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On September 27 2011 01:32 YumYumGranola wrote: Why do mutas flap their wings in space? See, what people don't tell you about starcraft lore, is that there actually is no 'space'. Every single planet is actually a helium-balloon-like-thing that just floats along. All of the starcraft universe is within one uniform atmosphere, this is why all physics on maps like TST stay the same as on maps like SS, because the vacuum of space simply doesn't exist.
That's my guess, anyways.
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On September 27 2011 01:35 Melty Butter wrote: 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?
I went into my replay folder and made it a shortcut on my desktop. When I download my replays, i just throw it into the folder so I can access all of them without having to close the client.
On September 27 2011 06:25 DarkPlasmaBall wrote: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
I don't play protoss, but I think I would place my first pylon+gateway at the front, and core in the back. My logic is that a randomed zerg shouldn't be going 7-9 pool or anything super fast because the distances is so long and most of the time zerg won't have scouting info, so if they blind attack after a 7 pool or something, well that's a gamble. Anything delayed should give you enough time to prepare for it, and the gateway at the front will help your wall. The core at the back also keeps it safe for pvp, and a gateway at the front that can be picked off is not tooo bad of a trade.
I don't usually cheese, but when I do, it's against random players.
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1. Can Queens inject enemy hatcheries? (would be awesome to inject and then have your own larvae hatch).
2. Can warp prism pick up collossi?
3. What happens to pheonixes that are holding units and get teleported by mothership?
4. Can neural parasite use workers to build buildings?
5. Can hallucinated workers pretend to mine minerals (i.e. will they pick up "hallucinated" minerals)?
6. What happens when infestor neurals an infestor? I.e. can you then use the neuraled infestor to neural another infestor, and keep going? (and what happens when first neural times out? do they all un-neural?)
7. Can a mothership protect its units from an incoming nuke by vortexing?
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On September 27 2011 11:34 Rainmaker21 wrote: 1. Can Queens inject enemy hatcheries? (would be awesome to inject and then have your own larvae hatch).
2. Can warp prism pick up collossi?
3. What happens to pheonixes that are holding units and get teleported by mothership?
4. Can neural parasite use workers to build buildings?
5. Can hallucinated workers pretend to mine minerals (i.e. will they pick up "hallucinated" minerals)?
6. What happens when infestor neurals an infestor? I.e. can you then use the neuraled infestor to neural another infestor, and keep going? (and what happens when first neural times out? do they all un-neural?)
7. Can a mothership protect its units from an incoming nuke by vortexing?
A lot... all of this can be answered by the TLPD or just trying it.
1. No.
2. Yes.
3. They are dropped.
4. Yes.
5. Not sure.
6. Yes.
7. Yes.
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On September 27 2011 11:34 Rainmaker21 wrote: 1. Can Queens inject enemy hatcheries? (would be awesome to inject and then have your own larvae hatch).
2. Can warp prism pick up collossi?
3. What happens to pheonixes that are holding units and get teleported by mothership?
4. Can neural parasite use workers to build buildings?
5. Can hallucinated workers pretend to mine minerals (i.e. will they pick up "hallucinated" minerals)?
6. What happens when infestor neurals an infestor? I.e. can you then use the neuraled infestor to neural another infestor, and keep going? (and what happens when first neural times out? do they all un-neural?)
7. Can a mothership protect its units from an incoming nuke by vortexing?
As for #5, the answer is no (unfortunately, because it would have been pretty awesome if the could). The command card of a hallucinated worker has the GATHER, BUILD BASIC STRUCTURE, and BUILD ADVANCED STRUCTURE buttons grayed out.
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If you want to fake a higher level of saturation than you have using workers (not sure that'd be an efficient use of the Sentry energy, but let's just say), then you could just put them on patrol between mineral patches and the Nexus. It's not like your opponent is going to be analyzing the animations of each Probe; they'll probably never notice that anything is strange.
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On September 27 2011 06:25 DarkPlasmaBall wrote: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
My openings against every race are also quite different form each other. However, when playing random, I will almost always do a partial wall off at my choke. This is because you need to be prepared for the early zerg attacks, such as lings, because those are the most dangerous in the early game. After you scout though, you can begin a transition into the style that you wish to play against whatever race they are. Send a probe at the very beginning to find out what race they are, but plan on a partial wall off in the very early game. Better to transition into the correct build after a few minutes than to die immediately to an early ling push.
That is only if you do not think you can hold an early attack with your standard builds.
