 2011 23:14 saaaa wrote:
Show nested quote +
On August 20 2011 23:04 Numy wrote:
On August 20 2011 22:49 HavokTheorem wrote:
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.


This is false. Both plays have their own benefits. Medivacs allow for a faster drop type play and boost the mobility of your mmm. Upgrades then medivacs give you a very meaty midgame army that is extremely good in a straight up battle midgame. If you going to go up to medivacs asap you need to use the mobility advantage and not just idle.



In fact if i want to be better in straight up fights upgrades on my army is better than medivacsupport?



No. I can only assume your sense of timing/build is a bit off. With 3 rax into +1 you still get medivac support by the midgame. The difference is you just have a meatier army(with +1) than if you went 3 rax into fast medivacs. 3 rax into fast medivacs gives you a very efficient mobile army in the mid game, while 3 rax into +1 gives you a slighter less mobile but beefier army.
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
August 20 2011 14:55 GMT
#6910
I have a really hard time beating mech as zerg. Mostly because I feel really uncomfortable using infestors. Is there another less infestor heavy way of beating heavy mech?
We know nothing.
Soluhwin
Profile Joined October 2010
United States1287 Posts
August 20 2011 15:04 GMT
#6911
On August 20 2011 23:55 Amestir wrote:
I have a really hard time beating mech as zerg. Mostly because I feel really uncomfortable using infestors. Is there another less infestor heavy way of beating heavy mech?

Beating mech as zerg is all about abusing mobility and containing terran by threat of counter attack. The way I play it out, is just do my standard muta/baneling set-up. When I scout the factory heavy terran with my mutalisks, then I'll feel comfortable droneing heavily and taking a fast fourth. Basically you want to out-economy your opponent by forcing them to never leave their two bases, you can do so by having a massive flock of mutalisks and always threat the counter attack. By the time your fourth is saturated, switch to pure roach production. The way you want to engage is by setting up before-hand by splitting up your roaches to attack from multiple angles, which shouldn't be hard considering that the terran should have a mostly thor based army, which is sllloooooowwww.
I put the sexy in dyslexia.
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
August 20 2011 15:06 GMT
#6912
On August 19 2011 10:28 Soluhwin wrote:
Show nested quote +
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.


Hmm is this on two bases or just 1?

On August 19 2011 15:14 AnxiousHippo wrote:
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


Interesting... I'll look it up on the dailies. Close pos is really annoying.

Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-08-20 15:14:34
August 20 2011 15:13 GMT
#6913
The 24 drone timing is on 2 bases, here is the build:
+ Show Spoiler [build order] +
9overlord
14pool
14gas, mine with 2 drones
15hatch
16overlord
@100% pool, 2 queens
@100 gas, ling speed, put a third on gas
25roach warren, 3 overlords
Drone up to 24, should be 30 supply. (24 drones, 2 queens, 4 scouting lings)
@100% roach warren, roaaaachessss!!!! should be around 8-10


oh, and sorry for misleading you about the build being posted here, turns out I posted it in the zerg help me thread, not here. Oops!
I put the sexy in dyslexia.
saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2011-08-20 15:41:54
August 20 2011 15:40 GMT
#6914
On August 20 2011 23:53 Numy wrote:
Show nested quote +
On August 20 2011 23:14 saaaa wrote:
On August 20 2011 23:04 Numy wrote:
On August 20 2011 22:49 HavokTheorem wrote:
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.


This is false. Both plays have their own benefits. Medivacs allow for a faster drop type play and boost the mobility of your mmm. Upgrades then medivacs give you a very meaty midgame army that is extremely good in a straight up battle midgame. If you going to go up to medivacs asap you need to use the mobility advantage and not just idle.



In fact if i want to be better in straight up fights upgrades on my army is better than medivacsupport?



No. I can only assume your sense of timing/build is a bit off. With 3 rax into +1 you still get medivac support by the midgame. The difference is you just have a meatier army(with +1) than if you went 3 rax into fast medivacs. 3 rax into fast medivacs gives you a very efficient mobile army in the mid game, while 3 rax into +1 gives you a slighter less mobile but beefier army.



ok...thx a lot for your help so far.

I will try to explain it in another way. The timings and builds are from professional gamer and i'am really close with them. I just want to know if i should learn/focus builds, which based on upgrades or medivacs first.

