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Simple Questions Simple Answers - Page 457

Forum Index > StarCraft 2 Strategy
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SoulWager
Profile Joined August 2010
United States464 Posts
November 16 2011 01:54 GMT
#9121
Which pros have PvP most figured out? I need to watch some replays of that matchup.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
November 16 2011 05:48 GMT
#9122
As terran, for example, if you lose your barracks, can you no longer make additional factories? Do you have to rebuild the barracks, or can you make more factories because already-present factories fulfill the tech obligation?
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
Corrosive
Profile Joined August 2010
Canada3741 Posts
November 16 2011 05:50 GMT
#9123
Im protoss, but i don't like getting a huge deathball every game. i like to harass and shit. what are the best options for harass in all matchups?
Maruprime.
ZikO
Profile Joined April 2006
United Kingdom27 Posts
November 16 2011 07:17 GMT
#9124
I am particularly wondering how to hold a Drop or oncoming Army, as Protoss and as Zerg.
Which techniques do you use to keep a good map control or at least vision? As Protoss, do you use a lot of observers or pylons or just Zealots in let's say fairly close distance from Main/Natural? I know I have to control Xel'Naga Towers but sometimes they are not enough to spot an incoming Drop?
The same question for Zerg PLayers

Thank you

kofman
Profile Joined August 2011
Andorra698 Posts
Last Edited: 2011-11-16 07:29:35
November 16 2011 07:29 GMT
#9125
On November 16 2011 14:48 Belial88 wrote:
As terran, for example, if you lose your barracks, can you no longer make additional factories? Do you have to rebuild the barracks, or can you make more factories because already-present factories fulfill the tech obligation?

have to make new rax if you want to make facts. same with all of the other building requirements, so if you lose your factory, you can't make a starport until you rebuild it, even if you already have made starports before
cleecks
Profile Joined March 2011
Netherlands109 Posts
November 16 2011 07:37 GMT
#9126
On November 16 2011 16:17 ZikO wrote:
I am particularly wondering how to hold a Drop or oncoming Army, as Protoss and as Zerg.
Which techniques do you use to keep a good map control or at least vision? As Protoss, do you use a lot of observers or pylons or just Zealots in let's say fairly close distance from Main/Natural? I know I have to control Xel'Naga Towers but sometimes they are not enough to spot an incoming Drop?
The same question for Zerg PLayers

Thank you

As zerg vs drops you just want to have your overlords at least around the edges of your base. People usually go past the edges of the map to do a drop, so watchtowers generally don't let you spot the drops. The more spread out your overlords are, the easier it is to spot incoming drops.

Watchtowers and creep are very important to spot incoming armies, especially if you have like half the map gooed up with creep. It also helps to have a single zergling just in out of sight of the terran's base so you know when he's planning to move out.
sewpahkewl
Profile Joined November 2011
1 Post
November 16 2011 09:51 GMT
#9127
I'm having trouble as a protoss against a zerg that goes early roaches
Any counters?
SoulWager
Profile Joined August 2010
United States464 Posts
November 16 2011 10:40 GMT
#9128
On November 16 2011 14:50 Corrosive wrote:
Im protoss, but i don't like getting a huge deathball every game. i like to harass and shit. what are the best options for harass in all matchups?

a warp prism or DTs can be used for harrass, but it's best to do this while forcing your opponent's attention elsewhere with your main army. Whatever your method of harrassment, be methodical and persistent.

Threaten a Zerg's nat or main with your deathball? send a few DTs or a bunch of zealots to his 4th.

P pushing your ramp? forcefield him out and drop zealots in his mineral line. when he warps in for defense, pick back up, fly home and crush his push.

Terran still not have any vikings? Drop early drop often, pin him with a prism and 4 stalkers while teching and expanding. So many scrubby terrans will overstim against this, just pick up and fly away.
coriamon
Profile Joined August 2011
244 Posts
November 16 2011 12:51 GMT
#9129
On November 16 2011 18:51 sewpahkewl wrote:
I'm having trouble as a protoss against a zerg that goes early roaches
Any counters?



Do you mean an early roach push?

Get stalkers; lots of stalkers. Get blink if they become to be too much. Immortals are also good (if you are already going for a robobased build). Remember to scout, and if you suspect roaches (Example: 1 gas late after pool) then throw down a robo facility.

If you mean during your push(or really during his as well), it is also wise to get sentries. FFS decimate roaches without speed and tunneling claws.
tuestresfat
Profile Joined December 2010
2555 Posts
November 16 2011 12:54 GMT
#9130
On November 16 2011 10:54 SoulWager wrote:
Which pros have PvP most figured out? I need to watch some replays of that matchup.

inori has a really scary pvp
coriamon
Profile Joined August 2011
244 Posts
November 16 2011 12:54 GMT
#9131
On November 16 2011 16:17 ZikO wrote:
I am particularly wondering how to hold a Drop or oncoming Army, as Protoss and as Zerg.
Which techniques do you use to keep a good map control or at least vision? As Protoss, do you use a lot of observers or pylons or just Zealots in let's say fairly close distance from Main/Natural? I know I have to control Xel'Naga Towers but sometimes they are not enough to spot an incoming Drop?
The same question for Zerg PLayers

Thank you



Plop down dem pylons everywhere on the map. Specifically, if there is a close air position near you, place pylons on that base. Pylons all around your base are good for vision. I usually get 2-3 obs if they are in the close air position, that way I can follow their dropships.