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On September 27 2011 17:11 CycLOpZ wrote:Show nested quote +On September 27 2011 06:25 DarkPlasmaBall wrote: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 My openings against every race are also quite different form each other. However, when playing random, I will almost always do a partial wall off at my choke. This is because you need to be prepared for the early zerg attacks, such as lings, because those are the most dangerous in the early game. After you scout though, you can begin a transition into the style that you wish to play against whatever race they are. Send a probe at the very beginning to find out what race they are, but plan on a partial wall off in the very early game. Better to transition into the correct build after a few minutes than to die immediately to an early ling push. That is only if you do not think you can hold an early attack with your standard builds.
This is also what I do. It just forces you to not play FFE vs Zerg, and you lose a bit of minerals due to building away from your nexus in other match ups, but nothing too dramatic. However, by "at the very beginning", I hope you mean "pylon scout" and not "scout with initial worker" because that would be pretty extreme...
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On September 27 2011 18:55 Geiko wrote:Show nested quote +On September 27 2011 17:11 CycLOpZ wrote:On September 27 2011 06:25 DarkPlasmaBall wrote: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 My openings against every race are also quite different form each other. However, when playing random, I will almost always do a partial wall off at my choke. This is because you need to be prepared for the early zerg attacks, such as lings, because those are the most dangerous in the early game. After you scout though, you can begin a transition into the style that you wish to play against whatever race they are. Send a probe at the very beginning to find out what race they are, but plan on a partial wall off in the very early game. Better to transition into the correct build after a few minutes than to die immediately to an early ling push. That is only if you do not think you can hold an early attack with your standard builds. This is also what I do. It just forces you to not play FFE vs Zerg, and you lose a bit of minerals due to building away from your nexus in other match ups, but nothing too dramatic. However, by "at the very beginning", I hope you mean "pylon scout" and not "scout with initial worker" because that would be pretty extreme...
Another option is to use your first gateway and pylon to do a partial wall off of your mineral line. I'd upload a picture of what I mean if I were at my computer right now... but basically you connect your Nexus and gas geiser with the gateway / assimilator. You might be punnished if your opponent does a really quick zergling rush, but you should be able to fend off anything they could reasonably throw at you on Tal'Darim.
This also has the advantage that you keep the highway clear between your main and natural for much easier defense against mutas later on (can be a problem on Tal'Darim if you've walled off at that choke. And you're free to FFE or whatever other walling antics you choose to do at your natural choke later on.
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hi:
I am changing my meta game. I am terran. I never used to use hellions. Now I am wanting to build hellions. However, I am disturbed that hellions are no as powerful as they used to be. I read the bliz explanation of the nerf. They didn't want workers to die right away.
That is fine with me. It is a reasonable patch in that sense.
My main concern is with hellion vs other units.
How are the old hellion BF at killing zealots?
Is there now a difference with the nerf?
How many shots did it take BF to kill a zealot in the old days? How about now?
How about lings? How many BF shots did it take to kill one ling in the past? how about now?
I never used bf much in the past. Now I my build calls for them. I just was wondering how much bliz has affected the Hellion vs. Zealot and Hellion vs ling damage profile.
thank you
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Can i get banned for editing sc2 variables file in my documents?
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On September 27 2011 23:53 pejoman12 wrote: Can i get banned for editing sc2 variables file in my documents?
there are easier ways to get banned than to edit those files. U don't have to work that hard. Just cus ppl and u will get banned.
cheers.
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I have a simple question.
Everyone KNOWS that vikings are viable as anti air units. However other then in TvT vikings are not really good on the ground.
I purpose that its not because of their DPS, or their lack of tanking ability. But because of the animation timing. It simply seems like it takes WAY too long for vikings to go from air to ground mode and then back again.
IMO i think viking builds would be much more viable if the ground/air transformation was much faster.
./StepsOffSoapBox
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On September 27 2011 23:51 longtang wrote: hi:
I am changing my meta game. I am terran. I never used to use hellions. Now I am wanting to build hellions. However, I am disturbed that hellions are no as powerful as they used to be. I read the bliz explanation of the nerf. They didn't want workers to die right away.
That is fine with me. It is a reasonable patch in that sense.
My main concern is with hellion vs other units.
How are the old hellion BF at killing zealots?
Is there now a difference with the nerf?
How many shots did it take BF to kill a zealot in the old days? How about now?
How about lings? How many BF shots did it take to kill one ling in the past? how about now?
