Simple Questions Simple Answers - Page 347
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ShrimpDance
392 Posts
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Soluhwin
United States1287 Posts
On August 21 2011 07:42 Cognizance wrote: When is a good time to research overlord speed (in a game you don't use drops)? In a general sense, getting it the instant lair pops is never really a bad idea. | ||
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bardtown
England2313 Posts
On August 20 2011 22:44 bardtown wrote: I just saw the TeamSpeak Open tournament but I only have an EU account. What regular open tournaments are there for EU where they let silver leaguers play? :p Just bumping this in case it gets missed, thanks ![]() | ||
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AnxiousHippo
Australia1451 Posts
On August 21 2011 06:09 genius_man16 wrote: Does this help? 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. FFE into 6 gate with +1 | ||
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PigglyWinks
364 Posts
The other more orthodox method, Hold Snipe Hotkey+Left Click spam I'm having trouble with as well. Unless I wait 1-2 seconds after holding down [Snipe Hotkey] before I start clicking the enemies, one Ghost will cast one snipe, and then the next click just selects the enemy unit, screwing everything up and sending me to a horrible death. If I wait 1-2 seconds after holding hotkey I can spam away just fine. Is it like this by design? The shift thing I can understand but the other one seems inexplicable unless I'm failing to understand something obvious. Am I supposed to make a habit of waiting a few seconds before I start clicking after holding the hotkey? That seems bizzarre in a game where reaction is one of the fundamentals. Am I supposed to press [Snipe Hotkey] an individual time for every individual Sniper Round? If so, why do they let you hold the hotkey in the first place? I thought it was my keyboard first but I've tried several now. Losing so many games to this. ;; | ||
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Soluhwin
United States1287 Posts
On August 21 2011 08:56 PigglyWinks wrote: I'm having trouble pulling off Sniper Round spam with Ghosts, as well as other spammable spells, like EMP. Shift+Hold [Snipe Hotkey]+Left click repeatedly stops working the instance the Ghosts are attacked. It's incredibly useful to shift them when it does work, but it's so unreliable since they just stop and die when they're attacked. I suppose there's no work around for this? The other more orthodox method, Hold Snipe Hotkey+Left Click spam I'm having trouble with as well. Unless I wait 1-2 seconds after holding down [Snipe Hotkey] before I start clicking the enemies, one Ghost will cast one snipe, and then the next click just selects the enemy unit, screwing everything up and sending me to a horrible death. If I wait 1-2 seconds after holding hotkey I can spam away just fine. Is it like this by design? The shift thing I can understand but the other one seems inexplicable unless I'm failing to understand something obvious. Am I supposed to make a habit of waiting a few seconds before I start clicking after holding the hotkey? That seems bizzarre in a game where reaction is one of the fundamentals. Am I supposed to press [Snipe Hotkey] an individual time for every individual Sniper Round? If so, why do they let you hold the hotkey in the first place? I thought it was my keyboard first but I've tried several now. Losing so many games to this. ;; Putting your ghosts on 'hold fire' (hotkey=F) solves this. | ||
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Dyn
United States5 Posts
On August 21 2011 08:56 PigglyWinks wrote: I'm having trouble pulling off Sniper Round spam with Ghosts, as well as other spammable spells, like EMP. Shift+Hold [Snipe Hotkey]+Left click repeatedly stops working the instance the Ghosts are attacked. It's incredibly useful to shift them when it does work, but it's so unreliable since they just stop and die when they're attacked. I suppose there's no work around for this? The other more orthodox method, Hold Snipe Hotkey+Left Click spam I'm having trouble with as well. Unless I wait 1-2 seconds after holding down [Snipe Hotkey] before I start clicking the enemies, one Ghost will cast one snipe, and then the next click just selects the enemy unit, screwing everything up and sending me to a horrible death. If I wait 1-2 seconds after holding hotkey I can spam away just fine. Is it like this by design? The shift thing I can understand but the other one seems inexplicable unless I'm failing to understand something obvious. Am I supposed to make a habit of waiting a few seconds before I start clicking after holding the hotkey? That seems bizzarre in a game where reaction is one of the fundamentals. Am I supposed to press [Snipe Hotkey] an individual time for every individual Sniper Round? If so, why do they let you hold the hotkey in the first place? I thought it was my keyboard first but I've tried several now. Losing so many games to this. ;; Personally for EMP and Snipe I usually just do e+click(or r+click) in very fast succession. So for example if I want to emp 3 different spots I do e+click, e+click, e+click. I know holding down e can work, but sometimes you run into the problem you are experiencing in your second paragraph. What is happening is you are holding down e, or r for snipe, but you are clicking faster than your computer is registering e being held down. This means that your left click is just registering as a regular click, and not as a click after pressing the spell key. This may not be the most efficient way to mass emp or snipe, but for me it has been the most accurate. I'm sure with more practice I can get other methods to work faster and just as accurate but for now I have not had any problems with e+click. Also for me I have found it is easier to not over emp, like I have more control over pressing e only 3 times than holding down e and clicking only 3 times. | ||
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PigglyWinks
364 Posts
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genius_man16
United States749 Posts
On August 21 2011 08:44 AnxiousHippo wrote: Does this help? http://www.youtube.com/watch?v=9gWvn1sIXKE&feature=youtube_gdata_player FFE into 6 gate with +1 That does indeed help thanks ![]() Im trying to find a replay online of some koreans doing it but haven't run into much luck, lol. | ||
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theBOOCH
