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Weasel-
Profile Joined June 2009
Canada1556 Posts
March 15 2011 20:15 GMT
#881
On March 15 2011 06:20 Terranoob wrote:
So i'm Terran, playing a Terran who's turtled in his base. I've blocked off his natural and I'm waiting for him to leave his base or starve to death. As i have 2/3 expansions by this time i'm not expecting much. A quick scout of a couple of Expos after a little while shows nothing.

Then out of nowhere comes 50 banshees and vikings and blows me away, meaning he's sneaked out somewhere and being a Bronze noob, I've missed it.

The question is; Is it best to patrol 1 air unit around expos every now and again or have a marine on every one, which could be 8 marines + when facing a lame turtling. I'm just wondering what the safest and most effective option would be.

Thanks!

Yes, if you have a contain you have to make sure that's he absolutely not leaving his base or doing something somewhere else, or else it's not really a contain. Especially if you have 2/3 of the map, just line the entire air path to his base with turrets/pylons/overlords whatever to catch him leaving.
ftl
Profile Joined March 2011
28 Posts
March 15 2011 20:16 GMT
#882
On March 15 2011 06:20 Terranoob wrote:
So i'm Terran, playing a Terran who's turtled in his base. I've blocked off his natural and I'm waiting for him to leave his base or starve to death. As i have 2/3 expansions by this time i'm not expecting much. A quick scout of a couple of Expos after a little while shows nothing.

Then out of nowhere comes 50 banshees and vikings and blows me away, meaning he's sneaked out somewhere and being a Bronze noob, I've missed it.

The question is; Is it best to patrol 1 air unit around expos every now and again or have a marine on every one, which could be 8 marines + when facing a lame turtling. I'm just wondering what the safest and most effective option would be.

Thanks!


Well, 8 marines cost a total of 400 minerals, and you can park them there for forever. One air unit costs a little less than that, but takes some of your attention to remember to scout everywhere, and it's easy to forget an expo where he might be.

I'm not going to weigh in on which is *better*. But mention another few options:
1) Occasionally throw down a scan of his main. If he really is on one base and you're on 3, then that lack of mule won't put you behind on economy. However, if you see a larger army than you think is possible with his one base, you'll know something is up.

2) Have 4 marines, and just set them on a permanent patrol between various expos. If the guy really is contained to the one base you think he is, then they'll safely wander around, scout any potential expos, and give you some vision for the cost of 200 minerals/4 food - a cost that is small if he really is on one fewer base than you are. If any of them die, well, then your contain isn't as great as you think it is and it'll tell you you don't know what's going on.

3) Have you watched your own replay of that match? You should take a look - see where his extra base *actually* was and why you missed it. Take a look at your economy and army composition and see what you could have spared to see the spot you missed. There doesn't need to be a one-size-fits-all answer to the question of what to scout with late-game.

Sorry I couldn't give an actual answer to your question, but other people haven't yet either
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
March 15 2011 20:16 GMT
#883
On March 16 2011 05:09 Ghost-z wrote:
Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.

http://spreadsheets.google.com/pub?key=t8Z5bsJL0-2LyqHW1DWUAYA&output=html
Micro your Macro
underdawg
Profile Joined January 2011
United States399 Posts
March 15 2011 21:21 GMT
#884
honestly i think the best thing to use for scouting expos during a heavy contain is bunkers.

1. he might simply freak out when he sees a bunker.
2. you can salvage them
3. doesn't take away army

but it really doesn't matter if you think he is one basing. all you need to do in that scenario is make sure he doesn't expand, expand a few times yourself, and make stuff. whether it's rines at each place, sensor towers, supply depots, patrolling units, etc.
wordd
Profile Joined March 2011
Australia190 Posts
March 15 2011 21:24 GMT
#885
I have a few stupid questions.

- whats the best way to manage my replays, where do i insert them into a correct folder to watch directly through sc2 gears or sc2.exe and how do i auto replay save.
- is there a hot-key for auto-repair for Terran? what is it.
-also an alternative unbound key i can use for Terran as a cancel production key. instead of ESC. I use F to lift and ` to patrol.

Thanks
YA
wordd
Profile Joined March 2011
Australia190 Posts
March 15 2011 21:34 GMT
#886
On March 16 2011 06:24 wordd wrote:
I have a few stupid questions.

- whats the best way to manage my replays, where do i insert them into a correct folder to watch directly through sc2 gears or sc2.exe and how do i auto replay save.
- is there a hot-key for auto-repair for Terran? what is it.
-also an alternative unbound key i can use for Terran as a cancel production key. instead of ESC. I use F to lift and ` to patrol.