For example:

I do a 1 rax no gas expand and throw down 2 additional rax (total of 3). Now i want to know which build is better. After the 3 Rax / 2 Gas immediately the Ebay and upgrade +1 Attack right when it get finished or just build the ebay for turret (DT Defense) and throw down at the same time of the ebay my factory and after that the starport with reactor at the factory to start 2 medivacs directly when the starport finishes? if i want 2 medivacs asap i have to delay my +1 attack upgrade til my first 2 medivacs pop out

Which combination can deal better in a straight up fight? when the medivacs heal my units or when i just mirco and engage with +1 attack and maybe +1 armor.


thx alot

Cuh
Profile Blog Joined September 2010
United States403 Posts
August 20 2011 15:51 GMT
#6915
OK so when im loading up the match the other team is "favored" but when i win it says it was an even match. Does MMR adjust right after the win right before the points are calculated? Kinda upsetting trying to burn this bonus pool and there always even matched after the game.
MarineKing | Nestea | MC
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-08-20 17:19:00
August 20 2011 17:16 GMT
#6916
On August 21 2011 00:40 saaaa wrote:
Show nested quote +
On August 20 2011 23:53 Numy wrote:
On August 20 2011 23:14 saaaa wrote:
On August 20 2011 23:04 Numy wrote:
On August 20 2011 22:49 HavokTheorem wrote:
On August 20 2011 22:02 saaaa wrote:
Should i go in TvP for Upgrades or for MediVacs first?

What type of play is more powerful?

for Example:

No Gas FE into 3 Baracks+Ebay first or No Gas FE into 3 Baracks+asap MediVacs?





Medivacs.


This is false. Both plays have their own benefits. Medivacs allow for a faster drop type play and boost the mobility of your mmm. Upgrades then medivacs give you a very meaty midgame army that is extremely good in a straight up battle midgame. If you going to go up to medivacs asap you need to use the mobility advantage and not just idle.



In fact if i want to be better in straight up fights upgrades on my army is better than medivacsupport?



No. I can only assume your sense of timing/build is a bit off. With 3 rax into +1 you still get medivac support by the midgame. The difference is you just have a meatier army(with +1) than if you went 3 rax into fast medivacs. 3 rax into fast medivacs gives you a very efficient mobile army in the mid game, while 3 rax into +1 gives you a slighter less mobile but beefier army.



ok...thx a lot for your help so far.

I will try to explain it in another way. The timings and builds are from professional gamer and i'am really close with them. I just want to know if i should learn/focus builds, which based on upgrades or medivacs first.

For example:

I do a 1 rax no gas expand and throw down 2 additional rax (total of 3). Now i want to know which build is better. After the 3 Rax / 2 Gas immediately the Ebay and upgrade +1 Attack right when it get finished or just build the ebay for turret (DT Defense) and throw down at the same time of the ebay my factory and after that the starport with reactor at the factory to start 2 medivacs directly when the starport finishes? if i want 2 medivacs asap i have to delay my +1 attack upgrade til my first 2 medivacs pop out

Which combination can deal better in a straight up fight? when the medivacs heal my units or when i just mirco and engage with +1 attack and maybe +1 armor.


thx alot



General fast medivac build will only get your tech lab and stim going after fact is down so you quite delayed that way but you get down your medivacs way sooner so you can multi drop and pressure like that. Where as eng bay build gets tech lab as you get enough gas and then gets ebay after that so you got a much earlier conc/stim/mara but your medivacs are slightly delayed. Also if you going eng bay AND fact at same time I really don't see you having enough mins to continue to produce units/scvs.

You will still have medivacs for both builds in mid game. I really don't get what you are saying sorry. The one build just allows you to get faster drop harass which is good against say a person going charge very quickly while the other allows you to poke a bit sooner on the ground
genius_man16
Profile Joined February 2011
United States749 Posts
August 20 2011 21:09 GMT
#6917
What's the best build order for a FFE against zerg?

Is the one on the Liquipedia the best? I've seen tons of variations on it and I'm not sure which one is the most optimal.
Dyrus | Vooby | Balls | Meteos | WildTurtle | Bjergsen | Cop | sexPeke | Xpecial | Aphromoo | Scarra |
Tsumo
Profile Joined August 2011
United States2 Posts
August 20 2011 22:30 GMT
#6918
Since generating creep with Overlords can deny toss/terran from creating buildings on creep, why don't more people generate creep with their scouting Overlords to stop wall-offs?
Kambing
Profile Joined May 2010
United States1176 Posts
August 20 2011 22:33 GMT
#6919
On August 21 2011 07:30 Tsumo wrote:
Since generating creep with Overlords can deny toss/terran from creating buildings on creep, why don't more people generate creep with their scouting Overlords to stop wall-offs?


Overlords can't poop creep until lair tech. By then, it's too late to try to deny any kind of simcity with creep. The best you can do is slow down potential expansions.
Tsumo
Profile Joined August 2011
United States2 Posts
August 20 2011 22:37 GMT
#6920
On August 21 2011 07:33 Kambing wrote:
Show nested quote +
On August 21 2011 07:30 Tsumo wrote:
Since generating creep with Overlords can deny toss/terran from creating buildings on creep, why don't more people generate creep with their scouting Overlords to stop wall-offs?


Overlords can't poop creep until lair tech. By then, it's too late to try to deny any kind of simcity with creep. The best you can do is slow down potential expansions.


Ah, thanks.
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