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On September 29 2011 13:28 McPricE wrote:Show nested quote +On September 29 2011 01:35 Iyerbeth wrote: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. Hit A and click on the Marine. The Medivac equivalent of attack-move is scan-move, which keeps a lookout for wounded units in range and heals them.
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Okay, a couple of questions:
1. What's a good defensive TvT opening on maps like Searing Crater if you want to go Skyterran (non-opening tips and hints are also welcome if you've done this kind of thing with success).
2. What's an effective counter to mass roaches, particularly when you have little time to act (because you didn't know that all he did was roaches and there's like 30 of them in the field). (Repaired upgraded thors with marines didn't work.)
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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
http://wiki.teamliquid.net/starcraft2/Hallucination
Unit: High Templar Number Hallucinated per Cast: 2
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I guess this isn't really a tactical question but... How helpful is it to play with a mouse with macro buttons (like ctrl and shift)? I'm thinking about getting a new mouse.
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On September 29 2011 13:24 Anihc wrote:Show nested quote +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.
Idk, i was thinking that it would keep your roaches alive longer. Cuz i played this game where my opponent targeted my sentries. And after they died, i still had 3 immortals and 8 stalkers + incomming reinforcements. And my opponent basically lost the game from there.
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On September 29 2011 21:16 gentix wrote: I guess this isn't really a tactical question but... How helpful is it to play with a mouse with macro buttons (like ctrl and shift)? I'm thinking about getting a new mouse.
For sc2, macro kes are not very important. There are a lot of pros who simply have the standard three button mouse. Maybe the backspace key on ur mouse wud help, but apart from that, use ur keyboard.
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Question: On the liquipedia Terran strategy page, rector hellion FE has a little icon saying it is "Bronze Proof" - what does this mean?
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I believe it means that the strategy is simple and easy enough that any bronze league player should be able to understand and reproduce it.
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quick questions
was wondering what the most cost efficient thing to deal with zealot archon is
and was also wondering how many zealots need to be hit by a baneling for it to be cost efficient.
thanks
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On September 30 2011 04:19 Let it Raine wrote: quick questions
was wondering what the most cost efficient thing to deal with zealot archon is
and was also wondering how many zealots need to be hit by a baneling for it to be cost efficient.
thanks
i'm guessing you're zerg, specify next time
roach/ultra does pretty well against zealot archon.
it takes about 4 and a half or 5 banelings to kill a zealot. 5 banelings is 250 minerals and 125 gas. I'd say if you could hit 4 or 5 zealots per shot it'd be worth it
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When the game starts how do you select all of your drones/scv/probes with just one key? For example when i looks at destinys stream, instead of selecting all of his drones with his mouse, he presses a key and they are all selected and just right clicks to the minerals. Anyone know?
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Blazinghand
United States25558 Posts
On September 30 2011 05:10 jphj012 wrote: When the game starts how do you select all of your drones/scv/probes with just one key? For example when i looks at destinys stream, instead of selecting all of his drones with his mouse, he presses a key and they are all selected and just right clicks to the minerals. Anyone know?
Use control+F1; this selects all idle workers on Standard or Grid. With a custom hotkey setup, it will be different.
On September 29 2011 18:34 NewbieOne wrote:
2. What's an effective counter to mass roaches, particularly when you have little time to act (because you didn't know that all he did was roaches and there's like 30 of them in the field). (Repaired upgraded thors with marines didn't work.)
If your opponent has a lot of roaches and you don't have enough time to react, just make whatever units you can out of your production facilities, and make bunkers. Try to repair your existing bunkers, and stall for as long as possible until you have more units. I'd suggest a composition or something, but given that you don't have time to react, this is the best you can do. With thor/marine, try to keep the thors behind the marine-filled bunkers.
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Blazinghand
United States25558 Posts
Double post. ;_;
So I might as well ask a question:
In TvP, what's a good reaction to a 15 nexus on Tal'Darim altar if you were opening going for a 1 rax gasless FE? Is it worth it to try to bunker rush him, or add more rax?
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how much gas per minute will you get per base(assuming you have 2 geysers with 3 workers in it each)
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PvP question
If my opponent goes mass void ray with a mothership (I'm bronze, and for whatever reason I'm only seeing VR/Mothership builds every time I get into a PvP game.), what build/units would counter this?
EDIT - PM me please
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TvZ question: Against a Zerg with Mutas, I'm always afraid to use drops, but when I watch high level Terrans play, I feel like they always have drops in the Zerg's base when the Mutas aren't there.
What is a good time (or rather, for what reason if any) to use drops against a Zerg who has Mutas in TvZ?
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Russian Federation473 Posts
On September 30 2011 15:22 crocodile wrote: TvZ question: Against a Zerg with Mutas, I'm always afraid to use drops, but when I watch high level Terrans play, I feel like they always have drops in the Zerg's base when the Mutas aren't there.
What is a good time (or rather, for what reason if any) to use drops against a Zerg who has Mutas in TvZ?
if you see that his mutas are far away from your drop destination, make the drop. if you don't... well that's a gamble. high dps and speed of bio force are very dangerous, so you may deal significant damage, and force mutas to retreat and stop dealing damage to your base. or you may lose medibacs instantly. I personally don't understand how can you be effective with drops when there are about 30 mutas on the map. out of my experience, professional gamers lose much more than they gain with these drops in such situation.
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Quick question.
Is tastosis going to be at MLG Orlando?
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Russian Federation473 Posts
and I have a question myself - why do professional players use emps so seldom to reveal cloaked units? they often throw down a scan even if they have ghosts with full mana on the field. what's the reason? are they afraid to miss? is it the nerves? or just reflex - 9-c? do people spare energy (against toss with feedback you don't want to do it)? do they just need more time to start utilising this ability? it seems to be one of the most awesome features of terran to me - just emp and kill instantly. i love killing a bunch of dts with a single ghost on the unit test map (up to 5) and hope to see it in a real game =)
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On September 30 2011 05:14 Blazinghand wrote: Double post. ;_;
So I might as well ask a question:
In TvP, what's a good reaction to a 15 nexus on Tal'Darim altar if you were opening going for a 1 rax gasless FE? Is it worth it to try to bunker rush him, or add more rax?
Go for a ghost timing attack, like thorzain did to huk in valencia. Very strong off of two base. In a huge map it's almost guaranteed they're going to quick tech to collossi or ht. Both cases a ghost timing push has a chance to end the game right there.
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