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On August 24 2011 20:39 Dingobloo wrote:Show nested quote +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.
First of all you should always be going ~13 forge on these big 4 player maps.
If you don't find the zerg by the time you scout the 2nd position (i.e. you scout him last), get a pylon right next to your main. This should be around ~15-16 supply. Or, if you scouted him first or second and have confirmed that he is 6 pooling, also get a pylon next to your main. Get ready to cannon in your main.
The exception is for maps where you can completely wall off the choke to your natural with 3 buildings (GSL tal darim - NOT ladder tal darim, Shakuras, nezarim). In those cases, if you scout the zerg at first or second spot you check and he is 6 pooling, immediately stop building probes, and throw up 2 gateways to finish the wall off. This is why you should wait until scouting the second spot before getting a pylon next to your main. Note that you must prioritize the 2 gateways before the cannon. When your forge finishes, you will not have enough money to immediately make the cannon, but that's ok. It's more important to finish the wall off first and let it have more HP than it is to have your cannon finish a few seconds earlier.
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Blazinghand
United States25558 Posts
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 
You have a couple options here. One is to go for a build that gets its first Refinery at 13-- like a TvP 2 Rax Reactor/Techlab Expo, or any sort of tech or reactor hellion play. Getting your first refinery on 13 means that unless your opponent is very lucky and scouts you right away and immediately steals both gas, you will have access to gas.
If you want to defend your 2nd gas, try to do so without pulling too many workers-- the cost in minerals will set you back a surprising amount. You could quickly slap down a refinery as he walks up to it, then cancel after he leaves and make it when you want it later, I guess.
Since you mentioned you only need 1 gas for your 3 rax allin, I imagine you were up against a protoss player who stole both of your gasses. When do you take your geyser in your build order? If you build your refinery a little earlier that will solve this problem.
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On August 25 2011 01:02 Blazinghand wrote:Show nested quote +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  You have a couple options here. One is to go for a build that gets its first Refinery at 13-- like a TvP 2 Rax Reactor/Techlab Expo, or any sort of tech or reactor hellion play. Getting your first refinery on 13 means that unless your opponent is very lucky and scouts you right away and immediately steals both gas, you will have access to gas. If you want to defend your 2nd gas, try to do so without pulling too many workers-- the cost in minerals will set you back a surprising amount. You could quickly slap down a refinery as he walks up to it, then cancel after he leaves and make it when you want it later, I guess. Since you mentioned you only need 1 gas for your 3 rax allin, I imagine you were up against a protoss player who stole both of your gasses. When do you take your geyser in your build order? If you build your refinery a little earlier that will solve this problem.
If they steal both gasses they going to either be getting late gateway or cutting production. You might as well change your build and go for gasless FE, getting a rather nice lead just from that. Don't see the point in continuing some gas build when you can do a FE build that isn't effected and thus come out rather far ahead. If they go for some kind of all in it's going to be later and if they go expand they going to be behind again.
If you already got one gas and you think he might steal other, take an scv and start building ref then instantly halt production and go back on mining. That way he can't steal it and you can cancel as soon as your marine is out.
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in regard to zatics third question, I would like to say this: it depends upon how safe your natural is. If it is a zerg Fe before pool against some type 2 rax pressure, transfer maybe 2 or 3 drones so you can't loose them. if it is a very safe expansion transfer as close to half of your workers as you can and then set each expo's rally to their closest minerals.
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Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them.
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A couple of months ago, Destiny(I think) showed some mod/map on his stream and he stated it could be used to greatly improve micro.
What is the best Micro-improving mod out there?
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On August 25 2011 02:25 Ordok wrote: A couple of months ago, Destiny(I think) showed some mod/map on his stream and he stated it could be used to greatly improve micro.
What is the best Micro-improving mod out there?
I use Micro Management Tester by uhhh....I can't remember the name, but it's listed in Cecil's how to improve at SC2 guide. If you search for Micro Management Tester, it's the only one with that exact name.
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On August 25 2011 02:29 Brainling wrote:Show nested quote +On August 25 2011 02:25 Ordok wrote: A couple of months ago, Destiny(I think) showed some mod/map on his stream and he stated it could be used to greatly improve micro.
What is the best Micro-improving mod out there? I use Micro Management Tester by uhhh....I can't remember the name, but it's listed in Cecil's how to improve at SC2 guide. If you search for Micro Management Tester, it's the only one with that exact name.
Thanks for the quick answer, although it was not what I was thinking of. In this mod im looking for you can play several people at once against a random generated AI controlled force.
Every player starts on a seperate small island sourounded by lava.
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On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines.
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On August 25 2011 02:39 DrivE wrote:Show nested quote +On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines.
If you attack move them will they smartly blow up when near an enemy? I think that's the part I was missing. I always thought you had to hand detonate them, and you don't want to hit the detonate button on a whole group, as they will all blow up
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Blazinghand
United States25558 Posts
On August 25 2011 02:39 DrivE wrote:Show nested quote +On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines.
Big D, is, as usual, correct. I'd like to add that in addition to attack move causing banelings to blow up, if a baneling dies for any reason it will deal splash damage to hostile units around it. So if you get banelings point-blank with marines, even if he shoots them, they'll still blow up on him. Banelings auto-use their anti-unit attack in this fashion even if they Hold Position.
