Yes, that was where I was going as I use VR a lot vs zerg, but wasn't sure about vs T. Last game vs Terran I lost due to vikings killing off my colossi (mixed with gateway units), and I wasn't sure if I should make air to combat it. He basically went MMM (a lot of marauders) and then threw in vikings. Stalkers get eaten up, so I was zealot heavy, but didn't know what to do vs the vikings. I was thinking phoenix could be good, or should I just go storm and be done with it?
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matrius
100 Posts
Yes, that was where I was going as I use VR a lot vs zerg, but wasn't sure about vs T. Last game vs Terran I lost due to vikings killing off my colossi (mixed with gateway units), and I wasn't sure if I should make air to combat it. He basically went MMM (a lot of marauders) and then threw in vikings. Stalkers get eaten up, so I was zealot heavy, but didn't know what to do vs the vikings. I was thinking phoenix could be good, or should I just go storm and be done with it? | ||
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Skwid1g
United States953 Posts
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? You can tap 44 (or whatever your rax are hotkeyed to) and look at the bar, but generally you just need to get the rhythm of *about* when marines are going to finish building. It becomes second nature after a while. On October 20 2011 05:51 matrius wrote: "Collosus, because phoenixes stop viking fire unless the terran target fires..at which point you outright kill all of his vikings and his medivacs." Yes, that was where I was going as I use VR a lot vs zerg, but wasn't sure about vs T. Last game vs Terran I lost due to vikings killing off my colossi (mixed with gateway units), and I wasn't sure if I should make air to combat it. He basically went MMM (a lot of marauders) and then threw in vikings. Stalkers get eaten up, so I was zealot heavy, but didn't know what to do vs the vikings. I was thinking phoenix could be good, or should I just go storm and be done with it? Storm is usually better because it is a more versatile tech choice. You open yourself up to HTs, Archons, and can easily access DTs. Not only that, but storm is useful against just about everything, whereas phoenix are not. It depends a lot on the build you use and the Terran's composition though. | ||
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AmericanUmlaut
Germany2592 Posts
On October 20 2011 05:53 Skwid1g wrote: You can tap 44 (or whatever your rax are hotkeyed to) and look at the bar, but generally you just need to get the rhythm of *about* when marines are going to finish building. It becomes second nature after a while. Also, keep in mind that if you queue a unit, it always gets queued to the building that will finish production first. So if you have 6 rax and don't want to ever have a break in production, you don't have to queue 6 units, just make sure one unit is always queued up in the group of buildings. I use this trick to make sure I never have breaks in Probe production and it's pretty useful. | ||
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tuestresfat
2555 Posts
On October 20 2011 05:50 ayaz2810 wrote: 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. 3Gate expand (Nexus ~6:00) is pretty solid, can definitely take you all the way to diamond and probably higher if you refine it. I'm surprised you're having trouble with terran early game if you 3gate expo, if anything you should be able to put pressure on them. 3Gate Robo FE (Nexus ~6:20) is a little weird, i used to do it a long time ago (copied liquidtyler's build) because I didn't like getting immortals. So in that sense, I never used the robotics as a unit producing structure, which is why I throw down a 3rd gateway. Now that immortals are buffed, I tend to 2gate robo and just skip the 3rd gate. If ever you don't understand why you lost a game, post a replay! | ||
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Emporio
United States3069 Posts
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Antisocialmunky
United States5912 Posts
1) Can you fungal growth units coming out of a vortex? Will the temp invulnerability affect the rooting property of fungal? 2) What happens when you surround a vortex with infested terran eggs? Will the units glitch out? Reps would be amazing. | ||
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rsvp
United States2266 Posts
On October 20 2011 10:57 Emporio wrote: In PvZ, is there anything wrong with going FFE into dt then Zealot/Archon? I guess you would have to be careful about roach all-in and your observer would be late, but you could probably research hallucination instead. I was thinking that if you purposefully showed additional gateways to the scouting overlord, the Zerg would mistake it for a 6gate. Nothing really wrong with it, but you'll have a tough time with anyone who makes a lot of roaches. | ||
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TrickyGilligan
United States641 Posts
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Ganseng
Russian Federation473 Posts
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monk
United States8476 Posts
On October 20 2011 16:01 Ganseng wrote: can you actually maximize thor's dps by manually switching from air to ground targets? thor's aa attack period is 3.0, ats attack period is 1.28, so theoretically you can fire in a cycle of 2 shots at ground targets - 1 shot at air target, can't you? Nope, both cds reset when thor attacks. | ||
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monk
United States8476 Posts
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dynwar7
1983 Posts
2. Also, I saw this in the first page. Why do pros not mine middle mineral at the beginning? Thanks | ||
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Blazinghand
United States25558 Posts
