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How should I control my Medivacs?? I hotkey them to "2", but I don't like this setup because waste one of my hotkeys, I've seen pros use them on the same hotkey as their marine/marauders, but when I do this and order the group to attack, the Medivac goes in the front and gets instagibbed.
How can I avoid this without using 1 hotkey only for the medivacs.
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Hi, I have a quick question.
I'm an intermediate player (1v1 plat, 2v2 diamond, 3v3 diamond), mainly playing 3v3, race zerg. My goal is to play to have fun, and to learn, and why not reach masters.
One of my colleagues in my 3v3 team says that i am too skimpy with turrets, that i build way too few. As i see in the GSL, people are cutting corners, and a turret that does not shoot is a waste of money. Because of my bad micro though, i find myself sometimes losing because of not building turrets, mainly in those types of scenarios where if you had good micro you would have pulled through, but with bad micro a turret makes it alot easier.
Question is, is it beneficial to my learning of the game to try to cut corners like i am doing now and work on my micro to be better, or try to do this gradually and safely and build e.g. a turret preemptively since i aknoledge that my bad micro might need that turret about half of the times i get attacked in order to pull through
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On September 11 2011 02:41 fatguyallen wrote: Question is, is it beneficial to my learning of the game to try to cut corners like i am doing now and work on my micro to be better, or try to do this gradually and safely and build e.g. a turret preemptively since i aknoledge that my bad micro might need that turret about half of the times i get attacked in order to pull through
Absolutely not. The reason people on the top cut corners, is because they gamble a lot. They know their opponents weaknesses and strengths, and they know what the enemy is likely to do. Thus they can gamble that Idra wont be going Mutalisks this time (even though he always does), and not build any turrets for a while. Also note that most top people can cut corners because they fill them in another way (for instance, in TvT, if you're worried about drops, turrets is a good idea. Most top players cut the turrets and use a single viking on patrol instead)
At your level, this will lose your more games than you win. Theres a good saying for sc2 that goes "If you want to cut workers, then you must first know how to continuously make them".
edit: sorry for using terran examples even though you stated you're zerg. But you mentioned "turrets", which is a terran building..so
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On September 11 2011 02:27 Aewawa wrote: How should I control my Medivacs?? I hotkey them to "2", but I don't like this setup because waste one of my hotkeys, I've seen pros use them on the same hotkey as their marine/marauders, but when I do this and order the group to attack, the Medivac goes in the front and gets instagibbed.
How can I avoid this without using 1 hotkey only for the medivacs.
This has been answered before many times. To revamp: Use your medivacs on a different hotkey, and make them "attack" one of your units. This way they will always follow that unit, and heal anything around it. But you need them to be on a hotkey as well, in case that one specific unit dies.
How you set up your hotkeys tho, is so individual that no one can answer it for you. For me personally, when I play terran, I have marines and marauders on one hotkey, medivacs on another, ghosts on a third, vikings on a fourth, and command centers on fifth. In the end, use what works for you, not for anyone else.
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I have seen on Destinys stream where whenever he has like 16 larva and starts he starts producing zerglings for example and has only enough minerals to afford 9eggs he then pushes once on the remaning larva and only the eggs remain instead of invidually clicking away the larva.
Since really don't know how to explain this properly i have made 2 screenshot to give a better understanding of what i actually mean.
![[image loading]](http://i.imgur.com/9SZoi.jpg)
![[image loading]](http://i.imgur.com/gyTHs.jpg)
Hopefully someone will understand what i mean ^^
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Control click on the eggs.
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Yeh control click the eggs, i do this when i play as zerg as you can add the eggs to control groups
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I am a plat zerg player and trying to improve, and one thing that a lot of people tell me is that macro is most important until masters, and I should just work on one build so that I can get my macro down before bothering with fancy builds. Problem is, hatch first is fine against Terran, but terrible against Toss, etc.
Seems like sound advice, but my question is: what build should I be using that is at least moderately effective in all match-ups as zerg?
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If you decide to go mech against Toss is Thor guaranteed? I'm trying to figure out if scouting an Armory on two base is a safe bet for Thor without seeing the unit itself, or if there's a good chance it's just to upgrade Tank/Hellion.
I hope this is simple enough to be appropriate for this thread.
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On September 11 2011 04:55 Vicktaru wrote: If you decide to go mech against Toss is Thor guaranteed? I'm trying to figure out if scouting an Armory on two base is a safe bet for Thor without seeing the unit itself, or if there's a good chance it's just to upgrade Tank/Hellion.
I hope this is simple enough to be appropriate for this thread.
