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Simple Questions Simple Answers - Page 365

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michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 01 2011 02:53 GMT
#7281
Is it common knowledge that shakuras is not a symmetrical map? If you spawn top left and bottom right, that cross position is actually the closer than is lateral positions (top top, bottom bottom) and if you spawn bottom left and top right, this position is longest.

Am I the only one who just noticed this several months later?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Soulish
Profile Joined April 2010
Canada1403 Posts
September 01 2011 03:49 GMT
#7282
I need help with ladder games. I've played purely custom games with diamonds/masters for a couple of months now and I'd like to think I'm at masters league level because I'm about 50%~ vs master leagues (somewhat narrowly beaten by a gm in 37 minute game).

however, on ladder I keep dropping games to randoms everywhere. I just feel really odd in ladder. I'm not anxious nor do I have "ladder fear", I just play oddly on ladder. I'll try to macro up against some zerg who built 5 spines in his base, then I hear the attack message and find out he baneling dropped both my mineral lines and I have 2 scv's left. I would FE as terran, and completely miss a 2 gate proxy and get raped. Sometimes I would just play really bad and end up having gold level games against someone for 20 minutes.

any way to help?
me all in, he drone drone drone, me win
Emporio
Profile Blog Joined December 2010
United States3069 Posts
September 01 2011 04:36 GMT
#7283
How effective would it be to gas steal in ZvP to force a 4gate, then prepare by making only a few spines while going straight for roaches? Then you should be able to hold off the 4gate fairly easily Otherwise the protoss has to tech really slowly or expand with only one gas, which should be autowin with a roach allin with the units you made beforehand.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
September 01 2011 05:57 GMT
#7284
On September 01 2011 13:36 Emporio wrote:
How effective would it be to gas steal in ZvP to force a 4gate, then prepare by making only a few spines while going straight for roaches? Then you should be able to hold off the 4gate fairly easily Otherwise the protoss has to tech really slowly or expand with only one gas, which should be autowin with a roach allin with the units you made beforehand.


why the 4 gates a common response to a gas steal its good to at least be prepared for it if you choose to steal gas. However this is not always the case so take care not to overprepare only to have your protoss opponent safely expand a bit later. I wouldn't recommend basing a strategy around this. Sure its nice to grab their gas sometimes but there are more influencial things a zerg can do in the matchup.
"Opportunities multiply as they are seized."
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-09-01 06:00:38
September 01 2011 06:00 GMT
#7285
On September 01 2011 12:49 Soulish wrote:
I need help with ladder games. I've played purely custom games with diamonds/masters for a couple of months now and I'd like to think I'm at masters league level because I'm about 50%~ vs master leagues (somewhat narrowly beaten by a gm in 37 minute game).

however, on ladder I keep dropping games to randoms everywhere. I just feel really odd in ladder. I'm not anxious nor do I have "ladder fear", I just play oddly on ladder. I'll try to macro up against some zerg who built 5 spines in his base, then I hear the attack message and find out he baneling dropped both my mineral lines and I have 2 scv's left. I would FE as terran, and completely miss a 2 gate proxy and get raped. Sometimes I would just play really bad and end up having gold level games against someone for 20 minutes.

any way to help?


That's the issue with playing purely customs. You don't get exposed to a variety of playstyles, including cheeses.

People downplay the value of ladder. It's actually a great way to practice.

Keep playing.
dynwar7
Profile Joined May 2011
1983 Posts
September 01 2011 09:49 GMT
#7286
On August 31 2011 22:00 DontLoseSightOfIt wrote:
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??


Anymore inputs on these 2 questions?

Thanks guys, appreciate it
Regarding the imbalance, hilarious to see Zergs defending themselves....
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2011-09-01 14:06:56
September 01 2011 11:39 GMT
#7287
On September 01 2011 18:49 DontLoseSightOfIt wrote:
Show nested quote +
On August 31 2011 22:00 DontLoseSightOfIt wrote:
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??


Anymore inputs on these 2 questions?

Thanks guys, appreciate it


For your first question it varies, but some general rules.

1: You want around 16 on minerals (2 each patch) and gas saturated (3 each) at each base. that's 22 workers per base.

2: If your'e going to be expanding, don't worry about going over that number, but be sure to transfer them.

3: Around 70 SCV's should be the absolute cieling as Terran.

4: When in late game, don't exclude MULE's. Get some extra Orbital Commands up, and sacrfice quite a few SCV's to free up supply and MULE for income. You only need around 30-40 SCV's as a late game Terran if you're able to keep up with MULE's and that extra supply in army will tip the balance in your favour.

