Simple Questions Simple Answers - Page 434
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perser84
Germany399 Posts
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Vathus
Canada404 Posts
On October 24 2011 03:49 perser84 wrote: new ladder season starts tommorow ? Tuesday | ||
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rd
United States2586 Posts
It's one aspect of MVP's play I admire, his depots are timed perfectly, and I wouldn't doubt he either knows when to plant them, or has every level of production down to a science. | ||
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MinKi
Korea (South)151 Posts
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aklambda
Austria48 Posts
On October 24 2011 02:19 Ganseng wrote: 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. Replay: http://replayfu.com/r/03rf4 It happens at 20:15 ~ 20:30 at my natural. He has got 8 Vikings but 2 are farther back so only 6 are shooting at it. Could this be a bug? I can't seem to find any other units that are shooting at it (not even my own). And you can clearly see the PDD taking damage even though more than half of its energy is still remaining. | ||
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rsvp
United States2266 Posts
On October 24 2011 07:48 aklambda wrote: Replay: http://replayfu.com/r/03rf4 It happens at 20:15 ~ 20:30 at my natural. He has got 8 Vikings but 2 are farther back so only 6 are shooting at it. Could this be a bug? I can't seem to find any other units that are shooting at it (not even my own). And you can clearly see the PDD taking damage even though more than half of its energy is still remaining. Not sure what the exact mechanics are, and it's not a bug, but it is known that shots fired from right next to or on top of the PDD will hit the PDD even if it has enough energy to deflect it. It doesn't have to be vikings, any unit will work, including stalkers. There was a thread about this with videos from several months ago, can't find it right now though. | ||
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Hero1
135 Posts
If my build wasn't executed supersloppy I would have had medivacs earlier but IIRC his drop should have come earlier as well. http://www.mediafire.com/?agdtli5wdxm696x | ||
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HardCorey
United States709 Posts
On October 25 2011 00:41 Hero1 wrote: TvP toss has this warpprism drop vs me playing 1rax FE where they can force field my entire army at the bootom of my ramp while destroying my main. How can I most cost-effectively defend this? If my build wasn't executed supersloppy I would have had medivacs earlier but IIRC his drop should have come earlier as well. http://www.mediafire.com/?agdtli5wdxm696x This can be really strong because when FEing especially with only 1 rax you can be super low on units and you really need your whole army to deal with a toss allin or even just drop harass. I recommend generous usage of bunkers and proper scouting. You can also try to mix it up with gasless 2 rax expands or techlab/marauder expand (although this can be weak to other toss stargate openings). You say you would have had medivacs up earlier and those can generally defend this (lift over forcefields) and give your army the sustain to deal with additional warp-ins as well. Hope this helps | ||
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Snoogle
Canada71 Posts
Is this a shift in the meta game where it's simply assumed your opponent won't go 4gate or has a safe build been discovered? | ||
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Hero1
135 Posts
On October 25 2011 01:41 HardCorey wrote: TvP toss has this warpprism drop vs me playing 1rax FE where they can force field my entire army at the bootom of my ramp while destroying my main. How can I most cost-effectively defend this? If my build wasn't executed supersloppy I would have had medivacs earlier but IIRC his drop should have come earlier as well. units weren't the problem, I had a lot more than he had and could have easily cleaned the drop but with 3+ sentries he can permanently FF my ramp, eventually even split my army up and warp in new units and at some point in time, I'll just loose because of terrible this positioning. Bunkers don't do the trick either. They obviously make a great job at dealing with a 4gate but if he drops my main I can have 20 bunkers up at my nat and the problem will be the same. I think I made a bunch of mistakes which made this hard to defend: 1) I lost my first scouting SCV to his first zealot 2) I didn't have vision at the corner of my base and because he was supply blocked for hours I could have cleaned his drop without him being able to warpin more units 3) Own macro mistakes because every second that medivacs are out earlier is pure gold. | ||
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Erzz
Canada184 Posts
On October 25 2011 03:13 Snoogle wrote: Took a month of playing and now I'm reading that many players are going fast expand in PvP. Is this a shift in the meta game where it's simply assumed your opponent won't go 4gate or has a safe build been discovered? There were patches. Vision up ramps has been reduced being the main thing, you can't warp in over forcefields without a unit actually being on the high ground. It still isn't safe to fast expand on Tal Darim. | ||
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Blazinghand
United States25558 Posts
On October 25 2011 04:14 Erzz wrote: There were patches. Vision up ramps has been reduced being the main thing, you can't warp in over forcefields without a unit actually being on the high ground. It still isn't safe to fast expand on Tal Darim. Specifically, you can no longer warp in units on ramps, which means you can't warp in behind an FF on the mid-ramp, then onto the high ground, etc. | ||
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Snoogle
Canada71 Posts
On October 25 2011 05:24 Blazinghand wrote: Specifically, you can no longer warp in units on ramps, which means you can't warp in behind an FF on the mid-ramp, then onto the high ground, etc. FF? As in forge first? If an opponent scouts this what's to prevent them from expanding without the forge? Or double expanding? Is there a replay for this build? | ||
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Soluhwin
United States1287 Posts
On October 25 2011 10:50 Snoogle wrote: FF? As in forge first? If an opponent scouts this what's to prevent them from expanding without the forge? Or double expanding? Is there a replay for this build? By FF, Blazing hand meant force field. Before 1.4, you could just warp in a round of zealots above an FF'd ramp which made sentry based defenses redundant. Now, however, you can't do that. | ||
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Snoogle
Canada71 Posts
On October 25 2011 11:17 Soluhwin wrote: By FF, Blazing hand meant force field. Before 1.4, you could just warp in a round of zealots above an FF'd ramp which made sentry based defenses redundant. Now, however, you can't do that. I apologize, I'm still confused about something. I get the sentry FF improvement. I don't believe you can endlessly FF a double wide entrance, like the ones commonly by your natural, against a 4 gate attack when you're fast expanding. Is the reason why players are fast expanding in PvP simply a meta game change where they don't think they'll be 4 gated and therefore can hold off other types of pressure? | ||
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MysteryHours
United States168 Posts
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Vod.kaholic
United States1052 Posts
On October 25 2011 12:54 MysteryHours wrote: TvP, If I scout a 1 base Stalker all in, should I cut gas and get as many marines as possible or start mixing in some Marauders? Are you doing a 1gate gasless expand? Is the toss doing a 1base all-in with blink or not? If he's going 4gates without blink just get more bunkers. If he's getting blink add fewer bunkers (because you don't want to over-invest in a defense he's just going to run around) and mix in marauders. You definitely can't get into mass marauder production, but pure marine isn't going to be that great without stim or some marauder support. Against the blink version, you just need to get more units out, so try cutting some workers and bunkers instead. | ||
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Xenorawks
158 Posts
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Kambing
United States1176 Posts
On October 25 2011 18:12 Xenorawks wrote: Season 4 already started in SEA but the league 'achievements' under Feats of Strength for example '1v1 Top 8 Masters' etc. have not been updated. Will it be updated in the next few days or would it cease to update and stop at Season 3 only? I find it a little weird if it actually stops there. Update in the next few days. | ||
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Fus
Sweden1112 Posts
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