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Simple Questions Simple Answers - Page 40

Forum Index > StarCraft 2 Strategy
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Leangains
Profile Joined January 2011
Sweden13 Posts
March 10 2011 01:46 GMT
#781
When commenting on a TvZ involving IMMVP someone mentioned that he had a few SCVs on standby in the middle of the game. This was considered "sloppy", etc, but is it possible that this is simply part of his mechanics?

During battles I find it time consuming and impractical to manage building back at the base with F1 + box/select SCV. Perhaps the advantage of control-grouping one or a few SCVs stationed in the middle of your base or wherever you plan on building outweighs the downside of not having them mine minerals?
closey
Profile Joined October 2010
Hong Kong272 Posts
March 10 2011 02:18 GMT
#782
On March 10 2011 10:46 Leangains wrote:
When commenting on a TvZ involving IMMVP someone mentioned that he had a few SCVs on standby in the middle of the game. This was considered "sloppy", etc, but is it possible that this is simply part of his mechanics?

During battles I find it time consuming and impractical to manage building back at the base with F1 + box/select SCV. Perhaps the advantage of control-grouping one or a few SCVs stationed in the middle of your base or wherever you plan on building outweighs the downside of not having them mine minerals?


I personally group my CC on group 1, so it's 1,1-> box select and build. Only takes up 1 milisecond to me. In early game you really don't have much to do so you can always spare the apm to do that.

In mid / late game you'll always have 1-3 SCV building stuff supply depo anyways so your F1 method is actually valid there.
Rock, Paper, Scissors
deathly rat
Profile Blog Joined October 2010
United Kingdom911 Posts
March 10 2011 02:27 GMT
#783
On March 10 2011 10:46 Leangains wrote:
When commenting on a TvZ involving IMMVP someone mentioned that he had a few SCVs on standby in the middle of the game. This was considered "sloppy", etc, but is it possible that this is simply part of his mechanics?

During battles I find it time consuming and impractical to manage building back at the base with F1 + box/select SCV. Perhaps the advantage of control-grouping one or a few SCVs stationed in the middle of your base or wherever you plan on building outweighs the downside of not having them mine minerals?


You can have 1 or more SCVs control grouped, but this is no reason for them to be idle. You only have to Shift+right click minerals to have it auto-return to mining after it has finished building.
No logo (logo)
Ghost-z
Profile Joined September 2010
United States1291 Posts
March 10 2011 02:36 GMT
#784
As Zerg, if I want to get my spawning pool on 11 supply:

Should I get my Overlord on 10 then use ET to get to 11 supply,
- or -
Should I ET to 11 supply and then get my Overlord?
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
underdawg
Profile Joined January 2011
United States399 Posts
March 10 2011 02:41 GMT
#785
are there any tricks to making depots at your base while pushing? or just hotkeys and just doing it fast? every time i do it, by the time i look back, i just got rolled by banelings. or do players sometimes make an extra depot(s) before pushing?

i would watch first person replays but they make me dizzy lol
tuestresfat
Profile Joined December 2010
2555 Posts
March 10 2011 06:09 GMT
#786
On March 10 2011 11:41 underdawg wrote:
are there any tricks to making depots at your base while pushing? or just hotkeys and just doing it fast? every time i do it, by the time i look back, i just got rolled by banelings. or do players sometimes make an extra depot(s) before pushing?

i would watch first person replays but they make me dizzy lol

No, just learn to play faster. This will come with practice.

On March 10 2011 11:27 deathly rat wrote:
Show nested quote +
On March 10 2011 10:46 Leangains wrote:
When commenting on a TvZ involving IMMVP someone mentioned that he had a few SCVs on standby in the middle of the game. This was considered "sloppy", etc, but is it possible that this is simply part of his mechanics?

During battles I find it time consuming and impractical to manage building back at the base with F1 + box/select SCV. Perhaps the advantage of control-grouping one or a few SCVs stationed in the middle of your base or wherever you plan on building outweighs the downside of not having them mine minerals?


