On October 01 2011 23:50 TOP_Paper wrote: I have lots of problems with paying attention to the different things I am supposed to be doing. I have played lots and lots of customs (I am about 1600 on starbattle for example...), but everytime I try to break into playing ladder I am getting crushed in wood league.
For example, when playing zerg I will forget overlords. If I remember my overlords, I miss making enough drones. If I make overlords and drones, then I will miss microing my army or teching. How am I supposed to remember to do all of these things at the same time?!??!
Check out this Day[9] Daily.
It's about how to create a mental checklist, and about how to work on appropriately setting the priority of each item on the list.
Post 1.4 is the marauder expand with concussive shells still worth doing? that is, does it still work?
I've found that recently If I try it against 3 gate robo they always just counter attack and kill me.
Before the immortal buff you could go in, kill a few sentries and then just fall back and build a bunch of bunkers and be safe. I'm interested in knowing if I've just had a run of bad luck, or if this opening is now substandard.
On October 02 2011 04:42 General_Winter wrote: Post 1.4 is the marauder expand with concussive shells still worth doing? that is, does it still work?
I've found that recently If I try it against 3 gate robo they always just counter attack and kill me.
Before the immortal buff you could go in, kill a few sentries and then just fall back and build a bunch of bunkers and be safe. I'm interested in knowing if I've just had a run of bad luck, or if this opening is now substandard.
You have to be very careful about your push, as losing your attacking force will make you VERY susceptible to a counter attack. My recommendation is to fall back as soon as you see an immortal pop out as it will demolish your marauders. But yes, it is still viable, you just have to be careful to not lose your attacking force.
In TvZ when they go early hatch I try and plant a bunker just out of LOS of their 2nd hatch. I see this tactic in GSL a lot and it forces Zerg to bring in 4-6 drones to make sure the bunker doesn't complete.
Now since I'm not playing in Code S, a lot of the time the bunker will finish, then they'll realize it, and won't transfer anything to their nat until they have a decent mass of lings to crush the bunker with 3-4 marines in it.
In this situation should I be trying to put more pressure on Zerg or have I done enough by forcing him to delay the transfer to the natural? They're attacking before the hatch dies obviously so I don't end up doing any real damage.
On October 02 2011 01:29 saaaa wrote: now after the patch... only the real APM counts...
Now I'm asking myself what are the "average" Number of APM for the all leagues?
i hope my question is clear
Sorry to be responding without providing a direct answer to your question but the APM is as silly at is has been (calculated against game minutes, not real minutes!) plus now it ignores selections other than the first one in a row. To me, that's useless. I prefer the SC2Gears (SC2 analysis utility you can find via Google) APM with EAPM provided separately (effective APM after assessing redundancy). SC2Gears also provides you with a chart that shows peak moments, and a distribution between "micro" and "macro" APM.
Can't really tell you anything about what kind of APM is typical or proper or otherwise standard for the leagues. There are plat guys with lower APM than some bronze guys. I've played against silver league players with very high APMs, too. I've lost to guys who've had even less APM than I, and that's hard to achieve.
On October 01 2011 23:50 TOP_Paper wrote: I have lots of problems with paying attention to the different things I am supposed to be doing. I have played lots and lots of customs (I am about 1600 on starbattle for example...), but everytime I try to break into playing ladder I am getting crushed in wood league.
For example, when playing zerg I will forget overlords. If I remember my overlords, I miss making enough drones. If I make overlords and drones, then I will miss microing my army or teching. How am I supposed to remember to do all of these things at the same time?!??!
It's about how to create a mental checklist, and about how to work on appropriately setting the priority of each item on the list.
+1
I also use stickers on my other monitor (I use it only when I need to have like 4 documents opened at the same time). You could also record a message like "make SCVs, hotkey buildings, don't basecamp" etc. and play it in a loop.
When cycling through your Nexi/CCs/Hatchs with backspace (or whatever you remap it to) why does the order in which it happens vary? Is it the last one that's active (i.e a probe coming out) or what?
With recent patch making the barracks take an extra 5 seconds is it better to build the 16th scv before the orbital or leave the cc idle for 5 seconds? Right now im just leaving it idle but it feels weird
On October 02 2011 14:11 xxSK8rGUy277xx wrote: With recent patch making the barracks take an extra 5 seconds is it better to build the 16th scv before the orbital or leave the cc idle for 5 seconds? Right now im just leaving it idle but it feels weird
It is better to leave it idle for the 5 seconds because you get your first mule 12 seconds earlier than if you built a 16th SCV. The mule will gather more minerals than the SCV in that time span.
On October 02 2011 07:04 Ubertron wrote: When cycling through your Nexi/CCs/Hatchs with backspace (or whatever you remap it to) why does the order in which it happens vary? Is it the last one that's active (i.e a probe coming out) or what?
I believe that it will jump to the closest Nexi/CC/Hatch, then the next closest, etc. So it all depends on where your camera is when you hit that hotkey.
On September 30 2011 17:45 iMAniaC wrote: Can someone confirm that I got the gist of this correctly? I don't know any Spanish, so there was quite some guesswork involved...
¡Atención a todos los usuarios y seguidores de sc2la.com!
Actualmente trabajamos en la misma plataforma que sc2chile.com, pero desde el 11 de Julio esto va a cambiar: A partir de esa fecha, sc2la.com inaugurará su nuevo diseño web, más atractivo, con más formas, más amigable y con muchas más sorpresas.
¡Estén muy atentos a lo que se viene!
So I guessed that it means that sc2chile.com announces its new website which is sc2la.com, is that correct? I translated it as "sc2chile.com transformed into sc2la.com". Is that an acceptable translation?
