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On October 08 2011 18:00 ePAttack wrote: How do I defend a Nydus rush, when I FFE as toss? And is it hard to defend?
If you FFE as toss, and you spent minerals on 3 pylons and a canon to wall the zerg off, the first nydus that can pop up is about right after you have a zealot and a stalker out if you didn't chronoboost.
The only way to lose to it is to not scout it. 4 probes takes down a nydus before it can pop up, and a single zealot will do as well. So just make sure to scout it, and pull your units and maybe a probe or two.
If you didn't spend minerals on blocking him in, then you should have even more units out and an easier time defending it.
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On October 08 2011 18:00 ePAttack wrote: How do I defend a Nydus rush, when I FFE as toss? And is it hard to defend?
Have pylons scattered around your base. As soon as you see a red dot on your minimap, pull a good batch of probes and go kill it. then go back to mining.
If he is nydusing outside of your base then it's just like anyother 1/2 base all in you can defend. Zerg all-ins must be scouted by either a lucky scouting probe cleverly hidden somewhere on the map, or 1, 2 or 3 chronoboosted zealots sent to his base, or hallucinated phoenix or fast void ray / phoenix. The universal answer once you scouted an all in is usually to get more cannons and sentries, but the correct answer depends on the type of all in (roach/ling or hydra/spine or ...) and the type of opening you used.
You should be worried about inbase nydus anywhere from 6:00-6:30 to the time you have enough units from your FFE to be safe. That time can be changed with the scouting information you gathered (did he pull drones off gas after initial 100 ? Did he cancel his hatchery, etc...)
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Why is it that I see a lot of Marine - Tank composition in TvT nowadays? What happened to the Blue Flame Hellion - Tank - Viking composition?
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On October 08 2011 18:25 gorgoino18 wrote: Why is it that I see a lot of Marine - Tank composition in TvT nowadays? What happened to the Blue Flame Hellion - Tank - Viking composition?
The damage upgrade from blue flame got nerfed from +10 to +5, making hellions slightly less OP against marines. Marine/tank/viking is still a legit composition, as is pure bio if you've been watching tournaments recently. All the styles (bio, biomech, and mech) seem to be more or less viable.
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On October 08 2011 18:25 gorgoino18 wrote: Why is it that I see a lot of Marine - Tank composition in TvT nowadays? What happened to the Blue Flame Hellion - Tank - Viking composition?
Pre-igniter (blue flame) got nerfed from 10 to 5 dmg.
It is still being used in TvT just not as common due to damage nerf. (I think).
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How much i need drones when i played as Zerg? 3 full base ~ 90?
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Quick question. Can you pick up the Immortal in a warp prism if it is being lifted by a Phoenix?
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On October 08 2011 20:25 Chaosvuistje wrote: Quick question. Can you pick up the Immortal in a warp prism if it is being lifted by a Phoenix?
No. It is counted as "flying" when lifted by the phoenixes. Warp prisms can not pick up flying units
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On October 08 2011 20:19 GaloGalo wrote: How much i need drones when i played as Zerg? 3 full base ~ 90?
24 on minerals and 6 on gas pr base is fully saturated indeed. Any drones addition to that wont yield additional income. So 90 on 3 bases is correct. Should be noted that 80 to 90 drones is also the max you should ever have. Anything beyond that will start eating into your max armysize too much.
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On October 08 2011 20:25 Chaosvuistje wrote: Quick question. Can you pick up the Immortal in a warp prism if it is being lifted by a Phoenix?
No but If you pick it up exactly a the same time as it is starting to be picked up by the graviton beam, you get a cool bug where the phoenix bugs out and has his graviton beam following the warpprism. Then if you drop the immortal before graviton beam ends, he will still be in the graviton bubble for a little while but on the ground and not in the air. For the rest of the game the immortal will be bugged and not be able to be lifted (graviton will still affect him, he will still be considered an air unit, but the animation will show him staying on the ground).
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How do you fight terran with dropship/marine/tank who hugs the corner of attack paths, exploiting highground/lowground where you cannot flank properly?
For instance on AntigaShipyard, if you spawn in vertical location there are SO many exploits with dropships loading marines on/off the cliffs while your army have to walk all the way around.
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On October 08 2011 20:19 GaloGalo wrote: How much i need drones when i played as Zerg? 3 full base ~ 90?
An easy way to check your saturation at each base is to ctrl+click a drone at an expo, this selects all drones on screen. for an 8 mineral patch 2 gas expo you should have roughly 2 and a half lines of drones selected for optimum saturation.
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Do some leagues on some servers have a very skewed racial distribution? I'm silver on the Korean server and its been literately 26 games (counted via sc2 gears) since I've played a zerg. All T and P with 2 randoms.
Does this mean the population is really skewed or am I just unlucky? I think the odds of this happening by chance with an even distribution are 1/ 37876.
