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4 gate isn't a good practice build... it's a cheese.
As far as I know (though I'm a zerg player), the builds you want to start out with are: 3 gate expand PvZ 1 gate robo PvT 4 gate PvP
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As zerg and opening overpool, when is a good time or food count to drone scout in ZvT? or should I just wait for my first lings at 17 food?
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Two ways I see: 1) if you're trying to get lings in his base with the overpool you need to delay his walloff, so scouting at 9 on four-spawn maps is essential (on Tal'Darim and similar huge maps this strat is probably unviable) and 11-12 on two-spawn maps (unless you want to block his rax placement, then you go at 9 as well). Use the drone to harass. This is probably not a very good strategy. Option 2) if you're going for a timing attack and need the minerals from the drone's mining, don't scout till lings. You can't get in his base anyway, so you're just scouting the ramp anyways.
But I have to ask, what is the purpose of your overpool?
So, my simple question: does a discussion or guide thread on hotkey layouts belong in this strategy forum, or in the general SC2 forum? I believe it belongs here, but since I'm new I'd like to make sure ^_^. <3s.
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Where, if possible, can I find VODs or Replays of IEM Cologne? (Mostly interested in the finals.)
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Im hoping this question is short enough for this thread 
I was just wondering if cloaked units can be sniped or Feedbacked. I know area of effect spells work on them, but what about the precision ones? Cus I think if your control is good enough to snipe/feedback something thats cloaked, then you should be able to.
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As far as I'm aware cloaked units cannot be specifically targeted unless seen by a detector of some sort. AOE effects will still work however, Ghost EMP is my favorite personally as it reveals cloaked units 
My question: I've watched many pro games up till now and during some engagements I see them splitting there units quickly, sometimes up to 4 different ways almost at the same time, is there a fast way of doing this outside of having seperate hotkeys for each group? Whats an easy way to do a fast unit split to avoid say a baneling, fungal growth, or emp?
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^ Quickly box and send to different places. Try the Marine Split Challenge UMS!
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On August 22 2011 03:59 Teradel wrote:As far as I'm aware cloaked units cannot be specifically targeted unless seen by a detector of some sort. AOE effects will still work however, Ghost EMP is my favorite personally as it reveals cloaked units  My question: I've watched many pro games up till now and during some engagements I see them splitting there units quickly, sometimes up to 4 different ways almost at the same time, is there a fast way of doing this outside of having seperate hotkeys for each group? Whats an easy way to do a fast unit split to avoid say a baneling, fungal growth, or emp?
Re: targetting cloaked units. You're right. You can only single target cloaked units if you have vision of them. Splash/ae affects still hit cloaked units, however. A notable exception previously mentioned in this thread is mutalisk glaives which will ignore cloaked units unless the mutalisks can see them.
Are you thinking in the context of marine splitting? Theoretically multiple hotkey groups are the most efficient way to split. However, most people simply box and move/patrol split very quickly. Check out this link to a UMS to practice splitting as well as tips on how to do it effectively: http://www.teamliquid.net/forum/viewmessage.php?topic_id=206136
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Is playxp still the best site for korean replays?? Does anyone else know of better sites besides gosugamers.net and playxp for top tier player replays? Thanks !!
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Im a silver league player who loved SC2 but got discouraged since I wasn't very good at it (Im good at TF2, so its easy to go in that direction ) but I really miss its depth and excitement. I wanted to start from scratch using Day 9s advice, and one thing he says is to stick to one build, practice against the computer, perfect it on the ladder.
I play Terran, so in the current metagame is 1/1/1 still acceptable against all races?
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Why does MLG forbid USB headsets and PS/2 connectors for mice and keyboards? Is there some hardware problem that they cause?
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is there any sort of double gas timing lets say, that can produce a factory at the standard time?(like when the second marine is being produced and after mule is dropped, around 17/18 supply) im just wondering if this exists, could it work and throw off opposing scouts?
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On August 22 2011 08:49 GuiltyJerk wrote: Why does MLG forbid USB headsets and PS/2 connectors for mice and keyboards? Is there some hardware problem that they cause?
