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On October 18 2011 04:28 Deathmanbob wrote:Show nested quote +On October 18 2011 04:23 vahgar.r24 wrote: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 Who on earth opens 3gate robo FE in PvZ -.-' Not only is it insanely 'not standard' it's almost unheard of
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Is ProS a Korean team or clan? I occasionally see players with that in their name and Rain's NA account is called bcuzofPros
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Hello my thread was closed and was told to repost this question here.
[D] ZvP +1 carapace versus +1 melee attack.
In my ZvP I prefer to get an early evo chamber if he is not FFEing. Now I question which of these two upgrades would make the most sense logically. Obviously +1 attack would be better against an unupgraded toss. But would +1 carapace be better if he does a nice +1 attack timing like a lot of toss choose to do, or would it be better to bite the bullet and get +1 attack and carapace later on? The purpose of this discussion is to detirmine the most cost effective use of time and obviously gas.
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Anyone got a good cheese to use as zerg against reactor hellion?
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I am a gold league protoss and i was wondering if anyone could help me out with scouting. i dont know the other races well and i was hoping if someone could tell me what, in a terran's base indicates what (a short list of standard possibilities will do).
Thanks
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On October 18 2011 12:48 nicebuffalo wrote: I am a gold league protoss and i was wondering if anyone could help me out with scouting. i dont know the other races well and i was hoping if someone could tell me what, in a terran's base indicates what (a short list of standard possibilities will do).
Thanks
with probe scout: 2rax 1gas = MM fast pressure 1rax no gas = 1rax FE or marine/scv all-in 2rax no gas = marine/scv all-in or rare 2rax gasless fe. 3rax no gas = marine/scv all-in 1rax 1gas = anything except gasless FE and marine/scv all-in
with observer: 1-3 rax, factory, starport, no expo = 1/1/1 all-in or cloakshee (check if the techlab is researching, although if you have a robo you should be fine) 3-4 rax, no expo = stim timing 1base all-in expansion, 3rax = standard expansion, 5rax = 2base MM timing 3 or more factories = mech lol acquire freewin
more or less, not sure how much will apply in gold where timings are sketchy.
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On October 18 2011 11:25 Apevia wrote: Hello my thread was closed and was told to repost this question here.
[D] ZvP +1 carapace versus +1 melee attack.
In my ZvP I prefer to get an early evo chamber if he is not FFEing. Now I question which of these two upgrades would make the most sense logically. Obviously +1 attack would be better against an unupgraded toss. But would +1 carapace be better if he does a nice +1 attack timing like a lot of toss choose to do, or would it be better to bite the bullet and get +1 attack and carapace later on? The purpose of this discussion is to detirmine the most cost effective use of time and obviously gas.
I think that if you are going heavy lings carapace is much better, especially against a +1 from the Protoss. For roach heavy I think going for +1 ranged is better.
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Pros dont counter big muta balls with HSM, why ? looking at the recent mlg-series between idra + bomber, 3-4 ravens easily can counter this mutaball that idra always uses if he can
bomber can stop making thors and turrets because he has a mobile counter to defend + marines, the hsm and AT also can harass drones if you want to. if you say that the T has no gas for it, ok, let the 30 mutas kill your base while u always just run for mutas with marines....
why no ravens, because he needs more gas for tanks against banelings?
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On October 18 2011 12:28 karlmengsk wrote: Anyone got a good cheese to use as zerg against reactor hellion? not cheese but if you do a fast roach pressure (like 6-7), you can either bust him down or delay him landing his expo and contain him.
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On October 18 2011 13:18 Willes wrote: Pros dont counter big muta balls with HSM, why ? looking at the recent mlg-series between idra + bomber, 3-4 ravens easily can counter this mutaball that idra always uses if he can
bomber can stop making thors and turrets because he has a mobile counter to defend + marines, the hsm and AT also can harass drones if you want to. if you say that the T has no gas for it, ok, let the 30 mutas kill your base while u always just run for mutas with marines....
why no ravens, because he needs more gas for tanks against banelings?
The most common reason is because a raven requires a tech lab on the Starport, and the Starport has been used to produce Medivacs. To switch to Ravens in order to counter mutas you need to cut medivacs or built another starport with a tech lab and then start researching the relevant tech for ravens.
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On October 18 2011 13:28 Fugue wrote:Show nested quote +On October 18 2011 13:18 Willes wrote: Pros dont counter big muta balls with HSM, why ? looking at the recent mlg-series between idra + bomber, 3-4 ravens easily can counter this mutaball that idra always uses if he can
bomber can stop making thors and turrets because he has a mobile counter to defend + marines, the hsm and AT also can harass drones if you want to. if you say that the T has no gas for it, ok, let the 30 mutas kill your base while u always just run for mutas with marines....
why no ravens, because he needs more gas for tanks against banelings? The most common reason is because a raven requires a tech lab on the Starport, and the Starport has been used to produce Medivacs. To switch to Ravens in order to counter mutas you need to cut medivacs or built another starport with a tech lab and then start researching the relevant tech for ravens.
Basically what he's saying is that it is impossible to read a pro's mind. For now, they are responding the best way they know how. The metagame might easily shift, resulting in them learning a better way to respond.
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If you bind a larva to a hotkey, will the egg be bound by the hotkey? Will the unit produced then be bound by said hotkey??
