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On August 28 2011 16:27 BretZ wrote: Hello,
Lets say I see a Protoss forge fast expo, and find a late 2 gas, figuring there's gonna be no pressure for a bit. I go ahead and take an early 3rd at 7 min 7 30 min. I drone somewhat hard, and as i see pressure move out. Without supply blocks, am I able to hold an 7/8 gate all in?
It depends on the all-in. If he's going for some +2, or blink, or alot of sentry, then you should delay it long enaugh to hold it, if he's doing hardcore 2 gas stalker/zealot with +1 only and cutting corners early, then there is no way on earth you could defend.
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I have a question about macro and multiple building select:
How do I make sure to continually build units without queueing them up? I want to queue up the next unit just before the current one finishes, but when multiple buildings are selected, there's no way to see the progress on the current unit.
Right now I try to have a timer in my head, and queue up the next one when I think the current one is almost done. Is there are better way?
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On August 30 2011 01:08 Khenra wrote: I have a question about macro and multiple building select:
How do I make sure to continually build units without queueing them up? I want to queue up the next unit just before the current one finishes, but when multiple buildings are selected, there's no way to see the progress on the current unit.
Right now I try to have a timer in my head, and queue up the next one when I think the current one is almost done. Is there are better way?
Not really. You can tap back to your building and click one (or click one in the selection pane) to see current progress. But really the way to go (and it sounds like you're doing it already) is to have a timer in your head, coupled with constant babysitting (via day[9]-style tapping) to ensure that the buildings are always producing something.
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On August 30 2011 00:37 ToastieNL wrote: Hey people,
I would like to practice my Protoss a bit. I do have quite a decent understanding of the race and a lot of the basic knowledge. I player Random in Beta, and some Protoss afterwards.
My question is;
Could you supply me with 1/2 builds/race? Build that are safe and easy to execute, but still macro- esce, not all ins. I would like the ability to put on some pressure, but not necessarilly.
PvP, preferably your two prefered anti- 4-gate builds!
Kind regards, Toastie Next page
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Blazinghand
United States25558 Posts
On August 29 2011 22:26 DontLoseSightOfIt wrote:Show nested quote +On August 29 2011 19:52 Tribune wrote:On August 29 2011 19:41 DontLoseSightOfIt wrote:I have a simple, quick question regarding Practice partner thread. i took this as an example Server: SEA TL ID: LimitSEA B.Net ID.IDENTIFIER: Limit.244 ProfileURL: http://sea.battle.net/sc2/en/profile/367159/1/Limit/Sc2RanksURL: http://sc2ranks.com/sea/367159/LimitOther: Mid level bronze zerg player looking for help with mid/late game, currently relying too much on early game all ins, any help/race needed. SO i went to BNet and "add character friend" What do I put for characters' name? (is it Limit) what do i put for character's code?(is it 244) second question, when i first bought this game my char code was 321. now its 558. how come it changed? Im pretty sure the character's name is just Limit yes and yes his code is 244. The reason your character code changed is because everybody got a free name change and, correct me if i'm wrong, you had to re-enter/change your character name at some point therefore resetting your bnet ID. Yes, I did use my name change once, in fact it was two weeks ago. Is this why my code number changed also?
That's probably why-- since your ID changed, your code probably changed with it.
On August 29 2011 18:35 Sina92 wrote: If you win Code A you instantly pop into Code S. How does that work, does someone from Code S get instantly eliminated?
There is a minitournament between each season of GSL called "up and down matches", where the bottom 8 players from Code S, and the top 7 from Code A, compete for the now-vacant 8 spots in Code S. 1 of these spots is earmarked for Code A winner, and one of them is set aside for the MLG exchange program, which means that the 15 players compete for 6 of the 8 spots. Any combination of ex-Code S and Code A players can win the spots; getting into the up-and-downs doesn't necessarily mean you get into Code S, nor does it mean you necessarily drop down to Code A.
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Can a robotics facity succesfully produce an immortal if there's only a 1 matrix wide space for the immortal to exit? Can a fully walled in robo succesfully make a immortal or collosus if it rallies into a warp prism? Just wondering because I'm looking into fully walling a robo on reaction to dts.
edit: to clarify the warp prism would be hovering directly over the robo.
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On August 30 2011 04:09 Chronopolis wrote: Can a robotics facity succesfully produce an immortal if there's only a 1 matrix wide space for the immortal to exit? Can a fully walled in robo succesfully make a immortal or collosus if it rallies into a warp prism? Just wondering because I'm looking into fully walling a robo on reaction to dts.
edit: to clarify the warp prism would be hovering directly over the robo.
No and No. If there is not enough space to fit the unit then it will just stay in production forever. The warp prism won't work because the unit has to get out of the robo first, before you can pick it up.
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I'm a zerg player and I'm wondering why koreans do 10 drone at the begining then extractor trick and then ovie while all the europeans play 9 drones ovie and then drones. Why? What is better?
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Let me just use this topic instead opening new. Is there any better option to train grouping like 1 army, 2 ht, 3 sentries in Unit test map.. ? When I play custom or ladder I just confuse myself even If I practice grouping a lot in Unit test map.
