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IamPryda
Profile Joined April 2011
United States1186 Posts
November 17 2011 04:54 GMT
#9141
In a ffe build where u went stargate with phoenixes against Zerg is there a specific time you should be dropping your robo or is dependent to what the Zerg does. Reason I ask I feel like even when I am having alot of success with my harrass such as denying third or killing several queens I take to long to transition allowing the Zerg to much time to drone up and recover.
Moar banelings less qq
AmericanUmlaut
Profile Blog Joined November 2010
Germany2595 Posts
November 17 2011 11:30 GMT
#9142
On November 17 2011 13:15 ZorBa.G wrote:
Does a ghosts casting snipe or a nuke out range the detection of a missilte turret/cannon/spore crawler?

According to Liquipedia, yes. Nuke has a range of 12, and all three detector structures have a vision range of 11. Also, if your intention is to use the Nuke to destroy the detection structures, you can even be a couple of range further away, since the blast doesn't have to be centered on the structure to kill it.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2595 Posts
November 17 2011 11:31 GMT
#9143
On November 16 2011 10:54 SoulWager wrote:
Which pros have PvP most figured out? I need to watch some replays of that matchup.

JYP comes immediately to mind.
The frumious Bandersnatch
stichlasser
Profile Joined March 2011
69 Posts
November 17 2011 16:50 GMT
#9144
Hey,

Im currently hardcore struggling against P (Im Zerg) when they Forge Expand. Im totally lost. I cant figure out a timing or a build/tech to go against it.

I usually open 14pool/14 gas (because if I dont, the toss is prob going 4gate or something because im unlucky ), when i spot the forge expand, I try to expand as fast as possible. But I always feel like Im behind and I cant find a good timing to attack etc ...

Thx for your help!
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
November 17 2011 17:01 GMT
#9145
On November 18 2011 01:50 stichlasser wrote:
Hey,

Im currently hardcore struggling against P (Im Zerg) when they Forge Expand. Im totally lost. I cant figure out a timing or a build/tech to go against it.

I usually open 14pool/14 gas (because if I dont, the toss is prob going 4gate or something because im unlucky ), when i spot the forge expand, I try to expand as fast as possible. But I always feel like Im behind and I cant find a good timing to attack etc ...

Thx for your help!


There are generally 3 options for you

1) Roach ling all-in. 14/14 speedling expand, expo at ~21. Put guys back on gas and get a roach warren, get some extra overlords for supply and build as many roaches as possible, then attack and rally speedlings.

2) Take a fast 3rd base, this is a little suseptible to early voidray harass denying the 3rd

3) Fast tech - Hydra ling if you suspect stargate, otherwise muta or infestors are both good for a 2 base timing push
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Zefa
Profile Joined May 2010
United States297 Posts
November 17 2011 17:01 GMT
#9146
On November 17 2011 13:54 IamPryda wrote:
In a ffe build where u went stargate with phoenixes against Zerg is there a specific time you should be dropping your robo or is dependent to what the Zerg does. Reason I ask I feel like even when I am having alot of success with my harrass such as denying third or killing several queens I take to long to transition allowing the Zerg to much time to drone up and recover.


it depends on the variation of ffe stargate that you do along with what you scout

Some people will go 1 stargate + 4 gates and drop the robo very quickly while getting out a void and some phoenixes to preemtively counter the zerg going hydra reaction.

Double stargate builds will generally depend more on doing damage and have slower robos due to your rescources being invested into the 2 stargate tech.

If you scout roach/hydra compositions with your first phoenix then you should drop your next tech as soon as possible but if you see a spire, you shouldn't really be responding with a robo. The reason a lot of people drop robo preemtively after stargate though is that obs are always useful to have to track muta movement or deny creep spread and keep track of army. The bigger decision becomes dropping the robo bay for collosi depending on whether you scout hydras or not.
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
November 17 2011 17:08 GMT
#9147
On November 17 2011 13:54 IamPryda wrote:
In a ffe build where u went stargate with phoenixes against Zerg is there a specific time you should be dropping your robo or is dependent to what the Zerg does. Reason I ask I feel like even when I am having alot of success with my harrass such as denying third or killing several queens I take to long to transition allowing the Zerg to much time to drone up and recover.


