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Simple Questions Simple Answers - Page 367

Forum Index > StarCraft 2 Strategy
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Fist
Profile Joined October 2010
Netherlands235 Posts
Last Edited: 2011-09-02 07:52:53
September 02 2011 07:52 GMT
#7321
Why does EMP has AOE and feedback doesnt?
Have you ever realized just how insignificant your existence on this planet really is?
Excludos
Profile Blog Joined April 2010
Norway8233 Posts
September 02 2011 08:23 GMT
#7322
On September 02 2011 16:52 Fist wrote:
Why does EMP has AOE and feedback doesnt?

How do you expect anyone to be able to answer this? Because EMP is a grenade that is being shot out. Feedback on the other hand is an ability where the High Templar focuses on the energy of a unit, and destroys it.

If you're thinking about why its in the game to begin with? Because someone at blizzard HQ thought "This will be cool foh shue!"
k3m4
Profile Joined May 2011
Germany94 Posts
September 02 2011 10:36 GMT
#7323
On September 02 2011 16:52 Fist wrote:
Why does EMP has AOE and feedback doesnt?


I guess cuz feedback can kill units and emp cant.
tuestresfat
Profile Joined December 2010
2555 Posts
September 02 2011 10:37 GMT
#7324
a better question would be why feedback can't target buildings while emp can =/
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
Last Edited: 2011-09-02 11:03:40
September 02 2011 11:00 GMT
#7325
On September 02 2011 19:37 tuestresfat wrote:
a better question would be why feedback can't target buildings while emp can =/


Feedback targets energy and is a psyonic attack (mind) the only buildings in the game with energy are the command centre and the nexus, neither of which have a brain powering then (i hope). It would create an unnessasary balence issue where protoss players could destroy expansions with feedback

As for the origional question
On September 02 2011 16:52 Fist wrote:
Why does EMP has AOE and feedback doesnt?

As someone has already said, EMP does not kill while feedback does.
HT have storm if you want to kill units.
If feedback had AOE and could kill those units within the AOE then it would be overpowered
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Sandwhale
Profile Blog Joined July 2011
United States20 Posts
September 02 2011 11:47 GMT
#7326
On September 02 2011 05:08 Soluhwin wrote:
Show nested quote +
On September 02 2011 01:46 GGTesomas wrote:
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

It depends if your opponent went gate first or forge first. A gate first into 6 gate should hit at about 7 minutes, whereas a forge first into 6 gate should hit around 8 minutes (keep in mind that the forge first one is stronger because your opponent has more time for upgrades like blink or +2).


im fairly certain you're just spreading misinformation here. Although it is possible, in theory, to get timings as quick as these, it's simply not viable in game, because it means you've spent nearly all your chronoboosts on probes in order to get the optimal saturation for this timing attack and made, like, 2 units to defend your expansion whilst banking enough minerals to throw down all your gateways. Think about it this, a 4-gate hits around 6:15, assuming a 12-gate; why would anyone ever do this if they could attack only 45 seconds later with enough economy to fuel 6 gateways.

It's just not viable to expect someone to be able to hold his expansion with the extremely minimal until count you suggest. 6-gates hit around 9:00 because you're actually playing against a real opponent who will just go kill you during the time you take basically the greediest expansion possible.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-09-02 12:02:43
September 02 2011 12:02 GMT
#7327
What is a good ZvP standard opening that can deal with 4Gate?
Other than speedling expand?
wwww
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
September 02 2011 13:20 GMT
#7328
On September 02 2011 21:02 beetlelisk wrote:
What is a good ZvP standard opening that can deal with 4Gate?
Other than speedling expand?


A roach expand even with slow lings should be able to hold a 4gate (although obviously easier with speedlings), if in doubt throw down a couple of spines and have your 3rd queen in your natural and always engage on creep
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
September 02 2011 13:41 GMT
#7329
in TvT...

If i spot my opponent going for a 2rax 2 tech lab opening and know he is going to go for quick 3 reaper rush into stim+marine+marauder what is the counter to this?

specifically what's the perfect army composition to kill marine+marauder+stim

thanks!
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
September 02 2011 14:05 GMT
#7330
On September 02 2011 22:41 jimbob615 wrote:
in TvT...

If i spot my opponent going for a 2rax 2 tech lab opening and know he is going to go for quick 3 reaper rush into stim+marine+marauder what is the counter to this?

specifically what's the perfect army composition to kill marine+marauder+stim

thanks!


A couple of marauders should easily deny any reaper harass if you control them properly.

As for the 'perfect army composition' there isn't one. You could try going MM and try to out macro for a large army or out micro the enemy army. You could also try getting a couple of tanks with siege out, it would depend if they attacked right as stim finished. If you have a couple of tanks with a MM army of your own, as long as you don't mess up your possitioning you should be able to hold off even with a smaller force because you have the defenders advantage
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
CBNMystery
Profile Joined June 2011
Canada25 Posts
September 02 2011 14:06 GMT
#7331
On September 02 2011 21:02 beetlelisk wrote:
What is a good ZvP standard opening that can deal with 4Gate?
Other than speedling expand?

