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Russian Federation473 Posts
On November 07 2011 14:38 DontLoseSightOfIt wrote: Hello
To efficiently put SCV to repair Mech, you put them on auto repair, then just click on any unit right? (To follow them)
Because if I include them in my control group, and I press A move, they attack. I dont want SCVS to attack, I want them to repair any damage done to my mech units during the battles.
Whats the proper way? Is mine correct? Cheers I would recommend to put scvs on another control group and control them manually during the battle (at least try to pull them from banelings, focus repair weak units etc.) Not too hard to micro, I usually manage it with my 80 apm
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Russian Federation473 Posts
Another question. Why do professional Terrans use EMPs to kill cloaked units (observers and DTs) so rarely? Do they just lack the required speed, attention and precision to do it, or is it intentional? Sometimes we see them scan even if they have a ghost with full energy in EMP's launch range.
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On November 07 2011 16:24 Ganseng wrote: Another question. Why do professional Terrans use EMPs to kill cloaked units (observers and DTs) so rarely? Do they just lack the required speed, attention and precision to do it, or is it intentional? Sometimes we see them scan even if they have a ghost with full energy in EMP's launch range.
Because 230 m opportunity cost is nothing in the late game against an EMP or snipe which can cost you the game.
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Reaper cheese is getting pretty common on the SEA ladder in TvT. Are there any small tricks like simcities / marine spread that I can do without compromising my opening BO? I usually open with marine king 1 rax gasless FE into 5 rax + Fact + ebay, defending with bunkers at the natural entrance.
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United Kingdom10823 Posts
On November 07 2011 23:39 S_SienZ wrote: Reaper cheese is getting pretty common on the SEA ladder in TvT. Are there any small tricks like simcities / marine spread that I can do without compromising my opening BO? I usually open with marine king 1 rax gasless FE into 5 rax + Fact + ebay, defending with bunkers at the natural entrance.
I think the best way is for you to have your marines on the high ground, so you can get shots off before the reaper can jump up to do too much damage. That, or you could just blindly throw a bunker in the common area where you see reapers jumping up generally
Blocking the back of your minerals is also a very useful thing to do, so you can trap the reaper there. I'm not sure how many reapers you're talking about in terms of cheese (do they 3-rax reaper rush or something?) or you could sacrifice some cash early-game to scan the base and see what he's doing, or build a proxy-rax to scout with
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Axslav says nexus first is safe in pvt. Is this true?
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On November 08 2011 07:07 ZaloMonkada wrote: Axslav says nexus first is safe in pvt. Is this true?
It is with the current metagame (1 rax FE or 2 rax FE or 1-1-1). It isn't safe to most later expanding bio builds (or mech) but if you are good at force fields it can be. The only thing that really scares me (when doing this) is a conc. shell expand because it's quite easy for them to bunker rush with 2 marauders with conc, especially against a stronger player. And that sets you back a lot.
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On November 07 2011 16:24 Ganseng wrote: Another question. Why do professional Terrans use EMPs to kill cloaked units (observers and DTs) so rarely? Do they just lack the required speed, attention and precision to do it, or is it intentional? Sometimes we see them scan even if they have a ghost with full energy in EMP's launch range.
Really because Terran's use their scan as a crutch and have a much faster response time to scanning. As another person answered the energy is also very important basically at any stage in the game. However the biggest part of the problem I would say is that Terrans don't build Ravens often enough.
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On November 08 2011 08:52 coriamon wrote:Show nested quote +On November 08 2011 07:07 ZaloMonkada wrote: Axslav says nexus first is safe in pvt. Is this true? It is with the current metagame (1 rax FE or 2 rax FE or 1-1-1). It isn't safe to most later expanding bio builds (or mech) but if you are good at force fields it can be. The only thing that really scares me (when doing this) is a conc. shell expand because it's quite easy for them to bunker rush with 2 marauders with conc, especially against a stronger player. And that sets you back a lot.
Personally I do not think it is safe, my last 2 games I got half 2rax proxy (1 in their base and 1 proxy) and I barley held the rush in the 2nd game while being crushed in the 1st, and that was only with a 1gate FE. So I am sure nexus 1st would die in a flash to such things...
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On November 08 2011 09:56 moskonia wrote:Show nested quote +On November 08 2011 08:52 coriamon wrote:On November 08 2011 07:07 ZaloMonkada wrote: Axslav says nexus first is safe in pvt. Is this true? It is with the current metagame (1 rax FE or 2 rax FE or 1-1-1). It isn't safe to most later expanding bio builds (or mech) but if you are good at force fields it can be. The only thing that really scares me (when doing this) is a conc. shell expand because it's quite easy for them to bunker rush with 2 marauders with conc, especially against a stronger player. And that sets you back a lot. Personally I do not think it is safe, my last 2 games I got half 2rax proxy (1 in their base and 1 proxy) and I barley held the rush in the 2nd game while being crushed in the 1st, and that was only with a 1gate FE. So I am sure nexus 1st would die in a flash to such things...
