Simple Questions Simple Answers - Page 454
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galtdunn
United States977 Posts
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Tossrock
United States2 Posts
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envisioN .
United States552 Posts
On November 12 2011 08:39 Tossrock wrote: Is Merge Archon 'smart' in that it will pick the lowest energy Templar, or is this something you have to do yourself? Just tested, no, Merge Archon will merge the two closest HT together, no matter their energy. | ||
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Monsyphon
Canada190 Posts
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Shield
Bulgaria4824 Posts
On November 12 2011 08:19 Blazinghand wrote: That's true! That's a good move. A related question that I think I know the answer to, but still want to know: Is there a way to stop "self drop"? If you hit "unload all" on a position, you can stop unloading by moving or something (say if stalkers show up and you want to fly away). Is there a way to stop a self-drop, where you unload all on your own medivac? I know moving doesn't work... I'm not sure if I completely understand your question, but 'stop' should be fine. Edit: galtdunn was first | ||
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envisioN .
United States552 Posts
On November 12 2011 10:59 Monsyphon wrote: When is the best time to make a new supply depot/pylon/overlord? Early Game, when you are about 4 supply away from your cap you should make a new depot/pylon/overlord. I know that as terran in the mid game I'm constantly producing 2 depots at a time on 2 base. For Zerg your best bet would be 1 overlord per set of larvae from 1 base (2 OLs from 2 base, etc). | ||
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saaaa
Germany419 Posts
On November 12 2011 06:00 coL.rsvp wrote: Yes. Are you talking about 1 base or 2 base? 1 base ghost timing attacks have been pretty rare to begin with, but like any 1 base stim timing attack, can be really dangerous. If you're talking 2 base... well terrans are still going to get ghost against HT or gateway play so it's not like just because EMP is a bit weaker terrans are going to stop using it. I'm talking about the 1Rax FE into 3 Rax Ghost timing at around the 10 minute mark. Where you get 2 ghosts to EMP the protoss army? | ||
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Teaboar
Finland18 Posts
So far I've browsed liquipedia for some protoss builds against different races but I'd really prefer not to learn one build per match-up that I repeat every single time I play. The problems is that trying to memorize a bunch of build orders is turning out to be very difficult for me as well, and this is why I'd like to know if there's a standard opening that I could go by just to get me started and would allow me to change my build to fit the match-up I'm playing once I'm a couple of minutes into the game? I'm not looking for a build that moves me up in ladder in the shortest amount of time or anything like this but when I played zerg I remember that there were only very few openings I used (like up to 20 food or so), most of which basically worked against every match-up and I guess I'd just like to know if protoss has something similar? | ||
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envisioN .
United States552 Posts
On November 12 2011 21:53 Teaboar wrote: I'm a returning sc2 player that used to be in low diamond with zerg in season 1, and now I'm looking to give protoss a go. I've only practiced against the computer so far as I figured if I can't even beat the insane computer I might as well play against it until I do. I'd just like to know if there's an opening that's effective against all races and that would help me improve my game. So far I've browsed liquipedia for some protoss builds against different races but I'd really prefer not to learn one build per match-up that I repeat every single time I play. The problems is that trying to memorize a bunch of build orders is turning out to be very difficult for me as well, and this is why I'd like to know if there's a standard opening that I could go by just to get me started and would allow me to change my build to fit the match-up I'm playing once I'm a couple of minutes into the game? I'm not looking for a build that moves me up in ladder in the shortest amount of time or anything like this but when I played zerg I remember that there were only very few openings I used (like up to 20 food or so), most of which basically worked against every match-up and I guess I'd just like to know if protoss has something similar? The build you are looking for is the | ||
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Excludos
Norway8233 Posts
On November 12 2011 18:14 saaaa wrote: I'm talking about the 1Rax FE into 3 Rax Ghost timing at around the 10 minute mark. Where you get 2 ghosts to EMP the protoss army? Not sure what exact strategy you're talking about, but generally everything that was viable before the latest patch is still viable now. The only difference is that the protoss army will have a tad more hp after EMPs, and you'll generally see faster upgrades from the toss side. | ||
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cleecks
Netherlands109 Posts
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Elldar
Sweden287 Posts
On November 13 2011 01:38 cleecks wrote: Zerg question. When I scout proxy 2gate at like 12 supply, not having thrown down any buildings yet myself, what's the best way to react to it? Is it 2 gate in your main or in the middle of the map? That is a huge difference. I would pull drones if in main to kill the gates, if in the middle of the map get a pool asap or at 14 depending on if they are close to done or just being warped-in. Then defend with spines and queen and some lings. | ||
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Hydrox911
United Kingdom261 Posts
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envisioN .
United States552 Posts
On November 13 2011 02:44 Hydrox911 wrote: As a terran, with the changes to shattered temple removing close spawns, what direction is best to scout in first vs each race. Vs T,P,Z R close by air or cross spawns ? It depends on when you are scouting, after your depot or after barracks. Personally I always scout after depot and go cross spawns first vs Protoss and Random, hitting the Xel'naga Tower along the way just to scout for any proxy shenanigans in the middle of the map. vs Terran I go to close by air first, and for Zerg I scout for his first OL to see if he is close by air because zergs ALWAYS send their first OL to close by air spawns on that map. | ||
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Mozdk
Denmark6989 Posts
Why is team liquid called liquid? And why the horse logo? Any1 know? | ||
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cleecks
Netherlands109 Posts
On November 13 2011 02:19 Elldar wrote: It was at the gold base that's close to you on metalopolis.Is it 2 gate in your main or in the middle of the map? That is a huge difference. I would pull drones if in main to kill the gates, if in the middle of the map get a pool asap or at 14 depending on if they are close to done or just being warped-in. Then defend with spines and queen and some lings. I threw down my pool at 12 and held off the initial 2gate pressure with spines and lings, but I'm not sure if I should try to either follow it up with attacking his base (as he's probably lacking a wall due to the proxy gates) or just play normal from there and expand whenever I have the money. | ||
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MysteryHours
United States168 Posts
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Iridium
Sweden90 Posts
On November 11 2011 22:03 coriamon wrote: 2-3 gasses suggest a heavy gateway composition because (with an emphasis on zealots and stalkers) he won't have enough gas for higher tech units. It can also suggest a fast 3rd. Okay! Thanks for all the answers! BTW, do you know when should i send my overlord into his base? | ||
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vorxaw
Canada245 Posts
Whats the reasoning/benefit behind that and how exactly do they split CC among those hotkeys? | ||
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Slunk
Germany768 Posts
On November 13 2011 08:09 vorxaw wrote: I see pros hotkeying command centres not just to 4 and 5 but also often to 8/9/0 Whats the reasoning/benefit behind that and how exactly do they split CC among those hotkeys? In Broodwar a lot of people had this habit to hotkey their main building to every hotkey in the beginning of the game and even among pros not a lot of people use the 890 keys, so they stay hotkeyed to CCs or whatever. It may make sense however because if you hotkey PFs and OCs in the same group you cant build SCVs out of all if you dont shiftselect them. | ||
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