Thanks

and any other recommended hotkey changes that makes my life easier i would love to hear.
thanks again.
YA
SimpleNEasy
Profile Joined March 2011
United States22 Posts
March 15 2011 22:12 GMT
#887
When specifically do I get the hallucination research with a 3 gate FE?
(I know it is after your Warp Gate, but after or before my expansion?)
In PvZ do I follow up with +2 Attack as soon as my +1 is finished?
(therefore getting citadel @ about 85% of +1?)
Am I supposed to focus fire corruptors if there are over 7 of them?
What about vikings?
(I personally only focus down vikings).
SimpleNEasy
Profile Joined March 2011
United States22 Posts
March 15 2011 22:18 GMT
#888
On March 15 2011 10:20 PeggyHill wrote:
Two quick questions:

1 - what hotkey setup to use for mutliple nexus? I usually have each base on a separate key (0 main, 9 natural, 8 third) but I'm sure I've seen some players hotkeying all their nexus on one key.

I understand you can make better use of chrono this way, and also macro quicker, but I quite like the ability to jump to each base using that key.

2 - if fighting MMM, is it worth targeting down the medivacs, while taking fire from the marines and marauders? from a toss perspective.


1) Well most players do not hotkey all of their nexuses in late game (at least that I know of).
HuK uses 0 for all his nexuses later on in the game.
My set up:
1-3 Army (1 as my whole army, 2 as my DPS units, 3 as my spellcasters)
4-6 Tech (Forge, Robo, 6=as necessary)
0 = Nexuses (I set a shortcut with my mousekey)
I am not a great player so I do not use any hotkeys for observers or anything yet.
In early game I use 1 as nexus, 2 as scout. As for your question of jumping to bases, I am not sure of an efficient way to do that, tbh it is your style =D.

2) No not usually, but it depends on the situation. If you are fending off a drop you obviously target the medivacs. The thing about targeting is that it takes too much APM that could be used on Force Fields and Storm, as well as reinforcing and macroing. I have seen players Feedback medivacs in battle, not never directly target them down, as a good player will not have them hanging over your army.
Remslem
Profile Joined March 2011
Sweden3 Posts
Last Edited: 2011-03-16 02:03:21
March 16 2011 01:52 GMT
#889
Hey everyone! Knew here.

Got two simple ones for you. Here goes:

1. If a worker (i.e: drone) is carrying resources and then morphs into a building, is what the worker carrying at the time wasted?

2. Are units affected by fungal growth able to attack?
(And I know I could just test this for myself, but can't seem to get the unit tester to work)
((watching some replays, I'm guessing that the answer is no?))
iamsatan
Profile Joined October 2010
United States109 Posts
March 16 2011 02:58 GMT
#890
On March 16 2011 10:52 Remslem wrote:
Hey everyone! Knew here.

Got two simple ones for you. Here goes:

1. If a worker (i.e: drone) is carrying resources and then morphs into a building, is what the worker carrying at the time wasted?

2. Are units affected by fungal growth able to attack?
(And I know I could just test this for myself, but can't seem to get the unit tester to work)
((watching some replays, I'm guessing that the answer is no?))


1. if you let the building finish, the resources are wasted, if you cancel the building the drone will still be holding the resources

2.yes they can attack if enemy units are in range.
Cliff747
Profile Joined May 2010
United States9 Posts
March 16 2011 04:35 GMT
#891
Sorry if this has been answered before. Where are the maps stored or placed on my computer? When I play off line I can still play the new ladder maps and the GSL and MLG maps but searching my computer I don't find them.
You learn something new every day, but it may not be what you expected
PineappleSage
Profile Joined April 2010
Canada109 Posts
March 16 2011 05:03 GMT
#892
after u get zergling speed what should u scout for to react and put them back on gas?
zerglings ^^
bqzg
Profile Joined January 2011
64 Posts
March 16 2011 05:22 GMT
#893
question about MMM:

I read someone talk about getting your medivacs to follow your marines/marauders instead of having them in the same control group, so that they would continue to heal while you stutterstepped your units. but whenever i try to get a medivac to follow a unit (by right-clicking it), the unit just loads up into the medivac instead. is there a way to make them follow your ground forces?
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
March 16 2011 05:26 GMT
#894
On March 16 2011 14:22 bqzg wrote:
question about MMM:

I read someone talk about getting your medivacs to follow your marines/marauders instead of having them in the same control group, so that they would continue to heal while you stutterstepped your units. but whenever i try to get a medivac to follow a unit (by right-clicking it), the unit just loads up into the medivac instead. is there a way to make them follow your ground forces?