EDIT:
On August 25 2011 02:42 Brainling wrote:Show nested quote +On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. If you attack move them will they smartly blow up when near an enemy? I think that's the part I was missing. I always thought you had to hand detonate them, and you don't want to hit the detonate button on a whole group, as they will all blow up 
DO NOT use the detonate button. You do not need it. Just right-click the middle of the bio area and the banelings will walk up to the marines, die of natural causes, and explode, killing them. You do not need to use the detonate button when attacking marines with non-burrowed banelings. Just let them do their thang.
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On August 25 2011 02:43 Blazinghand wrote:Show nested quote +On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. Big D, is, as usual, correct. I'd like to add that in addition to attack move causing banelings to blow up, if a baneling dies for any reason it will deal splash damage to hostile units around it. So if you get banelings point-blank with marines, even if he shoots them, they'll still blow up on him. Banelings auto-use their anti-unit attack in this fashion even if they Hold Position. EDIT: Show nested quote +On August 25 2011 02:42 Brainling wrote:On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. If you attack move them will they smartly blow up when near an enemy? I think that's the part I was missing. I always thought you had to hand detonate them, and you don't want to hit the detonate button on a whole group, as they will all blow up  DO NOT use the detonate button. You do not need it. Just right-click the middle of the bio area and the banelings will walk up to the marines, die of natural causes, and explode, killing them. You do not need to use the detonate button when attacking marines with non-burrowed banelings. Just let them do their thang.
Ugg, I feel like such an idiot now. Thanks again for the help guys. Now that I know you can attack move them and they will smartly do their job, I will be using them a lot more.
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On August 25 2011 02:42 Brainling wrote:Show nested quote +On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. If you attack move them will they smartly blow up when near an enemy? I think that's the part I was missing. I always thought you had to hand detonate them, and you don't want to hit the detonate button on a whole group, as they will all blow up 
What you do is you just right click past their units and right click around their units with the banes. When banes die it's the same as if they detonated so this reduces the necessity of hand micro as they'll naturally die from enemy fire.
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Blazinghand
United States25558 Posts
On August 25 2011 02:45 Brainling wrote:Show nested quote +On August 25 2011 02:43 Blazinghand wrote:On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. Big D, is, as usual, correct. I'd like to add that in addition to attack move causing banelings to blow up, if a baneling dies for any reason it will deal splash damage to hostile units around it. So if you get banelings point-blank with marines, even if he shoots them, they'll still blow up on him. Banelings auto-use their anti-unit attack in this fashion even if they Hold Position. EDIT: On August 25 2011 02:42 Brainling wrote:On August 25 2011 02:39 DrivE wrote:On August 25 2011 02:23 Brainling wrote: Is there a "trick" to controlling banelings? Is there something I'm missing with them? I read recently that they require "almost no micro", which leads me to believe I am really using them wrong. I tend to roll them in, then select each one and blow it up as I need it. Yet people seem to indicate you can just a-move them and they will blow up? I really feel like I am missing something with the control on these guys, which is why I rarely build them. Microing each individual baneling is really inefficient. The best way to use banelings is to (select them all) and just move command near the marines, then attack move anywhere and they should blow up or chase the marines. If you attack move them will they smartly blow up when near an enemy? I think that's the part I was missing. I always thought you had to hand detonate them, and you don't want to hit the detonate button on a whole group, as they will all blow up  DO NOT use the detonate button. You do not need it. Just right-click the middle of the bio area and the banelings will walk up to the marines, die of natural causes, and explode, killing them. You do not need to use the detonate button when attacking marines with non-burrowed banelings. Just let them do their thang. Ugg, I feel like such an idiot now. Thanks again for the help guys. Now that I know you can attack move them and they will smartly do their job, I will be using them a lot more.
WELL, I wouldn't attack move them actually, because they might go after tanks or marines you don't want them to go after. I'd use right-click move, or M-move (or whatever it is on your keyboard) onto the location you want them to go, so that they go directly to the marines you want them to kill and not on tanks or thors. Try this out in some practice games before you go into the real thing to get an idea of what I'm talking about.
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I will. Gonna play some practice games at lunch today against a friend, and I plan to go heavy baneling just train myself to use them. Thanks again for the tips.
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Blazinghand
United States25558 Posts
On August 25 2011 02:56 Brainling wrote: I will. Gonna play some practice games at lunch today against a friend, and I plan to go heavy baneling just train myself to use them. Thanks again for the tips.
Good to hear. Make sure you get zerglings as well, since banelings are fairly inefficient against tanks. Speed for both is crucial. Good luck!
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So I'm trying to get used to a new keyboard layout, and I wan't to be able to restart right away. I haven't seemed to figure out how to do this with YABOT -- I can't only restart after the designated time limit or the build is complete. Is there a command I'm missing (I tried "-restart"), or a better map to practice on?
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On August 25 2011 04:05 FoxyMayhem wrote: So I'm trying to get used to a new keyboard layout, and I wan't to be able to restart right away. I haven't seemed to figure out how to do this with YABOT -- I can't only restart after the designated time limit or the build is complete. Is there a command I'm missing (I tried "-restart"), or a better map to practice on?
-r
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Is there a site that shows Code A/S brackets, including upcoming matches as well as winners of matches that have already been played?
I haven't been following the scene for the past month and I'd like to catch up on what's been going on. I searched around on the gomtv site for quite a while but couldn't find anything that showed the winners of matches.
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