IMO a great opening in any matchup is spanishiwa's no gass queen and spinecrawler heavy Fast expo. It being not standard doesn't make it any worse.
CB NERDS
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
September 02 2011 14:06 GMT
#7332
Not technically a strategy question, but not a question warranting it's own thread either:

Are programs like Sharpkeys changing layout of the keyboard by changing registry of the computer (for example making Tab act like Left Control) allowed in Online, BYOC and non-BYOC Lan tournaments respectively? Are some custom keyboards with their keys in different positions allowed in Online, BYOC and non-BYOC Lan tournaments respectively?
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Maxie
Profile Joined August 2010
Sweden2653 Posts
September 02 2011 14:29 GMT
#7333
Is it possible to kill an infestor with two snipes? In general, if you snipe them twice they regenerate 1 hp, but is it possible to shoot fast enough to actually two shot them?
LovE-
Profile Blog Joined September 2010
United States1963 Posts
September 02 2011 14:33 GMT
#7334
On September 02 2011 23:29 Maxie wrote:
Is it possible to kill an infestor with two snipes? In general, if you snipe them twice they regenerate 1 hp, but is it possible to shoot fast enough to actually two shot them?


Two ghosts must be used.
LovE.311 (NA) || @LovE_Sc2
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-09-02 16:23:33
September 02 2011 16:23 GMT
#7335
On September 02 2011 23:06 Scipaeus121212 wrote:
Not technically a strategy question, but not a question warranting it's own thread either:

Are programs like Sharpkeys changing layout of the keyboard by changing registry of the computer (for example making Tab act like Left Control) allowed in Online, BYOC and non-BYOC Lan tournaments respectively? Are some custom keyboards with their keys in different positions allowed in Online, BYOC and non-BYOC Lan tournaments respectively?


This depends on the tournament-- you should ask on a case-by-case basis. As a general rule, anything that simplifies several keystrokes or APM into a single keystroke or APM is never allowed; things that just transpose keys from one part of your keyboard to another are pretty kosher. That being said, you should really contact the tournament organizers and ask, or read their FAQ or Rules/Regulations-- there's no way to know what they think without communicating with them.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
xre
Profile Joined March 2011
France9 Posts
September 02 2011 18:25 GMT
#7336
Hi guys, I'm sorry the question might sound a bit too generic... But I think it can be answered pretty easily. And I don't feel it's necessary to start a new thread just for this.

Being back from holiday plus a long SC2 break and willing to come back to business, could you please tell me what currently are the best builds / openings (simply one per match-up, I play Z) I could practice hard in order to improve ?

I was thinking about something like this, for instance :

ZvT : 16hatch 15pool 14gas
ZvZ : 10gas 10pool
ZvP : 14gas 14pool 19hatch

?

Thanks !
krelian
Profile Joined August 2010
48 Posts
Last Edited: 2011-09-02 19:35:45
September 02 2011 18:35 GMT
#7337
Hi guys, I'm zerg and I am wondering what should I be doing against protoss who after basicaly losing the game pretty early go and hide in some corner and build dozens (and I really mean dozens) of cannons around the place. The safest way is usually to tech to brood lords and take it from afar but it just takes to long it becomes boring...
Kambing
Profile Joined May 2010
United States1176 Posts
September 02 2011 19:24 GMT
#7338
On September 03 2011 03:35 krelian wrote:
Hi guys, I'm zerg and I am wondering what should I be doing against protoss who after basicaly losing the game pretty early go and hide in some corner and build dozens (and I really mean dozens) of cannons around the place. The safest way is usually to tech to brood wars and take it from afar but it just takes to long it becomes boring...


The way to safely win in this case is, unfortunately boring. Expand and tech up since he's choking himself out by turtling. If you scout some opening at the base that you can use to sneak in mutas or banelings to cripple his economy (which will be the only thing he has going for him), then that's fine. But in general, the way to go is to bulk up more than he'll ever be able to.
Soluhwin
Profile Joined October 2010
United States1287 Posts
September 02 2011 20:03 GMT
#7339
On September 03 2011 03:25 xre wrote:
Hi guys, I'm sorry the question might sound a bit too generic... But I think it can be answered pretty easily. And I don't feel it's necessary to start a new thread just for this.

Being back from holiday plus a long SC2 break and willing to come back to business, could you please tell me what currently are the best builds / openings (simply one per match-up, I play Z) I could practice hard in order to improve ?

I was thinking about something like this, for instance :

ZvT : 16hatch 15pool 14gas
ZvZ : 10gas 10pool
ZvP : 14gas 14pool 19hatch

?

Thanks !

I always use:

ZvT: 15h 16p 16g
ZvP: 14p 15h 21g
ZvZ: 15g 14p 15h
I put the sexy in dyslexia.
galtdunn
Profile Joined March 2011
United States977 Posts
Last Edited: 2011-09-02 20:16:11
September 02 2011 20:13 GMT
#7340
On September 03 2011 05:03 Soluhwin wrote:
Show nested quote +
On September 03 2011 03:25 xre wrote:
Hi guys, I'm sorry the question might sound a bit too generic... But I think it can be answered pretty easily. And I don't feel it's necessary to start a new thread just for this.

Being back from holiday plus a long SC2 break and willing to come back to business, could you please tell me what currently are the best builds / openings (simply one per match-up, I play Z) I could practice hard in order to improve ?

I was thinking about something like this, for instance :

ZvT : 16hatch 15pool 14gas
ZvZ : 10gas 10pool
ZvP : 14gas 14pool 19hatch

?

Thanks !

ZvZ: 15g 14p 15h

Isn't 14 gas > 15 gas, for the simple reason that at ~13-14 food you are already floating 100-150 minerals? Waiting another drone before starting your gas is literally doing nothing but slowing down your zergling speed.
If you want to delay your gas that long, then just get your pool first, you'll have the minerals.

Oh, and 15h 16p in ZvT is incredibly risky, you will lose every game to a properly executed bunker rush.15h/15p or better yet 15h/14p is much safer.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
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