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Forum Index > StarCraft 2 Strategy
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CaptainCharisma
Profile Joined February 2011
New Zealand808 Posts
September 26 2011 13:00 GMT
#7961
How do I drop marines and marauders from a moving medivacs? I know that when i have one medivac selected, I can just move command it and individually click the units inside to make them drop out. But how do i do this when I have two medivacs selected? Currently I just press 'd' and left click where i want to unload, the medivacs fly there, stop, then unload everything, but i see pros unload while moving and scatter all the units over the foe's mineral line.

How do I drop units from moving medivacs!!?!?!?
EG.DeMuslim --- EG.ThorZain --- TSL.Polt --- LGIMMvp --- Mill.fOrGG --- EG.Stephano --- EGiNcontroL --- EG.IdrA --- MarineKing.Prime --- SlayerS_MMA --- Liquid'Hero
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
September 26 2011 13:05 GMT
#7962
How do I deal with mass muta as protoss as soon as I see it coming?
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
codonbyte
Profile Blog Joined June 2011
United States840 Posts
September 26 2011 13:26 GMT
#7963
On September 26 2011 22:00 CaptainCharisma wrote:
How do I drop marines and marauders from a moving medivacs? I know that when i have one medivac selected, I can just move command it and individually click the units inside to make them drop out. But how do i do this when I have two medivacs selected? Currently I just press 'd' and left click where i want to unload, the medivacs fly there, stop, then unload everything, but i see pros unload while moving and scatter all the units over the foe's mineral line.

How do I drop units from moving medivacs!!?!?!?

You press UNLOAD, and click on the medivac itself. This will cause the medivac to unload its cargo without canceling any other orders it may be executing, i.e. if it's in the process of executing a MOVE or SCAN MOVE command, it will unload while moving toward its target destination.
Procrastination is the enemy
Bambipwnsu
Profile Blog Joined November 2010
Canada698 Posts
September 26 2011 13:32 GMT
#7964
On September 26 2011 22:05 ZeroCartin wrote:
How do I deal with mass muta as protoss as soon as I see it coming?


drop cannons, get blink/storm, or chrono out phoenix if you already have the tech.

You move out when you are a threat which might cause a basetrade situation.
LoL @ NA: bambipwnsu
codonbyte
Profile Blog Joined June 2011
United States840 Posts
September 26 2011 13:34 GMT
#7965
On September 26 2011 21:41 Willba wrote:
What are good ways to harass Zerg as Terran when I'm going mech apart from BFH? I love doing marine marauder drops in TVT and TVP but I have tanks, thors, BFH, ghosts (late game) and I think I've lost quite a few games from being too passive.

Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings..


One highly underrated form of harassment is nukes, especially in the late game. If Zerg is on 3-4+ bases and you launch a nuke, Zerg immediately has to check each and every one for the little red dot. Also, compared to doing an 8 marine drop, which you could very easily lose, nukes are dirt cheap. An 8 marine drop costs 500/100, and you are very likely to lose it to mutas or infestors. Nukes cost only 100/100, and as mentioned above, can be very disruptive to a Zerg who has a lot of bases. And the great thing is that you don't even have to target any of Zerg's bases for it to be disruptive. Simply making Zerg hear "Nuclear Launch Detected" without targeting anything of his is already disruptive, perhaps even more so since Zerg will never actually find the little red dot and will probably end up double checking all of his bases.
Procrastination is the enemy
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
September 26 2011 14:18 GMT
#7966
On September 26 2011 22:34 codonbyte wrote:
Show nested quote +
On September 26 2011 21:41 Willba wrote:
What are good ways to harass Zerg as Terran when I'm going mech apart from BFH? I love doing marine marauder drops in TVT and TVP but I have tanks, thors, BFH, ghosts (late game) and I think I've lost quite a few games from being too passive.

Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings..


One highly underrated form of harassment is nukes, especially in the late game. If Zerg is on 3-4+ bases and you launch a nuke, Zerg immediately has to check each and every one for the little red dot. Also, compared to doing an 8 marine drop, which you could very easily lose, nukes are dirt cheap. An 8 marine drop costs 500/100, and you are very likely to lose it to mutas or infestors. Nukes cost only 100/100, and as mentioned above, can be very disruptive to a Zerg who has a lot of bases. And the great thing is that you don't even have to target any of Zerg's bases for it to be disruptive. Simply making Zerg hear "Nuclear Launch Detected" without targeting anything of his is already disruptive, perhaps even more so since Zerg will never actually find the little red dot and will probably end up double checking all of his bases.

