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On September 29 2011 01:22 McPricE wrote: When you have medivacs in the same control group as infantry do they heal while they are moving? eg ur infantry is stuttering while you are say kiting back from zealots and the medivacs are dancing along No, they dont. You hae to a move them on one of your units for that to happen, or amove thr medivacs while you only select the mmg.
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where can i find a build order/guide/etc. for a 2port banshee ? i am going to play some bo5 vs. zerg and maybe i could use it in one match .
how do you people tvt properly ? i am really struggling with that matchup and have no real plan for it, so a non-cheese and macro-oriented opening would really help out 
thanks.
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If I open up FFE into 7 gate +2 Blink stalkers (and don't manage to scout whether he has a third or not with a probe) I push out around 10:00. If he is going muta and they reach my base as I'm pushing out, how should I respond. Should I just go for the base trade right then? If not, what defense do I get up in order to defend my bases when I push to punish him (cause they always drone hard behind it) or should I just base trade at that later point in time?
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On September 29 2011 02:39 Stipulation wrote: If I open up FFE into 7 gate +2 Blink stalkers (and don't manage to scout whether he has a third or not with a probe) I push out around 10:00. If he is going muta and they reach my base as I'm pushing out, how should I respond. Should I just go for the base trade right then? If not, what defense do I get up in order to defend my bases when I push to punish him (cause they always drone hard behind it) or should I just base trade at that later point in time?
at that point i'd take a 3rd base and play defensively. mutas are obviously not great vs +2 blink stalkers in an open fight, so if your opponent is any good he should be bouncing around and harrassing with them. at that point i'd cannon up a 3rd base while having blink stalkers defending mutas. the one thing you have to be careful of is when he tech switches, so you need to work on your scouting. one easy recommendation for blink stalker opening and still able to scout is to get 2 sentries early game, and research hallucination. hallucination is basically free map hack, hallucinated phoenix are some of fastest scouts in the game, and although they have a timed duration, lets you know if he has 3rd, what tier2 tech route he's going, how hard he's been able to drone, etc
i wouldn't recommend trading bases because it's very hard to do so against zerg, and his mutas can do tremendous damage to probe lines quickly should you continue to try and push across the map
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On September 29 2011 02:39 Stipulation wrote: If I open up FFE into 7 gate +2 Blink stalkers (and don't manage to scout whether he has a third or not with a probe) I push out around 10:00. If he is going muta and they reach my base as I'm pushing out, how should I respond. Should I just go for the base trade right then? If not, what defense do I get up in order to defend my bases when I push to punish him (cause they always drone hard behind it) or should I just base trade at that later point in time? definitely defend and get a 3rd. throw down a robotics and get obs, churn out immortals if he is roach heavy. if not (i.e. ling muta infestor) throw down a templar archives asap.
obviously have a couple of cannons at each base
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On September 29 2011 03:42 RyanRushia wrote:Show nested quote +On September 29 2011 02:39 Stipulation wrote: If I open up FFE into 7 gate +2 Blink stalkers (and don't manage to scout whether he has a third or not with a probe) I push out around 10:00. If he is going muta and they reach my base as I'm pushing out, how should I respond. Should I just go for the base trade right then? If not, what defense do I get up in order to defend my bases when I push to punish him (cause they always drone hard behind it) or should I just base trade at that later point in time? at that point i'd take a 3rd base and play defensively. mutas are obviously not great vs +2 blink stalkers in an open fight, so if your opponent is any good he should be bouncing around and harrassing with them. at that point i'd cannon up a 3rd base while having blink stalkers defending mutas. the one thing you have to be careful of is when he tech switches, so you need to work on your scouting. one easy recommendation for blink stalker opening and still able to scout is to get 2 sentries early game, and research hallucination. hallucination is basically free map hack, hallucinated phoenix are some of fastest scouts in the game, and although they have a timed duration, lets you know if he has 3rd, what tier2 tech route he's going, how hard he's been able to drone, etc i wouldn't recommend trading bases because it's very hard to do so against zerg, and his mutas can do tremendous damage to probe lines quickly should you continue to try and push across the map
On September 29 2011 04:16 tuestresfat wrote:Show nested quote +On September 29 2011 02:39 Stipulation wrote: If I open up FFE into 7 gate +2 Blink stalkers (and don't manage to scout whether he has a third or not with a probe) I push out around 10:00. If he is going muta and they reach my base as I'm pushing out, how should I respond. Should I just go for the base trade right then? If not, what defense do I get up in order to defend my bases when I push to punish him (cause they always drone hard behind it) or should I just base trade at that later point in time? definitely defend and get a 3rd. throw down a robotics and get obs, churn out immortals if he is roach heavy. if not (i.e. ling muta infestor) throw down a templar archives asap. obviously have a couple of cannons at each base
This is what I've been doing (taking a 3rd and defending), but Zergs just get way ahead of me. How can I ever push while he still has ~10-20 muta?
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If you upgrade siege tank weapons, will the friendly splash damage increase as well?
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On September 29 2011 06:33 deathtrance wrote: If you upgrade siege tank weapons, will the friendly splash damage increase as well? yes
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kind of a long question but im really.... not confused but i need some clarification. Im watching day[9]'s newbie tuesday (as a noob i love these) and im just curious, should you always be practicing timing attacks? and in the end you have an arsenal of attacks with timing and composition? perhaps my mind to this game is just expanding a little bit but i just want to be sure...
