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Ugubriat
Profile Joined December 2010
South Africa2 Posts
October 19 2011 10:27 GMT
#8561
Do infestors regenerate energy while loaded in an overlord?

(I would assume they do, but would like to know for sure.)
kusto
Profile Joined November 2010
Russian Federation823 Posts
October 19 2011 10:34 GMT
#8562
If i have deactivated mouse acceleration, and set the sensitivity settings on in Windows7 on 6/11, what are the right sensitivity settings in SC2 to have the same mouse speed in Browsing and SC2?

I remember it was 51% or 54%, but i'm not sure
the game is the game
HavokTheorem
Profile Blog Joined January 2011
New Zealand250 Posts
October 19 2011 10:52 GMT
#8563
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?
The truth does not require your approval.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
October 19 2011 10:59 GMT
#8564
On October 19 2011 19:27 Ugubriat wrote:
Do infestors regenerate energy while loaded in an overlord?

(I would assume they do, but would like to know for sure.)

Sometimes I think there needs to be a threshold for how simple the questions in this thread can be. Why don't you try this: Pick up an Infestor in an Overlord. Count to five. Put the Infestor back down. Does it have more energy than it did before? It does? Excellent.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
October 19 2011 11:05 GMT
#8565
On October 19 2011 19:52 HavokTheorem wrote:
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?

As a general rule it's not worth the mining time lost to chase an enemy worker around your base. It's always a good idea to keep an eye on it, though, and send a worker to scout if it does something suspicious. For example, if a Drone enters my base and leaves my vision, I'll give it about 30 seconds to show back up and then go check for a proxy hatch. Any time a Probe leaves your vision you have to assume it dropped a proxy Pylon until you confirm that it didn't. And a Probe that is wandering behind your mineral lines on a map where you can wall cannons in needs to be followed until you can confirm that no Forge has been built.

Scouting SCVs can't really do much super early, though peeking occasionally if you suspect a Bunker could be going down is probably a good diea.
The frumious Bandersnatch
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2011-10-19 11:07:32
October 19 2011 11:05 GMT
#8566
On October 19 2011 19:52 HavokTheorem wrote:
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?


I usually do. Reason being that:
1. if its a probe you don't really want him being able to sneak off somewhere where he might be able to build a hidden pylon in your base. Or possibly a bunker if its an SCV.
2. if you're chasing his worker he needs to spend the time setting up a path to keep moving to escape; if he stops doing that he loses the worker. Whereas all you've got to do is click twice (select and right click). Its not much, but its a few extra seconds of distraction and every little thing helps. Especially if he doesn't set it to patrol but just sets movement, in which case he'll keep having to come back.

Its not crucial though, and more a case of personal preference because you'll lose mining time for it.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
ZealotKiller
Profile Joined September 2010
Canada161 Posts
October 19 2011 13:55 GMT
#8567
In a ZvZ where both players are going mutas, is it better to get air attack or air carapace? In BW, it was better to get carapace because of how the splash mechanic works, making the carapace work three times for 1 upgrade. In SC2, it should be the same concept. However, I like to think that i muta vs muta battles, you should never directly engage mutas, unless they are atacking you where you have queens and spores for assistance, and the mutas being majorly to harass the opponent when he is out of position. +1 and +2 attack are SO good to kill off queens, but the +1 carapace would be really good to win mutavsmuta battles.

So, what's better?

Thanks in advance!
I just like liking things.
Xenorawks
Profile Joined October 2011
158 Posts
October 19 2011 15:07 GMT
#8568
On October 19 2011 19:34 kusto wrote:
If i have deactivated mouse acceleration, and set the sensitivity settings on in Windows7 on 6/11, what are the right sensitivity settings in SC2 to have the same mouse speed in Browsing and SC2?

I remember it was 51% or 54%, but i'm not sure


Take 6 and multiply 9 = 54%
ultimania92
Profile Joined September 2011
United States30 Posts
Last Edited: 2011-10-19 15:23:56
October 19 2011 15:21 GMT
#8569
On October 19 2011 22:55 ZealotKiller wrote:
In a ZvZ where both players are going mutas, is it better to get air attack or air carapace? In BW, it was better to get carapace because of how the splash mechanic works, making the carapace work three times for 1 upgrade. In SC2, it should be the same concept. However, I like to think that i muta vs muta battles, you should never directly engage mutas, unless they are atacking you where you have queens and spores for assistance, and the mutas being majorly to harass the opponent when he is out of position. +1 and +2 attack are SO good to kill off queens, but the +1 carapace would be really good to win mutavsmuta battles.

So, what's better?

Thanks in advance!


Going for an armor upgrade is generally better first due to how their glaive attack works, and armor reduces each hit. On the other hand, due to how the bounce works, attack upgrades will only boost the power of your attacks by 1, 0.66, and 0.33, respectively.

