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Simple Questions Simple Answers - Page 444

Forum Index > StarCraft 2 Strategy
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Fear219
Profile Joined November 2010
United Kingdom168 Posts
November 03 2011 10:07 GMT
#8861
My Question:
When and how should i go about getting the add-ons i want without putting big dent in my army.

In TvP i use my fact to make add-ons then just shuffle my buildings as i dont make factory units in TvP often. but in TvT and TvZ where im using all my buildings i honestly have no idea when to get what add-ons.

In TvZ especially i usually end up just putting 3-4 reactors onto my buildsings at the same time and then for the next 50 seconds im making no units out of them buildings and my resources are sky rocketing.
straycat
Profile Blog Joined May 2011
230 Posts
November 03 2011 10:33 GMT
#8862
Why does the 2nd unit after blocking zealot being a stalker in a 1 base protoss increase possibility of the p doing a 4gate?

Or, why does a 4gating P build a stalker as 2nd unit?
straycat
Profile Blog Joined May 2011
230 Posts
November 03 2011 10:34 GMT
#8863
Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2011-11-03 10:49:54
November 03 2011 10:42 GMT
#8864
On November 03 2011 19:33 straycat wrote:
Why does the 2nd unit after blocking zealot being a stalker in a 1 base protoss increase possibility of the p doing a 4gate?

Or, why does a 4gating P build a stalker as 2nd unit?


There are actually a ton of reasons, first of all they're working off 1 geyser, gas is already pretty limited, secondly, the stalker lets you clear the starting worker or overlord faster to throw down your gateways and get out on the map, perhaps most importantly, part of the strongest 4 gate timing relies on you staying on 2 pylons (around 26 supply), and using your third pylon as the proxy pylon, this means you get the zealot, 20 probes and 4 more supply worth of units before you need that proxy pylon. Stalkers merely pack in more punch per supply than sentries do.

On November 03 2011 19:34 straycat wrote:
Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?


Denying the probe is a big part of it, ultimately they're just better than drones at killing pylons, cannons and probes, you literally don't have a choice, even if roaches are better than lings at killing cannons, the sooner the pool comes out the better in either case.
xEther
Profile Joined July 2011
Canada12 Posts
November 03 2011 11:05 GMT
#8865
how do u deal with zergs, who go mass muta, and walloff behind many spikes&some units. i try to put a few cannons and leave an arcon or 2 and a high templar with psy. but for a long time until i get those upgrades out. i am stuck 2 , 2 bases, and the zerg is onlike 3-4 bases by the time i am able to go out. but then he has like a massive cloud of muta's. and they just wreck my base., why i go for an attack and i am forced to base race.

how can i effectivly counter , this muta cloud?
ohh yaa
straycat
Profile Blog Joined May 2011
230 Posts
November 03 2011 11:50 GMT
#8866
On November 03 2011 19:42 Dingobloo wrote:

There are actually a ton of reasons, ... pack in more punch per supply than sentries do.

Denying the probe... the sooner the pool comes out the better in either case.


Excellent answers, thanks a bunch!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
November 03 2011 12:04 GMT
#8867
On November 03 2011 20:05 xEther wrote:
how do u deal with zergs, who go mass muta, and walloff behind many spikes&some units. i try to put a few cannons and leave an arcon or 2 and a high templar with psy. but for a long time until i get those upgrades out. i am stuck 2 , 2 bases, and the zerg is onlike 3-4 bases by the time i am able to go out. but then he has like a massive cloud of muta's. and they just wreck my base., why i go for an attack and i am forced to base race.

how can i effectivly counter , this muta cloud?

4-5 Tempest and replicate a couple Infestors to hold the Mutas still, and you're good.

Until that becomes a possibility, though, the basic idea you describe is reasonable. You camp on 2 (3 is better on maps where it's possible) bases and just defend and defend with blink stalkers, storm and archons until you have a powerful maxed army, then you move out and bring a couple probes with you. His Mutas can base race you, but you can build a few buildings near your army as you take out his tech and production, and if he tries to engage your army with Mutas you'll be able to just melt them. The whole conflict in this type of game is about time: He wants to slow you down as much as possible so that he's got enough bases and tech to hold your push when it finally comes, and you want to move out with an unstoppable army as soon as possible. If you can defend without taking too much direct damage (probes/tech) or indirect damage (overbuilding cannons), then you should be okay.
The frumious Bandersnatch
b0rt_
Profile Joined October 2011
Norway931 Posts
Last Edited: 2011-11-03 16:59:41
November 03 2011 16:59 GMT
#8868
Does anyone have a good guide or tips on how to beat a 6/10 pool in ZvZ? if I don't rush.
matrius
Profile Joined February 2011
100 Posts
November 03 2011 18:06 GMT
#8869
PvP
If I know my opponent is going to go 3 gate/Robo (no fast expansion) to an observer and then immortals leading to a couple of colossi, what is the ideal counter?