On October 20 2011 18:37 DontLoseSightOfIt wrote: 1. Why is it that many players , when building, lets say, 2 rax or gateways, always wait till they have 300, so they can build both at the same time. Is this only for looks because it looks nice? Why not just build one as soon as you have 150? It depends. Often you're waiting for a marine or stalker to get out to remove the scout so you don't reveal your production or tech. For rax, sometimes it's better to have the extra scv mining time. With gateways this could also be to time with when warpgate finishes (since a gateway finishing like 10 seconds before warpgate finishes just sits idle for 10 seconds) so you only have to pull the probe off mining once to make the gateways, rather than 2-3 times. On October 20 2011 18:37 DontLoseSightOfIt wrote: 2. Also, I saw this in the first page. Why do pros not mine middle mineral at the beginning? Thanks On January 26 2011 21:21 Durp wrote: I do not know the answers to all of these, but every map has at least 2 (though I think its 3-4) mineral patches that are slightly closer. If you have your worker begin mining while a separate worker returns minerals, they will not be automatically sent to an empty patch. The slight closer return distance does at some point give an advantage (seen in an interview/post somewhere, will post link when I find it) As zerg, scouting the close air positions with your overlord is always advisable. On Shakuras, you can only spawn on the opposite side of the map. I have no idea why anyone would not scout close positions first (on maps like LT or Meta close positions would change whether or not I want to go hatch first, so scouting close pos first makes more sense) | ||
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Greth
Belgium318 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250845 If anyone has better suggestions, I'm all ears ![]() + Show Spoiler + This is just a silly recreational activity if anyone is interested. I've been playing some 4v4 as terran (main Z) just so I can nuke people. Now, I've been trying to perfect the nuke rush. Depending on a map I've devised a safe and a 'allin' version of it. I'm just posting here to find out if anyone has a build or an idea to get these out as fast as possible. The setup is usually this: 2 ghosts in a medivac, with cloak (no energy upgrade) and 2 nukes building when they leave home. 'Safe' would be I include one/two tanks with siege to discourage any early attacks. I usually manage to get quite a few (30-40) worker kills with the first drop. Or at least a pylon or depot stash. I'm playing at gold level 4v4 with my terran so it's more exploiting newbs for big booms. My BO is all over the place, so if any actual terran players are feeling the itch to nuke asap. I'd be grateful to hear your suggestions. | ||
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Mr.SoloDolo
American Samoa90 Posts
Faster mech armor seems better because: 1.) Helps tanks absorb more baneling hits 2.) A tanks main purpose in TvZ is absorbing baneling hits, killing banelings, and forcing engagements when you have their natural sieged. A tank with 0 weapon upgrades still one shots banelings even if they have 3 armor. Marines deal the majority of the damage and the weapons upgrade doesn't really help vs buildings anyways. | ||
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secretary bird
447 Posts
On October 20 2011 20:19 Mr.SoloDolo wrote: Why do I see a lot of pro terrans opt for weapons upgrade for mech in TvZ play (talking about standard marine+tank composition) ? Faster mech armor seems better because: 1.) Helps tanks absorb more baneling hits 2.) A tanks main purpose in TvZ is absorbing baneling hits, killing banelings, and forcing engagements when you have their natural sieged. A tank with 0 weapon upgrades still one shots banelings even if they have 3 armor. Marines deal the majority of the damage and the weapons upgrade doesn't really help vs buildings anyways. +1 Attack is very important because tanks need to kill zerglings in 1 hit and if the zerg gets +armor they cant and you shouldnt underestimate a ton of 1/1 zerglings. Also tanks shouldnt get hit by banelings if the zerg is good and I dont think +1 armor would help even a little bit in that situation. | ||
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warismoney
Austria8 Posts
He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^ Can u give me some tipps for that? | ||
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cleecks
Netherlands109 Posts
On October 20 2011 20:53 warismoney wrote: I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately. He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^ Can u give me some tipps for that? I'm not a protoss myself, but I see a lot of my protoss opponents go for a hallucinated phoenix to scout. They're quick enough to scout the whole base before getting killed by a turret/spore. It's very common in PvZ, but I do not know if it's normal to get the upgrade in PvT. | ||
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-Celestial-
United Kingdom3867 Posts
On October 20 2011 20:53 warismoney wrote: I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately. He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^ Can u give me some tipps for that? I assume you're referring to your first observer? That is to say this is fairly early in the game and you've got your robo either as part of a 2-gate robo, 3-gate robo or right after a 3-gate expand? If so then consider this: in order to completely surround his base with turrets or spores to the extent that you can't even get in with an observer he has dumped a ton of resources into static defence structures that are useless against a ground army. If you've been keeping up on your macro and gateway unit production and have been chronoing out an immortal then you should have a huge army advantage and ought to be able to just go kill him. If you don't want to try that you could try hallucinations. Hallucinated Phoenix should be fast enough to get at least a peek into their base before getting blasted down. | ||
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Excludos
Norway8233 Posts
On October 20 2011 20:53 warismoney wrote: I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately. He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^ Can u give me some tipps for that? If you're so late in the game that you have observers, and he has his base(s) covered in turrets, then you should not need to scout his base anymore. You'll be able to know everything you need by poking, seeing his army move around, how many bases he has etc. I know this can be a hard for silver players, as a lot of this relies on experience. But I never send in a second observer if my first gets sniped inside his base. I'd rather put it outside to scout for drops, expos and where his army is moving. If you're worried about him "suddenly" coming out with 10 battlecruisers, your strategy is either wrong or you're not doing it quite right. That late in the game, you should be ready for anything your enemy can throw at you. Quick example: If your army consists of gateway units and collosus vs a zerg player with hydras, roaches, infestors and corrupters. You can with almost certainty know that he will transition to broodlords after an engagement. This you'll know without having an observer anywhere near his base. | ||
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