If they're Zerg, it gives them more room to maneuver.
If they're Terran, they're annoyed at something and venting some rage (same reason people attack critters)
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Aequos
Canada606 Posts
On March 09 2011 04:51 zhengsta wrote: Show nested quote + On March 09 2011 04:45 infinity21 wrote: On March 09 2011 04:32 zhengsta wrote: why do pros kill the statue on metal? So vr can't charge up on it and attack your ramp. what about in tvz? If they're Zerg, it gives them more room to maneuver. If they're Terran, they're annoyed at something and venting some rage (same reason people attack critters) | ||
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deathly rat
United Kingdom911 Posts
On March 09 2011 03:08 Anihc wrote: 4. What? FF placement is highly dependent on both your army comp and your opponent's army comp. Day9 refers to the FF "money spot" as the place you can put a forcefeild on your ramp which denys vision into your base and therefore ability to warp in/blink over the FF. This is obviously on your ramp, but right at the bottom. | ||
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ALPINA
3791 Posts
I accidently stop all my workers from mining, is there a way to make them keep mining or I need to press on mineral patch? | ||
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JabbaDaButt
United States77 Posts
I accidently stop all my workers from mining, is there a way to make them keep mining or I need to press on mineral patch? You'll have to click on a mineral patch, that's what you get for apm spamming in the beginning. Happens to me way too often as well ![]() | ||
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infinity21
Canada6683 Posts
On March 09 2011 05:51 Alpina wrote: My Q: I accidently stop all my workers from mining, is there a way to make them keep mining or I need to press on mineral patch? No but right after you tell them to mine again, you should hit c so all the workers with a mineral patch in hand can return cargo asap. | ||
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leegriff
United States1 Post
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lololol
5198 Posts
On March 09 2011 05:02 Aequos wrote: Show nested quote + On March 09 2011 04:51 zhengsta wrote: On March 09 2011 04:45 infinity21 wrote: On March 09 2011 04:32 zhengsta wrote: why do pros kill the statue on metal? So vr can't charge up on it and attack your ramp. what about in tvz? If they're Zerg, it gives them more room to maneuver. If they're Terran, they're annoyed at something and venting some rage (same reason people attack critters) The base of the building remains and is still unpathable. | ||
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deathly rat
United Kingdom911 Posts
On March 09 2011 06:30 leegriff wrote: Q: Other than setting all of my Queens on one hotkey and then clicking the minimap to inject, or setting them to separate hotkeys and manually going to each base, what other inject methods are there? Liquipedia gives one other example but I don't think it explains it very well. On March 08 2011 22:31 deathly rat wrote: Show nested quote + On March 08 2011 18:04 orionboss wrote: I have a question about hotkeys with zerg. How do most people set up there queen and hatchery hotkeys? I have been setting each of my hatcheries to a different hotkey, and cycle through them to click on the queen near by and inject. I know this is incorrect, but what should i do differently? Many people hot key each queen, so you then double tap each queen hot key and press V and click on the near by hatch. I just started playing Zerg and I find this (click link) to be a good way to inject. I mapped [backspace] to [\] to make it easier. | ||
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Hellhammer
Canada144 Posts
How do you find out the ID so I can add him? I don't want to sit on my other account and chance that he will log in so I can ask him. Edit: I know his profile info on sc2ranks.com and on here. Still doesn't show me any ID # Please do not tell me that I have to click on his name to add... | ||
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asdfjh
Canada230 Posts
On March 09 2011 10:00 Hellhammer wrote: Hey. So I added a friend on my one account, a long time ago. But I want to add the same friend on my other account, except I don't know his Identifier.. How do you find out the ID so I can add him? I don't want to sit on my other account and chance that he will log in so I can ask him. Edit: I know his profile info on sc2ranks.com and on here. Still doesn't show me any ID # Please do not tell me that I have to click on his name to add... You can't find out without asking him. They removed that feature a while back because pros were being harassed by random people. | ||
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Fruscainte
4596 Posts
I just started playing P, and I 4 gate. I dont go all in, I dont dedicate myself to it, but I 4 gate push. That's how I get my pressure, since I prefer that over a robo build. It's delayed because I want a good economy and over saturated base so I can expand as I push. Is this still looked down on, or is the "4 gate syndrome" exclusive to all-inish ones? | ||
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Moody
