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On October 15 2011 15:56 dmnum wrote: As a zerg, how to scout 6 rax?
I just played against some terran on ladder and he did 1-rax, killed my drone with his first marine. I saw there was no gas so I thought it was going to be 1 rax expand or 1 proxy rax, made about 6 zerglings and scouted the most likely positions to a proxy rax, then I poked and saw him making depots and a bunker in front of his natural, tricking me into thinking 1-rax expand(he only showed me 4 marines). At about 6 minutes the guy walks into my nat with about 13 marines and a shitton of SCVS and I just have to gg. With the 1 spine you should always from the beginning prevent bunker rushing and scouting, the spine or two you should be putting down and the lings you should be building when you see the rush coming along with your queen and half of your drones, it should be enough to survive it. Basically zerg's early game is always to see how much econ one can get away with and still be able to survive any potential offensive moves. The easiest way you have to lose to something like this is not to have zerglings watching his front.
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Hey guys I have an easy question for an experienced forum goer:
How to do you use the race symbols without using the "TLPDIZE" function?
With Pros it's easy such as with Jaedong, Bisu and Flash, however I can't figure out how to make it work on my own name! Plz help.
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BoxeR blocked on Dual Sight Stephano's Natural with a Depot and then he opened with a Reactor Hellion FE.. What do you think about that? I think it would be better to build an ebay instead of an depot and stop the build close before it finsihed.
I think it's better because it has more HP (800 instead of 400 HP) and you can cancel it when the zerg attacks it and get most of the minerals back. With this you can make it way harder for the zerg to build a spinecrawler against early Hellion because his creap and hatcheries get very delayed.
I'm interested in your opinion 
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On October 17 2011 00:53 saaaa wrote:BoxeR blocked on Dual Sight Stephano's Natural with a Depot and then he opened with a Reactor Hellion FE.. What do you think about that? I think it would be better to build an ebay instead of an depot and stop the build close before it finsihed. I think it's better because it has more HP (800 instead of 400 HP) and you can cancel it when the zerg attacks it and get most of the minerals back. With this you can make it way harder for the zerg to build a spinecrawler against early Hellion because his creap and hatcheries get very delayed. I'm interested in your opinion  This is definately a good idea. Build an Engi Bay, stop building it with ~1 second left, then cancel it with as little hp left as possible. If you do this, you MUST be aware of roach all-ins as your hellions will do almost nothing to them and marines outside of bunkers are pretty bad against roaches.
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If Huk wins MLG, what happens to the GSL seed?
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On October 17 2011 05:35 envisioN . wrote:Show nested quote +On October 17 2011 00:53 saaaa wrote:BoxeR blocked on Dual Sight Stephano's Natural with a Depot and then he opened with a Reactor Hellion FE.. What do you think about that? I think it would be better to build an ebay instead of an depot and stop the build close before it finsihed. I think it's better because it has more HP (800 instead of 400 HP) and you can cancel it when the zerg attacks it and get most of the minerals back. With this you can make it way harder for the zerg to build a spinecrawler against early Hellion because his creap and hatcheries get very delayed. I'm interested in your opinion  This is definately a good idea. Build an Engi Bay, stop building it with ~1 second left, then cancel it with as little hp left as possible. If you do this, you MUST be aware of roach all-ins as your hellions will do almost nothing to them and marines outside of bunkers are pretty bad against roaches.
yeah i mean you only shoudl do this natural block if you want to follow up with Tanks because you will eventually force them into roaches. This block is also a possibility to do this if you continue with banshees and you have to build 1-2 bunker with 1 maradaur inside to defend a roach attack properly.
If you play a 2 fac hellion build doesn't matter if this is a reactor only or a 2 fac BF hellion build but you have as you already said to build a bunker against possible roaches.
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I was thinking a lot about safe vs greedy openers in PvT lately.
I came up with a Robo2Gate FE Build (#1) and compared it to a 2Gas1GateFE into Robo2Gate Build (#2) with nonstop probe production.
The Reference Point for both builds is the 7:20 mark when #1 Expo finishes. Both builds are almost identical at this point in terms of ressources spent into structures/units. The only real difference besides the order of constructed structures: Build #2 has 36 Probes compared to 32 Probes with Build #1. This is on 2 Base oc. These 4 Probes (200+50 Minerals) manifest into a total economic lead of 550-700 Minerals (depending on 3rd and 4th Gas timing) assuming a continuing Probeproduction out of both Nexi until maximum Saturation at 11:40 (#1).
The Question is (!) :
How would you rate a Buildorder "deficit" of 250 Minerals (in the form of 4 Probes) @ 7:20 up to 550-700 Minerals @ 11:40 and the risk of beeing pretty vulnerable early on against various forms of aggression/all-in which you have a hard time to scout for exactly, compared to the benefit of geting almost perfect information about your opponent (fastest obs) and beeing completely safe against early aggression/all-ins (Robo+2Warpgates rdy @ ~5:45)
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On October 16 2011 11:42 Mr. Nefarious wrote:Hey guys I have an easy question for an experienced forum goer: How to do you use the race symbols without using the "TLPDIZE" function? With Pros it's easy such as with Jaedong, Bisu and Flash, however I can't figure out how to make it work on my own name! Plz help.

Press quote on this post to see the codes.
On October 17 2011 06:33 Roxy wrote: If Huk wins MLG, what happens to the GSL seed?
It goes to the player that gets 2nd, if the player that gets 2nd already has it, 3rd gets it, it doesn't go any lower than that. In this case either MC or STC will get it.