In theory hotplugging ps/2 devices (i.e., plugging/unplugging while the computer is on) can fry a motherboard. They disallow ps/2 devices because having to kill a computer to swap hardware between players is a huge time sink.
USB headsets I'm less sure about. Obviously USB headsets can't fry mobos. However, many USB headsets act as separate sound devices distinct from the 3.5" jacks. I suspect this leads to setup headaches that MLG is happy to avoid.
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On August 22 2011 02:28 FoxyMayhem wrote: Two ways I see: 1) if you're trying to get lings in his base with the overpool you need to delay his walloff, so scouting at 9 on four-spawn maps is essential (on Tal'Darim and similar huge maps this strat is probably unviable) and 11-12 on two-spawn maps (unless you want to block his rax placement, then you go at 9 as well). Use the drone to harass. This is probably not a very good strategy. Option 2) if you're going for a timing attack and need the minerals from the drone's mining, don't scout till lings. You can't get in his base anyway, so you're just scouting the ramp anyways.
But I have to ask, what is the purpose of your overpool?
So, my simple question: does a discussion or guide thread on hotkey layouts belong in this strategy forum, or in the general SC2 forum? I believe it belongs here, but since I'm new I'd like to make sure ^_^. <3s.
The purpose of my overpool is simply to use the most economic pool-first build. I'm a platinum zerg so I am not losing games because of the tiny difference in economy between a 14 hatch first and overpool build - I'm dying because of early pressure/all in builds and poor engagements in the mid-game, poor scouting and macro mistakes. This is my logic for using 11 overpool instead of a hatch first build.
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On August 22 2011 10:20 jkimnw wrote:Show nested quote +On August 22 2011 02:28 FoxyMayhem wrote: Two ways I see: 1) if you're trying to get lings in his base with the overpool you need to delay his walloff, so scouting at 9 on four-spawn maps is essential (on Tal'Darim and similar huge maps this strat is probably unviable) and 11-12 on two-spawn maps (unless you want to block his rax placement, then you go at 9 as well). Use the drone to harass. This is probably not a very good strategy. Option 2) if you're going for a timing attack and need the minerals from the drone's mining, don't scout till lings. You can't get in his base anyway, so you're just scouting the ramp anyways.
But I have to ask, what is the purpose of your overpool?
So, my simple question: does a discussion or guide thread on hotkey layouts belong in this strategy forum, or in the general SC2 forum? I believe it belongs here, but since I'm new I'd like to make sure ^_^. <3s. The purpose of my overpool is simply to use the most economic pool-first build. I'm a platinum zerg so I am not losing games because of the tiny difference in economy between a 14 hatch first and overpool build - I'm dying because of early pressure/all in builds and poor engagements in the mid-game, poor scouting and macro mistakes. This is my logic for using 11 overpool instead of a hatch first build. Most economic? Where did that come from? There is a little bit of misconception about 11 pools, they don't actually have better economy than a 14/14/15 despite what the tests say for 3 major reasons: 1) + Show Spoiler [image] + That first arrow points to a very important dent in income, which results in stacking losses throughout the early game, as well as make you more vulnerable to cheese. That second arrow points to the slump in drones created because of how late the second queen could start injecting, had the test gone on for longer this would have eaten into income.
2) The tests made did not include the lings one makes with an overpool at 14-17 supply, which is exactly where there is already a dent in income. This results in an even more stacked deficit.
3) You take your gas even later than you would with a 15 hatch, which heavily limits your options.
edit: open the image in a new tab to see the full thing.
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Another silly neural question: can you nuke with a neuraled ghost?
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I want to coach some lower league players (high diamond) - where should I advertise. Free of course :o
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What is the best way to deal with worker harass against terran (ie when they attack the scv building a barracks)?
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On August 22 2011 17:51 LAN-f34r wrote: What is the best way to deal with worker harass against terran (ie when they attack the scv building a barracks)?
Run the SCV away when it gets low, meanwhile you should be bringing 2 more over (1 to attack, 1 to continue building).
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