United States750 Posts
On March 09 2011 10:19 Fruscainte wrote: Is 4 gating still this all-in cheesy tactic to people? I just started playing P, and I 4 gate. I dont go all in, I dont dedicate myself to it, but I 4 gate push. That's how I get my pressure, since I prefer that over a robo build. It's delayed because I want a good economy and over saturated base so I can expand as I push. Is this still looked down on, or is the "4 gate syndrome" exclusive to all-inish ones? There are different versions of it... just because you build 4 gateways doesn't mean you're doing a 4gate all-in. If you're doing the all-in version, cutting probes at 22, then yes, it's kind of cheesy... but now that people have seen it so many times it's not likely to win you as many games unless you're doing it in response to scouting a weakness. However, unless you're doing the all-in version, you're likely to be behind. | ||
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bankai
362 Posts
On March 08 2011 15:51 Anihc wrote: Show nested quote + On March 08 2011 15:42 bankai wrote: As protoss, what are some ways to increase map awareness and sight?? For zerg for example, they can create overlord highways and leave zerglings everywere, but protoss units are not so mobile or cheap. Only unit i can think of is observers but these are quite expensive if u gotta build lots to spread around the map?? Build pylons around the map. 1) When is a good time to start building pylons aroudn the map then?? I imagine that spending money on them early on is detrimental and slows ur opening build. Do you actually rely on them to provide supply (cos if u do, then wont u be supply blocked when opponent roams around the map killing them on the way)?? 2) (Random question) Approx when is a good time (e.g. game time or supply limit) to expand to a 3rd?? I know it depends on the game etc...just wanna get an idea. 3) When should I consicously stop building probes?? When is it "too much"? | ||
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maltyyyy
United States4 Posts
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Aequos
Canada606 Posts
On March 09 2011 10:43 maltyyyy wrote: Do reapers benefit from stim? Reapers cannot stim. | ||
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deathly rat
United Kingdom911 Posts
On March 09 2011 10:38 bankai wrote: Show nested quote + On March 08 2011 15:51 Anihc wrote: On March 08 2011 15:42 bankai wrote: As protoss, what are some ways to increase map awareness and sight?? For zerg for example, they can create overlord highways and leave zerglings everywere, but protoss units are not so mobile or cheap. Only unit i can think of is observers but these are quite expensive if u gotta build lots to spread around the map?? Build pylons around the map. 1) When is a good time to start building pylons aroudn the map then?? I imagine that spending money on them early on is detrimental and slows ur opening build. Do you actually rely on them to provide supply (cos if u do, then wont u be supply blocked when opponent roams around the map killing them on the way)?? 2) (Random question) Approx when is a good time (e.g. game time or supply limit) to expand to a 3rd?? I know it depends on the game etc...just wanna get an idea. 3) When should I consicously stop building probes?? When is it "too much"? 1) The premise of your question is wrong. You cannot ever see the whole map, however you might want to make a pylon at a specific point like for example at your opponents 3rd. Building 1 or 2 observers will give you plenty of information. 2) no idea 3) I think people say 60-70 is good since this leaves you 130-140 supply for your army. | ||
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orionboss
United States45 Posts
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jimbob615
Uruguay455 Posts
1) In general, as a rule of thumb, in a 1v1 or a 2v2 if i get units past their initial defense at around the 8:00 mark, should i take out their expos or go for their main? 2) If i'm going mostly marauders, should i upgrade their attack or armour? 3) As a terran how do you counter mass thors most effficiently) 4) What's the most efficient way to take care of buried banelings? Thanks very much | ||
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valheru
Australia966 Posts
On March 09 2011 14:57 jimbob615 wrote: Sorry to trouble you with these questions, just wondering: 1) In general, as a rule of thumb, in a 1v1 or a 2v2 if i get units past their initial defense at around the 8:00 mark, should i take out their expos or go for their main? 2) If i'm going mostly marauders, should i upgrade their attack or armour? 3) As a terran how do you counter mass thors most effficiently) 4) What's the most efficient way to take care of buried banelings? Thanks very much 1) Expo more likely to be garunteed damage, go for workers and depots 2) Highly situational depends on what/how your fighting probs weapons though since stim bypasses armour 3) Marauders or take the map or BCs or Tanks 4) T build a raven or scan at key points P You should always have an obs with your army Z Seer it has contaminate or mostly roach army | ||
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justiceknight
Singapore5741 Posts
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