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On August 31 2011 10:34 Mozdk wrote:+ Show Spoiler +Mozdk: "gl hf"
Random T: "Shut the f*** up"
25 mins later.
"F****** imba, Imba RACE and F*** you"
Why are people still convinced that Toss is imbalanced? Are ppl just stuck in 2010? God I am getting tired of defending my race and I somehow am having a hard time not responding to these tiny lonely girls saying stuff like this.
What do you guys do when facing this stuff?
I understand what makes protoss hard to play against... I also understand what makes Z and T hard to play against... All races have their advantages and disadvantages... The outcome is determined by how you use your own advantages and negate their advantages. And macro and micro and stuff. But still. Why are people crying in stead of trying to get better. Pisses me off.
Sry People have bad matchups, and people are just used to saying Protoss is OP. Just try to ignore BM, they're usually just in a bad mood.
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As a Zerg in Speedling expand after 100 gas you take off the drones of the gas. When generally is good to return them to gas?
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I have a kind of big question about 2 base ( kind of semi all in's ) with protoss. What i want to ask is 6 gate after 3 gate expansion timing 6/7/8 gate after forge FE timing 6/7/8 gate after 3 gate expo with blink and/or without robo timing 6/7/8 gate after forge fe with blink and/or without robo timing what i'd like to know is when to attack and well how much upgrades do i need in specific nowadays i find it difficult to play macro games on maps let's say tal darim where zergs just make like thousand drones and well we know what happens, the problem is i never learned and i never knew the ingame timings on those ;p well dont know if it doesnt need a separate topic even because it's big question ;d
On August 31 2011 17:24 ApocAlypsE007 wrote: As a Zerg in Speedling expand after 100 gas you take off the drones of the gas. When generally is good to return them to gas?
as i offrace sometimes on my smurf, well as everyone says zergs are greedy and you should do it as late as possible, but like 6:30 -7 minute mark should be fine then you get lair as soon as you've got and you tech...
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general question, at the highest level of play (GSL), can 1 base protoss beat 1 base terran?
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On August 31 2011 20:17 iky43210 wrote: general question, at the highest level of play (GSL), can 1 base protoss beat 1 base terran? ofcourse they can, check out 2nd and 3rd game between genius and virus ( ro16 )
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I've been starting to focus on marine tank medivac against toss. I was wondering how upgrades play into that style.
When I play terran, I usually focus on infantry attack upgrades because I just know that my marines will be a lot stronger. (Haven't really thought about the actual dps increase and how many shots it takes to kill zealot/stalker/ those units with guardian shield). My thoughts were always a general upgrades make my army stronger.
Now that sieged tanks play a pivotal role in my armies. I was wondering what upgrades should I prioritize? does +1 mech significantly change the number of shots to kill a zealot/ stalker?
And a totally out there idea. Especially after watching the GSL (MVP vs HuK minor spoilers + Show Spoiler +It seems like marine/tank play has an advantage against Toss expanding in that it can hit very strong timing.
It seems like toss are experimenting with blink stalkers or chargelots against this push. (with the exception of Kiwikaki at MLG against Puma(?) where he went stargate tech to stall I think) Is a transition to blueflame hellions and marauders to counter twilight tech sound feasible?
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How do you know the best/right number of workers to have? If I go mid-late game, I have between 3-4 bases and It is a big dilemma for me, how many SCVs? A lot? Sure my econ is strong but it hurts my army count too. A little? Then I will have no income. (Lets exclude MULE for now)
So what ? Surely I cannot fully saturate 3-4 bases?
Oh, second question. Just watched this terran hold off a 7RR. The Z quits straight away. THis may sound noob and I am (lol), but why did the Z leave? Why is he so sure that T can beat him after holding off the 7RR? The T doesnt even have that many survivors after holding that rush, and the rush distance means Z can reinforce.
So I know from common sense and looking at replays, that once people's rush fails, they quit. Why??
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On August 31 2011 11:53 AirbladeOrange wrote: I just played a game where I got 7 pooled and had to make a complete wall off with 2 gates and a pylon. I tried to rally my zealots out of my base but 3/4 of them popped out on the wrong side. Is there some secret to how to use rally points? I had it right to my ramp, no funny angles or anything and some zealots still came out on the wrong side.
