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Simple Questions Simple Answers - Page 393

Forum Index > StarCraft 2 Strategy
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Termit
Profile Joined December 2010
Sweden3466 Posts
September 21 2011 21:14 GMT
#7841
On September 22 2011 06:08 Roxy wrote:
Why are there baloons on the TL banner?

Because TL is having a birthday. 9 Years!
( ̄。 ̄)~zzz ◕ ◡ ◕
Kambing
Profile Joined May 2010
United States1176 Posts
September 21 2011 21:22 GMT
#7842
On September 22 2011 05:22 Autofire2 wrote:
When pushing, is it generally better (i know it varies by situation) to rally all your units close to the battlefield, or should you leave that until you feel victory is close?

If the latter, should you instead build up "waves" of units in your base and send them group by group to
A) prevent nydus/muta/VR/Drop backstabs and
B) so that they are less easy to pick off by any enemy units on the way?


"It depends" but generally you'll see pros build up waves for the reasons that you describe. And also if things go south at the battle, you are less prone to trickling in free kills for your opponent if you end up rallying onto their side of the map.
Autofire2
Profile Blog Joined May 2010
Pakistan290 Posts
September 21 2011 21:26 GMT
#7843
Thank you!
Sennap
Profile Joined December 2010
Iceland88 Posts
September 21 2011 21:28 GMT
#7844
Dear Terrans: Will the 1.4 barracks nerf effect our openings?

I was thinking about building that extra 16th worker but it may be a bad idea. The barracks is done when the 16th SCV is ~6/17 seconds finished so the orbital will get delayed by about 11 seconds but we will have 16 vs 15 workers while the Orbital Command is upgrading.

Also, I'm not very familiar with gas first builds, but will they change (from being 11 Refinery 13 Barracks 16 Orbital I think)?
MattyClutch
Profile Blog Joined September 2010
United States711 Posts
September 21 2011 21:30 GMT
#7845
This isn't StarCraft 2 strategy, but I thought this was as good a place as any to ask (better than a new thread anyway).

You can enter your SC2 name and character code, but is this actually used anywhere on TL?
Nihn'kas Neehn
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
September 21 2011 21:40 GMT
#7846
On September 22 2011 06:30 MattyClutch wrote:
This isn't StarCraft 2 strategy, but I thought this was as good a place as any to ask (better than a new thread anyway).

You can enter your SC2 name and character code, but is this actually used anywhere on TL?
To be honest I haven't seen them show up anywhere, it might just be to help you remember your own.
An apple a day keeps the Protoss away | TLHF
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
September 21 2011 21:50 GMT
#7847
What the hell happened in Day9 Daily 347 pt 2 with the +1 Carrier rush?

I watched a single +1 carrier - all by itself - make mincemeat of 13 hydralisks. This inspired me to wonder why the hell Protoss players weren't Carrier rushing in every damn PvZ. But before asking that question here, I decided to try things out for myself in the unit tester, with somewhat different results.

To put it bluntly, the Carrier died. If I focused the carrier, there were 12 of the 13 hydras remaining. If I allowed them to shoot the interceptors, I didn't lose any.

So what the hell was that guy doing?
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
September 21 2011 22:22 GMT
#7848
On September 22 2011 06:50 Umpteen wrote:
What the hell happened in Day9 Daily 347 pt 2 with the +1 Carrier rush?

I watched a single +1 carrier - all by itself - make mincemeat of 13 hydralisks. This inspired me to wonder why the hell Protoss players weren't Carrier rushing in every damn PvZ. But before asking that question here, I decided to try things out for myself in the unit tester, with somewhat different results.

To put it bluntly, the Carrier died. If I focused the carrier, there were 12 of the 13 hydras remaining. If I allowed them to shoot the interceptors, I didn't lose any.

So what the hell was that guy doing?

Well I don't recall the daily, but if you abuse the cliffs and the long attack range of the carrier you can make it work. Fighting head on is never a good idea, be it against hydras, stalkers or marines.

Also I wanted to join my voice to all the terrans asking about the 1.4 openers. I'm too lazy to go test it myself, so what I did was research the build orders a few terran grandmasters are using. They seem to be building 12 rax and a 16th SCV before the orbital, so that the CC doesn't get any iddle time, but there is no clear consensus as of yet. I guess we'll have to wait until somebody does the number-crunching.

Now I know how the protoss felt whith the pylon range decrease, having to relearn your oppenings really sucks.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
September 21 2011 23:19 GMT
#7849
On September 22 2011 06:08 Roxy wrote:
Why are there baloons on the TL banner?


Its TL's birthday I believe,


On September 22 2011 05:22 Autofire2 wrote:
When pushing, is it generally better (i know it varies by situation) to rally all your units close to the battlefield, or should you leave that until you feel victory is close?

If the latter, should you instead build up "waves" of units in your base and send them group by group to
A) prevent nydus/muta/VR/Drop backstabs and
B) so that they are less easy to pick off by any enemy units on the way?