Once your eco can support it. Typically when you have out a voidray and 2 Phonix is a good time, since this is generally around the time a Zerg will get a Hydra den. You then tech Collosus and rofl stomp them when you push out with 3 and take your third base. If they defend with Queens and spores then just scout and see whats coming

Roach = Immortal Stalker
Ling/Bling = Sentry Stalker
Muta = Stalker Phonix
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
SharmonHammer
Profile Joined October 2011
United States6 Posts
November 17 2011 18:15 GMT
#9148
What is the best way to stutter step? right click--> a move or the whole stop command method?
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
November 17 2011 19:56 GMT
#9149
On November 18 2011 03:15 SharmonHammer wrote:
What is the best way to stutter step? right click--> a move or the whole stop command method?


I generally use stop because it's easier to time, but use right-click/attack to target down specific units that are chasing you or that you're chasing, ie marines vs ling/bane or concussive marauders against 1 zeal, 1 stalker, etc.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kambing
Profile Joined May 2010
United States1176 Posts
November 17 2011 21:31 GMT
#9150
Right-click -> a-move also has the pro/con of causing your units in your ball that don't auto lock onto a target to continue running in that direction. This is good if you want to cause your kiting units to slowly form a concave (by auto-attacking towards the enemy) as you stutter. This is bad if you are careless and let your non-auto locked units run away from the ones that are firing.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2011-11-17 22:01:19
November 17 2011 21:51 GMT
#9151
What is the fastest timing for a cloaked banshee opening?

I've been toying with a very cute build the gives you a ghost waiting outside the enemy base at exactly 6:30, just when cloak finishes (you even have a bit of leeway to take a long route for your ghost), and you can enter right through the front door and 2-shot protoss/zerg workers.

And I want to know how it fares in comparison with banshee openings.

Edit : I've looked through the links in the liquipedia page about banshee opening, and I've found a game with cloak finishing at 7;20 and the banshee in the worker line at 7:40, and another one with the banshee at 7:30 in the mineral line. Got anything better?
tuestresfat
Profile Joined December 2010
2555 Posts
November 17 2011 22:27 GMT
#9152
On November 18 2011 03:15 SharmonHammer wrote:
What is the best way to stutter step? right click--> a move or the whole stop command method?

In theory, I would vouch for right click -> a-click. In practice, right click -> stop command is (imo) easier to learn and very useful in some situations.

Overall answer? Right click -> a-click. Depending on your mouse quality/settings you may wish to learn both.

That said there are two types of right click -> a-click and you should pay attention as to which you are practicing. A lot of players right click -> and a-click away from the unit they are kiting (this requires minimal mouse movement). I don't think you should ever use this method, there are very few scenarios where this would actually benefit you and several scenarios where it would actually hurt you. Continuously inputting new commands (move, attack, move, attack) will essentially ask your units over and over "is there anything in range for me to attack"? If the answer is no (maybe you kitted too far, kiting unit has insane range, the units you are kiting with have different range and or movement speed, or whatever), your attack command suddenly becomes a move command to the portion of your army that is too far to continue kiting. As such, your army often splits and that kind of anti-micro can leave yourself open to be exploited by a good opponent. Similar kinds of anti-micro are a lot more likely to happen when your army isn't together, but spread out (manually split for concave, sent elsewhere, reinforcements not yet joined with main army, etc).

The other way to execute right click -> a-click micro is to move command your units away from the opposing army, and a-click forward, into his army (you may or may not wish to target fire). I guess the downside to this is you could accidentally misclick and target fire something when you only wanted to attack command. I think everyone has accidentally killed one of their own units before... and executing this type of micro definitely promotes mistakes like that

I personally have some trouble microing stimmed marines consistently, and 100% efficiently with right click -> a-click. Their dps is just so high I sometimes screw up the timing. It's probably partly due to the fact that I have a shitty mouse too =/ I have every setting (windows and sc2) set to 100% movement (ya i know, not 1:1 pixel accuracy) and it's still too slow for my liking -.-' scenarios like this I switch to right click -> stop command.
DarkTavion
Profile Joined September 2011
United States2 Posts
November 17 2011 22:50 GMT
#9153
Hey fourms. In many of my pvz's where my opponent techs up to mutas fairly quickly I find myself in a situation where I can not split my forces safely to defend all of my bases. Eventually the damage to my income is so substantial that I feel that it is the only option to push out with as much strength as I can muster. Usually with Arcons in the mix. But my question is when the mutalisk harass just begins:

What is a good ratio for cannon to mutalisk in my mineral lines.

ex. 1 cannon for four mutas.

