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On August 27 2011 00:24 Playerone111 wrote:Show nested quote +On August 27 2011 00:21 RyanRushia wrote:On August 27 2011 00:17 Playerone111 wrote:On August 27 2011 00:02 galtdunn wrote:On August 26 2011 23:47 Playerone111 wrote: how to win against a zerg who makes only mutas and 20 spines + spores at each base, k ty Assuming you're terran, and that they made ONLY mutas, you want turrets, thors and marines. Thors are good enough at killing spines that you won't need tanks, and marines are so good at DPS that they can make mutas evaporate. Or mass marine probably works too, once you have a critical number + upgrades even spines fall pretty quickly. i'm almost gm toss and i made archons + ht's + stalkers + some zelots and a couple of sentries for guardian shield, i'm just fucking mad because rofl that is fucking ridicilous they just turtle and make ONLY MUTAS FUCKING MUTAS HOW COME FOR FUCK SAKE GOD thats so ridicolous i made like 30 cannons and he still 1a'd it how is it possible? i'd post a replay but i'm too mad. Obviously i had blink, he had no lings, just pure mutas gosh best thing you can do at that point is play entirely passive, expand up, and wait for him to run out of resources unfortunately. it sounds like you were in a late game situation, best thing you can do is to have 2-3 ht at each base, as archons and blink stalker are good and all, but when youre working on 3+ bases youll often times be so spread out that you cant rely on a ball of blink stalkers working their way over. ht storms do huge damage to mutas, forcing him to either run away or fight through a storm to kill the HT, where your other 1-2 are able to drop down storms as well. honestly apart from that or having incredibile phoenix micro you can't just rely on blink stalker/archon being able to cover all your bases meh next time when i see some zerg going mutas i will switch into double stargate and win air battle and then go like voids only >_> thanks for tips though, that really frustrates me that most of zergs on my level would like make 10 spines at each freaking base and go like 20 infestors or mutas only...
yup phoenix with +1 air upgrades will rip through muta, just harder to get them once the muta ball has gotten huge, as if you aren't really, really solid micro-wise one slipup will lose alot of phoenix. ht are optimal if youre playing defensive, but phoenix can help re-gain map control and obviously provide better scouting! plus if they go infestor you're way more likely to have phoenix get fungaled and then owned by mutas since you can't strafe away, whereas HT have storm/feedback to coutner both units. just something to keep in mind best of luck! it's certainly frustrating no doubt about that...
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Lol. I thought you were like a lower level terran b/c of your symbol My bad.
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How do you tell a reactor from a tech lab while it's building if you don't click on it?
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What time does toss usually get his first colossus out?
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On August 27 2011 01:20 galtdunn wrote: How do you tell a reactor from a tech lab while it's building if you don't click on it?
This is very difficult to answer, as their building animations are identical until the final building piece comes out (the top of the reactor and top of tech lab)
each starts with a little spinning circle being built, and then a mechanical claw thing comes up and starts hammering away. once the claw goes away, the top, and most recognizable piece, comes into vision
what i would do is check how quickly the buildng is being produced. techlabs only take 25 seconds, whereas reactors take 50. that means the mechanized claw i mentioned will show up WAY faster if it's a techlab, i jsut tested in a replay and the claw came up for the techlab at 11 seconds, and the reactor at 21 seconds
attached is a screenshot of the aforementioned "claw" so you dont have to check it out yourself
both the reactor and techlab were started at the same time (the top barracks having the techlab, the bottom the reactor) once the "claw" as ive deemed it is finished, the top of the techlab or reactor will be revealed
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+ Show Spoiler +On August 27 2011 01:38 RyanRushia wrote:Show nested quote +On August 27 2011 01:20 galtdunn wrote: How do you tell a reactor from a tech lab while it's building if you don't click on it? This is very difficult to answer, as their building animations are identical until the final building piece comes out (the top of the reactor and top of tech lab) each starts with a little spinning circle being built, and then a mechanical claw thing comes up and starts hammering away. once the claw goes away, the top, and most recognizable piece, comes into vision what i would do is check how quickly the buildng is being produced. techlabs only take 25 seconds, whereas reactors take 50. that means the mechanized claw i mentioned will show up WAY faster if it's a techlab, i jsut tested in a replay and the claw came up for the techlab at 11 seconds, and the reactor at 21 seconds attached is a screenshot of the aforementioned "claw" so you dont have to check it out yourself both the reactor and techlab were started at the same time (the top barracks having the techlab, the bottom the reactor) once the "claw" as ive deemed it is finished, the top of the techlab or reactor will be revealed ![[image loading]](http://i.imgur.com/bPuHH.png) O.o thank you so much. Lol, that's exactly what I was looking for.