Like you said it varies for the situation. It'd help to know if you're terran or zerg for this one, im guessing terran. A lot of the time I see terrans move out in waves, especially when playing marine tank builds. If they have a soft contain for example, it helps to move in waves so you dont get counter attacked like you said. But if you're playing bio based comp vs toss you shouldnt have much of an issue just rallying out to where your troops are located.
"Opportunities multiply as they are seized."
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
September 22 2011 00:07 GMT
#7850
On September 21 2011 11:15 envisioN . wrote:
Show nested quote +
On September 21 2011 09:56 Monsyphon wrote:
When is the right time to make new production facilities once you made your new expo?


It is best to make production facilities just before you can afford to produce out of them, so just before or as your CC/Nexus finishes, you should add on more production facilities so that you can spend the extra income you are getting.


well the problem with that is that i dont have the money to make new gates/robos/stargates because im making units, should I cut a round of warp ins or something for it?
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
September 22 2011 01:00 GMT
#7851
On September 21 2011 20:33 ApocAlypsE007 wrote:
Is there a good guide for PvP gate-robo-gate-gate opener?


Here's one such build for PvP: http://www.teamliquid.net/forum/viewmessage.php?topic_id=238165
It's fairly old (from June), but you can play around with the timings.

And here's a PvT variant that goes for FE: http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010
Although this one is for PvT, you can adapt it for PvP and figure out the timings for additional gateways.

Just use the search function next time :p
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
RAGEMOAR The Pope
Profile Joined February 2011
United States216 Posts
September 22 2011 02:38 GMT
#7852
Are there any 1base all ins (besides 4gate) that have a good timing window against 111? (PvT)
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-09-22 04:10:57
September 22 2011 04:02 GMT
#7853
On September 22 2011 11:38 RAGEMOAR The Pope wrote:
Are there any 1base all ins (besides 4gate) that have a good timing window against 111? (PvT)


http://wiki.teamliquid.net/starcraft2/3_Gate_Void_Ray_All_In

3 gate void ray is the most common, the void ray gives you high ground sight so you can warp in past the bunker using a pylon at the edge of his base bypassing his early defensive advantage, or you can attempt to bust once you've built up a bit enough force.
iMAniaC
Profile Joined March 2010
Norway703 Posts
September 22 2011 09:15 GMT
#7854
On September 12 2011 05:34 iMAniaC wrote:
Quick question: Was the final Grandmaster rankings for Season 2 ever published anywhere? I'm looking for a complete list of all 200 Grandmasters as they were as the second Battle.net season ended 26th of July.


In case someone searches and finds this, I'll answer my own question, because I found out about it at a later point.
They can be found here:
http://us.battle.net/sc2/en/ladder/grandmaster/last/1
Kevan
Profile Joined April 2011
Sweden2303 Posts
September 22 2011 09:28 GMT
#7855
If you as a Protoss player don´t get into the Terran base because he´s walled in and if your observer gets killed before seeing anything, how are you supposed to react?
SC2, rip in pepperinos
rsvp
Profile Blog Joined January 2006
United States2266 Posts
September 22 2011 10:16 GMT
#7856
On September 22 2011 18:28 Kevan wrote:
If you as a Protoss player don´t get into the Terran base because he´s walled in and if your observer gets killed before seeing anything, how are you supposed to react?


Against a wall-in, try a zealot/stalker poke. If your obs gets killed... well what killed it?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
September 22 2011 10:17 GMT
#7857
On September 22 2011 11:38 RAGEMOAR The Pope wrote:
Are there any 1base all ins (besides 4gate) that have a good timing window against 111? (PvT)


Apparently this build is pretty good, I haven't tried it myself though.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=264470
ZorBa.G
Profile Joined July 2011
Australia279 Posts
September 22 2011 10:42 GMT
#7858
When grouping all production buildings to one hot key for example;

1 Rax with tech lab
1 Rax with reactor
2 Factories
2 Starports

Is there anyway to actually select the rax with reactor seperately with another key instead of using the mouse?

I think this would be really helpful to be faster at setting up seperate rally points, checking queue times ect.
ssartor
Profile Joined February 2011
United States129 Posts
September 22 2011 12:13 GMT
#7859
Not just the reactor racks, but you can use tab to switch between the 2 racks, the factory, and the starport
"If you don't know, the thing to do is not to get scared, but to learn." — Ayn Rand (Atlas Shrugged)
ssartor
Profile Joined February 2011
United States129 Posts
September 22 2011 12:19 GMT
#7860
Ok so masters is supposed to be around the top 2% correct? So when blizzard first added the masters league they put the mmr cutoff at that point. As the season goes on, some players improve and the percentage of masters goes up. My question is, at the start of each season do they place the mmr cutoff at a new higher level so that the amount of masters players is only 2% again? If not, couldn't masters eventually become quite large?
"If you don't know, the thing to do is not to get scared, but to learn." — Ayn Rand (Atlas Shrugged)
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