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Blazinghand
United States25558 Posts
On October 06 2011 23:14 Excludos wrote:Show nested quote +On October 06 2011 23:10 Ganseng wrote:On October 06 2011 23:08 Excludos wrote:On October 06 2011 21:33 GinDo wrote: The other day I saw Slayers Yugioh use the Overseer Contaminate ability on a proxy Pylon as the Protoss attacked.
What does this do? Does is Temporally shut down the pylon?
Does it Temporally stop warp in? It does nothing. Just tested it. But can you still target and contaminate it? Then it seems to be a bug. You can contaminate every building in the game. But it doesn't always do anything. For instance, contaminating a dark shrine does not prevent the toss player from warping in Dark templars. And contaminating supply depots does not temporarily lower the supply count. I think contaminating pylons to stop the warp field would be a tad too strong, as you could shut down every building that pylon was powering way too easily. EDIT: Contaminating a Nydus worm does not stop that from puking out units either 
Does contaminating the network itself prevent new heads from forming? Also, could you (in theory) contaminate a lowered depot so it can't rise and close a wall?
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On October 07 2011 07:23 Blazinghand wrote:Show nested quote +On October 06 2011 23:14 Excludos wrote:On October 06 2011 23:10 Ganseng wrote:On October 06 2011 23:08 Excludos wrote:On October 06 2011 21:33 GinDo wrote: The other day I saw Slayers Yugioh use the Overseer Contaminate ability on a proxy Pylon as the Protoss attacked.
What does this do? Does is Temporally shut down the pylon?
Does it Temporally stop warp in? It does nothing. Just tested it. But can you still target and contaminate it? Then it seems to be a bug. You can contaminate every building in the game. But it doesn't always do anything. For instance, contaminating a dark shrine does not prevent the toss player from warping in Dark templars. And contaminating supply depots does not temporarily lower the supply count. I think contaminating pylons to stop the warp field would be a tad too strong, as you could shut down every building that pylon was powering way too easily. EDIT: Contaminating a Nydus worm does not stop that from puking out units either  Does contaminating the network itself prevent new heads from forming? Also, could you (in theory) contaminate a lowered depot so it can't rise and close a wall?
You know, there are maps out there specifically designed to test stuff like this A depot can lower or rise at will when contaminated.
It does not stop or prevent a nydus from expanding. Just tested that as well
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On ladder what maps can you get close positions on? Which have close positions disabled?
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Blazinghand
United States25558 Posts
On October 07 2011 08:11 AnxiousHippo wrote: On ladder what maps can you get close positions on? Which have close positions disabled?
Shakuras Plateau has Close Positions disabled. All other ladder maps have all spawn combinations enabled.
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How do you beat FFE--> 2 robo colossus in ZvP?
It may be FFE ->stargate -> into 2 robo colossus but I just want to know how to beat this very fast colossus push.
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On October 06 2011 15:21 Kritzkrieg wrote: Often a bio into expand build is set up as a 2rax 1reac 1 tech into expand w/ pressure, and 3rax is seen as "all in" or "cheese" As a macro warm up I usually 3 rax a computer 3 or 4 times and throw an expansion down as my push comes down the ramp. I never see a pro do this, usually opting for the 2.
Is a 3 rax expand non viable? and if so, why?
The reason 3rax is considered all-in is that the player who is 3raxing is probably behind in both economy and tech at the time of the push. If you build a tech lab on your first barracks after only one marine and starting stim immediately, you end up with stim finishing around 6:15-6:30. Think about what your opponent could have at that time if they're going for economy ... a 1rax expo would already be running by then; a hatch first zerg could just mass lings and roaches to outproduce you, etc. Or a tech build: a 1-1-1 build would have a banshee finishing up; Protoss could have DTs on the way , etc. If the 3rax doesn't kill your opponent or deal serious damage the odds are they'll win.
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I dunno if this is a stupid question, but in a ZvZ, do zerg units go faster than on opponent creep?
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On October 07 2011 15:06 (kimi)YaSu wrote: I dunno if this is a stupid question, but in a ZvZ, do zerg units go faster than on opponent creep? No, who owns the creep does not affect how quickly they travel. A zergling goes as first on your creep as it would on your opponent's.
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On October 07 2011 15:06 (kimi)YaSu wrote: I dunno if this is a stupid question, but in a ZvZ, do zerg units go faster than on opponent creep?
No
Creep is Creep, regardless of who owns it, the game doesn't care, I think this is partly because they think it would look silly if they had to color-code it based on who's creep tumor created it.