I never used bf much in the past. Now I my build calls for them. I just was wondering how much bliz has affected the Hellion vs. Zealot and Hellion vs ling damage profile.
thank you
IN my opinion the change was not that huge of a deal. Hellions are still very viable. TO make up for the damage reduction all you need to do is get an extra hellion or two. Being that they are mineral only units, they are fairly cheap. As far as the viablilty against zealots they do very well still, however its the units that the zealots are protecting that hellions usually dont do well against. So micro them and protect them. use 3-4 hellions to run into mineral lines at all times in the game if you can spare them, and try to to lose them, dont over commit.
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On September 27 2011 10:25 Soluhwin wrote:Show nested quote +On September 27 2011 01:32 YumYumGranola wrote: Why do mutas flap their wings in space? See, what people don't tell you about starcraft lore, is that there actually is no 'space'. Every single planet is actually a helium-balloon-like-thing that just floats along. All of the starcraft universe is within one uniform atmosphere, this is why all physics on maps like TST stay the same as on maps like SS, because the vacuum of space simply doesn't exist. That's my guess, anyways.
LOL! I pretty much bought everything you were selling until I read the final line.
You had me thinking you knew what you were talking about.
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Quick Toss question. In my 9 pylon 12/13 gate is it better to get the 9th probe training, build the pylon, lose a bit of probe training time and THEN get the 10th probe Or Is it better to get the 10th probe queing(spelling? :s) and then the pylon, leaving me supply blocked for a second but with no probe cuts.
If you don't get it imagine I'm at 8 supply. This is option one:
Probe (to 9/10) Pylon Probe (to 10/10)
option 2:
Probe (to 9/10) Que probe (will take to 10/10) Pylon.
The pylon DOES still get built on 9, just 50 mineral mining time later.
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On September 28 2011 01:49 Perfect wrote: I have a simple question.
Everyone KNOWS that vikings are viable as anti air units. However other then in TvT vikings are not really good on the ground.
I purpose that its not because of their DPS, or their lack of tanking ability. But because of the animation timing. It simply seems like it takes WAY too long for vikings to go from air to ground mode and then back again.
IMO i think viking builds would be much more viable if the ground/air transformation was much faster.
./StepsOffSoapBox
That's cool, but probably more suited for Battle net forums than a simple questions and answers strategy forum on what amounts to a fan site with little to no power to make any difference. :p
On September 28 2011 00:36 gentix wrote: What is "clipping"?
Clipping is referring to clipping damage with spells by recasting them before all the damage has been done, most recently being used to describe the Fungal changes. As an example if I want to keep a unit from escaping I might want to cast Fungal Growth again after 3 seconds instead of 4, which will clip the last second of damage off.
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On September 28 2011 02:16 ThyLastPenguin wrote: Quick Toss question. In my 9 pylon 12/13 gate is it better to get the 9th probe training, build the pylon, lose a bit of probe training time and THEN get the 10th probe Or Is it better to get the 10th probe queing(spelling? :s) and then the pylon, leaving me supply blocked for a second but with no probe cuts.
If you don't get it imagine I'm at 8 supply. This is option one:
Probe (to 9/10) Pylon Probe (to 10/10)
option 2:
Probe (to 9/10) Que probe (will take to 10/10) Pylon.
The pylon DOES still get built on 9, just 50 mineral mining time later.
I'm almost positive that option 2 is the "correct" option, and it's the one I've always done, but now you've got me seccond guessing myself. Can anyone confirm?
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On September 28 2011 02:19 Iyerbeth wrote:Show nested quote +On September 28 2011 01:49 Perfect wrote: I have a simple question.
Everyone KNOWS that vikings are viable as anti air units. However other then in TvT vikings are not really good on the ground.
I purpose that its not because of their DPS, or their lack of tanking ability. But because of the animation timing. It simply seems like it takes WAY too long for vikings to go from air to ground mode and then back again.
IMO i think viking builds would be much more viable if the ground/air transformation was much faster.
./StepsOffSoapBox That's cool, but probably more suited for Battle net forums than a simple questions and answers strategy forum on what amounts to a fan site with little to no power to make any difference. :p Clipping is referring to clipping damage with spells by recasting them before all the damage has been done, most recently being used to describe the Fungal changes. As an example if I want to keep a unit from escaping I might want to cast Fungal Growth again after 3 seconds instead of 4, which will clip the last second of damage off.
Thanks for this answer.
Another simple question: Does storm damage get clipped if you cast multiple storms?
A maybe not-so-simple question: If yes, Would you ever cast muliple storms on top of eachother
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