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On October 03 2011 13:15 CookieMaker wrote:Show nested quote +On October 03 2011 13:07 tallbus1 wrote: New Terran curious as what build I got to counter really early game cheese. Uhm anything with a wall off. You're terran! I'm not kidding here, the only earlygame cheese you'll see from zergs and protosses can be countered with a simple wall-in + pull scvs to repair until a marine gets out. More specifically, 2rax into expo is safe (and has potential for aggression) TvZ. Search back through this thread, this question has been asked many many times.
The main thing that a walloff doesn't help with is an inbase proxy 2gate. For that, build your barracks close to your CC and use a bunker and supply depots to wall off part of your mineral line
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Im pretty sure the answer is no but does banelings overkill?
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On October 03 2011 22:08 jornass wrote: hi
i got a problem with fast exp proto and terran --> tank,mariens.
anny tips ??
Yeah, take a look at these builds:
http://wiki.teamliquid.net/starcraft2/Terran_Strategy
And pay particular attention to those marked as "FE" (fast expand). If you want to delve into a particular one, try searching the forums or Google for specific terms (e.g. "three bunkers expand", "siege expand" etc.). With luck, you'll find some video tutorials or casts on Youtube or somewhere else. If you expand behind bunkers, you may need to hotkey a group of SCVs from your expansion to have easy access to them for repairs. Remember to "maynard" the SCVs, i.e. split and migrate half your SCVs to the expansion once ready. You can also build your expansion CC in your main base and then upgrade it to OC and then fly over (particularly useful when you're not expanding ASAP but only with some army to guard it). This is increasingly popular.
On October 03 2011 23:11 TheSydeffect wrote: How much damage should a banshee do to not be behind?
Don't know and it's subjective but every worker counts because of the replacement cost and lost mining time, not just replacement cost, which means you don't necessarily need to kill five. I'd worry if I couldn't kill three due to successful resistance but it's always better if the opponent panics and pulls the whole mineral line back. You may kill nothing but still do damage this way. Also, you don't really need to sit on the mineral line, especially if it's defended. Even doing away with a depot can supply block the opponent (if he uses supply drop from OC, he will be once scan/mule behind), killing a tech lab can interrupt research if you're lucky, killing a reactor can put a dent in his army plans (it takes 50 seconds to rebuild), killing an Engineering Bay delays his access to turrets, which means he'll have to scan if you're cloaked (but cloak needs more kills to pay off), losing the benefit of a mule (270 minerals over the whole duration of the mule calldown). Much of the damage you do with banshees relies on making the opponent waste scans. Forcing him to build several turrets is also damage because he won't be able to use the minerals to pay for an expansion or just produce marines.
Also, try to keep your banshees alive. They're good units for normal battles (i.e. not only harass), especially situational tasks such as tank busting or even making vision for tanks.
Sometimes you may want to go for his army rather than probes, e.g. when you know there's no Engineering Bay for him and currently not enough energy for a scan and you are cloaked (can happen), so then you keep his marine count low (again, by killing existing marines or by destroying reactors and supply depots, as in imagine what happens if you manage to take down three supply depots early in the game... in which case you don't actually want to be killing his workers) while more banshees are coming in for you. Then when you have several and he has no marine force to boast, you can keep doing damage. Just make sure he doesn't make vikings either (or anything off a techport, i.e. Starport with Tech Lab Attached).
Doing a lot of stuff with banshees typically triggers an attack on your base, so it's handy to have a bunker (more if you have a surplus of minerals compared to gas). At some point you may need to rally a banshee or two in your base (especially if the opponent manages to send tanks your way, which has happened to me).
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Whats the server and channel name everyone on TL is on?
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How do you deselect a certain unit or group of units from a control group (to go to watchtower, be sacrificed as scouts, etc)
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On October 04 2011 04:40 MrInocence wrote: How do you deselect a certain unit or group of units from a control group (to go to watchtower, be sacrificed as scouts, etc)
Order your current control group to go towards the tower, then deselect one unit by shift+leftclicking it and then re-assign your control group.
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Is there a delay in when your MMR actually updates?
I ask this because sometimes I play very bad on one day, like 10 losses in a row. Then the next day I'm suddenly able to win 10 matches in a row. If MMR would update instantly wouldn't it be so that during my losing streak I'd get worse players until I started winning again? Also, when I win a lot I keep getting lower-league players, even after 10 wins in a row, shouldn't I be getting players of my own league if I won a couple of matches in a row against lower players?
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On October 04 2011 06:15 xai_death wrote: Is there a delay in when your MMR actually updates?
I ask this because sometimes I play very bad on one day, like 10 losses in a row. Then the next day I'm suddenly able to win 10 matches in a row. If MMR would update instantly wouldn't it be so that during my losing streak I'd get worse players until I started winning again? Also, when I win a lot I keep getting lower-league players, even after 10 wins in a row, shouldn't I be getting players of my own league if I won a couple of matches in a row against lower players? Most likely this is because when you start losing, you tend to play below your average, and lose to the worse players because you aren't confident, focused, etc. When you play the next day, you get matched up against the same level players as at the end of the day before, but now you are relaxed, rested and able to play to your full potential, allowing you to win easily.
