Simple Questions Simple Answers - Page 398
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LostFaction
Portugal80 Posts
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Zoomacroom
36 Posts
What's the better way to engage? | ||
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DocNemesis
Philippines446 Posts
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LostFaction
Portugal80 Posts
When engaging a big Terran army with banelings and zerglings - for example, trying to break a tank/marine push with ling/bling/muta - should you send in your banelings ahead of your zerglings, or your zerglings ahead of your banelings? When I do banelings before zerglings, the banelings get shelled and die before they reach the enemy's bio. But if I do zerglings before banelings, the zerglings will get in the way of the banelings sometimes. What's the better way to engage? You should check this video for the answer | ||
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Kambing
United States1176 Posts
On September 26 2011 09:08 DocNemesis wrote: Really simple question to all you Zerg players: does the Minimap Trick still work? If so, does it make Queens inject at their nearest hatchery? Yes. Part of smart casting in sc2 makes it so that the nearest unit to where you target will go out to cast the spell. In the case of injects, that means that the nearest queen (not already injecting a hatch) will attempt to inject the hatch you click on the minimap. | ||
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codonbyte
United States840 Posts
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RandomAccount#49059
United States2140 Posts
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Supert0fu
United States499 Posts
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RandomAccount#49059
United States2140 Posts
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tuestresfat
2555 Posts
On September 26 2011 09:27 LostFaction wrote: You should check this video for the answer http://www.youtube.com/watch?v=jcQedw7R1zk I'd just like to add on you should make sure your banelings are on move command so they don't get auto targeted by tanks/rines/etc. | ||
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AmericanUmlaut
Germany2592 Posts
On September 26 2011 14:00 stormtemplar wrote: I think 3 standard builds (One per MU) should be fine for dia. Maybe 6 tops if you want to cheese/early attack. More than that is probably overkill. Not sure what race the player asking the question is, but for Protoss I think you need more than 3 builds at diamond level. PvZ: I recommend 3-gate sentry expand on all maps for beginners, but when you start getting more comfortable in the matchup, I think FFE is really a must on maps that allow it. PvT: I recommend 1-gate robo or 2-gate robo expand for beginners, but learning a 1-gate expand and when it's safe based on early scouting information is very useful. Otherwise you'll be starting a lot of games with a disadvantage if your opponent does a 1-rax expand. PvP: Even with the recent patch making 4-gate unviable on maps with a ramp, I think you still have to open either 4-gate or a build designed to repel a 4-gate on Tal'Darim. Since either option is silly on maps where a 4-gate won't work, you'll either want to have two PvP builds or to downvote Tal'Darim. | ||
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VoO
Germany278 Posts
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CookieMaker
Canada880 Posts
On September 26 2011 11:46 stormtemplar wrote: To the first question, yes, usually after finishing armor. To the second, probably not, unless you've got a LOT of archons for some reason/ Most will skip shields entirely in PvT because of EMP. It's fun and all to think of the "sustainability" you have with regenerating +1 shields but one EMP goes down and suddenly your 200/200 upgrade is useless. More likely in PvT you'll see only attack/armour upgrades (for the vast majority of games). I can't speak for PvZ or PvP but I (zerg) never see i researched in my MU's. | ||
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Probe1
United States17920 Posts
On September 26 2011 17:19 corvaleur wrote: I had a discussion with a friend, please clarify this: I put MMM in one control group. If I stutter step with a-move, do the Medivacs heal less and should I just select the Marines/Marauders to stutter? Yes they heal less. As they can't heal while moving, they do not heal when you move all your units, even if they were still in range and would not normally have had to move to heal. Try pressing a+shift and clicking a few units for them to follow without having to control group them. | ||
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NewbieOne
Poland560 Posts
Question 2: what's a unit mix to defeat a turtling void/carrier protoss who builds only cannons and stargates? By cannons I mean like 30 or so. I can almost kill it with bio but not confident about it. Other cheese I have less trouble with. | ||
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TOCHMY
Sweden1692 Posts
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AmericanUmlaut
Germany2592 Posts
On September 26 2011 18:13 NewbieOne wrote: Simple answer please (it can be PM too): I've just got demoted to silver. Second demotion in my "career". It seems I forget how to play the lower league when I get promoted. Now I need to deal with all manner of cheese, timed massing, rushing etc., in which there's actually some variety. Can someone with similar experience (deranking, coming back from a long break, getting demoted, whatever) please provide me with a solid build to avoid this type of thing? Question 2: what's a unit mix to defeat a turtling void/carrier protoss who builds only cannons and stargates? By cannons I mean like 30 or so. I can almost kill it with bio but not confident about it. Other cheese I have less trouble with. To your first question: Any solid build is solid. Silver league cheese is less refined and well executed than the same cheeses at master level, so the builds that will keep you safe at a lower level are the same. It's true that you'll see more random crap in the lower leagues, but that random crap is less optimal than the standard builds and cheeses you'll see at higher levels, so it can be defended simply by scouting it and responding appropriately. To your second question, 30 cannons cost 4500 minerals. That means you can literally take every base on your side of the map and you'll still be ahead in resources. I wouldn't necessarily do that, since you can't saturate eight bases, but you can certainly take an expand for every three cannons you see until you're on four or five. Against mass Carrier/Void Ray, I would recommend mass upgraded Marines and Vikings. I'd probably throw in a few tanks, too, since they can outrange the cannons let you damage your opponent and force him to come out and fight or watch his base slowly evaporate, but they're not really necessary, since he'll eventually run out of resources on one base and will have to come out and fight. | ||
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ApocAlypsE007
Israel1007 Posts
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Iyerbeth
England2410 Posts
On September 26 2011 18:26 TOCHMY wrote: In ZvZ, when going 12, 13, 14 or even 15 pool, then scouting the opponent going 15 hatch. What do I do? All-in? Get as quick a hatch I can get? Please Illuminate me You won't really be too far behind if you go for a quick hatch after, as you'll have Queens out earlier so you have the choice of putting on aggression or sticking with an economical build or teching up to Banelings/Roaches. Equally you could all in but the important point is you don't need to. Whichever option you go with though, you'll need to stick it out at least until you can even things up or you will fall behind. If you produce 20 Lings and a few Banes and then decide to not attack, every second you don't attack he's getting time to catch up in army with as well as the fact he has the travel time advantage. Personally I would produce a few Lings and expand myself with an earlier speed and use that as an advantage for harassment and scouting but it's important you choose something to do. | ||
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Willba
United Kingdom209 Posts
Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings.. | ||
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