You can have 1 or more SCVs control grouped, but this is no reason for them to be idle. You only have to Shift+right click minerals to have it auto-return to mining after it has finished building.

you'll want 1-3 scvs producing supply depots non-stop in every game. they will be idle at some point, barring ridiculous APM and awareness (once u get to mid-late game anyways).
Aequos
Profile Joined October 2010
Canada606 Posts
March 10 2011 06:13 GMT
#787
On March 10 2011 06:49 Inschato wrote:
Q: Does a cloak banshee rush hit before 3rd/4th gates are being made? (As a 4gater) - And how quickly can I add on a stargate and/or robo (Or should I just all-in like the build is designed to do and hope he GGs before it kills my worker line/attack)


Doesn't 4-gate hit at the 5:45 mark ideally? Usually, you're opponent can get a Banshee out just as your 4-gate hits, but it'll take another 45 or so seconds to get cloak out. So you should be clear. I'm not precise on the Banshee timings, but I do know that cloaked Banshees come after it, but not too long after it.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Pkol
Profile Blog Joined April 2010
Australia176 Posts
Last Edited: 2011-03-10 06:14:16
March 10 2011 06:13 GMT
#788
In a PvZ on Shattered Temple in 3v6 or 12v9 positions (ie, close by ground), where is the safest place to take a third (for the protoss)?
lolwut?
Bxk
Profile Joined September 2010
United States53 Posts
March 10 2011 06:18 GMT
#789
I feel this question belongs here:

Against Zerg, why don't many Terrans use one Supply Depot and one Barracks to wall off the bottom of their ramp initially? It is a far more common practice to use 3 buildings at the top of the ramp to form a wall.

I saw Minigun wall off the bottom of his ramp on a stream a few weeks ago (he was playing Terran for a reason I forgot). Aside from giving Roaches vision of defending units, what are the cons to walling off the bottom of a ramp? Thanks!
Helluva
Profile Joined September 2010
United States651 Posts
March 10 2011 08:04 GMT
#790
On March 10 2011 15:13 Pkol wrote:
In a PvZ on Shattered Temple in 3v6 or 12v9 positions (ie, close by ground), where is the safest place to take a third (for the protoss)?

The main base and/or natural closest to your side of the map.
<3
stichlasser
Profile Joined March 2011
69 Posts
March 10 2011 11:20 GMT
#791
Heyja, total noob here.

Is there a "noob strategy guide" with the total basics? (like not "how to build", more like a "dear noob, what you should know about SC2" )

Questions like:

How many workers at an Expo? I just played some games and I overbuild workers all the time ... Lost the last game with 3k minerals / 1,5k gas ...
Kyamo
Profile Joined March 2011
Canada129 Posts
March 10 2011 15:39 GMT
#792
On March 10 2011 20:20 stichlasser wrote:

How many workers at an Expo? I just played some games and I overbuild workers all the time ... Lost the last game with 3k minerals / 1,5k gas ...


Having minerals build up doesn't mean you have too many workers. It means you don't have enough production structures or didn't make units out of them constantly.
underdawg
Profile Joined January 2011
United States399 Posts
March 10 2011 16:57 GMT
#793
On March 10 2011 15:09 tuestresfat wrote:
you'll want 1-3 scvs producing supply depots non-stop in every game. they will be idle at some point, barring ridiculous APM and awareness (once u get to mid-late game anyways).


hm, so at some point, should i stop shift-clicking them back, and just wait for them to be idle and then make moar depots? (also one less action to do during a push = maybe a few less marines getting baned)
roemy
Profile Joined April 2010
Germany432 Posts
March 10 2011 17:25 GMT
#794
On March 10 2011 15:18 Bxk wrote:
I feel this question belongs here:

Against Zerg, why don't many Terrans use one Supply Depot and one Barracks to wall off the bottom of their ramp initially? It is a far more common practice to use 3 buildings at the top of the ramp to form a wall.

