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On August 24 2011 12:34 Dingobloo wrote:Show nested quote +On August 24 2011 12:13 edc wrote: Okay, I'm pretty sure that this was asked multiple times before, but how many Gateways can one fully-saturated Protoss base hold? If it could hold X amount of Gateways, could it hold X-1 Gateways and a Robotics Facility or Stargate? What about X-2 Gateways and two Robotics Facilities or two Stargates or one of each? Thank you so much for helping in advance! 4 gateways with nothing but zealots and stalkers (as a burst, it's closer to 3 1/2). 2 gateways with a single tech structure (either robo or stargate making either immortals or voidrays respectively) Thank you for replying, though I have a few more questions.
If I had two Gateways and one Stargate, wouldn't it be possible for me to support a constant production of Phoenixes from the Stargate off of one base instead of just Void Rays? What about both?
Why can't I support two Gateways and one Robotics Facility that constantly produces Colossi? I understand Colossi are expensive, but won't their long build time compensate for that? I'm also pretty sure that it is possible to constantly produce Observers and Warp Prisms from the Robotics Facility, though you may correct me if I am wrong (which I seriously doubt :p).
Also, how come there is a build that consists of three Gateways and one Robotics Facility?
I know that I am asking a lot of questions that may be time-consuming to answer, but I really appreciate the help that you are giving me.
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On August 24 2011 12:48 edc wrote:Show nested quote +On August 24 2011 12:34 Dingobloo wrote:On August 24 2011 12:13 edc wrote: Okay, I'm pretty sure that this was asked multiple times before, but how many Gateways can one fully-saturated Protoss base hold? If it could hold X amount of Gateways, could it hold X-1 Gateways and a Robotics Facility or Stargate? What about X-2 Gateways and two Robotics Facilities or two Stargates or one of each? Thank you so much for helping in advance! 4 gateways with nothing but zealots and stalkers (as a burst, it's closer to 3 1/2). 2 gateways with a single tech structure (either robo or stargate making either immortals or voidrays respectively) Thank you for replying, though I have a few more questions. If I had two Gateways and one Stargate, wouldn't it be possible for me to support a constant production of Phoenixes from the Stargate off of one base instead of just Void Rays? What about both? Why can't I support two Gateways and one Robotics Facility that constantly produces Colossi? I understand Colossi are expensive, but won't their long build time compensate for that? I'm also pretty sure that it is possible to constantly produce Observers and Warp Prisms from the Robotics Facility, though you may correct me if I am wrong (which I seriously doubt :p). Also, how come there is a build that consists of three Gateways and one Robotics Facility? I know that I am asking a lot of questions that may be time-consuming to answer, but I really appreciate the help that you are giving me.
1) Yes, you can, but you're limited by gas, and as you mention with the collossus the build time difference comes into it, phoenix build in 32 seconds but take as much gas as 2 stalkers.
2) You can support 2 gateways and constant collosus if you're making nothing but zealots from the gateways, again you're limited by gas and the extra build time does not compensate for the 2x increase in gas expenditure. As for warp prisms, I'm not sure when you'd ever want constant observer or warp prism production 
3) There are 2 different builds where you might want 3 gateways and a robotics facility, one is in PvP where you need the 3 gateways to defend a 4 gate but you still want a tech advantage, you wind up with 3 gateways while not producing from one 100% of the time.
The other is a PvT build which might more accurately be described as "3 Gate observer", you want 3 gates to hold off barracks pushes, and you want the scouting and detection provided by the observer, but you're generally not producing from the robo until you expand.
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Hi,
do you have to be in rank 1 to be promoted? Or top 8 is enough?
And how long do you have to maintain your spot in the top 8 / number 1 ? 1 month? week?
Thanks
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On August 24 2011 15:41 DontLoseSightOfIt wrote: Hi,
do you have to be in rank 1 to be promoted? Or top 8 is enough?
And how long do you have to maintain your spot in the top 8 / number 1 ? 1 month? week?
Thanks
Promotion is basically not tied to your rank at all, promotion is determined by your MMR, a very volatile representation of your skill based on who you beat and who you lose to, if they used it as your rank you might be jumping around all over the place, but it also determines how many points you get for a win. In fact until you get to the top, the best way to get the most points and stay high ranked in a low league is to lose half your games, as long as you're losing half your games and playing a lot you won't be promoted, but will end up with more points then other people in your division.
This guide runs through some of the basics of how the Sc2 Ladder Ranks works and might help: Comprehensive Sc2 Leagues and Ladders Guide
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SO, what do I need to do to be able to be promoted? Not stay in the top spot? If so, how long?
Also, what do you do vs Z who scout you and steals your gas....so annoying.
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On August 24 2011 15:58 DontLoseSightOfIt wrote: SO, what do I need to do to be able to be promoted? Not stay in the top spot? If so, how long?
Also, what do you do vs Z who scout you and steals your gas....so annoying.
You just need to be consistently beating people above you, if you start winning it starts putting you up against better and better opponents until you start losing 50% of your games, if the people you're beating are on average in the league above you, you will get promoted, it's not time based, there's not set number of games, just as long as it takes for the average deviation of your wins and loses to be in a higher league than you're in.
![[image loading]](http://imgur.com/aYJDn.jpg)
For your 2nd question, it depends on which race you're playing.
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I am a T and quite a lot of games, Z and P just steal my gas sometimes even both of my gases...so annoying.
Maybe I should just take every single of my worker to kill? Is it worth it? I think so, no gas hurts
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My warpgates always get boxed and added to my main army control group. Is there a way to not select warpgates while I box and add other units around warpgates? I don't like it because if I double tap my control group I want to go to my army not my warpgates. Also, when tabbing through units I don't want warpgates mixed in there.
