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Forum Index > StarCraft 2 Strategy
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galtdunn
Profile Joined March 2011
United States977 Posts
November 11 2011 23:23 GMT
#9061
You'd have to test it, but shouldn't hitting "stop" work?
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Tossrock
Profile Joined November 2011
United States2 Posts
November 11 2011 23:39 GMT
#9062
Is Merge Archon 'smart' in that it will pick the lowest energy Templar, or is this something you have to do yourself?
envisioN .
Profile Joined February 2011
United States552 Posts
November 12 2011 00:56 GMT
#9063
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.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
November 12 2011 01:59 GMT
#9064
When is the best time to make a new supply depot/pylon/overlord?
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-11-12 02:12:06
November 12 2011 02:11 GMT
#9065
On November 12 2011 08:19 Blazinghand wrote:
Show nested quote +
On November 12 2011 08:11 galtdunn wrote:
On November 12 2011 07:47 Blazinghand wrote:
On November 12 2011 07:45 ooopepper wrote:
On November 12 2011 07:08 galtdunn wrote:
On November 12 2011 06:57 ooopepper wrote:
Question regarding Warp Prism + two Immortal micro vs roaches

Sorry if this question has been asked, but how do you do it exactly?
Do you look at the UI and click the wireframes of the immortals and then pick them up? Do you d-click the warp prism and immediately pick them up and repeat?

I guess what I'm basically asking is, what is the easiest way to do this?

Prime example


I assume you saw the reddit post...

Just click the wire frame dropping one, then pick it instantly back up again. There might be a small delay for immortal attack, but you should get the hang of it pretty quick.

You probably don't even need 2 immortals...

Also, this should never actually work, because the Zerg will just run with his roaches.


Ok thanks, but doesn't that require a big movement from the UI to the warp prism to pick it up? I mean, you're clicking the wire frame, then going up to the warp prism, picking it up, and then going back down to the wire frame again to drop once more and repeat. It seems excessive.


With great power comes great responsibility, ooopepper. In this case, the great power is Immortal Drop. And the great responsibility is "doing a lot of clicking" to make it work. In my experience with drops, if you want to drop-micro it's a click-intensive process, and with two units loaded it becomes more challenging.

Idea: if you have 2 immortals in it, just drop-click the warp prism. They will unload one at a time. Then simply pick up each immortal as it falls/shoots. Rinse and repeat. Lowers your micro by 50%!!

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
envisioN .
Profile Joined February 2011
United States552 Posts
November 12 2011 02:34 GMT
#9066
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).
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
saaaa
Profile Joined November 2010
Germany419 Posts
November 12 2011 09:14 GMT
#9067
On November 12 2011 06:00 coL.rsvp wrote:
Show nested quote +
On November 12 2011 04:28 saaaa wrote:
is the ghost timing push against Protoss still viable?

What do you think about his style after the new patch..?


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?

Teaboar
Profile Joined September 2010
Finland18 Posts
November 12 2011 12:53 GMT
#9068
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?
envisioN .
Profile Joined February 2011
United States552 Posts
November 12 2011 15:28 GMT
#9069
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 (Wiki)3 Gate Robo. It isn't the most effective build in all situations but it works and is safe in the majority of situations. Also check out (Wiki)Protoss Strategy for more builds and info.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
November 12 2011 16:21 GMT
#9070
On November 12 2011 18:14 saaaa wrote:
Show nested quote +
On November 12 2011 06:00 coL.rsvp wrote:
On November 12 2011 04:28 saaaa wrote:
is the ghost timing push against Protoss still viable?

What do you think about his style after the new patch..?


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?



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.
cleecks
Profile Joined March 2011
Netherlands109 Posts
November 12 2011 16:38 GMT
#9071
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?
Elldar
Profile Joined July 2010
Sweden287 Posts
November 12 2011 17:19 GMT
#9072
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.
Hydrox911
Profile Joined October 2010
United Kingdom261 Posts
Last Edited: 2011-11-12 17:44:50
November 12 2011 17:44 GMT
#9073
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 ?
No, Your Quote.
envisioN .
Profile Joined February 2011
United States552 Posts
November 12 2011 18:24 GMT
#9074
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.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Mozdk
Profile Joined October 2010
Denmark6989 Posts
November 12 2011 19:01 GMT
#9075
Not strat but I don't know where else to ask.

Why is team liquid called liquid?

And why the horse logo?

Any1 know?
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
cleecks
Profile Joined March 2011
Netherlands109 Posts
November 12 2011 19:09 GMT
#9076
On November 13 2011 02:19 Elldar wrote:
Show nested quote +
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.
It was at the gold base that's close to you on metalopolis.

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.
MysteryHours
Profile Joined September 2010
United States168 Posts
November 12 2011 20:05 GMT
#9077
TvP, what's the ideal marine/marauder mix to load in a medivac when dropping a Protoss' base?
Iridium
Profile Joined June 2011
Sweden90 Posts
November 12 2011 20:18 GMT
#9078
On November 11 2011 22:03 coriamon wrote:
Show nested quote +
On November 11 2011 20:29 Iridium wrote:
On November 11 2011 08:34 VoirDire wrote:
On November 11 2011 06:57 Iridium wrote:
When a protoss FFE, how do i know what they are doing depending on their gases? For an example, if i scout 4 quick gasses, is there any way to know what the protoss is doing ?

You can't know for certain unless you sac an ol and spot something, but it's probably not 7-gate. I'd say build an extra round of drones, build a spore crawler at each base in case of air/dt and make sure you have creep spread to your third in case they do a dual stargate all-in. If you confirm dual stargate, build extra queens and extra spore colonies and tech to hydra.


Okay but what if i see 3 gases ? or 2 gases a long time and then a 3rd gas added on ? The thing i loose to the most nowadays is when protosses use FFE because i sinmply can't read what they're doing. have you got any advice ?



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?
SK.MC!
vorxaw
Profile Joined April 2011
Canada245 Posts
November 12 2011 23:09 GMT
#9079
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?
Slunk
Profile Blog Joined February 2010
Germany768 Posts
November 12 2011 23:20 GMT
#9080
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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