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On October 08 2011 23:08 General_Winter wrote: Do some leagues on some servers have a very skewed racial distribution? I'm silver on the Korean server and its been literately 26 games (counted via sc2 gears) since I've played a zerg. All T and P with 2 randoms.
Does this mean the population is really skewed or am I just unlucky? I think the odds of this happening by chance with an even distribution are 1/ 37876.
For TW/korea, the race distribution is as follow:
Protoss: 46900 Terran: 49900 Zerg: 34400
only Silver:
Protoss: 14100 Terran: 15500 Zerg: 10200
These are unofficial numbers(Taken from sc2ranks), and rounded to the closest 100. As you can see, there are fewer zergs...but not enough to reach 26 games without playing one. Guess you're a tad unlucky
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On October 08 2011 21:45 evanthebouncy! wrote: How do you fight terran with dropship/marine/tank who hugs the corner of attack paths, exploiting highground/lowground where you cannot flank properly?
For instance on AntigaShipyard, if you spawn in vertical location there are SO many exploits with dropships loading marines on/off the cliffs while your army have to walk all the way around.
Try to not let him in such an advantageous position. Try to force him to move or spread out more. Remember that even in such a position if you gain time, you gain an advantage if you can manage to not let him reinforce his position.
That should be your first goal, if you think a counter is not a viable option try to at least position enough of your army (mutas for example) that he cannot reinforce his push. If you bought enough time you eventually can engage his army and due to him not reinforcing it should be a clear victory even with him holding the advantageous position.
But overall the post solution probably is try and not let him get an advantage position. Most of the time those are timing based attacks that are shown in the midgame or beginnings of that. A good indicator might be scouting with an overseer and spotting combat shields first and no starport which could result in a very strong tank/marine midgame timing just when mutas are out.
etc pp. Hope it helps you.
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Why do some pros when their workers are being harassed chose to send all workers on a single geyser? Is it to clear way for defending units (like marines)? I saw TaeJa(I think) doing it on his stream earlier today, when being harassed by mutas. Seeing as the workers stack up like crazy I don't really see the point in it.
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On October 08 2011 15:46 galtdunn wrote:Show nested quote +On October 08 2011 12:32 dde wrote:On October 08 2011 06:37 galtdunn wrote:On October 08 2011 06:21 dde wrote:On October 06 2011 20:39 tuestresfat wrote: why does dde not hotkey any of his unit producing structures? Because Im too lazy to change my style. Winning  @dde how did you even find that question O.o? i spend most of my time at work surfing tl.net lol. haha same here!  Did you control+F your name? You did didn't you >.<  hahaha, well thanks for replying! =]
On October 08 2011 18:00 ePAttack wrote: How do I defend a Nydus rush, when I FFE as toss? And is it hard to defend? Whenever you FFE, always make sure you still have a scout on the map. Never wall yourself in with nothing out on the map to scout. You'll want to send a probe in at 5mins to scout for cheese. Like most other cheese, nydus rush is really easy to deal with once scouted.
Some maps may be too big for you to have decent vision around your base that early in the game (especially since most of your buildings are up front). It's almost always wise to patrol 1 or 2 probes where you don't have vision if you sense nydus cheese. Throw up a few more cannons at the front, never let a nydus finish in your base, proceed with ez win.
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On October 09 2011 02:01 Ethalion wrote: Why do some pros when their workers are being harassed chose to send all workers on a single geyser? Is it to clear way for defending units (like marines)? I saw TaeJa(I think) doing it on his stream earlier today, when being harassed by mutas. Seeing as the workers stack up like crazy I don't really see the point in it.
It depends. Usually it's the quickest way to get units away from attacking units (like drops) until you can defend it. (Versus screen scrolling or even F clicking) Obviously you would opt not to use this tactic against hellions.
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TvP question: Is it too late to make a concave with your bio ball if the engagement has already started? If you're already taking full fire, should you try to spread your MM ball out or just stim and hope for the best?
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On October 09 2011 05:19 MysteryHours wrote: TvP question: Is it too late to make a concave with your bio ball if the engagement has already started? If you're already taking full fire, should you try to spread your MM ball out or just stim and hope for the best?
Stim and stutterstep is the best option at that point in my experience. Stim and kite away from his Zealots, forcing him to chase you and stopping his ranged units from all firing at once. After the Zealots are dead, you stutter towards the rest of his army if you're Marine-heavy (due to lower range), and try to concave if you are Marauder-heavy.
When reduced only to ranged units, your army does way more DPS overall through a lot of sources unless he has AOE, so if every unit is firing, chances are you're getting the better of the exchange.
I have a question as well: If I open Reaper expand and spot early 1 base Siege push. What's the best response? Assume that I've made this discovery after putting down Rax 2 and 3, and have 1 Gas mining.
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