With regards the 7RR, as a Zerg to be on one base and basically go all in and not be able to break the Terran, you've basically already lost. You need a second base to keep up and you're probably not going to catch up if you didn't do enough damage, so it can just be worth leaving. The reason for this is that the production value/strength a Terran can put out from one base is higher than a Zerg off one base, even wtih perfect injects, and maintaining economic growth while perfoming that aggression is also hard (that's not a balance complaint, that's just how the game works). It's the same with a lot of all in rushes, though there are of course almost always methods to come back especially if you're on ladder ican just be worth leaving and moving on to the next game.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Linearage
Profile Joined September 2011
2 Posts
September 01 2011 11:46 GMT
#7288
Hi I'm quite new to starcraft, I'm playing Terran currently and I usually Hotkey all my barracks to one number. But how do I ensure that the reactor-ed barracks build only marines while tech labbed ones build Marauders? Becos once the battle starts, I usually end up spamming A and I end up w alot less Marauders
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
September 01 2011 11:50 GMT
#7289
On September 01 2011 20:46 Linearage wrote:
Hi I'm quite new to starcraft, I'm playing Terran currently and I usually Hotkey all my barracks to one number. But how do I ensure that the reactor-ed barracks build only marines while tech labbed ones build Marauders? Becos once the battle starts, I usually end up spamming A and I end up w alot less Marauders


There's a couple of ways to do this. First, you could press for the marauders first, as they will only take up spots in the tech labbed barracks, and then do marines after which will then do the reactored one's. Second, you could use 2 different hotkeys, one for tech labs and one for reactors.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Linearage
Profile Joined September 2011
2 Posts
September 01 2011 12:12 GMT
#7290
On September 01 2011 20:50 Iyerbeth wrote:
Show nested quote +
On September 01 2011 20:46 Linearage wrote:
Hi I'm quite new to starcraft, I'm playing Terran currently and I usually Hotkey all my barracks to one number. But how do I ensure that the reactor-ed barracks build only marines while tech labbed ones build Marauders? Becos once the battle starts, I usually end up spamming A and I end up w alot less Marauders


There's a couple of ways to do this. First, you could press for the marauders first, as they will only take up spots in the tech labbed barracks, and then do marines after which will then do the reactored one's. Second, you could use 2 different hotkeys, one for tech labs and one for reactors.


Thanks! I think I will go w the first method
Veriol
Profile Joined October 2010
Czech Republic502 Posts
September 01 2011 13:37 GMT
#7291
I was just reading trough posts on idra steam thread. And i noticed someone mentioned a ´´stream sniper´´ what is this ? Ive never encountered such term :d
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
AmericanUmlaut
Profile Blog Joined November 2010
Germany2592 Posts
September 01 2011 13:52 GMT
#7292
On September 01 2011 22:37 Veriol wrote:
I was just reading trough posts on idra steam thread. And i noticed someone mentioned a ´´stream sniper´´ what is this ? Ive never encountered such term :d

A stream sniper is someone who watches a players stream, then hits "find match" at the same time as the player does to increase his odds of getting matched up against the streaming player.
The frumious Bandersnatch
dynwar7
Profile Joined May 2011
1983 Posts
September 01 2011 13:59 GMT
#7293
On September 01 2011 20:39 Iyerbeth wrote:
Show nested quote +
On September 01 2011 18:49 DontLoseSightOfIt wrote:
On August 31 2011 22:00 DontLoseSightOfIt wrote:
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??


Anymore inputs on these 2 questions?

Thanks guys, appreciate it


For your first question it varies, but some general rules.

1: You want around 16 on minerals 92 each patch) and gas saturated (3 each) at each base. that's 22 workers per base.

2: If your'e going to be expanding, don't worry about going over that number, but be sure to transfer them.

3: Around 70 SCV's should be the absolute cieling as Terran.

4: When in late game, don't exclude MULE's. Get some extra Orbital Commands up, and sacrfice quite a few SCV's to free up supply and MULE for income. You only need around 30-40 SCV's as a late game Terran if you're able to keep up with MULE's and that extra supply in army will tip the balance in your favour.

With regards the 7RR, as a Zerg to be on one base and basically go all in and not be able to break the Terran, you've basically already lost. You need a second base to keep up and you're probably not going to catch up if you didn't do enough damage, so it can just be worth leaving. The reason for this is that the production value/strength a Terran can put out from one base is higher than a Zerg off one base, even wtih perfect injects, and maintaining economic growth while perfoming that aggression is also hard (that's not a balance complaint, that's just how the game works). It's the same with a lot of all in rushes, though there are of course almost always methods to come back especially if you're on ladder ican just be worth leaving and moving on to the next game.