If the outer side of your gate is surrended by zerglings, the Zealots will pop inside. But this isn't the worst thing. A common way to dealing with early pool is to wall with 2 gates and pylon (like you did), chrono zealots (even inside your base) and than destroy the pylon so you can chase the zerglings before they destroy one of your gates. You have to micro properly so the lings won't run by the breach, but is doable. I
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How do you know the best/right number of workers to have? If I go mid-late game, I have between 3-4 bases and It is a big dilemma for me, how many SCVs? A lot? Sure my econ is strong but it hurts my army count too. A little? Then I will have no income. (Lets exclude MULE for now)
So what ? Surely I cannot fully saturate 3-4 bases? Late game it is good to have approximately 60-70 workers maybe more. If the game goes on so long that the terran has 4 bases, 65 workers should be enough because of mules. but remember, depending on the matchup and what unit composition, you're gas intake is limited to the amount of bases you have. Therefore if you're going heavy gas army, more bases is better.
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If you neural parasite a probe and build a forge, are the upgrades in the forge accessible? Whose units/which units do they apply to?
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On September 01 2011 01:24 bobwhiz wrote: If you neural parasite a probe and build a forge, are the upgrades in the forge accessible? Whose units/which units do they apply to?
Yes. They apply to your protoss units. Similarly if you neural up an ebay in the same game, the infantry upgrades will only apply to your terran infantry units. Note that your evo chamber upgrades only apply to your zerg units and do not affect any protoss or terran units that you produce.
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Is there any way to turn off "radar spamming"? Sometimes your opponent spam your minimap with red "radar" signals several 100s of times which is very distracting. Is there any solution to this?
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Last night on sotg, incontrol mentioned a chart which showed that fungal killed the protoss ball in the same amount of time in 1.4 that it does in 1.36
anywhere i can find this chart he spoke of?
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Is it a bad idea to micro with marauders and marines on the same binding? I've started to keep my marines and marauders on separate keys, but I can't respond to attacks as quickly because I need to stim two separate groups of units. Also if I try heading into a battle without all of my units highlighted at once, I find myself at a loss for what to do when I can't pick my marines and marauders out of the battle at the same time quickly like I could if i just ran in with all of them highlighted. I use the "grid" hotkey layout and I find it much more accurate and less apm intensive to simply tab to the group of units I want. I'm trying to make myself less noob, but it is very hard to improve at this game when it seems to reward noob tactics, such as balling up your units in the same group, allining off of one base all the time, or rushing. Getting a little off topic though.
Is there a way to cancel a waypoint? I don't mean change it, I mean cancel it. A lot of times when I am getting all inned I have enough units poping out to hold off the attack, but they keep rallying where I put them and not auto attacking so I lose way more than I should. I don't know of any other way other than selecting every single building individually and placing the waypoint just outside the building. But even then the waypoint isn't canceled. What a chore.
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Colossus + charge 2 base rofl stomped me here. Need tips.
http://drop.sc/30870
Theres no point in taking marines off the same hotkey as marauders unless your gonna use it to target fire, and only the best of the best need to do that.
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On September 01 2011 06:23 Shadyf0o wrote: Is there a way to cancel a waypoint? I don't mean change it, I mean cancel it. A lot of times when I am getting all inned I have enough units poping out to hold off the attack, but they keep rallying where I put them and not auto attacking so I lose way more than I should. I don't know of any other way other than selecting every single building individually and placing the waypoint just outside the building. But even then the waypoint isn't canceled. What a chore.
If you click on the barracks then that barracks's rally will be disabled, you must do this individually for all of your barracks, though.
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On September 01 2011 06:23 Shadyf0o wrote: Is there a way to cancel a waypoint? I don't mean change it, I mean cancel it. A lot of times when I am getting all inned I have enough units poping out to hold off the attack, but they keep rallying where I put them and not auto attacking so I lose way more than I should. I don't know of any other way other than selecting every single building individually and placing the waypoint just outside the building. But even then the waypoint isn't canceled. What a chore.
Right click the building. So if you're producing off of multiple rax you'll need to do them one at a time as far as i know
edit: slow
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On August 22 2011 10:32 Soluhwin wrote:Show nested quote +On August 22 2011 10:20 jkimnw wrote:On August 22 2011 02:28 FoxyMayhem wrote: Two ways I see: 1) if you're trying to get lings in his base with the overpool you need to delay his walloff, so scouting at 9 on four-spawn maps is essential (on Tal'Darim and similar huge maps this strat is probably unviable) and 11-12 on two-spawn maps (unless you want to block his rax placement, then you go at 9 as well). Use the drone to harass. This is probably not a very good strategy. Option 2) if you're going for a timing attack and need the minerals from the drone's mining, don't scout till lings. You can't get in his base anyway, so you're just scouting the ramp anyways.
But I have to ask, what is the purpose of your overpool?