I'm not 100% sure but a-moving the unit might work. Keep in mind though, this will make your medivacs lag behind your stutterstepping army, and make them much easier to pick off.
more weight
shaunnn
Profile Joined October 2010
Ireland1230 Posts
March 16 2011 06:32 GMT
#895
In a simple 3 gate expand v zerg, what are the chronoboost timings after doing it on the 15th food probe(first 3), do i chrono 19th food probe, or do i do I wait and do it once on the gate+core when sentry is starting, also how many do I need on the core to have warp tech done in time if I drop my gates around the standard 26/27/28 food time.

This is just for standard play v a zerg who has no intention of agression like
The naniwa - Unit of protoss skill, defined as the number of gates you build off of one base
Terranoob
Profile Joined March 2011
44 Posts
March 16 2011 10:58 GMT
#896
Thanks for all your help, guys. Now I just need to not be shit! :D
Remslem
Profile Joined March 2011
Sweden3 Posts
March 16 2011 15:41 GMT
#897
On March 16 2011 11:58 iamsatan wrote:
Show nested quote +
On March 16 2011 10:52 Remslem wrote:
Hey everyone! Knew here.

Got two simple ones for you. Here goes:

1. If a worker (i.e: drone) is carrying resources and then morphs into a building, is what the worker carrying at the time wasted?

2. Are units affected by fungal growth able to attack?
(And I know I could just test this for myself, but can't seem to get the unit tester to work)
((watching some replays, I'm guessing that the answer is no?))


1. if you let the building finish, the resources are wasted, if you cancel the building the drone will still be holding the resources

2.yes they can attack if enemy units are in range.

regarding 1: Is it the same thing if I send a worker holding minerals to gas, without dropping of the minerals first? Wasted minerals?
Mythito
Profile Joined January 2011
Canada230 Posts
March 16 2011 16:06 GMT
#898
On March 17 2011 00:41 Remslem wrote:
Show nested quote +
On March 16 2011 11:58 iamsatan wrote:
On March 16 2011 10:52 Remslem wrote:
Hey everyone! Knew here.

Got two simple ones for you. Here goes:

1. If a worker (i.e: drone) is carrying resources and then morphs into a building, is what the worker carrying at the time wasted?

2. Are units affected by fungal growth able to attack?
(And I know I could just test this for myself, but can't seem to get the unit tester to work)
((watching some replays, I'm guessing that the answer is no?))


1. if you let the building finish, the resources are wasted, if you cancel the building the drone will still be holding the resources

2.yes they can attack if enemy units are in range.

regarding 1: Is it the same thing if I send a worker holding minerals to gas, without dropping of the minerals first? Wasted minerals?


yes. the minerals disappear, also gas disappears when you mine minerals or turn into a building
Did everything just taste purple for a second?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
March 16 2011 16:22 GMT
#899
On March 16 2011 06:24 wordd wrote:
I have a few stupid questions.

- whats the best way to manage my replays, where do i insert them into a correct folder to watch directly through sc2 gears or sc2.exe and how do i auto replay save.
- is there a hot-key for auto-repair for Terran? what is it.
-also an alternative unbound key i can use for Terran as a cancel production key. instead of ESC. I use F to lift and ` to patrol.

Thanks


1. this is case sensitive. i do (winner)(RACE) v (loser)(RACE) ie tylerP v strelokT jejeje
they save automatically to docements/starscraft ii/accounts/xxxx/replays/autosave if you have the option checked. i save them manually into the multiplayer folder where i keep all my personal replays. i keep downloaded replays in various subfolders of multiplayer based on date that i downloaded them.

2. don't believe so

3.is this a question
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
March 16 2011 16:26 GMT
#900
On March 16 2011 07:12 SimpleNEasy wrote:
When specifically do I get the hallucination research with a 3 gate FE?
(I know it is after your Warp Gate, but after or before my expansion?)
In PvZ do I follow up with +2 Attack as soon as my +1 is finished?
(therefore getting citadel @ about 85% of +1?)
Am I supposed to focus fire corruptors if there are over 7 of them?
What about vikings?
(I personally only focus down vikings).


1. some prefer it right after warpgate but I think it's better to have your warpgate finish, used your 300 gas on sentries and then spend the next 100 on hullu if that's what you are scouting with. any later and you might as well make an obs -.-

2. +1 armor is great. I'd say get +1 armor after +1 attack and time the council for +2 attack after +1 armor

3. if you have adequate forcefields and can zone roaches then definitely blink stalkers back and focus corruptors. Do the same thing with vikings, for sure. Unlike vs zerg, your gateway units are actually terrible in terms of cost efficiency vs bio so you need to get those vikings down and not let bio touch your colo if at all possible
get rich or die mining
TL+ Member
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