This happens all the time and I keep feeling like its a mirror match, which is very boring. I usually try and 3 gate rush to warpgate, but if that doesn't succeed, then I always switch to robo due to observers - kinda hard to sneak up on your opponent with something if he has an observer watching everything...unless I proxy some of my buildings?
Grampz
Profile Joined November 2010
United States2147 Posts
November 03 2011 19:45 GMT
#8870
what is the proper way to defend a hatchery in your base pvz? pulling probes or building a cannon(s)?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 03 2011 19:53 GMT
#8871
On November 04 2011 04:45 Grampz wrote:
what is the proper way to defend a hatchery in your base pvz? pulling probes or building a cannon(s)?


Don't pull probes to kill the hatch. Build 2 cannons next to it such that they won't finish until after the hatch completes (I think wait until the hatch is about 2/3 or 3/4 done?), so that if he cancels the hatch you can cancel your cannons. Chrono out a zealot to help. If he saves up eggs and makes stuff, then you'll have to pull some probes to surround the eggs so that when roaches pop out they can't just run past the cannons into your mineral line.
riverkim09
Profile Joined November 2010
United States291 Posts
November 03 2011 19:54 GMT
#8872
How do you deal with zerglings as Terran?
Serelitz
Profile Joined April 2011
Netherlands2895 Posts
November 03 2011 19:56 GMT
#8873
On November 03 2011 18:16 Serelitz wrote:
Is an expand build (other than FFE) viable in PvZ on Tal'Darim Altar?


Still waiting for an answer
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-11-03 19:57:51
November 03 2011 19:57 GMT
#8874
On November 04 2011 03:06 matrius wrote:
PvP
If I know my opponent is going to go 3 gate/Robo (no fast expansion) to an observer and then immortals leading to a couple of colossi, what is the ideal counter?

This happens all the time and I keep feeling like its a mirror match, which is very boring. I usually try and 3 gate rush to warpgate, but if that doesn't succeed, then I always switch to robo due to observers - kinda hard to sneak up on your opponent with something if he has an observer watching everything...unless I proxy some of my buildings?


There really is no "ideal" counter since it's a fairly safe and standard build. However, it is too safe, so you can easily gain an advantage by doing any of the following:

Copy his build but skip immortals and go straight to colossus.

Do a fast expand PvP build.

Learn robo blink.

Phoenix play can also work.

Check out NrGmonk's guides for more info on these builds.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 03 2011 20:00 GMT
#8875
On November 04 2011 04:56 Serelitz wrote:
Show nested quote +
On November 03 2011 18:16 Serelitz wrote:
Is an expand build (other than FFE) viable in PvZ on Tal'Darim Altar?


Still waiting for an answer


I don't really like calling a certain build "viable" or not on a certain map. FFE is viable on all maps and gateway expands are also viable on all maps. Some maps are just better suited for one type of expand than the other, and in this case FFE is much stronger on tal darim than gateway expands even though both types are "viable."
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 03 2011 20:04 GMT
#8876
On November 03 2011 19:34 straycat wrote:
Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?


Hatch first gives the protoss an excellent target to cannon, lings come out too slowly to help deal with cannons warping in. Drones die to cannons like... creatures that die even more easily to cannons than lings.
envisioN .
Profile Joined February 2011
United States552 Posts
Last Edited: 2011-11-04 00:41:20
November 04 2011 00:41 GMT
#8877
Look at coL.RSVP go! He's an answering machine!

On November 04 2011 04:54 riverkim09 wrote:
How do you deal with zerglings as Terran?

Well-upgraded marines are a good counter to them, but if Infestors or Banelings get out in any amount of numbers, then you need ghosts or siege tanks to deal with them, respectively. Try target firing with your tanks on the banelings so that your marines don't have to run away and can do maximum damage.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
November 04 2011 00:59 GMT
#8878
On November 04 2011 04:54 riverkim09 wrote:
How do you deal with zerglings as Terran?


This might be one of the simplest questions ever with the least simple answer, because it depends so much on what part of the game, what mid-game you want to go for, and what you're immediate goals might be. As the person above said, well upgraded marines in the middle and high numbers are good, but in low numbers when zerg delays his gas then reapers do very well against them with proper control, likewise hellions do very good against medium to high numbers of speed zerglings as long as they're off-creep. On top of that, just good general building placement that constricts movement is helpful for defending against them.
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
November 04 2011 02:23 GMT
#8879
My minerals always seem to float very high as zerg. I never get supply blocked too often, and i barely miss injects, but i still always float at 3000 mins midgame and no idea how to spend it because i have no larva
How can i spend these minerals?
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2011-11-04 03:11:05
November 04 2011 03:10 GMT
#8880
On November 04 2011 11:23 Monsyphon wrote:
My minerals always seem to float very high as zerg. I never get supply blocked too often, and i barely miss injects, but i still always float at 3000 mins midgame and no idea how to spend it because i have no larva
How can i spend these minerals?


Ensure that you're mining gas efficiently according to what you're building, and build an additional macro Hatchery or two simply for the larva as needed.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
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