Thank you sir.

What did you mean 92 each patch? :O

So approximately 70 SCVS for late game? And Am I right in saying around 22 SCVS per base if it goes mid/late game because, like I said, surely you cannot fully saturate every single base of your army will hurt? So around 22 is ok for each base mid-late game?

ANd also in regards to the rushes. I am talking about in general, not just Zerg. Many people if they rush, fail, they quit. What I still dont understand is that, why quit when the victim being rushed is ALSO recovering from your rush? Sure, it hurts a lot of your econ, but it damages your opponent's too.

So, am I right in saying that they quit because they think that the surviving victim will do an all-in?

Sorry if it is not clear...but basically, A rushes B. A loses, but B also takes significant losses. So in a sense, they are both hurt. Does not mean A should quit, does it?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2011-09-01 14:17:18
September 01 2011 14:15 GMT
#7294
On September 01 2011 22:59 DontLoseSightOfIt wrote:
Show nested quote +
On September 01 2011 20:39 Iyerbeth wrote:
On September 01 2011 18:49 DontLoseSightOfIt wrote:
On August 31 2011 22:00 DontLoseSightOfIt wrote:
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??


Anymore inputs on these 2 questions?

Thanks guys, appreciate it


For your first question it varies, but some general rules.

1: You want around 16 on minerals 92 each patch) and gas saturated (3 each) at each base. that's 22 workers per base.

2: If your'e going to be expanding, don't worry about going over that number, but be sure to transfer them.

3: Around 70 SCV's should be the absolute cieling as Terran.

4: When in late game, don't exclude MULE's. Get some extra Orbital Commands up, and sacrfice quite a few SCV's to free up supply and MULE for income. You only need around 30-40 SCV's as a late game Terran if you're able to keep up with MULE's and that extra supply in army will tip the balance in your favour.

With regards the 7RR, as a Zerg to be on one base and basically go all in and not be able to break the Terran, you've basically already lost. You need a second base to keep up and you're probably not going to catch up if you didn't do enough damage, so it can just be worth leaving. The reason for this is that the production value/strength a Terran can put out from one base is higher than a Zerg off one base, even wtih perfect injects, and maintaining economic growth while perfoming that aggression is also hard (that's not a balance complaint, that's just how the game works). It's the same with a lot of all in rushes, though there are of course almost always methods to come back especially if you're on ladder ican just be worth leaving and moving on to the next game.



Thank you sir.

What did you mean 92 each patch? :O

So approximately 70 SCVS for late game? And Am I right in saying around 22 SCVS per base if it goes mid/late game because, like I said, surely you cannot fully saturate every single base of your army will hurt? So around 22 is ok for each base mid-late game?

ANd also in regards to the rushes. I am talking about in general, not just Zerg. Many people if they rush, fail, they quit. What I still dont understand is that, why quit when the victim being rushed is ALSO recovering from your rush? Sure, it hurts a lot of your econ, but it damages your opponent's too.

So, am I right in saying that they quit because they think that the surviving victim will do an all-in?

Sorry if it is not clear...but basically, A rushes B. A loses, but B also takes significant losses. So in a sense, they are both hurt. Does not mean A should quit, does it?


The 92 thing was meant to be "(2 each patch)", I mustn't have pressed shift hard enough to get it to be open bracket. Oops! Fixed it now though. But yes, 22 is about fine, as up until that point you'll be building up both your army and your economy and you can do both and it's only later when you get to a late game scenario that you'll need to start dropping your economy back down to get the strongest possible army size efficiently. In short, yes 22 per base is fine.

With regards the rushes in more detail, there are obviously more situations than I could possibly cover but generally it's because a lot of early rushes heavily harm your economy or are hard to transition from so you need to do a lot of damage to get to an even footing again.

If you're on ladder and you do this kind of rush, some people might not do enough damage and so just leave, some people might just want to burn through games as fast as possible and aren't interested in a longer game and so will leave, some people might be practicing that specific rush for something so want to move on to the next game. Sometimes it might just be that your opponent is now so far ahead because of how well they held your attack that you've basically lost unless your opponent makes a lot of mistakes.

Also, in tournaments even people will leave an early rush to just get a potentially slow and exhausting loss just over quickly and move on to the next game, there really are a million reasons.