Which raises the question in my mind: If a Terran cancels a nuke that's been called in before it lands, the nuke is lost, right?
The frumious Bandersnatch
DarkPlasmaBall
Profile Blog Joined March 2010
United States45937 Posts
September 26 2011 14:28 GMT
#7967
On September 26 2011 23:18 AmericanUmlaut wrote:
Show nested quote +
On September 26 2011 22:34 codonbyte wrote:
On September 26 2011 21:41 Willba wrote:
What are good ways to harass Zerg as Terran when I'm going mech apart from BFH? I love doing marine marauder drops in TVT and TVP but I have tanks, thors, BFH, ghosts (late game) and I think I've lost quite a few games from being too passive.

Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings..


One highly underrated form of harassment is nukes, especially in the late game. If Zerg is on 3-4+ bases and you launch a nuke, Zerg immediately has to check each and every one for the little red dot. Also, compared to doing an 8 marine drop, which you could very easily lose, nukes are dirt cheap. An 8 marine drop costs 500/100, and you are very likely to lose it to mutas or infestors. Nukes cost only 100/100, and as mentioned above, can be very disruptive to a Zerg who has a lot of bases. And the great thing is that you don't even have to target any of Zerg's bases for it to be disruptive. Simply making Zerg hear "Nuclear Launch Detected" without targeting anything of his is already disruptive, perhaps even more so since Zerg will never actually find the little red dot and will probably end up double checking all of his bases.

Which raises the question in my mind: If a Terran cancels a nuke that's been called in before it lands, the nuke is lost, right?


Yes, the nuke has to be re-built.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
September 26 2011 14:34 GMT
#7968
On September 26 2011 23:28 DarkPlasmaBall wrote:
Show nested quote +
On September 26 2011 23:18 AmericanUmlaut wrote:
On September 26 2011 22:34 codonbyte wrote:
On September 26 2011 21:41 Willba wrote:
What are good ways to harass Zerg as Terran when I'm going mech apart from BFH? I love doing marine marauder drops in TVT and TVP but I have tanks, thors, BFH, ghosts (late game) and I think I've lost quite a few games from being too passive.

Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings..


One highly underrated form of harassment is nukes, especially in the late game. If Zerg is on 3-4+ bases and you launch a nuke, Zerg immediately has to check each and every one for the little red dot. Also, compared to doing an 8 marine drop, which you could very easily lose, nukes are dirt cheap. An 8 marine drop costs 500/100, and you are very likely to lose it to mutas or infestors. Nukes cost only 100/100, and as mentioned above, can be very disruptive to a Zerg who has a lot of bases. And the great thing is that you don't even have to target any of Zerg's bases for it to be disruptive. Simply making Zerg hear "Nuclear Launch Detected" without targeting anything of his is already disruptive, perhaps even more so since Zerg will never actually find the little red dot and will probably end up double checking all of his bases.

Which raises the question in my mind: If a Terran cancels a nuke that's been called in before it lands, the nuke is lost, right?


Yes, the nuke has to be re-built.

Oh thank God. I just had a brainfart and couldn't remember for sure, and was imagining a Terran standing in the back of his base just pushing the "Nuclear launch detected" button every thirty seconds...
The frumious Bandersnatch
DarkPlasmaBall
Profile Blog Joined March 2010
United States45937 Posts
September 26 2011 14:38 GMT
#7969
On September 26 2011 23:34 AmericanUmlaut wrote:
Show nested quote +
On September 26 2011 23:28 DarkPlasmaBall wrote:
On September 26 2011 23:18 AmericanUmlaut wrote:
On September 26 2011 22:34 codonbyte wrote:
On September 26 2011 21:41 Willba wrote:
What are good ways to harass Zerg as Terran when I'm going mech apart from BFH? I love doing marine marauder drops in TVT and TVP but I have tanks, thors, BFH, ghosts (late game) and I think I've lost quite a few games from being too passive.

Would nukes be a good idea? or Thor drops? Hellions don't do great against buildings..


One highly underrated form of harassment is nukes, especially in the late game. If Zerg is on 3-4+ bases and you launch a nuke, Zerg immediately has to check each and every one for the little red dot. Also, compared to doing an 8 marine drop, which you could very easily lose, nukes are dirt cheap. An 8 marine drop costs 500/100, and you are very likely to lose it to mutas or infestors. Nukes cost only 100/100, and as mentioned above, can be very disruptive to a Zerg who has a lot of bases. And the great thing is that you don't even have to target any of Zerg's bases for it to be disruptive. Simply making Zerg hear "Nuclear Launch Detected" without targeting anything of his is already disruptive, perhaps even more so since Zerg will never actually find the little red dot and will probably end up double checking all of his bases.

Which raises the question in my mind: If a Terran cancels a nuke that's been called in before it lands, the nuke is lost, right?


Yes, the nuke has to be re-built.

Oh thank God. I just had a brainfart and couldn't remember for sure, and was imagining a Terran standing in the back of his base just pushing the "Nuclear launch detected" button every thirty seconds...