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On October 07 2011 15:25 Dingobloo wrote:Show nested quote +On October 07 2011 15:06 (kimi)YaSu wrote: I dunno if this is a stupid question, but in a ZvZ, do zerg units go faster than on opponent creep? No Creep is Creep, regardless of who owns it, the game doesn't care, I think this is partly because they think it would look silly if they had to color-code it based on who's creep tumor created it.
But I want my creep to have like green lightning bolts in it. :D
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In some of his recent Round of 16 games, ST Virus used a newish looking blue flame hellion opener against Nestea. Does anyone know the initial stages of this build?
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On October 07 2011 13:08 Contractor wrote: How do you beat FFE--> 2 robo colossus in ZvP?
It may be FFE ->stargate -> into 2 robo colossus but I just want to know how to beat this very fast colossus push.
You have two options when dealing with a FFE. Well, three actually. Firstly you can choose to do a 1 base roach ling all in if he does nexus first. If he gets forge + 1 cannon down, this will still work. If he scouts the rush and puts 2, 3, 4 cannons up it probably will not work.
Your second option is to take your natural and do a 1/1 timing attack with roaches and lings before he really has his 2 base economy fully operational. Like the first option, this becomes less effective if he makes a ton of cannons.
Third, and in my opinion the best response to a FFE, you can take a quick third and then just macro harder than him. Be prepared for void rays (SCOUT!), have an evo chamber ready so that if you see a void ray you can whip down some spores. Take a third base and macro hard then go roach/hydra/corruptor (roach/corruptor if he doesn't go void rays, hydras if he does since he will have 0 or few collossus when you push). Just micro well and push out at 2/2 200/200 (ideally they should happen at the same time if you macro hard enough, about the 13 minute mark).
No offense, but since you're asking this I'm assuming you're in a lower league. At this point, if your macro is good you probably have enough units/upgrades to just 1a him.
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This is in addition to what MahE already wrote (he ninja-ed me O.o)
On October 07 2011 13:08 Contractor wrote: How do you beat FFE--> 2 robo colossus in ZvP?
It may be FFE ->stargate -> into 2 robo colossus but I just want to know how to beat this very fast colossus push.
After a FFE you have 2 options as Zerg. Option 1) Try and punish it. There are multiple ways to do this, inculding Roach/ling allin, roach/ling pressure into economy, baneling busts, 3 spine nydus (this is actually an awesome way to do it, and fun), etc. Basically any sort of pressure threatening to break the wall and kill the expansion. The downside is that if you don't kill the Nexus or a TON of probes, you are generally VERY behind. Option 2) Go mass econ. Grab an early 3rd (around 30-40 supply) and an evo (~6:30) (for spores/detection against air/DT), and go heavy on drones. Scout with overlords and keep lings at the front.
Now, against 2 Robo collosus specifically, you need to alter your unit composition accordingly. There's multiple ways to defend this, based on whatever style you prefer. Mass ling tens to do poorly against collosus, as does roach hydra. Infestors however are very powerful.
You stated "very fast collosus push," and " 2 robo collosus." These things are opposite. A fast robo -> robo bay with 2 collosus and thermal lance hits at about 10:30-12 mins (if its at 10:30 then there was probably no air pressure). Double robo collosus, however, requires either a third base, or bad macro. One of which means that the opponent is bad, the other meaning that it isn't "fast."
Generally just macro up hard then make sure of a few things: 1) at around 8-9 minutes, do your best from now on to not get supply blocked! It is extremely important that you have the supply you need in order to build the units to defend his push. Make a round of only overlords if you have to, but find a way to do it. Many a Zerg has lost because he had the money for the units, but was supply blocked at the worst possible time. 2) In sync with 1, make sure you have larva! you can not stop this push with no units. This means macro hatches (at least 1, assuming you're on 3 base), good injects, and don't over-drone. You don't need to be completely saturated (65-80 drones) when this push comes, just have your gasses and at least 32 drones on minerals. 3) Dont' delay your lair too long! Get it by at least 7:30 IMO. This push is extremely hard to stop with only speedlings adn slow roaches and banelings, unless you are left completely untouched and your opponent is bad with his forcefields. Upgrades like roach speed and then other things like infestation pit are essential.
If you think for some reason that you can't beat this push when it comes, you can always try a counter-attack, just know that you can't win a base race against a protoss collosus ball, the goal is to make him turn around, buying you time. This tactic is more in line with the speedling/muta approach though, as the mobility is something you can abuse.
For more help look up ZvP guides on TL. Happy Starcrafting!
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What is a good build for post 1.4 PvP? I recently lose so many PvP's because I don't have any gameplan.
