Simple Questions Simple Answers - Page 36
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tuestresfat
2555 Posts
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kamikaziekid
United States4 Posts
On March 08 2011 02:23 Hammurabio wrote: Does putting Spine Crawlers between the minerals and hatch (where drones have to path around) have a significant effect on mining rates? it really depends how far from the minerals and hatch you place it, if you place it so its hugging either the mineral patch or the hatchery it will hinder mining greater than what it would be if you placed it equally distanced from the hatch and the mineral line... that being said it will still have adverse effects on mining, what i recomend doing is placing the spine crawler outside of the mineral line or in front of the hatch where the larva are usually located that way you can still get generally the same ammount of protection without having to slow down your economy. hope that helps ![]() | ||
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kamikaziekid
United States4 Posts
On March 08 2011 14:12 tuestresfat wrote: What is the ideal unit comp when 4gating a Terran? How many Sentries/Stalkers/Zealots? well really that depends on how many of each unit the terran player has, normally the terran player will go heavy marine muarader with this play unless they want to spice it up and use ghosts or reapers but thats besides the point. If the terran player has more marines than muaraders get more stalkers, if the player has more muaraders than marines go more zealots, but you have to be careful cause the muaraders with concussive shells can outrun the zealots and basically "stutter step" them to safety. if you get sentries they are not as good against marine/muaraders but their guardian sheild can prove to be an invaluable asset when going up against that type of unit composition. It is also good to know that muaraders have 6 range compared to the marine's 5, so if you can forcefeild the muaraders and split them from the marines so you can tackle half the army at a time. also if he continues to pump barraks units (marine/muarader/reaper/ghost) try and get a robotics bay out and start pumping colossai for the marines or immortals for the muaraders as immortals do 50 dammage against armored and can 3 shot the muarader. hope this info helps good luck out there | ||
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Hellhammer
Canada144 Posts
On March 07 2011 21:10 Synystyr wrote: You have to turn auto-repair on with your SCVs. Then they'll repair inside of a dropship. Thanks, what I meant to ask was how do you put them on auto-repair, but I figured that out. My next question: Why do hydra's move so slowly off creep? What is the reason behind this? Are they too strong, or imbalanced if they were to move fast all the time? | ||
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Fruitalchemist
Greenland51 Posts
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L3g3nd_
New Zealand10461 Posts
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kamikaziekid
United States4 Posts
On March 08 2011 15:14 Fruitalchemist wrote: This may be stupid but..is there a danger of over committing to a unit type if my enemy is going in a serten tech path? and if so how do i know im overcommitting to a unit type? yes because if the opponent continually scouts you the player can do a tech switch or make units that are considered a "hard counter" to the units you make and can overpower you and you can lose a match in that way. you can also potentally lose units without intending to so a way to keep your self from overcommiting is to always thinking of the worst possible things that they could throw at you and look at your units and weigh your options as to which they can handle it or not. that usually works for me. | ||
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bankai
362 Posts
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rsvp
United States2266 Posts
On March 08 2011 15:42 bankai wrote: As protoss, what are some ways to increase map awareness and sight?? For zerg for example, they can create overlord highways and leave zerglings everywere, but protoss units are not so mobile or cheap. Only unit i can think of is observers but these are quite expensive if u gotta build lots to spread around the map?? Build pylons around the map. | ||
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oblong
United States86 Posts
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WindOw
Sweden407 Posts
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kamikaziekid
United States4 Posts
On March 08 2011 15:54 WindOw wrote: whats the ideal amount of harvesters on a normal sized mineral line , for perfect saturation? is it 3 per patch or? some say 2 per mineral patch but battlenet says 3, i personally do 2 because theres basically off time for gathering unlike scvs having to wait for a few seconds to start, also 2 saves a decient ammount of minerals. | ||
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Torte de Lini
Germany38463 Posts
On March 08 2011 15:58 kamikaziekid wrote: some say 2 per mineral patch but battlenet says 3, i personally do 2 because theres basically off time for gathering unlike scvs having to wait for a few seconds to start, also 2 saves a decient ammount of minerals. 2 is the optimal, you go 3 when you have saturated both the natural and the main. 3 does give you more minerals faster, but not as significant as two per patch. | ||
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TheFinalWord
Australia790 Posts
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rickybobby
United States405 Posts
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orionboss
United States45 Posts
How do most people set up there queen and hatchery hotkeys? I have been setting each of my hatcheries to a different hotkey, and cycle through them to click on the queen near by and inject. I know this is incorrect, but what should i do differently? | ||
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tuestresfat
2555 Posts
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Mythito
Canada230 Posts
On March 08 2011 01:02 underdawg wrote: 10 supply is standard. as far as i know what you do is queue up your 10th scv, then whenever you have 100 mins, make depot. you'll have enough mins to make your 11th scv during depot, and you should be supply blocked for about 1 second before your 12th scv can start 111 is standard TvT, dunno what is "standard" for other matchups. make sure to put 3 scvs in gas as soon as it's done and you should have enough gas shortly after you have the mins for that factory ah thanks for the correction, i play random and must have mixed it up with 9pylon for toss, also i havent played in ~2 months cuz my internet can't support it | ||
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deathly rat
United Kingdom911 Posts
On March 08 2011 18:04 orionboss wrote: I have a question about hotkeys with zerg. How do most people set up there queen and hatchery hotkeys? I have been setting each of my hatcheries to a different hotkey, and cycle through them to click on the queen near by and inject. I know this is incorrect, but what should i do differently? Many people hot key each queen, so you then double tap each queen hot key and press V and click on the near by hatch. I just started playing Zerg and I find this (click link) to be a good way to inject. I mapped [backspace] to [\] to make it easier. | ||
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ZeroTalent
United States297 Posts
On March 08 2011 22:31 deathly rat wrote: Many people hot key each queen, so you then double tap each queen hot key and press V and click on the near by hatch. I just started playing Zerg and I find this (click link) to be a good way to inject. I mapped [backspace] to [\] to make it easier. If you want to stick with something similar to the method you're using, hotkey queens instead of hatcheries. It will save you the work of finding the queen, plus clicking on it. The mrbitter technique mentioned is very good, especially with hotkey remapping. Of course what hotkey you pick for base cam (default is backspace) depends on your keyboard; you may need to use caps lock or backtick instead of backslash. | ||
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