Also, I keep an obs in front of their base. This helps for both my pushes (I can spot the high ground) and when they push, I will see it and keep an obs on them.
b0rt_
Profile Joined October 2011
Norway931 Posts
November 16 2011 21:18 GMT
#9132
When Stephano (zerg) goes in for a large attack he brings up units as they are created and they are somehow all in his control groups so he can use them instantly. How does he do this? Thanks
tuestresfat
Profile Joined December 2010
2555 Posts
November 16 2011 21:32 GMT
#9133
On November 17 2011 06:18 b0rt_ wrote:
When Stephano (zerg) goes in for a large attack he brings up units as they are created and they are somehow all in his control groups so he can use them instantly. How does he do this? Thanks

sorry I haven't had the pleasure of analyzing any of his replays (so I might be giving you the wrong answer) but it sounds like he is simply binding eggs to his control group before the units have hatched.

This is a somewhat common technique, some people do it while others don't out of preference. Simply bind the eggs when you make them to whatever hotkey you desire, and when the unit spawns it will be in the hotkey.
b0rt_
Profile Joined October 2011
Norway931 Posts
November 16 2011 21:41 GMT
#9134
On November 17 2011 06:32 tuestresfat wrote:
Show nested quote +
On November 17 2011 06:18 b0rt_ wrote:
When Stephano (zerg) goes in for a large attack he brings up units as they are created and they are somehow all in his control groups so he can use them instantly. How does he do this? Thanks

sorry I haven't had the pleasure of analyzing any of his replays (so I might be giving you the wrong answer) but it sounds like he is simply binding eggs to his control group before the units have hatched.

This is a somewhat common technique, some people do it while others don't out of preference. Simply bind the eggs when you make them to whatever hotkey you desire, and when the unit spawns it will be in the hotkey.

Ah yes makes perfect sense Thanks
iky43210
Profile Blog Joined May 2011
United States2099 Posts
Last Edited: 2011-11-17 01:35:37
November 17 2011 01:34 GMT
#9135
What's the best way to focus fire multiple targets with tanks?

I've tried multiple ways in custom map and can't come up with a good solution. When you tried to shift a-attack or shiift right clicks, the tanks won't switch to those target immediately and sometimes never. For example, a group fo ultra is charging in and banelings behind the back, if I tried to shift attack command on banelings, it will never attack banelings until all the ultras are dead.

I can just right click, but that's too slow and stops my marine micro. Is there any tricks to this? Greatly appreciate any response
vorxaw
Profile Joined April 2011
Canada245 Posts
November 17 2011 02:24 GMT
#9136
2 simple questions about controlling marines:

1) I have some marine in battle in the centre of the map and some fresh marines rallied to my choke, how do I best bring them into battle? Do I send them over first, then hotkey them with the others? If I shift+1 them with the orginals first and go back to microing, they would stutter and not reach battle as fast.

2) I currently hotkey marine+medic to 1 hotkey, which is bad because I am needlessly moving my medics while microing marines, which cuts into their healing time. How do you guys do it?

Thanks!
vorxaw
Profile Joined April 2011
Canada245 Posts
November 17 2011 02:27 GMT
#9137
On November 17 2011 10:34 iky43210 wrote:
What's the best way to focus fire multiple targets with tanks?

I've tried multiple ways in custom map and can't come up with a good solution. When you tried to shift a-attack or shiift right clicks, the tanks won't switch to those target immediately and sometimes never. For example, a group fo ultra is charging in and banelings behind the back, if I tried to shift attack command on banelings, it will never attack banelings until all the ultras are dead.

I can just right click, but that's too slow and stops my marine micro. Is there any tricks to this? Greatly appreciate any response


You might have given them a command inadvertently previous to attacking banelings. Try right clicking one baneling THEN shift right clicking the other banelings to make sure your queue is clear.
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
November 17 2011 02:55 GMT
#9138
On November 17 2011 06:41 b0rt_ wrote:
Show nested quote +
On November 17 2011 06:32 tuestresfat wrote:
On November 17 2011 06:18 b0rt_ wrote:
When Stephano (zerg) goes in for a large attack he brings up units as they are created and they are somehow all in his control groups so he can use them instantly. How does he do this? Thanks

sorry I haven't had the pleasure of analyzing any of his replays (so I might be giving you the wrong answer) but it sounds like he is simply binding eggs to his control group before the units have hatched.

This is a somewhat common technique, some people do it while others don't out of preference. Simply bind the eggs when you make them to whatever hotkey you desire, and when the unit spawns it will be in the hotkey.

Ah yes makes perfect sense Thanks

Yea i recently figured this out watching his stream. It's soo useful for putting mutas into ur army.
If you haven't figured it out , its just shift clicking away the excess larva shift(if there is)+ shift click plus whatever hotkey u want to add the eggs to.
"come korea next time... FXO house... 10 korean, 10 korean"
Entteri
Profile Joined August 2011
Finland108 Posts
November 17 2011 04:09 GMT
#9139
Why attack upgrade is often (or always?) mentioned first while talking about upgrades even though armor is displayed first in the unit information? Also, since I also think mentioning attack first makes sense, why is armor displayed first?

Example: level 0 armor, level 1 attack upgrade is always called 1-0 upgrades while the unit information says 0-1.

ZorBa.G
Profile Joined July 2011
Australia279 Posts
November 17 2011 04:15 GMT
#9140
Does a ghosts casting snipe or a nuke out range the detection of a missilte turret/cannon/spore crawler?
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