If you wonder why the heck I would want to translate this, it's for the LP page Xel&. Speaking of which, does anyone know where I can find the brackets for the first two tournaments?
I'll happily translate it for you:
Attention all users y followers for sc2la.com
We actually work in the same platforma as sc2chile.com, but starting July 11 this is going to change: From this date on, sc2la.com will open it's new web design. Which is more attractive, more friendly and with a lot more surprises.
On October 02 2011 14:11 xxSK8rGUy277xx wrote: With recent patch making the barracks take an extra 5 seconds is it better to build the 16th scv before the orbital or leave the cc idle for 5 seconds? Right now im just leaving it idle but it feels weird
It is better to leave it idle for the 5 seconds because you get your first mule 12 seconds earlier than if you built a 16th SCV. The mule will gather more minerals than the SCV in that time span.
I've started to send the depot building SCV out scouting (shift-queueing starting positions) and build the barracks with a different, previously hotkeyed SCV, which I take off the minerals depending on the distance to the ramp, if I wall in.
On October 02 2011 14:11 xxSK8rGUy277xx wrote: With recent patch making the barracks take an extra 5 seconds is it better to build the 16th scv before the orbital or leave the cc idle for 5 seconds? Right now im just leaving it idle but it feels weird
It is better to leave it idle for the 5 seconds because you get your first mule 12 seconds earlier than if you built a 16th SCV. The mule will gather more minerals than the SCV in that time span.
I've started to send the depot building SCV out scouting (shift-queueing starting positions) and build the barracks with a different, previously hotkeyed SCV, which I take off the minerals depending on the distance to the ramp, if I wall in.
That wont matter though if you are still building the barracks at 150 minerals with 12 SCVs. It might get put down a second later, but your CC will still be idle for those 5 seconds.
Hey, is there a way I can assign the spacebar to assign control groups instead of the control key? Whenever I go into the Hotkeys menu, there are separate enteries for "set control group [1-10]", and they each require that you press the key combination you want to set that control group, yet when I try to press space + #, it only registers space. Anybody know of a way to fix this? And yes, I did reassign the control key to do what the space key used to do, so no conflict there.
1. Is it worth going for a single/double extractor trick (cancelling ) to get 1 more drone this patch does not return 100% for cancellations?
2. in ZvT, I know Im going to get a 4 helion poke (BF) followed up by marine tank. What is the best composition to deal with this- ? Go roaches to hold of the helion or just manage with lings and crawlers?
On October 03 2011 02:44 vahgar.r24 wrote: 1. Is it worth going for a single/double extractor trick (cancelling ) to get 1 more drone this patch does not return 100% for cancellations?
2. in ZvT, I know Im going to get a 4 helion poke (BF) followed up by marine tank. What is the best composition to deal with this- ? Go roaches to hold of the helion or just manage with lings and crawlers?
1. I would recommend building an overlord at 9/10 supply (I'm mid diamond terran btw) because canceling returns 24 minerals instead of 25, and it has always been that way.
2. It is better to not build roaches if you don't have to because it delays your mutalisks. If the terran is going for a drop and you don't think you can hold with zerglings alone, then it is ok to get 3-5 roaches to defend against the hellions.
Why do workers benefit from armor upgrades but not weapon upgrades?
I can't find any information about "Drone Sliding" in SC2 on TL. Is this something that has yet to be discovered or something?
Yesterday my pylon ramp-walloff got insta punished by 13 drones sliding onto my pylon taking it down in about +/- 15 GT seconds. This basicly makes forge expo deny in PvZ on alot of maps virtually impossible.
On October 03 2011 05:19 Prox wrote: I can't find any information about "Drone Sliding" in SC2 on TL. Is this something that has yet to be discovered or something?
Yesterday my pylon ramp-walloff got insta punished by 13 drones sliding onto my pylon taking it down in about +/- 15 GT seconds. This basicly makes forge expo deny in PvZ on alot of maps virtually impossible.
If your talking about what i think you are, there has been a few posts on this (sorry, can't find link, will look for it better later) But basically, the workers go to the ramp. You tell the workers to collect minerals from the furthest away mineral node in your expo. The workers will all bunch together in the space of one worker. You then tell them to attack the pylon. They all attack from that bunched together position for one attack, meaning all the workers can attack it at once. You repeat this until the pylon is down. People are saying thats a counter to pylon wall off, but a lot of people are saying that it's not worth it, as you the wall offer loses 100 minerals (maybe 300 if you finished building all the pylons, but that means even less mining time) whilst the defender loses quite a bit of mining time on all his workers.
Yep I noticed the mechanic. It's exactly how it works. Might be interesting to many zergs out there to know.
Will have to do some research of my own to see how it works out for macro games. I think its +EV for zerg since P will be behind in tech / Expo and Z will not suffer a huge worker disadvantage. But yes, taking all his drones that early sits him back economically abit. P should cancel his pylons after the drones are being pulled and expo himself instead.
On October 03 2011 05:19 Prox wrote: I can't find any information about "Drone Sliding" in SC2 on TL. Is this something that has yet to be discovered or something?
Yesterday my pylon ramp-walloff got insta punished by 13 drones sliding onto my pylon taking it down in about +/- 15 GT seconds. This basicly makes forge expo deny in PvZ on alot of maps virtually impossible.
I believe the thing you are looking for is the "Drone Drill". The person above me explained it quite well so I won't bother restating what he said. It still works on maps in which the natural mineral nodes are quite a bit away from the bottom of the ramp because the drones will unstack too much in the time it takes him to move his mouse from the mineral node to the pylon