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Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-08-23 03:29:36
August 23 2011 03:27 GMT
#6981
On August 23 2011 11:22 bardtown wrote:
Show nested quote +
On August 21 2011 07:49 bardtown wrote:
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

Double bump


Have you tried the tournament tracker?

http://www.teamliquid.net/tournaments/?sort=location&direction=DESC

Some I found there:

Zeek.com Diamonds* are Forever

*Not actually exclusive to diamonds

CiG Manic Monday

Competo Cup
Banff
Profile Joined October 2010
Canada39 Posts
August 23 2011 04:38 GMT
#6982
Hey guys and gals, simple question.

Was watching GSL World Championship Final IMMvp vs MarineKingPrime.WE (Second time around on the outdoor stage). During game 3, tasteless mentions a thread on teamliquid by someone called cecil and posted it on his twitter.

Now this was on April 9 or 10th. Does anyone have this link for the guide? He mentioned it at the 9:40 mark on game 3 of the match. Anyways anything helpful would be great. I've tried searching different forms of cecil, seasil cecill but no avail.

Thanks again in advance
If you're not part of the solution, you're part of the precipitate.
beverley
Profile Joined September 2010
40 Posts
August 23 2011 04:53 GMT
#6983
On August 23 2011 13:38 Banff wrote:
Hey guys and gals, simple question.

Was watching GSL World Championship Final IMMvp vs MarineKingPrime.WE (Second time around on the outdoor stage). During game 3, tasteless mentions a thread on teamliquid by someone called cecil and posted it on his twitter.

Now this was on April 9 or 10th. Does anyone have this link for the guide? He mentioned it at the 9:40 mark on game 3 of the match. Anyways anything helpful would be great. I've tried searching different forms of cecil, seasil cecill but no avail.

Thanks again in advance


http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343
http://www.teamliquid.net/staff/Hot_Bid/CecilSunkure/How_To_Improve_Efficiently_a.pdf
Babyschwein
Profile Blog Joined December 2010
Germany33 Posts
August 23 2011 09:24 GMT
#6984
Hi all!
Say you have one buildorder for each matchup and you scout your opponent do something that differs a little from the norm (not an all in push) would you rather follow your build because you've practiced it, or would you rather try to adapt sooner with the danger that you are in an unusal position?
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
Last Edited: 2011-08-23 09:34:14
August 23 2011 09:33 GMT
#6985
Follow what you know, beat him with better/standard play, or lose, learn, and adapt.

By diversing from your standard build, you will have to explore unknown territory on both your side as his side, which may be harder for you.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
DestroManiak
Profile Joined December 2010
257 Posts
August 23 2011 09:38 GMT
#6986
How Do I Make My Army Stay Together?

When I have a composition of units (such as hellions+marines or banshees+ tanks) units never move together, air units go to the destination on their own, hellions arrive first, tanks get left behind. How do I control this properly?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2592 Posts
August 23 2011 09:57 GMT
#6987
On August 23 2011 18:38 DestroManiak wrote:
How Do I Make My Army Stay Together?

When I have a composition of units (such as hellions+marines or banshees+ tanks) units never move together, air units go to the destination on their own, hellions arrive first, tanks get left behind. How do I control this properly?

Ideally, just keep your army under control. Move little bits at a time instead of right clicking the other side of the map and watching them all go.

An alternative is to move your slowest units first, then have faster units follow them, but this has the extreme disadvantage that only your slowest units can be on attack-move - units on a follow command won't shoot if they encounter enemy units.
The frumious Bandersnatch
jackdaleaper
Profile Joined September 2010
Philippines1216 Posts
Last Edited: 2011-08-23 10:05:49
August 23 2011 10:05 GMT
#6988
Why do some terrans lower the depots when it's being attacked? Does it take less damage if it's lowered?
imr.e
Profile Joined August 2011
112 Posts
August 23 2011 11:03 GMT
#6989
On August 23 2011 19:05 jackdaleaper wrote:
Why do some terrans lower the depots when it's being attacked? Does it take less damage if it's lowered?