These are the kind of reasons people leave, but generally they end up coming down to these kind of issues though obviously every person in every scenario is different. Some people will play games out to the end either way, and come back and win. You've never truely lost until it's over of course, but it's how people want to use their time.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
jasopan
Profile Joined January 2011
Australia3 Posts
September 01 2011 14:32 GMT
#7295
Been playing like crap lately and need a relapse on some good unit compositions/BO's to work on.
Low level diamond need 1-2 strats. vs each race, I've checked the ones on this site but they're a bit outdated. Hope this question isn't too generic or anything. Thanks guys!
GreatKhan
Profile Joined September 2011
United Kingdom8 Posts
September 01 2011 14:33 GMT
#7296
Hey, I've been struggling with PvP early zealot rushes. I'm no.1 in silver trying to get into gold but it seems every gold protoss I encounter does some early 10 or 11 gate (sometimes proxy).

I feel if I play standard or even if I'm 4-gating I don't have enough forces to defend even if I scout the proxy gate outside my base.

What is the best way to counter it? Walling off? Getting an early sentry?
galtdunn
Profile Joined March 2011
United States977 Posts
Last Edited: 2011-09-01 14:58:51
September 01 2011 14:45 GMT
#7297
On September 01 2011 23:32 jasopan wrote:
Been playing like crap lately and need a relapse on some good unit compositions/BO's to work on.
Low level diamond need 1-2 strats. vs each race, I've checked the ones on this site but they're a bit outdated. Hope this question isn't too generic or anything. Thanks guys!

You ought to include your race when you ask for strategies...

Here are the liquipedia Strategy posts

http://wiki.teamliquid.net/starcraft2/Terran_Strategy#General_Builds

http://wiki.teamliquid.net/starcraft2/Zerg_Strategy#General_Builds

http://wiki.teamliquid.net/starcraft2/Protoss_Strategy#General_Builds

None of these builds are really "oudated." Besides, since you're only in diamond there won't be any perfect cutting-edge builds going on anyways.

Just read these for BO and unit composition. A general note though, they can be very variable based on in-game circumstances and such.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
September 01 2011 14:52 GMT
#7298
On September 01 2011 23:33 GreatKhan wrote:
Hey, I've been struggling with PvP early zealot rushes. I'm no.1 in silver trying to get into gold but it seems every gold protoss I encounter does some early 10 or 11 gate (sometimes proxy).

I feel if I play standard or even if I'm 4-gating I don't have enough forces to defend even if I scout the proxy gate outside my base.

What is the best way to counter it? Walling off? Getting an early sentry?


Scout it and respond with your own 2 gate (or even 3). You don't even necessarily have to probe scout, just with your scouting probe check common proxy areas next to your base first, and also maybe scout cross position first so you can travel through the middle of the map which is another common proxy location.

If you don't scout it until very late, add a forge and defend with a cannon in mineral line.
RDaneelOlivaw
Profile Joined April 2011
Vatican City State733 Posts
September 01 2011 16:46 GMT
#7299
Around what time does a properly executed 6 gate hit PvZ. In addition, what time do I need to be taking my gases if I'm trying to go ling bling infestor against it? Which is better vs a 6 gate, fast pit and pathogen or ovie speed and drops with a lot of banes
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
September 01 2011 17:02 GMT
#7300
On September 01 2011 12:49 Soulish wrote:
I need help with ladder games. I've played purely custom games with diamonds/masters for a couple of months now and I'd like to think I'm at masters league level because I'm about 50%~ vs master leagues (somewhat narrowly beaten by a gm in 37 minute game).

however, on ladder I keep dropping games to randoms everywhere. I just feel really odd in ladder. I'm not anxious nor do I have "ladder fear", I just play oddly on ladder. I'll try to macro up against some zerg who built 5 spines in his base, then I hear the attack message and find out he baneling dropped both my mineral lines and I have 2 scv's left. I would FE as terran, and completely miss a 2 gate proxy and get raped. Sometimes I would just play really bad and end up having gold level games against someone for 20 minutes.

any way to help?


It's possible that you've just developed your playstyle against a small pool of opponents (3-4 practice partners) and that some of this more unorthodox, gimmicky ladder play you just haven't experienced enough. Ladder is also a high-pressure situation for some since your ladder points are on the line. I'd get into the habit of reviewing my replays after a ladder loss to figure out where it is that I messed up my scouting/macro, and what I could have done better given my information and resources at the time, and make a mental note to play better next game.
When you stare into the iCCup, the iCCup stares back.
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