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what is the story behind the meme: "More gg, More skill" ? I know it's something to do with whitera but don't know the context.
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On October 04 2011 08:16 canavarr wrote: what is the story behind the meme: "More gg, More skill" ? I know it's something to do with whitera but don't know the context. I'm not positive, but I believe he said it in an interview to emphasize that you learn more from losing than you do from winning. So, the more you lose, the better you are from it.
I also like to think that it means the good mannered players have more skill xD
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Hi guys, i play Protoss and would like to learn Zerg, could you recommend a solid good build for each match up to improve upon? Thanks
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In a TvP, with a 200/200 battle of MMMVG vs Chargelots/Collosus, is it better to kite the zealots or stand and attack with part of your army against a wall to prevent a surround? My reasoning is that with charge, zealots are guaranteed to get a shot off, so kiting is effectively nullified unless you can kite perfectly.
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On October 04 2011 11:01 AlmightyRaiden wrote: Hi guys, i play Protoss and would like to learn Zerg, could you recommend a solid good build for each match up to improve upon? Thanks
This can only be answered very generally as every game is different and what your build is will vary from game to game depending on MU and map. Start with this.
ZvT 15 Hatch 14 Pool 17 Gas 16 Overlord Get 4 lings when pool finishes along with a queen
ZvP 14 Gas 14 Pool 15/16 Overlord when pool finishes get 2-4 lings, speed, and a queen, take 2 drones off gas(one on gas) continue droning and take your expansion as you scout
ZvZ 14 gas 14 pool 15 overlord 4 lings, queen speed leave 2 workers in gas incase you need a quick bling nest(upon scouting)
Apart from a very basic BO like the ones i've listed, what you decide to tech into/when you decide to tech/make units or drones all depends entirely upon how you play. Let me know if you want me to elaborate on any of this.
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On October 04 2011 12:14 envisioN . wrote: In a TvP, with a 200/200 battle of MMMVG vs Chargelots/Collosus, is it better to kite the zealots or stand and attack with part of your army against a wall to prevent a surround? My reasoning is that with charge, zealots are guaranteed to get a shot off, so kiting is effectively nullified unless you can kite perfectly.
Always kite. Zealots are not guaranteed to get a shot off, and when you kite less zealots will hit anyway. But most importantly when you're kiting you're avoiding colossus shots, and if you just stand against a wall you will get destroyed by colo.
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On October 04 2011 03:30 EL33T_COL wrote: Im pretty sure the answer is no but does banelings overkill? I'm pretty sure they do...I've blinked a stalker into a baneling pile and killed like 10 with one stalker. If by overkill you mean (this is NOT overkill that they will do X damage to a unit with X health and then put the remaining damage onto another unit (i can only describe it when it's not overkill...how do i describe overkill? XD) then i think again, they do. Not too sure though, anyone else wanna make it clearer?
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On October 04 2011 15:57 ThyLastPenguin wrote:Show nested quote +On October 04 2011 03:30 EL33T_COL wrote: Im pretty sure the answer is no but does banelings overkill? I'm pretty sure they do...I've blinked a stalker into a baneling pile and killed like 10 with one stalker. If by overkill you mean (this is NOT overkill  that they will do X damage to a unit with X health and then put the remaining damage onto another unit (i can only describe it when it's not overkill...how do i describe overkill? XD) then i think again, they do. Not too sure though, anyone else wanna make it clearer?
The above answer is really confusing, i have no idea what he was trying to say. If you're giving an answer, you should really double check to see if it's correct please. Giving bad information is worse than not saying anything...
To answer your question, no they don't. It takes 8 banelings to kill a stalker. (actually 8 banelings leaves stalker with 4 hp or something) In the unit tester it takes 9 banelings. If you have 12 banelings, 1 will be left over. If you have 13, 2 will be left over. The AI knows how many banelings it takes and does not waste damage.
On October 04 2011 08:16 canavarr wrote: what is the story behind the meme: "More gg, More skill" ? I know it's something to do with whitera but don't know the context.
To be more clear, it's from the later part of this trailer clip on the website http://starnationmovie.com/
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On October 04 2011 09:35 envisioN . wrote:Show nested quote +On October 04 2011 08:16 canavarr wrote: what is the story behind the meme: "More gg, More skill" ? I know it's something to do with whitera but don't know the context. I'm not positive, but I believe he said it in an interview to emphasize that you learn more from losing than you do from winning. So, the more you lose, the better you are from it. I also like to think that it means the good mannered players have more skill xD I think it has to do with a positive mindset yielding better results in practice. If you can get horribly cheesed and still GG at the end, its a good sign that you have a learning mentality instead of a winning mentality.
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Does every map have 4 close patches ? I think I remember a thread where someone had tested all the maps to know where the close patches are but I can't find it anymore.
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Italy12246 Posts
On October 04 2011 17:46 Geiko wrote: Does every map have 4 close patches ? I think I remember a thread where someone had tested all the maps to know where the close patches are but I can't find it anymore.
I tried looking at shakuras by turning the camera sideways and it seemed like there's only 2 or 3 (can't remember atm). If that's true it's entirely possible that tal'darim and shattered temple have only two (i'm actually pretty sure tal'darim does), but i can't be 100% sure.
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