What if you bind a drone to a hotkey and make a building, will the building be bound to said hotkey?
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On October 18 2011 15:09 tuestresfat wrote: If you bind a larva to a hotkey, will the egg be bound by the hotkey? Will the unit produced then be bound by said hotkey??
What if you bind a drone to a hotkey and make a building, will the building be bound to said hotkey? Yes, yes, and I don't think so but I'm not 100% sure because I don't habitually hotkey Drones when playing Zerg.
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Quick question/confirmation:
PvT: To defend a stim timing push, the best unit comp would be sentries/stalkers right? FF the ramp, splitting army, and then keep stalkers back (so they can't get hit by army at bottom) to snipe the split army on top, rinse repeat right?
I usually like to use zealots, but I just got rolled last game because their ranged units just ate up the zealots, and the few stalkers I had weren't enough to hold them off...
Or is there something I'm not even thinking of?
Thanks!
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On October 18 2011 19:45 AmericanUmlaut wrote:Show nested quote +On October 18 2011 15:09 tuestresfat wrote: If you bind a larva to a hotkey, will the egg be bound by the hotkey? Will the unit produced then be bound by said hotkey??
What if you bind a drone to a hotkey and make a building, will the building be bound to said hotkey? Yes, yes, and I don't think so but I'm not 100% sure because I don't habitually hotkey Drones when playing Zerg.
The final one is a yes as well.
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On October 18 2011 21:56 matrius wrote: Quick question/confirmation:
PvT: To defend a stim timing push, the best unit comp would be sentries/stalkers right? FF the ramp, splitting army, and then keep stalkers back (so they can't get hit by army at bottom) to snipe the split army on top, rinse repeat right?
I usually like to use zealots, but I just got rolled last game because their ranged units just ate up the zealots, and the few stalkers I had weren't enough to hold them off...
Or is there something I'm not even thinking of?
Thanks!
Well stalkers are awful against marauders so unless they go pure marines you´re going to need some zealots. You probably need some to tank some damage anyway. Remember to pull some probes if you feel like you need it.
And if they are trying to go up your ramp you just FF, kill a few units and reinforce. As long as you don´t let the units up your ramp you are not going to need anything to kill the army before you have gotten some more units out to deal with it.
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Blazinghand
United States25558 Posts
On October 18 2011 13:41 henreiman wrote:Show nested quote +On October 18 2011 13:28 Fugue wrote:On October 18 2011 13:18 Willes wrote: Pros dont counter big muta balls with HSM, why ? looking at the recent mlg-series between idra + bomber, 3-4 ravens easily can counter this mutaball that idra always uses if he can
bomber can stop making thors and turrets because he has a mobile counter to defend + marines, the hsm and AT also can harass drones if you want to. if you say that the T has no gas for it, ok, let the 30 mutas kill your base while u always just run for mutas with marines....
why no ravens, because he needs more gas for tanks against banelings? The most common reason is because a raven requires a tech lab on the Starport, and the Starport has been used to produce Medivacs. To switch to Ravens in order to counter mutas you need to cut medivacs or built another starport with a tech lab and then start researching the relevant tech for ravens. Basically what he's saying is that it is impossible to read a pro's mind. For now, they are responding the best way they know how. The metagame might easily shift, resulting in them learning a better way to respond.
Another thought is that mutalisks are substantially faster than HSMs, and at the pro level, an HSM won't actually KILL any mutalisks, just zone them away for a bit until the HSM runs out or the pro player splits off the targeted mutas. Although this would certainly buy you some time, barring somewhat major mismicro by the zerg pro, he won't lose any/many mutas to HSM.
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I have a LOT of trouble in ZvP I just cant do anything versus protoss as a zerg. They make 2 bases/3bases stay there all night long and when they finally head out they have hundrers of stalkers and 10 colussus trolling around, what to do? I tried zerg/roach/muta, roach/hydra/infest, roach/ling/infest combo but nothing seem to work. I am currently in gold and I dont promote because I keep losing to this imbalanced matchup. This game is a fucking joke and im currently pissed off. What to do versus a protoss that drinks tea till the 20 minute mark in their base? If any masters zerg/protoss could pm me with some coaching would be great because I am pretty clueless and attending a lan this weekend
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In a ZvT, why do people always get broodlords over ultralisk? I find ultralisk just a little weaker, but they are cheaper, easier to build, and they work good against both mech and tank/marine.
And especially against mech, why do people get broodlords? Ultralisk make hellions useless, have 5 armor fully upgraded and they do extra damage versus armored.
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Blazinghand
United States25558 Posts
On October 19 2011 06:31 robbiek1 wrote: In a ZvT, why do people always get broodlords over ultralisk? I find ultralisk just a little weaker, but they are cheaper, easier to build, and they work good against both mech and tank/marine.
And especially against mech, why do people get broodlords? Ultralisk make hellions useless, have 5 armor fully upgraded and they do extra damage versus armored.
Broodlords are more easily defended by Infestors, and in particular complement ling/bane since they can force Siege Tanks to unsiege. You can use Broodlords to harass an entrenched terran position without committing (due to their range), and they don't have pathing issues the way Ultralisks do. You will often see zergs get both, but usually you begin with Broodlords for the reasons I mentioned.
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