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On October 17 2011 23:32 Surefoot wrote: Lotta post so excuse me if this has been asked before
"why is apm important?"
It's important to the extent that if you have very low apm, you will struggle with multitasking. However once you are at a certain apm level (about low 100's), it's not that important as other factors become more relevant.
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On October 17 2011 23:32 Surefoot wrote: Lotta post so excuse me if this has been asked before
"why is apm important?"
Basically, the theory is that the faster you play, the more things you can get done in a smaller time-frame. In sc2, APM isn't as important as most people make it out to be, but a higher APM does give you certain advantages, like being able to handle a 2-pronged attack while still macro-ing is something that you just can't accomplish without fast hands.
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For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time?
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On October 18 2011 04:09 vahgar.r24 wrote: For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time?
this is kind of hard because there are lots of different ways of playing off 2 base, but i shall give a simple answer
If you are looking to expand : 6 If you are all in with stalker/sentry/zealot: 7 If you are all in with mainly sentry/zealot and a few stalkers: 8
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On October 18 2011 04:18 Deathmanbob wrote:Show nested quote +On October 18 2011 04:09 vahgar.r24 wrote: For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time? this is kind of hard because there are lots of different ways of playing off 2 base, but i shall give a simple answer If you are looking to expand : 6 If you are all in with stalker/sentry/zealot: 7 If you are all in with mainly sentry/zealot and a few stalkers: 8
Thanks man..8 it is!
Is this current state of Toss in BO vs each race?
PVT - Gate Robo Gate x 2 - Expand PVZ - 3 Gate - Robo - Expand PvP - Gat Robo Gate x 2- Expand
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On October 18 2011 04:23 vahgar.r24 wrote:Show nested quote +On October 18 2011 04:18 Deathmanbob wrote:On October 18 2011 04:09 vahgar.r24 wrote: For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time? this is kind of hard because there are lots of different ways of playing off 2 base, but i shall give a simple answer If you are looking to expand : 6 If you are all in with stalker/sentry/zealot: 7 If you are all in with mainly sentry/zealot and a few stalkers: 8 Thanks man..8 it is! Is this current state of Toss in BO vs each race? PVT - Gate Robo Gate x 2 - Expand PVZ - 3 Gate - Robo - Expand PvP - Gat Robo Gate x 2- Expand
This one is not so simple....
PvZ yes all the others have a large range of openings that you could get into the ones you listed are all very safe though
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On October 18 2011 04:23 vahgar.r24 wrote:Show nested quote +On October 18 2011 04:18 Deathmanbob wrote:On October 18 2011 04:09 vahgar.r24 wrote: For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time? this is kind of hard because there are lots of different ways of playing off 2 base, but i shall give a simple answer If you are looking to expand : 6 If you are all in with stalker/sentry/zealot: 7 If you are all in with mainly sentry/zealot and a few stalkers: 8 Thanks man..8 it is! Is this current state of Toss in BO vs each race? PVT - Gate Robo Gate x 2 - Expand PVZ - 3 Gate - Robo - Expand PvP - Gat Robo Gate x 2- Expand
What do you mean? Those are certainly not the only viable toss openers at any level. PvZ especially focuses a lot more on Forge Expands and occasional 1-gate expands. You don't (or at least I haven't) see a lot of 3-gate expands nor 3gate robo all-ins.
PvT especially has been a lot of 1gate expands, sometimes 1-gate robo expands. 3-gate expands can still be viable too.
PvP has all sorts of funky strats going on. Just watch the Pool D play from MLG (www.mlgpro.com) this weekend. It has Huk/MC/Hero/Ddoro/Tyler all duking it out in PvPs. There's no real "standard" build except for 4gate, which has been done to death by everyone.