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On August 24 2011 16:20 DontLoseSightOfIt wrote:I am a T and quite a lot of games, Z and P just steal my gas sometimes even both of my gases...so annoying. Maybe I should just take every single of my worker to kill? Is it worth it? I think so, no gas hurts 
What build are you doing when that happens? Not that many standard builds are affected by a gas steal in those matchups.
And a double gas steal sets them back 150 minerals. That's a huge amount. You can just build more barracks and/or expand faster.
Definitely do not pull workers.
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On August 24 2011 09:20 Aletheia27 wrote:Show nested quote +On August 24 2011 08:57 Firruu wrote: I have a friend who's new to Starcraft 2, playing Terran. My friend had no RTS experience, but picked up the basics fairly quickly. What's the best build to have a new Terran player work around? i would just have him mess around with a 2 rax expand in every matchup. Others might suggest more conservative builds...but I think 2 rax is the best balance of overall macro mechanics.
I agree with that this build is a good option. I do believe that the general idea to give your friend should be to aim for a macro game. Don't have him do early all-ins. He can mix his game up with those later on, start by learning to secure your natural and do learn how many unitproducing structures a 2base-T can support!
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Really? I know I am low level player, but if I pull, it takes maybe 1- 2 secs to kill the scout and I can resume with no threat of having my gas stolen?
I was doing 3 rax, I needed 1 gas.
I feel like pulling workers is good, but if you say no, then what should I do to prevent it?
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On August 24 2011 18:21 DontLoseSightOfIt wrote: Really? I know I am low level player, but if I pull, it takes maybe 1- 2 secs to kill the scout and I can resume with no threat of having my gas stolen?
I was doing 3 rax, I needed 1 gas.
I feel like pulling workers is good, but if you say no, then what should I do to prevent it?
Ohh, I thought you meant pull to kill the extractor. You could pull workers to kill the scout, the problem is if you don't get a good surround, you lose a bunch of mining time. You've got to be sure you're going to get the result you want.
If you don't need the second gas, it shouldn't be too much of a problem and you don't have to prevent it. Just kill it when you get a few units out and then carry on.
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PvZ: What is the best way to hold 6/7/8 pool when I FFE on maps like Shakuras, Taldarim and Antiga?
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On August 24 2011 19:02 ApocAlypsE007 wrote: PvZ: What is the best way to hold 6/7/8 pool when I FFE on maps like Shakuras, Taldarim and Antiga?
Scout after the pylon, if you see an early pool, make your 2nd pylon by your original nexus and build a cannon abandoning the forge and just play it from there by building a gateway near your cannon.
In some cases you can cut probes and quickly throw up 2 gateways to block the choke, that's likely closer to an 8-10 pool and only on the versions of the maps with smaller chokes, the ladder version of Tal'Darim for instance I think has a 1-2 space larger choke then the original GSL version.
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What is the most standard way to play protoss? I was a zerg player, but I'm changing to Toss now, just because I wanna know how to macro with all 3 races.
I want to develop a well round build for each matchup, without using cheeses, like 4 gate all in, etc.
Any one can say what are those well rounded builds?
PvP -
PvT -
PvZ -
ANd where I can found some explanation what is the main objective of the build?
Thanks a lot!
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How many drones do I need on mineral and gas to support roach production from two hatcheries with constant larvae inject? have someone done this calc?
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On August 24 2011 23:08 RamblinJack wrote: How many drones do I need on mineral and gas to support roach production from two hatcheries with constant larvae inject? have someone done this calc?
http://sc2calc.org/unit_production/zerg.php says 46-47 drones on minerals and 4-6 drones on gas.
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Hello guys, recently found out about this forum and i must say, i love it. I got a small question tho:
-Why do people use banelings against protoss? I can't imagine what makes them so good versus protoss. I understand it being super good against terran(marines) or zerg(lings/hydras), but why against protoss?
Thanks!
EDIT: Also, in ZvP, what is the counter to high templars? I always seem to struggle with them...
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On August 24 2011 23:56 robbiek1 wrote: Hello guys, recently found out about this forum and i must say, i love it. I got a small question tho:
-Why do people use banelings against protoss? I can't imagine what makes them so good versus protoss. I understand it being super good against terran(marines) or zerg(lings/hydras), but why against protoss?
Thanks!
EDIT: Also, in ZvP, what is the counter to high templars? I always seem to struggle with them...
Banelings when fighting Protoss have a few possible uses that can really make a difference. The first and most common you'll see at high levels of play is to load them up in to Overlords and drop them on the Protoss army during an engagement. This is especially useful given that Protoss armies are usually tightly balled up, especially with the usual Colossus/Gateway mix, making your Baneling splash damage very effective against everything and able to destroy Sentry counts with even just a few hits (and of course forcefields can't protect them from the air).
The second use is to drop them on mineral lines, which I guess there's not much more to say, except that if you've got the +2 melee upgrade each Baneling one shots probes, so that's also useful.
Finally, Banelings are just good against Zealots if none of the rest of the things end up being relevant. I'm not saying Banelings will suit every game and every player, but they do have their place.
As to HT's, I'll leave that to someone better than I, because I'm not confident enough in my answer.
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On August 24 2011 23:56 robbiek1 wrote:
EDIT: Also, in ZvP, what is the counter to high templars? I always seem to struggle with them...
Infestors, with micro. I'm sick of people saying HTs counter infestors because they really don't if infestors are properly controlled. Everyone would agree that ghosts are good against HT play right? Same thing goes for infestors, fungal has range 9+2 which means it outranges feedback.
In terms of units, roaches don't die to storm as easily as other zerg units. Also, hive tech units for late game.
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