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Simple Questions Simple Answers - Page 36

Forum Index > StarCraft 2 Strategy
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tuestresfat
Profile Joined December 2010
2555 Posts
March 08 2011 05:12 GMT
#701
What is the ideal unit comp when 4gating a Terran? How many Sentries/Stalkers/Zealots?
kamikaziekid
Profile Joined March 2011
United States4 Posts
March 08 2011 05:35 GMT
#702
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
when in doubt... mass marines
kamikaziekid
Profile Joined March 2011
United States4 Posts
March 08 2011 05:42 GMT
#703
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
when in doubt... mass marines
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
Last Edited: 2011-03-08 05:54:15
March 08 2011 05:53 GMT
#704
On March 07 2011 21:10 Synystyr wrote:
Show nested quote +
On March 07 2011 19:07 Hellhammer wrote:
How do you repair something in a dropship? I pick my viking up and some scvs? What else do I do?


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?
If Jesus comes, kill him again.
Fruitalchemist
Profile Blog Joined October 2010
Greenland51 Posts
March 08 2011 06:14 GMT
#705
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?
<3 Huk <3 Drewbie....Manner > Skill
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
March 08 2011 06:31 GMT
#706
^well yes but thats a very broad question, for example if a T is going marauder heavy, you obviously dont want to go mass stalker, or if a P is going collosus gateway, you dont want to get too many hydra. be more specific and ill be able to be more helpful
https://twitter.com/#!/IrisAnother
kamikaziekid
Profile Joined March 2011
United States4 Posts
Last Edited: 2011-03-08 06:35:52
March 08 2011 06:35 GMT
#707

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.
when in doubt... mass marines
bankai
Profile Joined November 2010
362 Posts
March 08 2011 06:42 GMT
#708
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??
rsvp
Profile Blog Joined January 2006
United States2266 Posts
March 08 2011 06:51 GMT
#709
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.
oblong
Profile Joined January 2011
United States86 Posts
March 08 2011 06:54 GMT
#710
when are you guys going to update the teamliquid timer so it isnt 3 minutes behind and displaying the events 3 minutes after they start? its not a big deal but i dont think it would be very hard lol
WindOw
Profile Blog Joined November 2008
Sweden407 Posts
March 08 2011 06:54 GMT
#711
whats the ideal amount of harvesters on a normal sized mineral line , for perfect saturation? is it 3 per patch or?
AKA WindOw[InCa] (BW) | TheMisT (SC2) | NaNiwa FC founder
kamikaziekid
Profile Joined March 2011
United States4 Posts
March 08 2011 06:58 GMT
#712
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.
when in doubt... mass marines
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2011-03-08 07:09:12
March 08 2011 07:09 GMT
#713
On March 08 2011 15:58 kamikaziekid wrote:
Show nested quote +
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.


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.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
TheFinalWord
Profile Joined May 2010
Australia790 Posts
March 08 2011 07:31 GMT
#714
Why do people 1 gate expand after forcing a cancel vs a zerg fe with a cannon rush? Why not 3 gate expand, or expand only after you are sure your opponent is not going to rush you. Is it vital to get the second base up?
rickybobby
Profile Joined October 2010
United States405 Posts
March 08 2011 07:45 GMT
#715
its not vital to get the second base if you are already ahead its only done if the player thinks its safe, but it is not necessary and many players do 3 gate expand and still end up ahead.
orionboss
Profile Joined March 2011
United States45 Posts
March 08 2011 09:04 GMT
#716
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?
spawn more overlords
tuestresfat
Profile Joined December 2010
2555 Posts
Last Edited: 2011-03-08 11:24:07
March 08 2011 11:23 GMT
#717
edit: wrong thread.
Mythito
Profile Joined January 2011
Canada230 Posts
March 08 2011 11:53 GMT
#718
On March 08 2011 01:02 underdawg wrote:
Show nested quote +
On March 07 2011 21:52 Mythito wrote:
On March 07 2011 08:41 Kenpachi wrote:
On March 05 2011 11:23 Kenpachi wrote:
Well, i feel like i want to actually get into this game and i want to know the standard BO(s) for Terran Matchups. I searched Standard but i really dont know where to start.. so i think it would be easier to straight up ask for the standard builds.

bump


9 Supply
12 Barracks
13 Gas
15 Oribital

past that get a couple more barracks, get 2 tech labs and 1 reactor, then a factory and go tanks/marines/marauders, with a starport for a few medivacs.


if you're looking for a more complex answer, i suggest
http://wiki.teamliquid.net/starcraft2/Terran_Strategy#Match-ups
and maybe searching iEchoic's TvT build

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
Did everything just taste purple for a second?
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
March 08 2011 13:31 GMT
#719
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.
No logo (logo)
ZeroTalent
Profile Joined December 2010
United States297 Posts
March 08 2011 14:21 GMT
#720
On March 08 2011 22:31 deathly rat wrote:
Show nested quote +
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.


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.
Can we get an official definition of "all-in"? Please?
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