Yeah that would pretty much screw up everything >.< It would make his opponent spend forever searching his base lol
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
gentix
Profile Joined July 2011
United States40 Posts
September 26 2011 15:50 GMT
#7970
Playing PvP on Tal'Darim alter is 4-gate really the only viable option? I've been using geiko's 3 gate defense against P, and I've never learned how to 4-gate.

I've mostly been successful on Tal'Darim till now, but my opponents are getting harder.... I'm wondering if I should learn a PvP 4-gate just for Tal'Darim.

thanks!
"Paper is so OP! Scissors is fine though." ~Rock
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
September 26 2011 16:16 GMT
#7971
gentix, i would say put in the time to learn the four gate.
Its important to know the timing and feel of it for defending it, and its something you can bust out in a tournament.
I four gate on tal'darim so I don't have an answer for you there.
BW pros training sc2 is like kiss making a dub step album.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45937 Posts
September 26 2011 16:31 GMT
#7972
On September 27 2011 00:50 gentix wrote:
Playing PvP on Tal'Darim alter is 4-gate really the only viable option? I've been using geiko's 3 gate defense against P, and I've never learned how to 4-gate.

I've mostly been successful on Tal'Darim till now, but my opponents are getting harder.... I'm wondering if I should learn a PvP 4-gate just for Tal'Darim.

thanks!


I also just 4gate all-in as fast as possible, because there's no ramp outside of my main. Any time I've lost, I usually attribute it to my own fault (mis-microing or getting psi-blocked or losing to the same build that was just executed slightly better).

And even if you don't want to only 4gate on that map, knowing how to 4gate is something you should learn (just in case you come across an opponent who is being super greedy, and you want to punish them with a 4gate). I feel uncomfortable saying "You should never ever 4gate".
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
YumYumGranola
Profile Joined June 2011
Canada346 Posts
September 26 2011 16:32 GMT
#7973
Why do mutas flap their wings in space?
YumYumGranola
Profile Joined June 2011
Canada346 Posts
September 26 2011 16:33 GMT
#7974
And on that note, how do overlords maintain buoyancy in space?
Melty Butter
Profile Joined March 2011
Ireland52 Posts
September 26 2011 16:35 GMT
#7975
is there an efficient way of watching through a load of replays I've just downloaded?

At the moment I find it's faster to close the sc2 client before loading a new replay, rather than manually sorting them into the proper folders. Surely there's a way of just clicking on a replay while the client is running, and having it just... open?


Ass
DarkPlasmaBall
Profile Blog Joined March 2010
United States45937 Posts
September 26 2011 16:36 GMT
#7976
On September 27 2011 01:32 YumYumGranola wrote:
Why do mutas flap their wings in space?


On September 27 2011 01:33 YumYumGranola wrote:
And on that note, how do overlords maintain buoyancy in space?


And how do you nydus worm across an island map in space (like on Scrap Station)?

I'm pretty sure these troll questions have been asked before... and I'm equally certain that this thread is for real questions
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ultimania92
Profile Joined September 2011
United States30 Posts
September 26 2011 16:38 GMT
#7977
On September 27 2011 01:33 YumYumGranola wrote:
And on that note, how do overlords maintain buoyancy in space?


Applied phlebotinum (plot substance)? There's probably a canon explanation somewhere though.

On another simple question, at about what timing would a Protoss player be pushing out a DT if they went for fast DTs?
"SSSSsshame if something happened..."
Mikelius
Profile Joined September 2010
Germany517 Posts
September 26 2011 16:49 GMT
#7978
On September 27 2011 01:38 ultimania92 wrote:
Show nested quote +
On September 27 2011 01:33 YumYumGranola wrote:
And on that note, how do overlords maintain buoyancy in space?


Applied phlebotinum (plot substance)? There's probably a canon explanation somewhere though.

On another simple question, at about what timing would a Protoss player be pushing out a DT if they went for fast DTs?


7:00 minutes is around the time a normal DT rush hits.
Less QQ, more PewPew
DarkPlasmaBall
Profile Blog Joined March 2010
United States45937 Posts
September 26 2011 21:25 GMT
#7979
On Tal Darim Altar... I play Protoss, and I feel comfortable with my openings against Protoss, Terran, and Zerg, but I have trouble opening up against an opponent who's Random, because I feel that my early building placements are so different against each race.

It seems that there are three different places I could build my first few structures: inside my base (sim city), at the choke of my main, and at the choke of my natural.

What would be the ideal placement when I don't know what race my opponent is?

My biggest concerns are obviously being safe from fast Zerg attacks, yet at the same time having my structures in places where they can't get sniped from stalkers or colossi.

Thanks in advance
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Ripps
Profile Joined April 2011
Canada97 Posts
September 27 2011 00:46 GMT
#7980

If (as a Terran) I want to hit a 2-Hatch Muta Zerg between when the Spire starts and when first round of mutas pop, what timing am I looking at (generally)?
"Video games are bad for you? That's what they said about rock and roll." -Shigeru Miyamoto
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