Simple Questions Simple Answers - Page 384
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NationInArms
United States1553 Posts
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AnxiousHippo
Australia1451 Posts
On September 13 2011 14:01 NationInArms wrote: Um... Not really a simple question. There are a lot of differences, from units and strategies to the Hotkeys and User Interface. What's the difference between BW and SC2? I'm eventually going to transition into SC2 from BW, but I can't find any definite threads that list the changes and differences. Is there another thread or guide about the differences? If so, please link me one. | ||
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saaaa
Germany419 Posts
On September 13 2011 07:56 Blazinghand wrote: One strategy popularized by SlayerS was to go for a i know the Slayers build espicially from MMA and BoxeR but i mean the 2 Fac BF Hellion Play and not the 1 Factory Play of the Slayers team. | ||
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Blazinghand
United States25558 Posts
On September 13 2011 16:59 saaaa wrote: i know the Slayers build espicially from MMA and BoxeR but i mean the 2 Fac BF Hellion Play and not the 1 Factory Play of the Slayers team. Sounds like something you'd have to think of yourself. If you want to have 2 factories, you could just follow that build and make a 2nd factory instead of a starport though. | ||
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ABS0LU7E
United States4 Posts
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Blazinghand
United States25558 Posts
On September 13 2011 17:12 ABS0LU7E wrote: simple question here. i recently started playing sc2, and i was wondering if colosi have friendly fire like the siege tank does. i know the siege tank can damage friendly units withing the aoe fire of the unit. i.e.-(on ling in a group of marines, the marines take damage equivalent to the siege tank shot) do colosi have a similar ff damage result? colossi do not deal friendly fire. | ||
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teamterran
Netherlands3 Posts
What to do against muta attacks? I play as terran and I have a hard time defending my SCV's. Here's what often happens. I have marines, but they can't keep up and can't go through all terrain. Turrets help somehwat but often get picked off one by one. Thor's seem to work well, but I don't have them quick enough. Also by being attacked I see myself defending instead of (counter)attacking. Thanks! | ||
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Trufflez
Australia174 Posts
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Trufflez
Australia174 Posts
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teamterran
Netherlands3 Posts
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Dingobloo
Australia1903 Posts
On September 13 2011 18:43 teamterran wrote: Hello, I'm new to the game and I have a simple question. What to do against muta attacks? I play as terran and I have a hard time defending my SCV's. Here's what often happens. I have marines, but they can't keep up and can't go through all terrain. Turrets help somewhat but often get picked off one by one. Thor's seem to work well, but I don't have them quick enough. Also by being attacked I see myself defending instead of (counter)attacking. Thanks! This is one of the harder aspects of TvZ but if you're looking for a simple answer "All of the above" is true, they all serve different roles in dissuading mutalisks, one of the things to keep in mind is that muta are very tempo-based, in a lot of ways they force you to be defensive until you're able to swap it and make it so they have to defend. First of all, having a push aligned with when his first mutalisks pop out is a good way to keep the tempo on your side and force him to use those first mutalisks to defend allowing you more time to set up defenses, and additionally, any time you can trade marines for mutalisks you're trading your minerals for his gas and it's a good trade for you. Marines (with stim) and turrets should be adequate when you're on a low number of bases (1-2), make sure you're using your scvs to repair the near mineral lines and that you're using only the minimum number necessary to cover your infrastructure, concentrating static defense the furthest away from where you want your mobile force and being thinner where your mobile force can easily get to are common strategies. Upgrades are another factor, because you're forced to be defensive already and the way that mutalisks splash damage scales as armor upgrades increase, going heavy upgrades is a nice way to ensure that while you're pinned, you'll be ahead when the eventual encounter happens, it also integrates well with a well-timed armory for thors, so having +1 +1 for infantry by the time you need thors is a nice timing to hit as the armory unlocks both thors and +2. Adding Thors as you seek to take your third is very common, but some other things to consider are your expansion locations, favor expansions towards your opponent to lessen the distance between attacking and having to defend, also bases that are close together by air, even if they're not close together by ground are decent because of the range of thor anti-air. As you approach 200/200 supply, resource efficiency takes a back seat to supply efficiency, so adding turrets (which cost no supply) will let you be more offensive or spread out further. Finally the mutalisks cannot be in all places at once, they do very poorly in low or even numbers with marines so they want to use their concentrated force and mobility to spread you out, by using medivacs when you know the mutalisks are at your base to drop, or dropping in order to draw the mutalisks away from your base to set up pushes is a more high level tactic. On September 13 2011 19:19 teamterran wrote: Which buildings indicate muta's? The Spire is the most obvious, but a reasonably fast Lair can also give it away. Additionally excess zerlings and very few roaches are also good indicators for fast mutalisks. Hope this helps. | ||
