Simple Questions Simple Answers - Page 359
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tuestresfat
2555 Posts
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Dingobloo
Australia1903 Posts
On August 27 2011 14:11 tuestresfat wrote: When is patch 1.4 expected to be released from PTR state? Is there a general trend on how long patches stay in PTR state before release date? 1-2 weeks is common judging from previous patches, but if after testing they take the PTR down and do additional changes, it will usually be another 1-2 weeks. | ||
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WeddingEpisode
United States356 Posts
Thanks for doing this thread, it's awesome, and I like reading it. Why do some units flash red? I had a group of tanks and only one was flashing red. | ||
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ApocAlypsE007
Israel1007 Posts
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Blazinghand
United States25558 Posts
On August 27 2011 19:40 ApocAlypsE007 wrote: What is the optimal number of workers to pull incase a Zerg tries to proxy hatch? If you want to kill a hatchery as it's morphing using only workers... Worker attacks once per 1.5 seconds, dealing 4 damage. at full hp, hatchery has 1500 hp. Each attack deals 4 damage due to 1 armor of hatchery, so it takes ~380 probe zaps to kill it. hatchery takes 100 seconds to morph. Each worker will succesfully attack ~70 times in 100 seconds, so you will need 4-5 workers to kill the hatchery before he can start laying down crawlers. It's probably more mining-effecient to pull 6 workers and kill it quickly, before it finishes, though he will likely cancel. Probes aren't the answer, though. Asking how many probes to pull is like asking how many marshmallows to stab a hobo with; you shouldn't be stabbing him, and you shouldn't use marshmallows anyways. Really, though you should cannon rush it or something. EDIT: or use a zealot and a worker. this would be wayyyy better. | ||
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ZikO
United Kingdom27 Posts
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GinDo
3327 Posts
On August 27 2011 14:17 Dingobloo wrote: 1-2 weeks is common judging from previous patches, but if after testing they take the PTR down and do additional changes, it will usually be another 1-2 weeks. Wait, so is the PTR out? | ||
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Kambing
United States1176 Posts
Yes. | ||
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itstheTB
61 Posts
* Expand or 1 base all in? * What races is it good against? * What gateway units together with the 2-3 Voidrays? | ||
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Porneus
Poland68 Posts
On August 27 2011 20:34 Blazinghand wrote: If you want to kill a hatchery as it's morphing using only workers... Worker attacks once per 1.5 seconds, dealing 4 damage. at full hp, hatchery has 1500 hp. Each attack deals 4 damage due to 1 armor of hatchery, so it takes ~380 probe zaps to kill it. hatchery takes 100 seconds to morph. Each worker will succesfully attack ~70 times in 100 seconds, so you will need 4-5 workers to kill the hatchery before he can start laying down crawlers. It's probably more mining-effecient to pull 6 workers and kill it quickly, before it finishes, though he will likely cancel. Probes aren't the answer, though. Asking how many probes to pull is like asking how many marshmallows to stab a hobo with; you shouldn't be stabbing him, and you shouldn't use marshmallows anyways. Really, though you should cannon rush it or something. EDIT: or use a zealot and a worker. this would be wayyyy better. Correct me if I'm wrong but building/morphing structures don't get armor because they've not finished yet. So it's 5 not 4 dmg per shot which is 20% more, pretty darn huge difference considering that u wanna pull as few probes as possible. On a side note I spotted this when T makes 2 depo and rax walloff, when he halts depo production my probe zap does 5 dmg ![]() | ||
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FrayzZeUsher
United States225 Posts
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Probe1
United States17920 Posts
On August 27 2011 23:59 FrayzZeUsher wrote: Why are my games so inconsistent... i am either in a winning streak or losing streak, there's literally no middle ground. Try stopping after losing 2-3 games, watching the replays and analyzing what went wrong. That should help you curb your losing streaks. Your win/loss streaks could be the the result of your MMR fluctuating, facing you against lower and higher opponents. | ||
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RyanRushia
United States2748 Posts
On August 27 2011 22:09 itstheTB wrote: I want to use voidrays harass/attacks more. * Expand or 1 base all in? * What races is it good against? * What gateway units together with the 2-3 Voidrays? voidrays have numerous uses! PvZ: getting more and more common to go stargate->voidrays after 1 gate expanding, or double stargate-> voidray/phoenix after forge fast expanding. PvT: voidrays typically aren't AS common, however, it's still a valid strategy to do 3 gate stargate... wait til you have about 3 voidrays and mix in stalkers, then zealot when have no gas, and go for a 1base push against terran. unfortuantely, this strategy tends to take some time to do, and has a huge investment in terms of money spent, so it's hard to expand behind it while still having a strong push PvP: not nearly as common to see voidrays, although in some super late game situations occasionally you'll see them in colossus vs colossus wars to help bring them down faster as you get the +% versus massive units. however, they aren't as recommended in this matchup due to the fact that they are more of a late-game unit, and unfortunately PvP doesn't often get to late-late game situations, and blink stalkers can just own them should the player out-build you | ||
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ChopSuey2
United States50 Posts
Here's one of my replays (Masters): ![]() | ||
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Babyschwein
Germany33 Posts
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Blazinghand
United States25558 Posts
On August 27 2011 22:36 Porneus wrote: Correct me if I'm wrong but building/morphing structures don't get armor because they've not finished yet. So it's 5 not 4 dmg per shot which is 20% more, pretty darn huge difference considering that u wanna pull as few probes as possible. On a side note I spotted this when T makes 2 depo and rax walloff, when he halts depo production my probe zap does 5 dmg ![]() That may be true, but i only theorycrafted after actually testing it; 4 workers sort of works, 5 workers kills it, and 6 crushes it fairly quickly. Whether they're dealing 4 or 5 damage, you still want 4-5 workers, or 6 to take it down fast. But all this is missing the point, which is that you should use a zealot or cannon to kill the proxy hatch rather than wasting valuable mining time. | ||
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Blazinghand
United States25558 Posts
On August 28 2011 02:29 ChopSuey2 wrote: How do you beat marine/banshee/siege tank/raven all in? PvT Here's one of my replays (Masters): ![]() Here are some recent threads on that topic: Recommended: [G] QTIP’s guide to defending the 1-1-1 (PvT) http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379 QTIP breaks it down like he's a professional dancer and shows us how to stop the 1/1/1 Why 1/1/1 is considered to be imbalanced in Korea http://www.teamliquid.net/forum/viewmessage.php?topic_id=257589 This thread discusses the state of TvP meta and describes various Protoss attempts to deal with the 1/1/1 allin, and their success and failures. I'd highly recommend reading QTIP's guide, and maybe skimming parts of the imbalanced thread, though it's kind of a cesspool of balance whine at time, people do make good attempts at figuring it out. | ||
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RyanRushia
United States2748 Posts
On August 28 2011 03:14 Babyschwein wrote: When 3-Gate expanding vs. Terran, how many units do you warp in before the expansion, when do you place it if pushes regulary kill you? i typically have 6 units. i go zealot-sentry-stalker while warpgate is being upgraded, then warp in 3 sentry and push out, i've seen people do some slightly early expos and then warp in after, but i feel that waiting for first warp in is pretty solid if youre worried about pushes | ||
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vince1234
39 Posts
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Catchafire2000
United States227 Posts
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