I saw Minigun wall off the bottom of his ramp on a stream a few weeks ago (he was playing Terran for a reason I forgot). Aside from giving Roaches vision of defending units, what are the cons to walling off the bottom of a ramp? Thanks!


let's call it 'surface':
on top of the ramp, e.g. the depots can only be hit from one side and actually only from 1 tile/square/unit. the rax itself can be hit from 2.5 tiles (2 directly adjacent and the diagonal one 'in between').
your buildings are much more exposed at the bottom of the ramp; a depot can be hit from 4.5tiles which ofc means a lot more zerglings. or roaches
from the other POV, the latter also means less 'surface' for SCVs to apply their l33t repping skillz.

similar still holds true for ranged units; only a limited number of roaches can poke your buildings while squeezing through the choke point that is your ramp. at the bottom, they could easily concave by the dozen.
rock is fine.. paper could need a buff, but scissors have to be nerfed
OPman
Profile Joined December 2010
United States131 Posts
March 10 2011 17:26 GMT
#795
On March 10 2011 15:18 Bxk wrote:
I feel this question belongs here:

Against Zerg, why don't many Terrans use one Supply Depot and one Barracks to wall off the bottom of their ramp initially? It is a far more common practice to use 3 buildings at the top of the ramp to form a wall.

I saw Minigun wall off the bottom of his ramp on a stream a few weeks ago (he was playing Terran for a reason I forgot). Aside from giving Roaches vision of defending units, what are the cons to walling off the bottom of a ramp? Thanks!


Well since the primary purpose of walling in at the bottom is to prevent scouting (i think), they're either confident in their build, or will most likely not be teching/expanding untill they kill the scouting drone.

Also I think roaches can pick off the depot/rax unhindered if you angle them correctly.

Any insight on what Minigun did after the wall-in would probably tell you why he did it.
Ph'nglui Mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
underdawg
Profile Joined January 2011
United States399 Posts
March 10 2011 17:31 GMT
#796
On March 10 2011 15:18 Bxk wrote:
I feel this question belongs here:

Against Zerg, why don't many Terrans use one Supply Depot and one Barracks to wall off the bottom of their ramp initially? It is a far more common practice to use 3 buildings at the top of the ramp to form a wall.

I saw Minigun wall off the bottom of his ramp on a stream a few weeks ago (he was playing Terran for a reason I forgot). Aside from giving Roaches vision of defending units, what are the cons to walling off the bottom of a ramp? Thanks!

banelings destroy depots so easily. 3 production buildings is the safest against baneling bust
G4t0rs
Profile Joined March 2011
2 Posts
March 10 2011 18:14 GMT
#797
Simple Question:

How do you know in a 1v1 match which base your opponent starts in on? Is there a pattern.

It takes the overlord a long time to traverse the map and I send it to an empty base half the time. My opponents always seem to know where I start as a worker comes in scouting almost immediately.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-03-10 18:25:11
March 10 2011 18:24 GMT
#798
On March 11 2011 03:14 G4t0rs wrote:
Simple Question:

How do you know in a 1v1 match which base your opponent starts in on? Is there a pattern.

It takes the overlord a long time to traverse the map and I send it to an empty base half the time. My opponents always seem to know where I start as a worker comes in scouting almost immediately.


It's random. There's no way to tell before you scout them where they spawned unless it was a 2 player map, obviously

Use a worker to scout far bases if you don't scout your opponent with your overlord in the closest base.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Incronaut
Profile Joined January 2011
United States6 Posts
March 10 2011 19:12 GMT
#799
hey low diamond here and im a zerg player and i know that my mechanics can use a lot of work.. is going roach hydra a good composition to just make (somewhat) blindly to not worry about strategy and work mostly on macro?
A great butcher only exists with great meat
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 10 2011 19:15 GMT
#800
On March 11 2011 04:12 Incronaut wrote:
hey low diamond here and im a zerg player and i know that my mechanics can use a lot of work.. is going roach hydra a good composition to just make (somewhat) blindly to not worry about strategy and work mostly on macro?


It's always a good idea to scout and mold your army depending on what you see...

But Roach/Hydra in ZvP is generally a good composition to make and should carry you through the mid game very well.

In ZvT, Speedling/Speedbane/Muta works much better than Roach/Hydra because tanks rip through both quite easily.

ZvZ depends on your opener, but will usually go into Roach wars with upgrades. You can add Hydras if you want but I've found Infestors with good fungals to be a better choice.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
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