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Wroshe
Netherlands1051 Posts
On September 13 2011 19:19 teamterran wrote: Which buildings indicate muta's? Spire. 4 Gas on 2 base. Which don't? 2base with no more then 2 gas. 1base. - Do note though that while 4Gas/2Base is an indicator for Muta's it is no guarantee, Infestors are also quite possible with ling/bling or roach/hydra support. | ||
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wordd
Australia190 Posts
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Ninja_Bread
United States113 Posts
On September 13 2011 19:45 wordd wrote: what timing is considered a fast lair? There really isn't *any* timing that is fast, fast is merely relative to how the game started. If you guys both were hyper-aggressive and had your economy stunted whilst you traded lings or blings and he lairs very soon then anytime that is before he can really defend roach attacks would be early, just keep in mind gas use and what he has to cut to get it. In a non-aggressive game, standard lair would probably hit around 7:00-7:30, so depending on how early he upgrades it, it might be a slightly early lair, or some burrowed infestor/muta stuff. If one goes early lair and has a minimal amount of roaches/banes and a fair number of spines (3-4+) you can almost always assume he is going mutas based on his lack of gas use, you should try and get a ling or overlord in to check that out. Also, the best counter to mutas will not necessarily be infestors as a lot of higher level Zergs have begun using mutas in a more cost efficient and micro-intensive manner, more queens and hydras would be your best bet, and just making sure you deny him any third bases while taking your own third and attaching creep to your bases to move hydras to defend. | ||
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teamterran
Netherlands3 Posts
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Salivanth
Australia1071 Posts
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Dingobloo
Australia1903 Posts
On September 14 2011 12:19 Salivanth wrote: In PvT, can I hold off a 2-rax reactor first expand with a 2-Gate Robo Expand without sacrificing my natural? If so, how? The exact attack I faced came with 12 marines and 2 marauders at around 7 minutes I believe, but I'm only Platinum, so that's probably not near-perfect timing. You might need to post a replay for this one, it depends on a lot of different things, 7 minutes sounds very late for a 2 rax, for instance if you go reactor on the first barracks, tech lab on the second and align your push with 2 marauders and concussive, it should be around 5:30 ish at least that seems standard for most of the replays and vods I've seen. It also depends on what you're producing out of your gates and robo, what you scouted, and what order you got your infrastructure in, was it Gate - Robo - Gate? Was it Gate - Gate - Robo? did you get an observer? Did you get two? Where were you spending your chrono boost? How early did you throw down your expansion? | ||
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Ganseng
Russian Federation473 Posts
is macro nexus a viable option? i've seen it once on destiny's stream. he seemed to be intendingly making shit and showing his frustration over the upcoming neural parasite nerf in that particular game though. if we think about it, macro nexus is a 400 m investment (compared to 550 of an OC and 350-500 m of a hatchery/hatchery with queen). it gives you 10 supply, more probes production and chronoboosts. are extra chronoboosts worth it? on the one side, 400 m is less than 3 extra gates, and the energy can be used on forges, nexi, robos, stargates, etc. on the other side, energy is finite, and you have no more than 4 boosts available. and most protoss players don't manage to spend all the energy in a macro game anyways, so you usually see 100-energy nexi after 10-15 minute mark. so... could an additional inbase nexus be a viable option on 2-3 bases? | ||
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Demonace34
United States2493 Posts
Most of the games I play in every matchup I get up to 94 probes on 3 bases at ~16 minutes. This seems bad because if I have 70-75 then I could have more units for a stronger mid-late game push. What number of probes do pros stop at in longer macro games? (I'm guessing it is just 3 base economy and keep transferring probes to the next expansion after it runs out). | ||
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Demonace34
United States2493 Posts
On September 14 2011 15:32 Ganseng wrote: i have another odd question. is macro nexus a viable option? i've seen it once on destiny's stream. he seemed to be intendingly making shit and showing his frustration over the upcoming neural parasite nerf in that particular game though. if we think about it, macro nexus is a 400 m investment (compared to 550 of an OC and 350-500 m of a hatchery/hatchery with queen). it gives you 10 supply, more probes production and chronoboosts. are extra chronoboosts worth it? on the one side, 400 m is less than 3 extra gates, and the energy can be used on forges, nexi, robos, stargates, etc. on the other side, energy is finite, and you have no more than 4 boosts available. and most protoss players don't manage to spend all the energy in a macro game anyways, so you usually see 100-energy nexi after 10-15 minute mark. so... could an additional inbase nexus be a viable option on 2-3 bases? I think the problem with it is that most people don't use their chronoboost optimally as it is now and that more 2 more warpgates are easier to let cooldown then waiting on energy to pile up from a nexus. I don't think it is viable at pro level play, but messing around with it could never hurt. | ||
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