Hi! I am gold T, so don't trust me to much, but at least I usually get my armory on 2 base even when I go bio just for upgrades. So no, it doesn't have to mean it, Gold EU at least.
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What's the proper response as a protoss to an early double thor/banshee/marine all in? And later on, what's the proper unit composition versus a late game switch into mass thor/bansee?
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What's the proper response as a protoss to an early double thor/banshee/marine all in? And later on, what's the proper unit composition versus a late game switch into mass thor/bansee?
Templar are pretty good against everything you said there. Try getting them on two base without Storm and Feedback the Thor/Banshee's followed by a merge into an Archon to finish off the Marines. Zealot Archon is really strong against the Marines and the Banshees will most likely be dead, or close to. The Thors will likely have quite a bit of life left, but you have done significant damage.
For the late game I would say Templar, Blink Stalker, Immortal. Mass Thor, I feel, is really hard to stop without Immortal/Templar. Even when completely out macroing Terran mass Thor can walk over you if you are missing these units. The Templar double up as a good unit against Banshee and your Blink Stalkers can clean up. Just make sure you're not engaging in a bad spot and you should be fine.
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On September 11 2011 04:45 Deacon wrote: I am a plat zerg player and trying to improve, and one thing that a lot of people tell me is that macro is most important until masters, and I should just work on one build so that I can get my macro down before bothering with fancy builds. Problem is, hatch first is fine against Terran, but terrible against Toss, etc.
Seems like sound advice, but my question is: what build should I be using that is at least moderately effective in all match-ups as zerg? If you only want to do one build against all races, go 14 gas 14 pool 15 hatch, research ling speed the instant the pool finishes. Against non-zerg opponents, you'll pull drones off of gas at this point.
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In battles, is it better to do carpet fungals so their entire army gets damaged slightly? Or is it better to only fungal one or two areas so those units get damaged quite a bit?
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On September 11 2011 07:34 Itisis wrote: In battles, is it better to do carpet fungals so their entire army gets damaged slightly? Or is it better to only fungal one or two areas so those units get damaged quite a bit? Usually you want to carpet fungal, but there are exceptions. Say it's roach infestor vs Blink stalkers and your infestors aren't quite in range to fugal everything, just one group. In this hypothetical scenario, your opponent gets a concave off with most of their stalkers, but the one group you caught with a fungal is still balled up. This is a scenario where you want to chain fungal, because fungaling a line of stalkers won't do much damage.
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On September 11 2011 07:37 Soluhwin wrote:Show nested quote +On September 11 2011 07:34 Itisis wrote: In battles, is it better to do carpet fungals so their entire army gets damaged slightly? Or is it better to only fungal one or two areas so those units get damaged quite a bit? Usually you want to carpet fungal, but there are exceptions. Say it's roach infestor vs Blink stalkers and your infestors aren't quite in range to fugal everything, just one group. In this hypothetical scenario, your opponent gets a concave off with most of their stalkers, but the one group you caught with a fungal is still balled up. This is a scenario where you want to chain fungal, because fungaling a line of stalkers won't do much damage.
Okay, that makes sense :D
Thanks!
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Blazinghand
United States25558 Posts
On September 11 2011 04:55 Vicktaru wrote: If you decide to go mech against Toss is Thor guaranteed? I'm trying to figure out if scouting an Armory on two base is a safe bet for Thor without seeing the unit itself, or if there's a good chance it's just to upgrade Tank/Hellion.
I hope this is simple enough to be appropriate for this thread.
You have to contextualize "armory" with the other scouting information. If you see two engineering bays, or that he already has +1/+1, and mostly bio units, he's going for +2. It's pretty rare for a player to go for thors if he's going for bio with stim, but in that case, keep an eye open for his gas expenditure. Is he making medivacs and marauders? If it's all marines, and they don't have +1/+1 and he's making an armory, expect thors.
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I checked liquipedia first but didn't see it answered. This is about the chronoboost mechanic. If you use it on something already being chronoboosted, does it get double the speed for the remaining duration of the first and then regular chronoboosted speed for the duration of the 2nd?
Like say you have 50 energy on your nexus and are researching Warp gate. Are you essentially wasting a chronoboost by not waiting for the 1st chrono to expire?
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On September 11 2011 10:04 EscPlan9 wrote: I checked liquipedia first but didn't see it answered. This is about the chronoboost mechanic. If you use it on something already being chronoboosted, does it get double the speed for the remaining duration of the first and then regular chronoboosted speed for the duration of the 2nd?
Like say you have 50 energy on your nexus and are researching Warp gate. Are you essentially wasting a chronoboost by not waiting for the 1st chrono to expire? Chronos don't stack, so you are wasting energy.
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What Terran builds call for gas on 8?
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