Simple Questions Simple Answers - Page 356
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Fik-cz
Czech Republic43 Posts
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Kambing
United States1176 Posts
On August 26 2011 05:00 Quochobao wrote: You're right -- I used the term "smart casting" incorrectly. I meant to ask whether t-click-t-click is better than t-shift-click-click. What I glean from your answer is that, if I 1-a my templars, then t-shift-click-click, the templars will move to the front first and then the first one reaching that location will storm? This is why I need to hit S when using shift click. For this reason I do not see why shift casting is better than t-click-t-click at all. With t-click-t-click, I can blanket quicker because more templars are moving to the appropriate locations, instead of waiting for one to move from one to the next, correct? Actually, you can do one better than t-click-t-click. If you simply hold down t, then you'll take advantage of the key press repetition (similarly to how zerg's hold down d to mass up drones). So the motion would be hold t-click-click-click. There's several threads on taking advantage of key repeat rate that you can search for more info. Otherwise your assessment is correct. Most people do blanket-style casting with hold t-click-click-click (forcefields, storms). Queueing is more important for other abilities like snipe and infested terrans. Since virtually all spells have no "cooldowns", if you queue up spells like snipe and infested terrans, they'll be thrown down nearly instantaneously. The drawback is that you have to be aware of and manage the action queues of your units which may be difficult in the middle of a battle. | ||
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Chutoro
New Zealand95 Posts
I suspect the answer is yes, but I am not very good at recognizing situations where I need to switch out of macro mode and attack prior to 200 food. Any suggestions for how to improve on this? I can think of two possible answers: One is scout better and look for timings (robo bay half done would seem like a good one, for example) and the other is to just try it any time the idea occurs to me and keep track of which ones end up working. | ||
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OMGBentley
United States2 Posts
If i click "repair" on it before it takes damage they don't do anything because it hasn't been damaged yet, and if i turn on "auto repair" they repair each other and don't surround the turret very well | ||
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Aletheia27
United States267 Posts
On August 26 2011 06:37 OMGBentley wrote: If you have a turret in your mineral line and a bunch of mutalisks are flying in to attack... What is the best way to get your SCVs to pre-emptively surround it and repair it? If i click "repair" on it before it takes damage they don't do anything because it hasn't been damaged yet, and if i turn on "auto repair" they repair each other and don't surround the turret very well Basically you just spam right click the turret with your scvs. As for the shakuras question. It may be possible to deal some sort of damage, but it would rely on some type of all in. Perhaps look at July vs Hongun from the gsl a day or 2 ago? I think taking a fast 3rd is much more reliable...but with 14/14 there may be a way to deal damage...not sure | ||
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Macpo
453 Posts
I have a ZvP question:are banelings cost efficient against a significant ball of zealot archon? thanks ! | ||
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Soluhwin
United States1287 Posts
On August 26 2011 07:12 Macpo wrote: hi guys I have a ZvP question:are banelings cost efficient against a significant ball of zealot archon? thanks ! yes. | ||
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vince1234
39 Posts
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galtdunn
United States977 Posts
On August 26 2011 10:42 vince1234 wrote: what are some mandatory build orders i should learn vs all races if i want to start playing terran? http://wiki.teamliquid.net/starcraft2/Terran_Strategy#General_Builds | ||
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vince1234
39 Posts
On August 26 2011 10:46 galtdunn wrote: http://wiki.teamliquid.net/starcraft2/Terran_Strategy#General_Builds the liquidpedia is outdated. any other suggestions? | ||
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RyanRushia
United States2748 Posts
On August 26 2011 10:53 vince1234 wrote: the liquidpedia is outdated. any other suggestions? unfortunately it's hard to say what is a "mandatory" build order because it relies so much on scouting. honestly i'd say anything with a somewhat early expansion is wise be it 1 rax marine expand, 2 rax marine marauder expand, 3 rax marine marauder pressure expand etc i say expo early because if youre looking to improve youll need to know how to macro/work off of multiple bases, will help in long run | ||
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ligand
United States53 Posts
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ToastieNL
Netherlands845 Posts
On August 26 2011 14:33 ligand wrote: If I have an army on a hotkey but split it up into two groups (ex: split army to grab both xelnaga towers) and I double click the hotkey, which group will it take me to? Is it the one with more supply or the one with the most amount of units? or something else? I believe it is the biggest chuck of units. If not, it is the neasest chuck of units, but I'm fairly sure it's the biggest. In case of equal numbers (Hatches, etc), it'll go to the nearest. | ||
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Macpo
453 Posts
Another easy factual question: are camera hotkeys counted in APM ? I have the impression it's not in sc2gears, but is it in sc2? Thanks! | ||
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phiinix
United States1169 Posts
On August 26 2011 10:53 vince1234 wrote: the liquidpedia is outdated. any other suggestions? 1 rax gasless expand (all mu) reaper expand (tvz) 2 rax expand (1 tech lab 1 reactor) (mostly tvp) 1/1/1 expand (tvt) the last one has a ton of variety. A TON. You can expand right after, go for a tank push with/without seige, go banshee, fast marine/hellion/medivac, etc etc. On August 26 2011 14:33 ligand wrote: If I have an army on a hotkey but split it up into two groups (ex: split army to grab both xelnaga towers) and I double click the hotkey, which group will it take me to? Is it the one with more supply or the one with the most amount of units? or something else? From my experience hot keying 2 command centers, it goes to the one that's closest to your current camera | ||
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Mixxx
Germany6 Posts
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Dingobloo
Australia1903 Posts
On August 26 2011 17:52 Mixxx wrote: How do I have to control a medivac to drop Units from it while it is still moving?? Right click where you want the drop ship to go, while it's moving and you have it selected, press d and click the medivac, it will start dropping while retaining the move command. Alternatively if you'd like to queue without having to click the medivac, shift right click somewhere, shift right click the unit portraits down the bottom in the cargo section then shift click somewhere else, the drop ship will move to the first location, start dropping in the order you shift clicked the portraits while moving towards the 2nd. | ||
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Timm
34 Posts
On August 26 2011 03:07 Aletheia27 wrote: I would take a fast third. Pull drones off gas or don't take gas if you see an FFE. Take a third around 30 supply or so. IMzerg style. the thing is a FFE at the earliest can only attack at the 9 min mark. Even then though it's more likely going to be after the 10 minute mark. So you can drone comfortably and then hold off most pushes with roach/ling on 3 base. So what do you do on maps like taldarim where the third is blocked by rocks? take a third somewhere out on the map? | ||
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saaaa
Germany419 Posts
Should I go for 1 Fac with Techlab and the other factory without a reactor. Or should i build at the second factory a reactor to produce more hellions? Do I have less hellions with the reactor variant when the blue flame research is finished? If i get my 6 hellions anyway i should build a reactor because i transitions easlier and earlier into TMM. | ||
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AutobotDan
42 Posts
Then build a reactor on your barracks when you start your second factory, then switch it again. Unless you're doing a 3/4 rax opening, it's best to get your tech labs and reactors down as fast as you can. | ||
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I have a ZvP question: