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On October 21 2011 19:45 NrGmonk wrote:Show nested quote +On October 20 2011 21:14 HavokTheorem wrote:On October 20 2011 16:32 NrGmonk wrote: Can anyone teach me how to make a graphic similar to the one in this thread? I'm trying to rewrite an updated version of that guide, but can't figure out the best way to make that graphic. Which graphic are you referring to? Oops, forgot to link. This one: http://www.teamliquid.net/forum/viewmessage.php?topic_id=124946
You can freestyle it in a paint program like paint.NET. Or you can use excel to make the grid, set the borders, and insert free-floating image and make them transparent to get the same effect.
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Sorry...I still do not understand why pros do not mine middle mineral?
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On October 21 2011 23:49 DontLoseSightOfIt wrote: Sorry...I still do not understand why pros do not mine middle mineral?
If you have each worker on their own mineral patch, it's less efficient, since you'll be waiting for them all to mine their minerals, then bring it back. So with 8 SCVs on 8 distinct mineral patches, you'll bring in 40 minerals per trip (the distance from the CC to each mineral patch isn't uniform, which is why it'll get more staggered, but for the sake of simplicity, we'll just assume that each the mineral patches are equidistant from the CC). However, if you have 8 SCVs on only 4 distinct mineral patches, you'll bring in 20 minerals per trip, but that will be a constant stream of income as opposed to a more stop and go type of income.
This is really only important in the early game, and even then, it's not a huge deal--it'll just give a second or two advantage on creating another worker (getting 60 minerals is faster than getting 80, etc).
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guys in TvP, why do people talk about scouting the third pylon..? what's up with the "third pylon" thing?
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What is the SC2 gift that you get when buying the virtual ticket? Have they revealed it yet?
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If someone could be so kind as to link me to some mlg orlando vods, I'd greatly appreciate it. I tried googling mlg orlando, but I couldn't find video links on the mlg site. Are there even any vods yet?
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On October 22 2011 02:31 xTrim wrote: guys in TvP, why do people talk about scouting the third pylon..? what's up with the "third pylon" thing? If your opponent is missing a pylon in their base, then that pylon is somewhere about the map. Meaning, you're either getting proxy stargated or 4 gated, as your opponent is setting up a pylon somewhere not in their base.
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On October 22 2011 05:50 Soluhwin wrote:Show nested quote +On October 22 2011 02:31 xTrim wrote: guys in TvP, why do people talk about scouting the third pylon..? what's up with the "third pylon" thing? If your opponent is missing a pylon in their base, then that pylon is somewhere about the map. Meaning, you're either getting proxy stargated or 4 gated, as your opponent is setting up a pylon somewhere not in their base. You can have 3 in your base and still 4gate. The 4th is out on the map since a 4gate allows a stalker and 2 pylons to be built after the 3gateways are placed. I'm not sure the 3rd pylon indicates what people think it indicates.
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What's a good counter to Chargelot Archon in ZvP? I just got completely crushed with 1-1 Roach Ling Infestor...
PM me please ^_^
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When I was laddering today I noticed that because I have no bonus pool left, I am gaining +11 points per win and losing -13 points per loss? Why is this? The points should be the same no? This makes me not want to ladder because with a 50% win rate (the rate you should have on the ladder) I will be losing points and going lower in my division.
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6Rax and Proxy 9/9 (or proxy 11/11) are both builds meant to punish fast expanding zergs:
when should you use 6rax compared to a 9/9 (or 11/11) proxy?
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On October 22 2011 02:31 xTrim wrote: guys in TvP, why do people talk about scouting the third pylon..? what's up with the "third pylon" thing?
It is so you do not have to worry about a proxy (or hidden building). An example would be stargate, or twighlight council + DT tech. glhf!
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On October 22 2011 10:30 Mr.SoloDolo wrote: 6Rax and Proxy 9/9 (or proxy 11/11) are both builds meant to punish fast expanding zergs:
when should you use 6rax compared to a 9/9 (or 11/11) proxy? You mean 6gate? Also, 11/11 gate comes before you know the zerg is going to expand so it's inaccurate to say they're meant to punish fast expands. They punish late pools, bad scouting, and bad responses.