United States832 Posts
Does anyone know why this happens? What triggers is and if it is a function in the game, why it exists. It's really aggravating. | ||
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galtdunn
United States977 Posts
2. What's the best way for zerg to beat a ht/immortal/zealot army? 3. What's the best way for zerg to beat a mass blink stalker army? | ||
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Soluhwin
United States1287 Posts
On August 21 2011 12:38 galtdunn wrote: 1. Do most/all pros watch the GSL? 2. What's the best way for zerg to beat a ht/immortal/zealot army? 3. What's the best way for zerg to beat a mass blink stalker army? 1. I'd assume so. 2. Brood lords. I'd need more elaboration to give a better answer. 3. Infestor/ling. | ||
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kcaZyz
16 Posts
On August 21 2011 11:49 theBOOCH wrote: I know this has kind of been addressed before, but I haven't found any real answers. Every once in a while (maybe 1 in 10 games), the game will start and I can't use hotkeys. If I press "alt" I can magically use hotkeys again. So basically, I just build my first scv after I split, with a small delay, but it's super annoying and every once in a while I don't notice it right away. Does anyone know why this happens? What triggers is and if it is a function in the game, why it exists. It's really aggravating. Yup this happenes to me too. I didn't know pressing alt changed it though, thanks | ||
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Xayvier
United States387 Posts
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tuestresfat
2555 Posts
On August 21 2011 12:38 galtdunn wrote: 1. Do most/all pros watch the GSL? 2. What's the best way for zerg to beat a ht/immortal/zealot army? 3. What's the best way for zerg to beat a mass blink stalker army? 1. I think it's safe to assume the answer is yes. At least like 99% or so. 2. This question needs more specifics to be answered. In a general tense though, there are two glaring weaknesses of that army, anti air and mobility. Mutalisk harass and baneling bombs should be very effective (unless they have ridic ht spread and apm, or invested in a shit ton of minerals), many players lack the apm to truly negate mutalisk with psi storm when the mutas are used purely for harass and containing. This lets you grab a ton of bases, and fast tech to broodlords. A more common unit style you will see is stalker/immortal/ht. This style is a lot more dangerous imo. Since his unit comp is so gas intensive, he will dump minerals in favour of cannons as the protoss will need to expand more quickly than his army/tech can actually protect. Either way you can probably get away with whatever you want early-mid game as he will be teching pretty hard (unless he just masses like 500 zealots really quickly for some reason). If you're weary of a massive zealot push just grab a baneling nest and drop for good measure. You should even do this blindly as baneling bombs will be very helpful against this protoss style at any point of the game. Whether used on his army, or to decimate his mineral line, it is a great tool to have. Map control should always be yours, avoid head on engagements, counter attack and delay his expansions like crazy. You know, that style of zerg. If you can't deal critical econ damage, wait for broods before you truly try to end the game. 3. I assume you're talking about mid-late game scenarios. Infestors will shut down a lot of cute blink play coupled with mass speedlings. If you keep up with your upgrades, you can get away with pure roach. When it gets to like 160supply armies, blink micro can only do so much. It is small or early engagements (like 50supply for example) where blink micro can make the world of difference. Late late game, infestor brood, roach brood, infestor/roach/brood will dominate stalkers. That is of course, under the assumption he makes pretty much all stalkers and nothing else, which shouldnt be the case. | ||
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AnxiousHippo
Australia1451 Posts
On August 21 2011 15:06 mrKamiya wrote: It might work but I generally wouldn't recommend it. 3 or 4 stalkers beat a BC (both unupgraded, if you tried that strategy stalkers would probably have better upgrades than the BC). The Marauders would definitely help but really marauder/viking would probably work better. Would it be viable in TvP, against a collosus based army when you are maxed and are floating lors of money, to throw down some starports, use the armory you get to allow access to bio upgrades for air upgrades, and remax on BCs, since their only real AA would be stalkers and sentries, maybe mixed with some marauders to deal with the stalkers? | ||
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Blazinghand
United States25558 Posts
On August 21 2011 15:46 AnxiousHippo wrote: It might work but I generally wouldn't recommend it. 3 or 4 stalkers beat a BC (both unupgraded, if you tried that strategy stalkers would probably have better upgrades than the BC). The Marauders would definitely help but really marauder/viking would probably work better. Another issue is that BCs take 60 seconds to make, and after the battle the protoss can spend 5 seconds burning his warpgate cooldowns and storm your front. They're also rather slow and unwieldy, and although they scale better with upgrades than stalkers do, unless you've been planning for a BC transition for some time and have like 2/2 air upgrades or better you will get stomped by +3/+3 stalkers. | ||
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Caesarion
Australia8332 Posts
Puzzle does this a lot. ![]() | ||
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Raven123
Germany8 Posts
So could anyone tell me a good strategy and maybe a link to a guide or some videos ? | ||
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Sporadic44
United States533 Posts
On August 21 2011 18:12 Caesarion wrote: What is the advantage of this wall off compared to the conventional one with a gateway and core? Puzzle does this a lot. + Show Spoiler + ![]() The advantage is slight. The difference between this wall and the conventional is that your zealot is sligtly more difficult to hit from the low ground from roaches. There may be other subtleties too, like using the pylon to warp in on the low ground easily. But the secured zealot is the most notable difference. | ||
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