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On October 18 2011 04:23 vahgar.r24 wrote:Show nested quote +On October 18 2011 04:18 Deathmanbob wrote:On October 18 2011 04:09 vahgar.r24 wrote: For a 2 base toss, what is the optimal number of warpgates to get assuming no other tech that ensures Im warping units all the time? this is kind of hard because there are lots of different ways of playing off 2 base, but i shall give a simple answer If you are looking to expand : 6 If you are all in with stalker/sentry/zealot: 7 If you are all in with mainly sentry/zealot and a few stalkers: 8 Thanks man..8 it is! Is this current state of Toss in BO vs each race? PVT - Gate Robo Gate x 2 - Expand PVZ - 3 Gate - Robo - Expand PvP - Gat Robo Gate x 2- Expand http://www.teamliquid.net/forum/viewmessage.php?topic_id=266786
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ive got question... how to defend early timing push with marines and tanks when i open standard korean first reactor with meh
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Russian Federation473 Posts
On October 17 2011 15:20 Ganseng wrote: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?
http://us.battle.net/blizzcon/en/blog/3732909/Meet_the_Competitors_-_StarCraft_II-10_17_2011#blog lol just saw the announcement. they invited brat_ok!!!! hopefully he takes it serious and finally shows some results. and hopefully no visa issues this time =) glad for dimaga aswell, gogo once again. it could be more fair to invite a russian (empire.happy?) but we're brother peoples in the end
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On October 18 2011 04:53 Centurio wrote: ive got question... how to defend early timing push with marines and tanks when i open standard korean first reactor with meh
Ok this question needs work.
What matchup is this for? Im assuming TvT right now. Typically that requires a bunker or 2 if you are fast expanding. Tanks are a positional thing, so keeping your army mobile and attacking while your opponent is unseiged is very important. If you have to engage tanks make sure to split up your marines to minimize the effect of the splash damage.
Please finish your thought so someone can answer more thoroughly.
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On October 18 2011 05:31 HardCorey wrote:Show nested quote +On October 18 2011 04:53 Centurio wrote: ive got question... how to defend early timing push with marines and tanks when i open standard korean first reactor with meh Ok this question needs work. What matchup is this for? Im assuming TvT right now. Typically that requires a bunker or 2 if you are fast expanding. Tanks are a positional thing, so keeping your army mobile and attacking while your opponent is unseiged is very important. If you have to engage tanks make sure to split up your marines to minimize the effect of the splash damage. Please finish your thought so someone can answer more thoroughly.
ya i mean TvT. i do first : reactor on 11 barrack on 13 orbital on 16 after barack factory and tehlab on barrack after factory starport and tehlab swap i do helions with vikings and no expand what do you mean about this?
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Who has the best TvP right now?
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On October 16 2011 04:04 crydee wrote: Terran building armor and missle turret range. Has anyone used these upgrades in a macro tvz game against a moota heavy zerg? I think in games where pros need 4-5 turrets to cover a mineral line vs a player like Idra who will still press the issue and take out the turrets these upgrades would be huge. Thoughts?
I get the range upgrade for even a single PF and few turrets but priority depends. With a lot of turrets, I will want the range upgrade ASAP. Building armour too, generally. If I have a lot of resources and a free E-Bay, I will always research it anyway.
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In PvP, what is the best way to react to a double robo colossi when you yourself go 1 robo colossi?
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On October 18 2011 06:14 NewbieOne wrote:Show nested quote +On October 16 2011 04:04 crydee wrote: Terran building armor and missle turret range. Has anyone used these upgrades in a macro tvz game against a moota heavy zerg? I think in games where pros need 4-5 turrets to cover a mineral line vs a player like Idra who will still press the issue and take out the turrets these upgrades would be huge. Thoughts? I get the range upgrade for even a single PF and few turrets but priority depends. With a lot of turrets, I will want the range upgrade ASAP. Building armour too, generally. If I have a lot of resources and a free E-Bay, I will always research it anyway. I usually don't get these until the extremely late game because Armor and Attack upgrades for marines are just so important. If you are playing a mech style and don't need the E-Bay for upgrades then I would say go for it. Otherwise, Attack and Armor upgrades should have priority
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is there a special reward for finishing #1 in your division when the season ends? or is it just the finish top 8 reward?
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On October 18 2011 10:27 Skelephile wrote: is there a special reward for finishing #1 in your division when the season ends? or is it just the finish top 8 reward? Nothing special. Though, it does show a record in your "Career" portion of you ladder history that will list your league rank for that season as #1 (it does this for every rank, but a note as #1 is nice).
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