You hope that your opponent is retard enough to stop attacking the depot, avoiding a crucial supply block at "lower" levels (still working in mid master). For the pros, I think it's just the same but they hope for a miracle :D
Serdiuk
Profile Joined January 2011
Belgium145 Posts
August 23 2011 12:36 GMT
#6990
How long does it take for a Protoss expansion to make profit after you start building it?
Kambing
Profile Joined May 2010
United States1176 Posts
August 23 2011 13:10 GMT
#6991
On August 23 2011 21:36 Serdiuk wrote:
How long does it take for a Protoss expansion to make profit after you start building it?


This is too vague of a question to be asking because the benefit of an expansion is not purely monetary. Even within the narrow band of economy, the "time-to-profit" of an expansion depends on your worker count, time to transfer, etc.

For example, from http://wiki.teamliquid.net/starcraft2/Mining_Minerals

1st/2nd worker on a patch ~ 40 minerals/minute
Fully saturated patch ~ 102 minerals/minute

So assuming that you have a surplus of probes that start mining instantaneously from the expansion, then if only a single worker mines from the expo, it'll take 450/40 = 11.25 minutes to recoup the 450 minerals. On the other hand, if you have 24 workers so that the base is instantly saturated, it'll take 450 / (8*102) = 0.55 minutes.

This of course assumes that you had the 1 or 24 workers lying around doing nothing. More realistically, you're maynarding a portion of your workers that were at an oversaturated base. Then the actually profit generated by those workers is only the difference between 1st/2nd worker mining a patch and 3rd worker mining a patch.

3rd worker on a patch ~ 20 minerals/minute

But again, it is so situation- and nuance-dependent that a general answer isn't possible.
Drowzee
Profile Joined June 2011
40 Posts
August 23 2011 13:16 GMT
#6992
How do I scout Terrans who walled-off their base, so my worker won't get in? Im struggling with Terrans going for the SCV-Marine-AllIn which hits at around 4:30. I know how to stop it generally... But if I can't get into his base im screwed because my defense would be too slow if i react just when he leaves his base with the Marine-SCV-train.
So how do I scout a walled-off Terran in early game to prevent such an all-in?
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
August 23 2011 13:21 GMT
#6993
Fly an Overlord in. If you see no gas, nothing but Rax and Marines, he's going for heavy marines and you should make 1/2/3 Spines (depends on the situation) and start getting Zerglings. You're a base ahead, and probably ahead on workers too.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Kambing
Profile Joined May 2010
United States1176 Posts
August 23 2011 13:22 GMT
#6994
On August 23 2011 22:16 Drowzee wrote:
How do I scout Terrans who walled-off their base, so my worker won't get in? Im struggling with Terrans going for the SCV-Marine-AllIn which hits at around 4:30. I know how to stop it generally... But if I can't get into his base im screwed because my defense would be too slow if i react just when he leaves his base with the Marine-SCV-train.
So how do I scout a walled-off Terran in early game to prevent such an all-in?


As either protoss or zerg, your options are fairly straightforward.

1) Send the scout earlier.
2) Keep the scout at his ramp (and alive) so that you can constantly poke up and see his unit composition and finally what units he's bringing to your base when he decides to push out.

Realistically (2) is what you should be going for. And the higher-order bit is that even though you say that you're screwed if you scout him as he's leaving his base, your build should safe enough such that seeing him push out is all the prep time that you need.
imr.e
Profile Joined August 2011
112 Posts
August 23 2011 13:31 GMT
#6995
On August 23 2011 22:16 Drowzee wrote:
How do I scout Terrans who walled-off their base, so my worker won't get in? Im struggling with Terrans going for the SCV-Marine-AllIn which hits at around 4:30. I know how to stop it generally... But if I can't get into his base im screwed because my defense would be too slow if i react just when he leaves his base with the Marine-SCV-train.
So how do I scout a walled-off Terran in early game to prevent such an all-in?


First of all you should consider the timing of the 2nd depot. If it's before the OC, go on defensive mode, probably an all in (depot on the bottom on the ramp is exactly the same). If it's after, there are two possibilities:

Short/2 player map: scout earlier next time, and play safe (ie, 3g expo with toss and a fast sentry, spines for zerg). Get your timings ok regarding later all in (2port banshee/2fac reactor hellion).