So its not just about a build, and how fast you can do it, and get them over to the other side and win.
its about a strategy based on time, composition based on scouting, keeping busy (macro), knowing your units (micro) and having a plethora of different times and compositions and at the same time having the ability to be on the fly flexible to what could change?
if so, as a bronze leaguer should i start practicing a 10min build?
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Hello, I'm in mid-low diamond and since the warp prism buff, i've been seeing a lot more warp prism timing attacks. Most of them consist of zealots in the back the rest of the army in the front. Should I pull scvs from my natural? Should I split my army or focus on the main attack first. What if they retreat the main army and the second I leave they come back? What takes out 4 zeals?
Also, recently, a new strat was used on me and I had no idea how to stop it. Basically it's 1 base build where if you FE'd, they warp prism directly into your main and ff ur ramp, constantly warping in sentries to maintain CONSTANT FFs. What am I supposed to do as my main dies? There is no possibly way to get up the ramp and medivacs are not done yet. Thank you.
EDIT: i'm terran
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On September 29 2011 09:11 Allenssmart wrote: Hello, I'm in mid-low diamond and since the warp prism buff, i've been seeing a lot more warp prism timing attacks. Most of them consist of zealots in the back the rest of the army in the front. Should I pull scvs from my natural? Should I split my army or focus on the main attack first. What if they retreat the main army and the second I leave they come back? What takes out 4 zeals?
Also, recently, a new strat was used on me and I had no idea how to stop it. Basically it's 1 base build where if you FE'd, they warp prism directly into your main and ff ur ramp, constantly warping in sentries to maintain CONSTANT FFs. What am I supposed to do as my main dies? There is no possibly way to get up the ramp and medivacs are not done yet. Thank you.
EDIT: i'm terran
To your first question, ideally you split your army so that the drop in the main is cleaned up with the fewest units possible so that you can retain your defender's advantage against the push at the front. If you can't deal with that or would rather not, pull all of the SCV's in your main and have them mine at the natural/repair bunkers at the front. Once the attack at the front has been cleaned up, you can kill the zealots in your main, hopefully without losing any critical production structures.
Your second question is more difficult to answer, because it can be handled in a few different ways. turrets/marines in your main to kill the warp prism are the ideal way because it stops the push cold. However, if the protoss does make it into your base and FF your ramp, if you have medivacs you can pick up your units and drop in your own main, or lift off your buildings, and go for a base race.
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In a recent game I played, I noticed that workers only benefit from armor upgrades, and not attack upgrades. For example, If I have 2/2 upgrades, my SCV's will have 2 armor, but 0 attack upgrades.
Has this always been this way? Does anyone know why this is?
EDIT: sorry double post
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Recently I have been practicing a build against zerg that focused on a mid-game push with stalkers, sentries and immortals (6 sentries, 3 immortals, ~8 stalkers). My question is directed to zergs out in the forum:
Say zerg gets roaches, and a baneling nest and has drop. Protoss comes in for a push. AFTER the inital set of forcefields, what do you prefer to target with your banes? The sentries? Or the immortals?
@envisioN: sc2 armory also says scv get armor but no attack. Maybe it's cuz the zapper thingies are not "weapons"? That's just my guess.
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On September 29 2011 11:15 InvXXVII wrote: @envisioN: sc2 armory also says scv get armor but no attack. Maybe it's cuz the zapper thingies are not "weapons"? That's just my guess.
Then wouldn't it make sense to have a different icon for the worker attack box (the stats when you have them selected)?
It doesn't really make sense to me.
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On September 29 2011 11:15 InvXXVII wrote: Recently I have been practicing a build against zerg that focused on a mid-game push with stalkers, sentries and immortals (6 sentries, 3 immortals, ~8 stalkers). My question is directed to zergs out in the forum:
Say zerg gets roaches, and a baneling nest and has drop. Protoss comes in for a push. AFTER the inital set of forcefields, what do you prefer to target with your banes? The sentries? Or the immortals?
@envisioN: sc2 armory also says scv get armor but no attack. Maybe it's cuz the zapper thingies are not "weapons"? That's just my guess.
Why would you ever target immortals with banelings? This isn't even a question.
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On September 29 2011 01:35 Iyerbeth wrote:Show nested quote +On September 29 2011 01:22 McPricE wrote: When you have medivacs in the same control group as infantry do they heal while they are moving? eg ur infantry is stuttering while you are say kiting back from zealots and the medivacs are dancing along No they don't heal while on move command. If you have them just following your infantry though and not on the same group receiving the move command then they would.
OK this is what I thought. But heres a simple followup - when i have a medivac selected and then right click on a marine to follow it the medivac picks up said marine when he gets there.
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when banelings go down to enemy fire theres an acid splash animation. this doesnt happen to hurt enemy units in range does it?
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On September 29 2011 14:44 McPricE wrote: when banelings go down to enemy fire theres an acid splash animation. this doesnt happen to hurt enemy units in range does it? When a baneling dies it does its full damage, regardless if it was suicided, given an attack order, or killed.
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can you hallucinate high templar? i'm wondering if it would be viable and any good to hallucinate them in pvt to try and bait emps? poke out with a couple of HT as though you're trying to storm his army and let him waste emps on them
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On September 29 2011 16:58 Thugtronik wrote: can you hallucinate high templar? i'm wondering if it would be viable and any good to hallucinate them in pvt to try and bait emps? poke out with a couple of HT as though you're trying to storm his army and let him waste emps on them Yes, all protoss units except carriers, mother ships, observers, dark templar, and sentries can be hallucinated.
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