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On August 27 2011 01:30 Mong00se wrote: What time does toss usually get his first colossus out?
Really depends tbh, but i'd guess something like 10:30-12. Know that a robo takes 65 to build, robo bay takes 65 to build, and colossus takes 75 to build. It's fair to assume a protoss will chrono a colssus a few times, so it's roughly 3 minutes from scratch, 2 minutes if you can spot a robo finishing. if you're trying to figure out colossus timing so you can get vikings out in time as a terran, or corrupters as a zerg, the 8-9 minute mark is a good time to scan/sac an overlord.
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Could someone post a replay of a "perfect" 5:42 4-gate? I'm just switching to protoss and want to learn how to 4gate before learning anti 4gate builds.
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Blazinghand
United States25558 Posts
On August 27 2011 01:30 Mong00se wrote: What time does toss usually get his first colossus out? The only real answer here is to scout using ovies, air units, scans, etc. I've seen protoss rush for colossus on 1 base, and I've also seen Protoss not get colossus until 2 bases. What race do you play?
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Is there a way to see your W-L record for each specific match-up in the BattleNET menu?
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Blazinghand
United States25558 Posts
On August 27 2011 06:21 McPricE wrote: Is there a way to see your W-L record for each specific match-up in the BattleNET menu?
Unfortunately, not only is the answer to this question "No", you can't even see your W-L Overall unless you're in Master League. I'd recommend using Sc2Gears to keep track of your progress.
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I don't know if this thread is still active and I don't know if the answer is simple. I'll give it a go with actually 2 questions
1) why all protoss players starts with a pylone when they have 9th probe 2) why protoss (and the others) players stick to strict Build Order and how to test my own build. How can I know my build order is good?
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Blazinghand
United States25558 Posts
On August 27 2011 06:39 ZikO wrote: I don't know if this thread is still active and I don't know if the answer is simple. I'll give it a go with actually 2 questions
1) why all protoss players starts with a pylone when they have 9th probe 2) why protoss (and the others) players stick to strict Build Order and how to test my own build. How can I know my build order is good?
A protoss player's Nexus is worth 10 supply, whereas Terran's Command Center is worth 11. Hence Protoss going for 9 Pylon while Terran goes for 10 Supply Depot; it needs to finish in time so you don't get supply blocked.
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On August 27 2011 06:42 Blazinghand wrote:Show nested quote +On August 27 2011 06:39 ZikO wrote: I don't know if this thread is still active and I don't know if the answer is simple. I'll give it a go with actually 2 questions
1) why all protoss players starts with a pylone when they have 9th probe 2) why protoss (and the others) players stick to strict Build Order and how to test my own build. How can I know my build order is good?
A protoss player's Nexus is worth 10 supply, whereas Terran's Command Center is worth 11. Hence Protoss going for 9 Pylon while Terran goes for 10 Supply Depot; it needs to finish in time so you don't get supply blocked.
To point (2), you stick to a build order to optimally reach some goal. For example, with a 4 gate build, you are trying to optimally reach the point where you can all-in your opponent when warp gate is done. With a 3 gate sentry expand, you are trying to optimally reach the point where you can safely take your expansion at the 6:00 minute mark.
Keep in mind that in many cases a build order is not rigid. For example, if you forge fast expand and see a 6 pool, you will be doing something different than if you see the zerg go pool-first, and you will be doing something different if your opponent goes hatch-first.