So, my simple question: does a discussion or guide thread on hotkey layouts belong in this strategy forum, or in the general SC2 forum? I believe it belongs here, but since I'm new I'd like to make sure ^_^. <3s. The purpose of my overpool is simply to use the most economic pool-first build. I'm a platinum zerg so I am not losing games because of the tiny difference in economy between a 14 hatch first and overpool build - I'm dying because of early pressure/all in builds and poor engagements in the mid-game, poor scouting and macro mistakes. This is my logic for using 11 overpool instead of a hatch first build. Most economic? Where did that come from? There is a little bit of misconception about 11 pools, they don't actually have better economy than a 14/14/15 despite what the tests say for 3 major reasons: 1) + Show Spoiler [image] +That first arrow points to a very important dent in income, which results in stacking losses throughout the early game, as well as make you more vulnerable to cheese. That second arrow points to the slump in drones created because of how late the second queen could start injecting, had the test gone on for longer this would have eaten into income. 2) The tests made did not include the lings one makes with an overpool at 14-17 supply, which is exactly where there is already a dent in income. This results in an even more stacked deficit. 3) You take your gas even later than you would with a 15 hatch, which heavily limits your options. edit: open the image in a new tab to see the full thing.
A little bit late, but those comparisons are all vs hatch first builds - I feel that hatch first is too risky vs protoss so i went with overpool as the most economic of the *pool first builds*.
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When i engage in TvZ the common army composition (Muta, Ling, Bling) with my Tank,Marine,MediVac what are the most important steps to micro?
1. Stim my Marines 2. Pull my marines behind my tanks with stutter steps to damage the first lings 3. Focus fire banelings with tanks 4. Attack the Mutas 5. Micro my marines forward to save my tanks from lings
What are the right steps and in which order to get the best result?
Should i split behind my tanks?
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On September 01 2011 08:13 saaaa wrote: When i engage in TvZ the common army composition (Muta, Ling, Bling) with my Tank,Marine,MediVac what are the most important steps to micro?
1. Stim my Marines 2. Pull my marines behind my tanks with stutter steps to damage the first lings 3. Focus fire banelings with tanks 4. Attack the Mutas 5. Micro my marines forward to save my tanks from lings
What are the right steps and in which order to get the best result?
Should i split behind my tanks?
Not losing marines should be your top priority, so I'd order it as:
1) Stim & pull back 2) Focus banes 3) Split 4) Attack with marines if that particular group is not threatened by banes.
I know from a zerg perspective that as long as marines are left alive, I've lost.
On September 01 2011 07:49 jkimnw wrote:Show nested quote +On August 22 2011 10:32 Soluhwin wrote:On August 22 2011 10:20 jkimnw wrote:On August 22 2011 02:28 FoxyMayhem wrote: Two ways I see: 1) if you're trying to get lings in his base with the overpool you need to delay his walloff, so scouting at 9 on four-spawn maps is essential (on Tal'Darim and similar huge maps this strat is probably unviable) and 11-12 on two-spawn maps (unless you want to block his rax placement, then you go at 9 as well). Use the drone to harass. This is probably not a very good strategy. Option 2) if you're going for a timing attack and need the minerals from the drone's mining, don't scout till lings. You can't get in his base anyway, so you're just scouting the ramp anyways.
But I have to ask, what is the purpose of your overpool?
So, my simple question: does a discussion or guide thread on hotkey layouts belong in this strategy forum, or in the general SC2 forum? I believe it belongs here, but since I'm new I'd like to make sure ^_^. <3s. The purpose of my overpool is simply to use the most economic pool-first build. I'm a platinum zerg so I am not losing games because of the tiny difference in economy between a 14 hatch first and overpool build - I'm dying because of early pressure/all in builds and poor engagements in the mid-game, poor scouting and macro mistakes. This is my logic for using 11 overpool instead of a hatch first build. Most economic? Where did that come from? There is a little bit of misconception about 11 pools, they don't actually have better economy than a 14/14/15 despite what the tests say for 3 major reasons: 1) + Show Spoiler [image] +That first arrow points to a very important dent in income, which results in stacking losses throughout the early game, as well as make you more vulnerable to cheese. That second arrow points to the slump in drones created because of how late the second queen could start injecting, had the test gone on for longer this would have eaten into income. 2) The tests made did not include the lings one makes with an overpool at 14-17 supply, which is exactly where there is already a dent in income. This results in an even more stacked deficit. 3) You take your gas even later than you would with a 15 hatch, which heavily limits your options. edit: open the image in a new tab to see the full thing. A little bit late, but those comparisons are all vs hatch first builds - I feel that hatch first is too risky vs protoss so i went with overpool as the most economic of the *pool first builds*. I'm pretty sure 14p 15h 21g is the most economic pool first because of those skews in the data I pointed out. I used to overpool in ZvP as well but... It just never felt as solid.
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