Huge map: play standart (don't be ultra greedy) and try to know when he leaves, then you should have the time to prepare.
If you're zerg, assume some kind of pressure and get two spines anyway, they'll be useful later on and if you pass the early game without taking too many losses you'll be ahead if your opponent don't 15CC.
If you're protoss, I'm sorry, better be prepare to deal with a 1/1/1 sadly and pray that your opponent screw up if the scv/marine all in don't come.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 23 2011 14:58 GMT
#6996
On August 23 2011 22:31 imr.e wrote:
Show nested quote +
On August 23 2011 22:16 Drowzee wrote:
How do I scout Terrans who walled-off their base, so my worker won't get in? Im struggling with Terrans going for the SCV-Marine-AllIn which hits at around 4:30. I know how to stop it generally... But if I can't get into his base im screwed because my defense would be too slow if i react just when he leaves his base with the Marine-SCV-train.
So how do I scout a walled-off Terran in early game to prevent such an all-in?


First of all you should consider the timing of the 2nd depot. If it's before the OC, go on defensive mode, probably an all in (depot on the bottom on the ramp is exactly the same). If it's after, there are two possibilities:

Short/2 player map: scout earlier next time, and play safe (ie, 3g expo with toss and a fast sentry, spines for zerg). Get your timings ok regarding later all in (2port banshee/2fac reactor hellion).

Huge map: play standart (don't be ultra greedy) and try to know when he leaves, then you should have the time to prepare.
If you're zerg, assume some kind of pressure and get two spines anyway, they'll be useful later on and if you pass the early game without taking too many losses you'll be ahead if your opponent don't 15CC.
If you're protoss, I'm sorry, better be prepare to deal with a 1/1/1 sadly and pray that your opponent screw up if the scv/marine all in don't come.


3g expo and a fasty sentry is horrible advice, 3g expo implies chronoing warpgate tech and if you don't chrono your gateway you will lose easily. And although I've seen people use sentries to help hold off marine/scv all-in, it's not optimal and you shouldn't get sentry if you scout it early enough. Sentries can't kite and just buys you 15 seconds before the terran walks up the ramp and kills you which isn't worth it.

Also you can use the same build to defend against both 1/1/1 and marine/scv all-in (1 gate fe, chrono'd 1st gateway). Poke with your initial zealot/stalker to see what the terran is doing, if there's a bunker and 1/1/1 coming get a nexus, if he's walking out with all his scvs and marines then get a 2nd and/or 3rd gate while continuing to chrono stalkers out of your 1st gateway.
Serdiuk
Profile Joined January 2011
Belgium145 Posts
August 23 2011 15:08 GMT
#6997
On August 23 2011 22:10 Kambing wrote:
Show nested quote +
On August 23 2011 21:36 Serdiuk wrote:
How long does it take for a Protoss expansion to make profit after you start building it?


This is too vague of a question to be asking because the benefit of an expansion is not purely monetary. Even within the narrow band of economy, the "time-to-profit" of an expansion depends on your worker count, time to transfer, etc.

For example, from http://wiki.teamliquid.net/starcraft2/Mining_Minerals

1st/2nd worker on a patch ~ 40 minerals/minute
Fully saturated patch ~ 102 minerals/minute

So assuming that you have a surplus of probes that start mining instantaneously from the expansion, then if only a single worker mines from the expo, it'll take 450/40 = 11.25 minutes to recoup the 450 minerals. On the other hand, if you have 24 workers so that the base is instantly saturated, it'll take 450 / (8*102) = 0.55 minutes.

This of course assumes that you had the 1 or 24 workers lying around doing nothing. More realistically, you're maynarding a portion of your workers that were at an oversaturated base. Then the actually profit generated by those workers is only the difference between 1st/2nd worker mining a patch and 3rd worker mining a patch.

3rd worker on a patch ~ 20 minerals/minute

But again, it is so situation- and nuance-dependent that a general answer isn't possible.


That was still exactly the answer I was looking for so thanks a lot.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-08-23 18:48:26
August 23 2011 15:34 GMT
#6998
On August 24 2011 00:08 Serdiuk wrote:
Show nested quote +
On August 23 2011 22:10 Kambing wrote:
On August 23 2011 21:36 Serdiuk wrote:
How long does it take for a Protoss expansion to make profit after you start building it?


This is too vague of a question to be asking because the benefit of an expansion is not purely monetary. Even within the narrow band of economy, the "time-to-profit" of an expansion depends on your worker count, time to transfer, etc.