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On October 22 2011 13:08 tehemperorer wrote:Show nested quote +On October 22 2011 10:30 Mr.SoloDolo wrote: 6Rax and Proxy 9/9 (or proxy 11/11) are both builds meant to punish fast expanding zergs:
when should you use 6rax compared to a 9/9 (or 11/11) proxy? You mean 6gate? Also, 11/11 gate comes before you know the zerg is going to expand so it's inaccurate to say they're meant to punish fast expands. They punish late pools, bad scouting, and bad responses.
No, I mean 6rax, you've seen TLO do it before right?
And im not talking about 11/11 gate im talking about 11/11 RAX.
I think I'm being trolled. lol
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He's probably confused because proxy 9/9 rax is almost unheard of.
Also 6rax is terrible and doesn't really punish fast expands at all, just zergs who are overly greedy after going hatch first. I wouldn't ever use 6rax: 4rax and 11/11 are both superior. On maps like Shakuras you can try to do something like proxy 1rax bunker rush (8 depot 9 rax I think), it can be fairly good.
In general I think 11/11 is superior because it isn't really all-in unless you pull a lot of scvs. ~3-4 SCVs + bunkers is good. Of course, it's terrible vs speed openings but I guess that doesn't really need to be said.
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When is the common time to do an overlord sac in ZvT and ZvP ?
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With a bonus pool of 0 and the ladder locked, I am losing 13 points for each loss and only gaining 11 for each win. Shouldn't I be gaining and losing the same amount?
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I got a bunch of questions about TvZ:
1) How can you defend against a Mutalisk harass when the Muta count is quite large (mid-late game)? Missle Turrets die too quickly, and Thors are way too immobile. Marines are ground units, so when the marines stim, the mutas could just run away and switch to another expansion, and the Marines have to go down the ramp and chase them, while my workers are being killed, and when the Marines reach the Mutas, the mutas just go to another expansion >.<
2) In TvZ, as terran, should I either keep on denying expansions from the Zerg, or do we expand to match the income?
3) Assume that I'm attacking with all or most of my army. When I reach the enemy's base, a flock of Mutas reach my own base and rip away my workers and my expos. How do you prevent this from happening?
Thx in advance.
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On October 23 2011 02:16 neozxa wrote: I got a bunch of questions about TvZ:
1) How can you defend against a Mutalisk harass when the Muta count is quite large (mid-late game)? Missle Turrets die too quickly, and Thors are way too immobile. Marines are ground units, so when the marines stim, the mutas could just run away and switch to another expansion, and the Marines have to go down the ramp and chase them, while my workers are being killed, and when the Marines reach the Mutas, the mutas just go to another expansion >.<
2) In TvZ, as terran, should I either keep on denying expansions from the Zerg, or do we expand to match the income?
3) Assume that I'm attacking with all or most of my army. When I reach the enemy's base, a flock of Mutas reach my own base and rip away my workers and my expos. How do you prevent this from happening?
Thx in advance.
1. What I do against a very mutalisk heavy zerg in mid-late game is to just build a ton of turrets. I mean about 1 turret for ever 3-4 mutalisk. By late game, you should be done upgrading your infantry so the missile turret range and armor upgrades can also be extremely useful. Once you have enough turrets, you no longer have to worry about bringing your army back to defend and this leaves you free to retake control of the map.
2. It is better to deny bases It is better to deny expansions as it is easier and quicker for zergs to build extra hatcheries than terrans. Terran will already have a greater income on equal bases due to mules, so as long as you are able to deny expansions than you will be ahead.
3. As I said in my first answer, when you have enough turrets, mutalisks can literally no longer due damage and if the zerg player uses them to counter attack, his army will be a lot weaker than yours so you can just go and kill him.
Hope I helped
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Does anyone remember that one zerg all in build vs protoss?
it was like making roaches and speedlings where roaches rushes towards the protoss and around the exact same time when roaches reach the protoss base, ling speed finishes.
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