In short, get the armor upgrade first, it's always a safe option and you will probably win against larger unupgraded groups due to the armor.
"SSSSsshame if something happened..."
matrius
Profile Joined February 2011
100 Posts
October 19 2011 17:42 GMT
#8570
PvT
I've made 5 VR and he has made 10 vikings, should I stop going air as viking are better than VR? Actually, vikings seem to be better than everything protoss has for air, so is it not possible to have air superiority over terrans?

Thanks!
shiboozle
Profile Joined October 2011
United States4 Posts
October 19 2011 18:18 GMT
#8571
First time poster.

Would having 2 workers per mineral be more efficient if eventually expanding to 4 bases? Would the minerals 'last' longer?
Also, what's the optimal amount of saturated bases? Or in other words, army to worker ratio when foods at 200?

Thanks, and I hope these are simple enough. I'm at work typing this post on my phone. I love and hate my job!
matrius
Profile Joined February 2011
100 Posts
October 19 2011 18:54 GMT
#8572
Minerals would last longer, but you always want to saturate your base unless going for some kind of strong push that doesn't require the approx 30 workers/base.

Many pros end up with around 75-80 workers on 3 bases, but later game will sometimes sacrifice workers to bring it down to 60 so that their army can be bigger.
shiboozle
Profile Joined October 2011
United States4 Posts
October 19 2011 19:29 GMT
#8573
On October 20 2011 03:54 matrius wrote:
Minerals would last longer, but you always want to saturate your base unless going for some kind of strong push that doesn't require the approx 30 workers/base.

Many pros end up with around 75-80 workers on 3 bases, but later game will sometimes sacrifice workers to bring it down to 60 so that their army can be bigger.

Thanks for the quick reply!
Another question.
When maxed food and the minerals and gas start piling up, I usually just mass production buildings, research, etc. is there a set number of barracks, factories, etc. to build before I don't need any more? Also at that point should I save up for remassing a 120 food army in one production cycle or keep spending like crazy on every possible research?
alcaras
Profile Joined July 2010
United States67 Posts
October 19 2011 19:37 GMT
#8574
Any tips for macroing better?

When I have just one CC and one Barracks, I can tap between them and see the progress bar on the currently training SCV/Marine, so I know when to queue another one so that's smooth construction without having the minerals tied up too long.

But when I have more than 1 rax, I no longer see the pretty progress bar -- instead I just see uninformative dots. How do I know when to queue up another unit? Right now I either queue way too early, effectively tying up minerals, or way too late (waiting for the marine done sound), which leads to gaps in production, neither of which are ideal.

What's a better way?
http://subcreation.net/ http://twitch.tv/alcaras/
matrius
Profile Joined February 2011
100 Posts
Last Edited: 2011-10-19 19:40:27
October 19 2011 19:39 GMT
#8575
Yes, thats what you should do, spend on upgrades/production buildings (in that order usually). Each base can support about 5 production buildings, so depends on number of bases you have, but if you are stockpiling resources you can get 'extra' production buildings, but you should focus on more expansions as well. Bit of a balancing act, but better to grab an extra expansion than to have a couple of extra production buildings, generally.
shiboozle
Profile Joined October 2011
United States4 Posts
October 19 2011 19:47 GMT
#8576
On October 20 2011 04:37 alcaras wrote:
Any tips for macroing better?

When I have just one CC and one Barracks, I can tap between them and see the progress bar on the currently training SCV/Marine, so I know when to queue another one so that's smooth construction without having the minerals tied up too long.

But when I have more than 1 rax, I no longer see the pretty progress bar -- instead I just see uninformative dots. How do I know when to queue up another unit? Right now I either queue way too early, effectively tying up minerals, or way too late (waiting for the marine done sound), which leads to gaps in production, neither of which are ideal.

What's a better way?


First, Happy Birthday!
Second, I use my control group and click on the little icons if I need to be really precise with making units, especially when I find myself behind in the game.
Excludos
Profile Blog Joined April 2010
Norway8257 Posts
Last Edited: 2011-10-19 20:03:00
October 19 2011 19:58 GMT
#8577
On October 20 2011 02:42 matrius wrote:
PvT
I've made 5 VR and he has made 10 vikings, should I stop going air as viking are better than VR? Actually, vikings seem to be better than everything protoss has for air, so is it not possible to have air superiority over terrans?

Thanks!


Gurg..where to even begin. This is not going to be a simple answer.

Heres the thing, starcraft 2 is never black and white. If you find yourself in the situation describes above, you need to seriously start rethinking your strategy. I'm guessing you ended up in this situation after going something of the sort of 3 gates and a stargate off one base. What was your plan with the voidrays? Hold him inside his base? Outright kill him? Voidrays dies so fast to both vikings and marines, not to mention vikings can actually kite voidrays. Unless you have some sort of elaborate plan to either kill him outright or stick him inside his base so you can expand, voidrays is not a good unit to make vs terran. Phoenixes on the other hand do about equal to vikings, but are way easier to use for harass, and if the terran wants to keep up with the air battle, he will need to stop his medivac production. But phoenixes isn't exactly a golden unit to use either, because again marines shoot up, gateway units are shit on their own, and phoenixes does not shoot ground.