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Blazinghand
United States25558 Posts
On August 30 2011 06:15 whereismymind wrote: Let me just use this topic instead opening new. Is there any better option to train grouping like 1 army, 2 ht, 3 sentries in Unit test map.. ? When I play custom or ladder I just confuse myself even If I practice grouping a lot in Unit test map.
If you're trying to work with a new set of control groups, and you find at once that Ladder is too stressful and Unit_test_map too boring for your play, you may want to instead play a custom game versus an AI; you can take it slow and practice using your new groups in real combat situations without having to work about the crazy shenanigans of playing a human opponent. Once you're comfortable playing against the AI on Hard a couple of times with your new control groups, you'll certainly be ready for the ladder.
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I've seen this being used more and more but what is the proper response to a bunker rush with reaper? TvZ
Not let the bunker go up?
Let's say the bunker finishes. Is it basically GG at this point?
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On August 30 2011 06:27 Blazinghand wrote:Show nested quote +On August 30 2011 06:15 whereismymind wrote: Let me just use this topic instead opening new. Is there any better option to train grouping like 1 army, 2 ht, 3 sentries in Unit test map.. ? When I play custom or ladder I just confuse myself even If I practice grouping a lot in Unit test map. If you're trying to work with a new set of control groups, and you find at once that Ladder is too stressful and Unit_test_map too boring for your play, you may want to instead play a custom game versus an AI; you can take it slow and practice using your new groups in real combat situations without having to work about the crazy shenanigans of playing a human opponent. Once you're comfortable playing against the AI on Hard a couple of times with your new control groups, you'll certainly be ready for the ladder. Another suggestion; use the Coach AI: LINK. It allows you to play against the superior Green Tea AI, which uses actually viable strategies. It also helps you to keep up with your macro, so this is probably the best way to simulate a real game scenario. And, it might reveal some hidden macro flaw ;-)
Tip: Just DO it
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On August 30 2011 07:08 jdelator wrote: I've seen this being used more and more but what is the proper response to a bunker rush with reaper? TvZ
Not let the bunker go up?
Let's say the bunker finishes. Is it basically GG at this point? Kill the SCV, Reaper is not that threatening when you have 2 Queens + a few Lings. If he might get the bunker up anyways; make enough lings to swarm, surround, and kill, but this is the less prefered option.
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It's seems one reaper bunker is a lot more effective than 1-2 marine bunker.
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Blazinghand
United States25558 Posts
On August 30 2011 07:08 jdelator wrote: I've seen this being used more and more but what is the proper response to a bunker rush with reaper? TvZ
Not let the bunker go up?
Let's say the bunker finishes. Is it basically GG at this point?
Ideally you don't want the bunker to go up. Pull several drones and have them attack the scv making the bunker and you should be OK. In order to be able to spot the bunker in time, have your 2nd ovie (the first one that you make) hang out over your natural to spot for bunkers.
You want to stop the bunker from getting up or you're in serious trouble.
If the bunker DOES go up, you need to 1) kill the scv repairing it 2) kill the bunker and 3) cut off any reapers or marines trying to get to the bunker. Put your zerglings on the correct side of the bunker so they can peel off and pick off units trying to get inside.
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Hello! I'm a Zerg and I just wanted to know how many drones I should be transferring to my natural during a fast expand? Should I be transferring that same amount to my 3rd base and so on?
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On August 30 2011 07:56 evil_ManiMani wrote: Hello! I'm a Zerg and I just wanted to know how many drones I should be transferring to my natural during a fast expand? Should I be transferring that same amount to my 3rd base and so on?
During a fast expand if you're not being harassed, you shoud transfer just over half of your workers to your natural so that your main (more easily defensible in a pinch) doesn't mine out too quickly and so you can drone up both bases roughly equally without having to keep track of how many are being spawned at each base so much.
If you're being attacked by something you could hold off early game it may be worth transfering a few more even than that so you can be ready to fight with them should the need arise.
When you come to take your 3rd it depends on your situation. If you've been able to over saturate your droning then you should just transfer down to a standard base saturation at your main/natural and then either way rally over to your third (shouldn't take more than one or two drone pumps) unless it's a gold or somewhere you feel is vulnerable, where you may want to immediately transfer saturate the new base to secure the income quickly.
When it comes to taking your 4th, it's entirely down to you. If you can secure it early then you may just want to rally the 4 bases to it and saturate it with new drones, or again if it's vulnerable transfer saturate to secure as many resources as possible, and you'll want to make sure you're not over saturated on any earlier bases through either over droning or running out of mineral patches. You need to judge it on a case by case scenario and manage your bases carefully.
For a quick way to check for saturation, drag a box over the drones at a base, and if you see 2 lines + 4 then you're saturated there, more consider transfering if it's an issue, less consider droning. The reason it's 2 lines + 4 (20) is 16 on minerals and 4 with gas, as well as 2 more inside the extractor that you won't have boxed. So 16 on minerals and 3 on each gas
Edit: 16 on minerals if it's a base still with all of it's mineral patches.
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When using broodlords against a protoss that has colossi, is it ideal during big engagements to focus the colossi with broodling strikes as you would with corruptors or does that mess up the broodlings?
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When will code S games actually START if it starts streaming at 5:10 EST Can I get away with sleeping till 530?
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