Most nexus first builds will get 2gates up quickly. A 1gate expand does not have as much production as early.
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On November 08 2011 07:07 ZaloMonkada wrote: Axslav says nexus first is safe in pvt. Is this true? Nexus first builds have some variants, some getting 2 gateways early to produce enough units. This variant delays Warpgate Tech severely, which allows the Terran player to go up to three bases safely on very little army, effectively negating the effects of your Nexus first. If you go Nexus, Gateway, Cybernetics Core to get warp gate tech earlier, then you are much more vulnerable to early pressure builds like 2 Rax and 1 Rax Concussive.
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I want to practice "Day[9]" style, where I have a list of things that I focus on, with a specific emphasis on each item per week, and then post a great thread with uploaded replays in an attempt to learn from the entire experience. With my incoming four day weekend, I'd love to get a jump start on the project.
As a Gold Zerg, here's my list so far.
1. Larvae Injections 2. Creep Spread 3. Constant Expansions 4. Scouting 4b. Overlord Spread 5. Drone Timing 6. Decision Making 6b. Tech Timing 7. Positional Attacks 7b. Flanking. 7c. Preemptive Positioning. 8. Counterattacks. 9. Incorporation of Casters into Play.
That's the list so far. Right now, I'm posting in SQSA because I'm just curious if anyone agrees, disagrees, or can add to the above list.
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Are there any buildings aside from the Stargate that have a distinctive animation depending on which unit is being produced?
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On November 08 2011 13:38 MysteryHours wrote: Are there any buildings aside from the Stargate that have a distinctive animation depending on which unit is being produced? Nexus when it builds a Mamaship.
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On November 08 2011 11:15 BlueBoxSC wrote: I want to practice "Day[9]" style, where I have a list of things that I focus on, with a specific emphasis on each item per week, and then post a great thread with uploaded replays in an attempt to learn from the entire experience. With my incoming four day weekend, I'd love to get a jump start on the project.
As a Gold Zerg, here's my list so far.
1. Larvae Injections 2. Creep Spread 3. Constant Expansions 4. Scouting 4b. Overlord Spread 5. Drone Timing 6. Decision Making 6b. Tech Timing 7. Positional Attacks 7b. Flanking. 7c. Preemptive Positioning. 8. Counterattacks. 9. Incorporation of Casters into Play.
That's the list so far. Right now, I'm posting in SQSA because I'm just curious if anyone agrees, disagrees, or can add to the above list.
This all sounds good, I myself is top 5 Gold, playing vs. other top gold and low plat.
You should also add "when to expand" instead of "constant expansion". Some unit compositions against different terran/protoss pushes. When to make overlords to never get supply blocked (sometimes you need to make 2-3 at a time, depending on how many injects, macro-hatches and expansions) and timing of them along with your injects. Burrowed banelings is a must vs. Terran Bio!!! So op
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Dont get supply blocked, spend all larva.
On November 08 2011 11:15 BlueBoxSC wrote: I want to practice "Day[9]" style, where I have a list of things that I focus on, with a specific emphasis on each item per week, and then post a great thread with uploaded replays in an attempt to learn from the entire experience. With my incoming four day weekend, I'd love to get a jump start on the project.
As a Gold Zerg, here's my list so far.
1. Larvae Injections 2. Creep Spread 3. Constant Expansions 4. Scouting 4b. Overlord Spread 5. Drone Timing 6. Decision Making 6b. Tech Timing 7. Positional Attacks 7b. Flanking. 7c. Preemptive Positioning. 8. Counterattacks. 9. Incorporation of Casters into Play.
That's the list so far. Right now, I'm posting in SQSA because I'm just curious if anyone agrees, disagrees, or can add to the above list.
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Hi-
Why can't protoss players just build out of gateways, rather than waiting for Warpgate to get strong? To get over the weak early game of P in 2v2, I've just been treating my gates (starting with 2, going to 3 before tech/expo) as standard production structures and then transition as Warpgate comes.
I've looked for a build or guide that mentions this, but I wasn't very successful.
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Hi, this might be stupid but...:
So there is a build grid. If I turn it off, theres nothing. if I turn it on, I get the white squares. I want the BLUE HEXAGONAL build grid, which I have seen used and think is the best option by far.
How on earth do I turn it on ???
Thanks.
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Is very difficult to describe, if I have another pile in a pile next to the Move command units attack command to send the unit, there will be any specific difference? Remember, you can always extend themselves and, if you are early enough, not behind the scouts.
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