To practice your build order, you should play it over many games on ladder. You can use custom maps like YABOT to refine openings and get a feel for timings. But you won't have a good handle and assessment of the build until you see it in action and then analyze those games.
Knowing your build order is "good" is a matter of knowing what the specific things your build is trying to accomplish and determining how well it does that against a variety of playstyles. As a result, "good" build orders are not just time-tested by you, but by the community as a whole.
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A little help here guys, Im Incognito Char#467 on battlenet. Ive been watching a few replays that ive had the opportunity of getting my hands on from a few pros, and honestly my question is how do you know when to pause on building Sc Vs and when to keep building?....Most info ive heard is to keep making SCvs but i still get my butt handed to me. . i know hwo to follow a build but i find myself making more SCVs than marines in the end..HEEEELP!!
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On August 27 2011 06:24 Blazinghand wrote:Show nested quote +On August 27 2011 06:21 McPricE wrote: Is there a way to see your W-L record for each specific match-up in the BattleNET menu? Unfortunately, not only is the answer to this question "No", you can't even see your W-L Overall unless you're in Master League. I'd recommend using Sc2Gears to keep track of your progress.
go to sc2ranks and post your battlenet profile code, that worked for me and i saw my wins and losses puss which maps i was playing and which ones i lost and won at, and how many times i did each.
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On August 27 2011 12:11 RLAincognito wrote: A little help here guys, Im Incognito Char#467 on battlenet. Ive been watching a few replays that ive had the opportunity of getting my hands on from a few pros, and honestly my question is how do you know when to pause on building Sc Vs and when to keep building?....Most info ive heard is to keep making SCvs but i still get my butt handed to me.  . i know hwo to follow a build but i find myself making more SCVs than marines in the end..HEEEELP!!
Making SCV's constantly is generally good advice so unless you have a good reason not to, it's always best to lose with too many SCV's than too few. So with that disclaimer out of the way, there are only a few occasions when you should stop making them.
First if when you're following a very specific timing build that requires workers to be cut in order to get enough military units out for a specific engagement. It's worth noting that can include a scouted incoming attack that you need to cut a worker or more to defend properly, but the point is that when doing this it has to be for a specific guarenteed fight, or you're just damaging your economy for your opponent.
Second is when you have saturated your bases. There is generally some minor disagreement on exactly how many SCV's this is so I'm not going to tell you a number that you should follow because that's THE number, but I find 22 workers per base is a nice balance (16 on minerals and 3 on each gas). If you're going to be expanding soon it is still worth still adding more workers, as you can still get a few more minerals per minute on top of that number, it's just that they come with diminishing returns and you should transfer them to a new base for the most efficient mining.
Finally is a balance between army and workers in the late game. Generally, 4 bases saturated is the absolute limit and you should never go more than the 70-80 workers you'll have from that, but as a Terran it's also important to balance your MULEs in to that as you're trying to compose a late game composition, which can actually mean not only stopping production but also sending some of your SCV's to their deaths to free up supply and using additional Orbital Command's to drop MULEs to maintain your income.
Whilst understanding those concepts is more important than actual numbers in my opinion, if you just specifically want numbers: 22 per base, and around 70 in total as a Terran should be the absolute ceiling.
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nice.. nice , surprisingly that info came across more vividly than i had expected thanks alot "Iyerbeth" well thast another bullet for my terran assault weapon. will be back with more.
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OK, so HuK vs NaNi.
Both players build core then pylon. WTF?! I thought pylon then core was standard.
Anyone know why they were doing this? Is this the new standard?
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On August 27 2011 13:42 Turo wrote: OK, so HuK vs NaNi.
Both players build core then pylon. WTF?! I thought pylon then core was standard.
Anyone know why they were doing this? Is this the new standard?
Depends what you mean by "standard" it's standard in PvP because #1 importance is the fastest warpgate research (10 pylon, 10 gate) which means you get the cybernetics core sooner, most other matchups it's 9 pylon, 12-13 gate and then pylon before cybercore because that's most economical. There are other subtleties like the fact that you're spending your third chrono boost on warpgate instead of on probes which let you get away with a later pylon.
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