What I'm getting at here is, don't think of "air superiority" unless you're playing TvT. You should use your air units like they're meant, involved in somekind of plan to reach a goal. For instance..if you open up phoenixes, whats a good transition out of that? Collosus, because phoenixes stop viking fire unless the terran target fires..at which point you outright kill all of his vikings and his medivacs.

Edit: To outright answer your question: Voidrays are stupidly bad vs vikings, stop making them if you see a viking on the field. Yes, it is possible. Phoenixes cost a tad more gas than vikings, but are also a tad better. Cost for cost they're about equal.
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 19 2011 20:05 GMT
#8578
Do any Protoss players have issues with just flat out not having enough units to hold off an early terran push? For example, if I have something like 5 zealots, 5 stalkers, and 5 sentries, it seems that every time the terran will have 25 marines, 10 marauders, and 5 medivacs. I'm not asking because it happened once or twice. It seems to happen like nearly every game. I just get flat out outproduced. Does this happen to anyone else? If so, what did you find your problem to be?
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
tuestresfat
Profile Joined December 2010
2555 Posts
Last Edited: 2011-10-19 20:16:13
October 19 2011 20:11 GMT
#8579
On October 19 2011 19:52 HavokTheorem wrote:
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?

no it's a waste of time, just make sure to scout your own base every game. only chase workers if you sense something really weird / cheesy going on (common in pvp, not common in pvt, LOL pvz).

it's like asking "should i stack probes on close minerals, or leave them alone?". yes, it's not a big deal but since you're asking, the answer is you might as well play the right way. there's no point to chase a drone with your probe in any pvz.

On October 20 2011 05:05 ayaz2810 wrote:
Do any Protoss players have issues with just flat out not having enough units to hold off an early terran push? For example, if I have something like 5 zealots, 5 stalkers, and 5 sentries, it seems that every time the terran will have 25 marines, 10 marauders, and 5 medivacs. I'm not asking because it happened once or twice. It seems to happen like nearly every game. I just get flat out outproduced. Does this happen to anyone else? If so, what did you find your problem to be?

tell us what opening you use in pvt.

at lower levels i noticed a lot of protoss players neglect producing units from their gateways until warpgate research was complete. then all of a sudden terran (who has been producing from his barracks) pushes before warpgate is done and you have nothing. this is a really random answer, but yea tell us what opening you use and we can discuss it.

1gate FE (~4:30) is very popular, it holds 3rax or 1raxFE into 4rax pressure decently. it has trouble with 2rax though. if you scout aggressive play (like proxy 2-rax or something like that) 2gate FE is a pretty good response, cut probes spend chrono's on units. may have to pull probes against a proxy but you shouldn't come out behind.
Ayaz2810
Profile Joined September 2011
United States2763 Posts
October 19 2011 20:50 GMT
#8580
On October 20 2011 05:11 tuestresfat wrote:
Show nested quote +
On October 19 2011 19:52 HavokTheorem wrote:
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?

no it's a waste of time, just make sure to scout your own base every game. only chase workers if you sense something really weird / cheesy going on (common in pvp, not common in pvt, LOL pvz).

it's like asking "should i stack probes on close minerals, or leave them alone?". yes, it's not a big deal but since you're asking, the answer is you might as well play the right way. there's no point to chase a drone with your probe in any pvz.

Show nested quote +
On October 20 2011 05:05 ayaz2810 wrote:
Do any Protoss players have issues with just flat out not having enough units to hold off an early terran push? For example, if I have something like 5 zealots, 5 stalkers, and 5 sentries, it seems that every time the terran will have 25 marines, 10 marauders, and 5 medivacs. I'm not asking because it happened once or twice. It seems to happen like nearly every game. I just get flat out outproduced. Does this happen to anyone else? If so, what did you find your problem to be?

tell us what opening you use in pvt.

at lower levels i noticed a lot of protoss players neglect producing units from their gateways until warpgate research was complete. then all of a sudden terran (who has been producing from his barracks) pushes before warpgate is done and you have nothing. this is a really random answer, but yea tell us what opening you use and we can discuss it.

1gate FE (~4:30) is very popular, it holds 3rax or 1raxFE into 4rax pressure decently. it has trouble with 2rax though. if you scout aggressive play (like proxy 2-rax or something like that) 2gate FE is a pretty good response, cut probes spend chrono's on units. may have to pull probes against a proxy but you shouldn't come out behind.


I typically do something 3gate-ish. Be it 3 gate robo or 3 gate expand. The builds you have mentioned rarely make it into my games. I'm so paranoid about not having enough units early on, that I pump out everything I can off 1 base, or alternatively, I expand quite late and fall behind economically. I seem to be favoring getting "a lot" (for early game at least) of units over planning for the mid-game. There's only so much you can do with 3-5 gates and 1 base or 2 shitty unsaturated bases. Your random answer was actually way more insightful than you think. I'll look up the exact order of the builds you mentioned. If you have any more advice, feel free to pass it on.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
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