For example, from http://wiki.teamliquid.net/starcraft2/Mining_Minerals

1st/2nd worker on a patch ~ 40 minerals/minute
Fully saturated patch ~ 102 minerals/minute

So assuming that you have a surplus of probes that start mining instantaneously from the expansion, then if only a single worker mines from the expo, it'll take 450/40 = 11.25 minutes to recoup the 450 minerals. On the other hand, if you have 24 workers so that the base is instantly saturated, it'll take 450 / (8*102) = 0.55 minutes.

This of course assumes that you had the 1 or 24 workers lying around doing nothing. More realistically, you're maynarding a portion of your workers that were at an oversaturated base. Then the actually profit generated by those workers is only the difference between 1st/2nd worker mining a patch and 3rd worker mining a patch.

3rd worker on a patch ~ 20 minerals/minute

But again, it is so situation- and nuance-dependent that a general answer isn't possible.


That was still exactly the answer I was looking for so thanks a lot.


It's also worth noting that the Nexus also provides a fair amount of supply, so if you factor in the cost of the Pylon you didn't have to make, you're looking at an initial Nexus price of about 300.

Also, if you're making probes out of 2 nexuses instead of ONE, this will cost you some minerals in the short run, though longer run it'll increase your income.


edited for spelling
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Aletheia27
Profile Blog Joined July 2010
United States267 Posts
August 23 2011 16:46 GMT
#6999
On August 24 2011 00:34 Blazinghand wrote:
Show nested quote +
On August 24 2011 00:08 Serdiuk wrote:
On August 23 2011 22:10 Kambing wrote:
On August 23 2011 21:36 Serdiuk wrote:
How long does it take for a Protoss expansion to make profit after you start building it?


This is too vague of a question to be asking because the benefit of an expansion is not purely monetary. Even within the narrow band of economy, the "time-to-profit" of an expansion depends on your worker count, time to transfer, etc.

For example, from http://wiki.teamliquid.net/starcraft2/Mining_Minerals

1st/2nd worker on a patch ~ 40 minerals/minute
Fully saturated patch ~ 102 minerals/minute

So assuming that you have a surplus of probes that start mining instantaneously from the expansion, then if only a single worker mines from the expo, it'll take 450/40 = 11.25 minutes to recoup the 450 minerals. On the other hand, if you have 24 workers so that the base is instantly saturated, it'll take 450 / (8*102) = 0.55 minutes.

This of course assumes that you had the 1 or 24 workers lying around doing nothing. More realistically, you're maynarding a portion of your workers that were at an oversaturated base. Then the actually profit generated by those workers is only the difference between 1st/2nd worker mining a patch and 3rd worker mining a patch.

3rd worker on a patch ~ 20 minerals/minute

But again, it is so situation- and nuance-dependent that a general answer isn't possible.


That was still exactly the answer I was looking for so thanks a lot.


It's also worth noting that the Nexus also provides a fair amount of supply, so if you factor in the cost of the Pylon you didn't have to make, you're looking at an intial Nexus price of about 300.

Also, if you're making probes out of 2 nexuses instead of win, this will cost you some minerals in the short run, though longer run it'll increase your income.


If you really want to get nitpicky. Each worker you produce takes about 90 seconds to pay off for itself.
I am that I am
Brainling
Profile Blog Joined August 2011
United States660 Posts
August 23 2011 17:20 GMT
#7000
This may be a bit too complex for the "simple questions" thread, but I didn't want to start a new thread, so:

As a gold/plat Zerg player (I am doing the league bounce right now, very annoying), I am getting heavily in to that "work on improvement" phase, with a goal to make Master "someday".

So when you hear people talk about the difference between gold/plat and master, they always say "macro", and then go on to say you need to find three build orders you can just practice the crap out of, one for each match up. Never deviate, just practice those build orders until they are perfect and your macro never slips. Ignore winning, just get better. Fine, I can do that...except, Zerg doesn't work on "build orders", it's reactionary. How do I adapt this advice to improving as a Zerg player? Should I just say "screw it" and go Roach/Hydra every game, regardless of what my opponent does, until I can macro Roach/Hydro 100% perfect, then worry about becoming reactionary?

I understand it's great advice, just trying to figure out how to adapt it to the Zerg play style.
"The welfare of each of us is dependent fundamentally upon the welfare of all of us." - Theodore Roosevelt
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