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On October 08 2011 03:26 ApocAlypsE007 wrote: What is a good build for post 1.4 PvP? I recently lose so many PvP's because I don't have any gameplan. There are various ones, 1 gate robo (greedy/susceptible to 4 gate), 2 gate robo (average/slightly less susceptible to 4 gate), 3 gate robo (very safe, very good at defending 4 gates), 3 gate tech (stargate, blink, DT).
Pros use any number of these and others. On SotG last week White-Ra said he liked 3 gate robo because it is so safe. Watch any pro streamers (HuK, SaSe, etc) to get a feel for it.
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Are you supposed to upgrade the BC energy upgrade in lategame TvT?
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On October 08 2011 03:26 ApocAlypsE007 wrote: What is a good build for post 1.4 PvP? I recently lose so many PvP's because I don't have any gameplan. I like galtdunn's answer, but I'll throw my two cents in, too.
The last patch nerfed 4-gate pretty hard, but the ladder is currently full of people who think the patch made 4-gates impossible. My current opening is to Chrono Probes only twice until I've scouted my opponent, because I often find he's doing something ridiculous like getting a fast second gas, spending all his Chrono on Probes and throwing down a robo after his first gate. You can then transition into a 4-gate and just go kill them, because they'll have like one Sentry, three GW units and an Immortal in production with no WG tech when the attack starts, and you'll just walk over them.
Against opponents who are playing safe or are 4-gating themselves, I like the 3-gate robo into Blink style where you expand far away and threaten a blink into their main if they try to move out, then transitioning into Chargelot/Archon.
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On October 08 2011 05:13 AmericanUmlaut wrote:Show nested quote +On October 08 2011 03:26 ApocAlypsE007 wrote: What is a good build for post 1.4 PvP? I recently lose so many PvP's because I don't have any gameplan. I like galtdunn's answer, but I'll throw my two cents in, too. The last patch nerfed 4-gate pretty hard, but the ladder is currently full of people who think the patch made 4-gates impossible. My current opening is to Chrono Probes only twice until I've scouted my opponent, because I often find he's doing something ridiculous like getting a fast second gas, spending all his Chrono on Probes and throwing down a robo after his first gate. You can then transition into a 4-gate and just go kill them, because they'll have like one Sentry, three GW units and an Immortal in production with no WG tech when the attack starts, and you'll just walk over them. Against opponents who are playing safe or are 4-gating themselves, I like the 3-gate robo into Blink style where you expand far away and threaten a blink into their main if they try to move out, then transitioning into Chargelot/Archon. Thank you for the answer. Before the patch I used geiko's defensive 3gate into 1 or 2 base Colossus, so I guess I will continue to do this but watch carefully for greedy play and transition faster into Robo if I see a safe Robo build with 2 or 3 gates.
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On October 08 2011 04:57 FrayzZeUsher wrote: Are you supposed to upgrade the BC energy upgrade in lategame TvT?
I'll do the TL;DR first: It depends on the scenario, if you need to yamato turrets or if you're just going to make a ton of BCs, then yes. Otherwise no.
For the reasoning: Late game battlecruisers (not to be confused with sick nerd-baller "Cattlebruisers") have a specific purpose (besides being awesome): to break your enemies late-game seige line. In late game TvT you should still have tanks, although you perhaps dont have the 20-35 tanks you did in the midgame (this is all assuming you made it to late game relatively even). but with crazy viking battles, seige tanks are somewhat forgotten about (at least by some casters). But realize, it's not very practical to end the game with mass viking.
But how do you break your enemies seige line? 2 ways: Banshees and/or Battlecruisers. While banshees are easily sniped by vikings, battlecruisers are not, and they still do okay in Air v Air battles (not great obviously, but better than banshees ) So you mix in some battlecruisers to kill the enemies seige line, or at least make him retreat, allowing you to move forward (the goal usually being to get in range of a mining expansion).
So this is where your question comes in, to get the upgrade or not? The upgrade is only good for yamato. So I say, if you're getting yamato, then get the upgrade. So really the question is, should you be getting yamato? Yamato is good only in a few scenarios. One: if the enemy has turrets up around his tanks (which you should do honestly, it's a good idea), then you don't want your battlecruisers to be attaacking the turrets, you want them to be attacking his tanks. So you yamato (read: one shot) the turrets, then proceed to force a retreat on the tanks). 2. If you're planning on getting a LOT of them, because then they can be spammed on vikings, seige tanks, thors, other battlecruisers, etc. But generally more vikings is better than more battlecruisers. I don't know the best ratio, but try to keep battlecruiser numbers below 5-7, because vikings own them when unsupported by your own vikings.
Hope this helped, ended up being longer than I thought it would be.
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Hi!
Do I hotkey both my queens to the same hotkey? Or different hotkeys? if on both, how do i switch between queens?
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