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Simple Questions Simple Answers - Page 359

Forum Index > StarCraft 2 Strategy
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tuestresfat
Profile Joined December 2010
2555 Posts
August 27 2011 05:11 GMT
#7161
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?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 27 2011 05:17 GMT
#7162
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.
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
August 27 2011 08:47 GMT
#7163
Hi,
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.
Still diamond
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
August 27 2011 10:40 GMT
#7164
What is the optimal number of workers to pull incase a Zerg tries to proxy hatch?
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-08-27 11:50:49
August 27 2011 11:34 GMT
#7165
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.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ZikO
Profile Joined April 2006
United Kingdom27 Posts
August 27 2011 12:23 GMT
#7166
Thanks to Kambing and Blazinghand for the explanation on build orders.
GinDo
Profile Blog Joined September 2010
3327 Posts
August 27 2011 13:02 GMT
#7167
On August 27 2011 14:17 Dingobloo wrote:
Show nested quote +
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.


Wait, so is the PTR out?
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Kambing
Profile Joined May 2010
United States1176 Posts
August 27 2011 13:04 GMT
#7168
On August 27 2011 22:02 GinDo wrote:
Show nested quote +
On August 27 2011 14:17 Dingobloo wrote:
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.


Wait, so is the PTR out?


Yes.
itstheTB
Profile Joined August 2011
61 Posts
Last Edited: 2011-08-27 13:10:16
August 27 2011 13:09 GMT
#7169
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?

Porneus
Profile Joined May 2010
Poland68 Posts
August 27 2011 13:36 GMT
#7170
On August 27 2011 20:34 Blazinghand wrote:
Show nested quote +
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.



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
http://sc2ranks.com/eu/275634/gsbPorneus
FrayzZeUsher
Profile Blog Joined September 2010
United States225 Posts
August 27 2011 14:59 GMT
#7171
Why are my games so inconsistent... i am either in a winning streak or losing streak, there's literally no middle ground.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 27 2011 16:38 GMT
#7172
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.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
August 27 2011 16:43 GMT
#7173
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
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
ChopSuey2
Profile Joined January 2011
United States50 Posts
August 27 2011 17:29 GMT
#7174
How do you beat marine/banshee/siege tank/raven all in? PvT

Here's one of my replays (Masters):
[image loading]
Babyschwein
Profile Blog Joined December 2010
Germany33 Posts
Last Edited: 2011-08-27 18:15:23
August 27 2011 18:14 GMT
#7175
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?
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 27 2011 18:38 GMT
#7176
On August 27 2011 22:36 Porneus wrote:
Show nested quote +
On August 27 2011 20:34 Blazinghand wrote:
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.



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.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
August 27 2011 18:44 GMT
#7177
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):
[image loading]


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.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
August 27 2011 18:54 GMT
#7178
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
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
vince1234
Profile Joined May 2011
39 Posts
August 27 2011 21:21 GMT
#7179
When should a terran player wall off at the ramp? If he does wall off when does he send his scv? Does the SCV thats building 10depot build the 12 rax also? when does the scv scout? Im a toss player but i want to switch to t so i need to know these basic timings.
Catchafire2000
Profile Joined August 2010
United States227 Posts
August 27 2011 22:57 GMT
#7180
how should protoss actively spend chrono boost energy? i'm a plat player and constantly have a lot of chrono boosted up. Also, I'm not sure which gate to chrono after a round of warp-ins to decrease the wait time between rounds.
jabooty
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