Edit: + Show Spoiler +
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I was doing the "tapping" that Day[9] taught us on daily #360. But as my production structures become more than one, I cannot see the progress bar anymore, and clicking on the rax icon at the bottom every time is too APM intensive. Any solutions?
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On October 17 2011 09:18 Jineus wrote: I was doing the "tapping" that Day[9] taught us on daily #360. But as my production structures become more than one, I cannot see the progress bar anymore, and clicking on the rax icon at the bottom every time is too APM intensive. Any solutions? After filling each of your production structures with one unit, queve 1 more unit. It will automatically be queved in the production structure that is closest to finishing a unit, and when that unit begins to be produced, queve up another unit. This way, there should never be a time at which your structures arent producing.
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On October 17 2011 09:56 envisioN . wrote:Show nested quote +On October 17 2011 09:18 Jineus wrote: I was doing the "tapping" that Day[9] taught us on daily #360. But as my production structures become more than one, I cannot see the progress bar anymore, and clicking on the rax icon at the bottom every time is too APM intensive. Any solutions? After filling each of your production structures with one unit, queve 1 more unit. It will automatically be queved in the production structure that is closest to finishing a unit, and when that unit begins to be produced, queve up another unit. This way, there should never be a time at which your structures arent producing.
So basically queue up 2 units at a time? It will insure that I'll never miss a production, but I would have to queue up units :/
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On October 17 2011 06:33 Roxy wrote: If Huk wins MLG, what happens to the GSL seed?
2nd place gets it + Show Spoiler +
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What exactly is a "Timing Attack"?
Is it a set build where you amass units and attack at a certain point? Like if it is a banshee timing attack build you attack when you have like 4 banshees or something? So the time you get the units are at a certain time (hence timing attack)..
Or is it a normal build but you attack at just an arbitrary time?
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On October 17 2011 11:51 shihido wrote: What exactly is a "Timing Attack"?
Is it a set build where you amass units and attack at a certain point? Like if it is a banshee timing attack build you attack when you have like 4 banshees or something? So the time you get the units are at a certain time (hence timing attack)..
Or is it a normal build but you attack at just an arbitrary time?
I think of it as when you have an advantage over your opponent for a certain amount of time, but I dunno what other people think.
For example when an attack upgrade just finishes is a good time to attack because your army just got a little stronger than it was 30seconds before so you should have an advantage where before you would have traded with your opponent more evenly.
A different type is when you see your opponent invest in a tech structure or expansion. For a while their army will be smaller so you want to attack during these times.
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On October 17 2011 10:46 Jineus wrote:Show nested quote +On October 17 2011 09:56 envisioN . wrote:On October 17 2011 09:18 Jineus wrote: I was doing the "tapping" that Day[9] taught us on daily #360. But as my production structures become more than one, I cannot see the progress bar anymore, and clicking on the rax icon at the bottom every time is too APM intensive. Any solutions? After filling each of your production structures with one unit, queve 1 more unit. It will automatically be queved in the production structure that is closest to finishing a unit, and when that unit begins to be produced, queve up another unit. This way, there should never be a time at which your structures arent producing. So basically queue up 2 units at a time? It will insure that I'll never miss a production, but I would have to queue up units :/ Only queue 2 units at one Barracks. For example, if I had 4 reactor-ed barracks producing marines, then I could hit a 8 times to get them all working, then hit a one more time to make the earliest produced marine have a queue behind it. When I see the little marine icon to the left or see the white dots start to disappear via tapping, I can produce marines behind that queued marine with minimal downtime, seeing as it would be near impossible to get it perfect without having the buffer of that first queue.
Basically, you only queue one unit, not one for each building.
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On October 17 2011 12:33 Soluhwin wrote:Show nested quote +On October 17 2011 10:46 Jineus wrote:On October 17 2011 09:56 envisioN . wrote:On October 17 2011 09:18 Jineus wrote: I was doing the "tapping" that Day[9] taught us on daily #360. But as my production structures become more than one, I cannot see the progress bar anymore, and clicking on the rax icon at the bottom every time is too APM intensive. Any solutions? After filling each of your production structures with one unit, queve 1 more unit. It will automatically be queved in the production structure that is closest to finishing a unit, and when that unit begins to be produced, queve up another unit. This way, there should never be a time at which your structures arent producing. So basically queue up 2 units at a time? It will insure that I'll never miss a production, but I would have to queue up units :/ Only queue 2 units at one Barracks. For example, if I had 4 reactor-ed barracks producing marines, then I could hit a 8 times to get them all working, then hit a one more time to make the earliest produced marine have a queue behind it. When I see the little marine icon to the left or see the white dots start to disappear via tapping, I can produce marines behind that queued marine with minimal downtime, seeing as it would be near impossible to get it perfect without having the buffer of that first queue. Basically, you only queue one unit, not one for each building.
ahh, I see what you mean, but even that one unit will only give you less than .5 seconds of notice. Is the solution to tap a lot more frequently?
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Russian Federation473 Posts
hey guys it's not a strategy question, but i think it's the best topic. how many players will attend to the blizzcon invitational in the end? it was supposed to be 16 out of 8 regions, but right now there are 14 players out of 7 regions. so... russia was kicked and there will be 14 players?
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Do units that are cued up in production count towards the unspent resources?
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On October 17 2011 16:47 tokicheese wrote: Do units that are cued up in production count towards the unspent resources?
Yes. They immediately consume resources.
Alternatively to the previous question, simply click on one of the raxes in the selection card and look at the progress bar that way. That's what day suggested to solve the problem.
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Lotta post so excuse me if this has been asked before
"why is apm important?"
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