On October 23 2011 05:07 MiyaviTeddy wrote: 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.
This is a little bit ambiguous, but I think you're talking about this: 3 Roach Rush.
I've been working on my macro a TON lately and, while it has gotten much better, it still has a ways to go. With that in mind, under "ideal" circumstances, how many probes should you have at various points in the game? For example:
2:00 - 10 probes 8:00 - 40 probes etc. etc.
Obviously hitting the ideals will be tough depending on circumstances/build, but I'm sure there's at least a general figure.
Lastly, assume that you are going for a macro game (ie. not a one base timing attack as many builds cut workers) and the player in question is Protoss.
On October 23 2011 05:07 MiyaviTeddy wrote: 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.
This is a little bit ambiguous, but I think you're talking about this: 3 Roach Rush.
I feel like it's most likely http://wiki.teamliquid.net/starcraft2/Roach/Zergling_Pressure that hits 3 gate expands, but as the prior poster said it's a bit ambiguous what build you are looking for, 2 bases? 1 base? when? what is it designed to do?
On October 23 2011 17:01 nicebuffalo wrote: anybody hear anything about sentries losing force fields in HotS?
I haven't, but then again, if you don't know chances are most people won't. You see where I'm coming from? No one can be sure if they are just out of the loop or there is in fact no Sentry nerf. I would ask if anyone heard confirmation that there isn't such a change.
On October 23 2011 22:15 BooksmartDevil wrote: Why does Huk always mine from his opponent's mineral field when scouting? I've heard something about a probe glitch that disrupts mining.
It's not a glitch, only two probes can mine from the same patch, so if he mines as well, it disrupts mining from one of his opponents probes.
On October 23 2011 22:52 BooksmartDevil wrote: I've also seen him do it when scouting the natural and getting chased away by drones. He stopped to take minerals before he ran away, why?
If your scouting worker gets surrounded by his workers and is holding a mineral, you can hit the "return resources" key (standard is c) on the keyboard and he will automaticall run back to your nexus, avoiding the surround. Also as mentioned, it can disrput worker micro to mine from the close mineral patches, thus limiting his opponent's mineral income slightly in the early game.
On October 23 2011 01:57 envisioN . wrote: 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?
I played with more Ravens recently and just had a game where my opponent had 6 Vikings and I deployed one Point Defense Drone. He then closed in on the PDD and targeted it with all his 6 Vikinds. So 2 missiles per Viking, 6 Vikinds should be 12 missiles fired. The PDD has energy to deflect 20 missiles. So it should be fine, right? But it got destroyed.
In the replay it looked like the laser has some kind of very very small cooldown so it didn't get all missiles (due to the Vikings being so close). Just before it got destroyed it had still 130 energy left - meaning only 7 missiles deflected.
so in short:
- Does the PDD have a small cooldown? Meaning if I fire 20 missiles at close range at it almost simultaniousely, will some get through (assume full energy at PDD)?
On October 23 2011 01:57 envisioN . wrote: 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?
No. The gain/loss of points for each match is based on the difference between your MMR and that of your opponent. You don't always lose 13 points for a loss and 11 for a win. That just happened to be consistent with the matches you have been paying attention to. You will lose more/gain fewer points if you are the favored or slightly favored opponent, and you will gain more/lose fewer if your opponent is favored or slightly favored.
As zerg, what's the best way to get early scouting info? Overlords are really slow and I usually don't have right near my opponent's base at around the 6:00 mark (which is when you should be scouting right?).
On October 24 2011 00:48 biofio wrote: As zerg, what's the best way to get early scouting info? Overlords are really slow and I usually don't have right near my opponent's base at around the 6:00 mark (which is when you should be scouting right?).
You should be sending your first two overlords towards your opponent's base so that they are ready to be sacrificed at the 6:00 mark. On all maps, at least one overlord should be ready to give up its life by the desired time.
In addition, you should always have lings at watch towers and at the front of their base prodding the ramp to see what army and tech they are willing to show you.
On October 24 2011 00:48 biofio wrote: As zerg, what's the best way to get early scouting info? Overlords are really slow and I usually don't have right near my opponent's base at around the 6:00 mark (which is when you should be scouting right?).
There's a couple of ways to gather information early game.
First is the Overlord, which although as you mention is very slow early game, you should always be able to get one in to position by scouting with a Drone to find your opponent and then positioning your first Overlord outside the base ready to move over the base at around the 6-7 minute mark. If you can also run up the ramp with Lings (more on that later) at the same time you should be able to get a pretty good sense of what is coming.
The second is to Drone scout (In ZvT and ZvP at least) and you wanted to try to check what buildings are coming first, when the gasses are taken (if you aren't sure, cilck on it to see how much gas is left to find out how much they've had to work with), which addon goes up or how much Chronoboost is being saved, although it's only likely you'll get information for a few minutes these early indicators can give you a massive amount of information for what the next few minutes are likely to hold.
The final thing is to keep your Zerglings active on the map and especially keeping one active at your opponents ramp. If you can see some units or structures at the top of the ramp you're better able draw conclusions about the possible options your opponent has left for you to be worried about. For instance, if you run up a Protoss ramp and only see Zealots but know they took a gas, where is that gas going? If it's 2 gas might be worth getting an Evolution chamber for Spore Crawlers at short notice for instance.
The absolute final point is keep a Ling outside your opponents base, checking for both an expansion timing (these timings tell you a lot!) and to see what units are actually moving out of his base as a final point of information.
iNcontroL described scouting a 4 gate as building up a narrative, and whilst he was right I think that as Zerg players in the first 5-6 minutes of a game no matter what the opponent or build building up a narrative is the important task. Work out what options your opponent has, find some new information and adjust until there are fewer and fewer things you need to worry about.
I'm still terrible at providing simple answers sorry, but I hope this helps.
On October 24 2011 00:10 aklambda wrote: I played with more Ravens recently and just had a game where my opponent had 6 Vikings and I deployed one Point Defense Drone. He then closed in on the PDD and targeted it with all his 6 Vikinds. So 2 missiles per Viking, 6 Vikinds should be 12 missiles fired. The PDD has energy to deflect 20 missiles. So it should be fine, right? But it got destroyed.
In the replay it looked like the laser has some kind of very very small cooldown so it didn't get all missiles (due to the Vikings being so close). Just before it got destroyed it had still 130 energy left - meaning only 7 missiles deflected.
so in short:
- Does the PDD have a small cooldown? Meaning if I fire 20 missiles at close range at it almost simultaniousely, will some get through (assume full energy at PDD)?
post the replay. most likely something had depleted pdd's energy before the 12 missiles had been fired, and you didn't notice it. as far as i know pdd has no cooldown.
On October 24 2011 03:31 Salteador Neo wrote: Who wins in a straight up fight between Archon and Void Ray and by how much? Does it change much with full upgrades on both units?
It depends on how spread out your Void Rays are. If you simply A-Move with the Void Rays then they will stack and get demolished by the archons. If you "Magic Box" with the Void Rays then the Void Rays should win.