I don't expect the cannons to take on the muta force and win. Just to make the zerg think twice abut commiting to the harass of the particular base.
No blood no foul.
fezvez
Profile Blog Joined January 2011
France3021 Posts
November 17 2011 23:48 GMT
#9154
On November 18 2011 07:50 DarkTavion wrote:
Hey fourms. In many of my pvz's where my opponent techs up to mutas fairly quickly I find myself in a situation where I can not split my forces safely to defend all of my bases. Eventually the damage to my income is so substantial that I feel that it is the only option to push out with as much strength as I can muster. Usually with Arcons in the mix. But my question is when the mutalisk harass just begins:

What is a good ratio for cannon to mutalisk in my mineral lines.

ex. 1 cannon for four mutas.

I don't expect the cannons to take on the muta force and win. Just to make the zerg think twice abut commiting to the harass of the particular base.


My personal feeling :
At the very beginning of mutalisk harass, I feel that one cannon is sufficient. This means that from 4 to 6 mutalisks are kept at bay.

After I feel that one cannon for every four mutas are enough, until a total of four cannons (and thus 16 mutas). After 4 cannons, I don't feel there is any need to add any cannons (but you may add some for other threats, like zerglings)

Why is that? The answer is the speed in which the mutas kill your cannons compared to the speed your reinforcements come. At the beginning, six mutas will of course defeat your cannon, but being in one or two bases, your stalkers are never very far. After that, the zerg fears the moment when the blink stalkers just appear in his vision, and blink for a lot of kills. So you need just the right amount of cannons (and I feel it's one cannon for 4 mutas)

After 4 cannons, well, erm, I can't explain why, but if he's commiting something like 24 mutas, this either means you can go straight up kill him, or his harass has been overly succesful, and you would have lost anyway.
Blazinghand *
Profile Blog Joined December 2010
United States25561 Posts
November 17 2011 23:51 GMT
#9155
On November 18 2011 08:48 fezvez wrote:
Show nested quote +
On November 18 2011 07:50 DarkTavion wrote:
Hey fourms. In many of my pvz's where my opponent techs up to mutas fairly quickly I find myself in a situation where I can not split my forces safely to defend all of my bases. Eventually the damage to my income is so substantial that I feel that it is the only option to push out with as much strength as I can muster. Usually with Arcons in the mix. But my question is when the mutalisk harass just begins:

What is a good ratio for cannon to mutalisk in my mineral lines.

ex. 1 cannon for four mutas.

I don't expect the cannons to take on the muta force and win. Just to make the zerg think twice abut commiting to the harass of the particular base.


My personal feeling :
At the very beginning of mutalisk harass, I feel that one cannon is sufficient. This means that from 4 to 6 mutalisks are kept at bay.

After I feel that one cannon for every four mutas are enough, until a total of four cannons (and thus 16 mutas). After 4 cannons, I don't feel there is any need to add any cannons (but you may add some for other threats, like zerglings)

Why is that? The answer is the speed in which the mutas kill your cannons compared to the speed your reinforcements come. At the beginning, six mutas will of course defeat your cannon, but being in one or two bases, your stalkers are never very far. After that, the zerg fears the moment when the blink stalkers just appear in his vision, and blink for a lot of kills. So you need just the right amount of cannons (and I feel it's one cannon for 4 mutas)

After 4 cannons, well, erm, I can't explain why, but if he's commiting something like 24 mutas, this either means you can go straight up kill him, or his harass has been overly succesful, and you would have lost anyway.


What I see players like HerO do is leave behind an HT with a storm or two in each mineral line in addition to the cannons. When the mutalisks swoop in and stack up to shoot cannon, he slaps them in the face with a storm.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
DarkTavion
Profile Joined September 2011
United States2 Posts
November 18 2011 00:51 GMT
#9156
Thanks for the pointers! All of these things make sense to me. I like the idea of starting with only one cannon and moving up in number as his muta count does.

What was it that you couldn't quite explain fezvez?

When I go up against a muta ling I honestly throw down four cannons at my main and feel safe keeping the bulk of my force near my nat. In this situation I love to simply tech to arcon and push out with three or four while I take a third. often times the zerg will swing into my main with +20 mutas and try to destroy as much as they can until they have to pull the mutas back to engage my force that is at his doorstep. Honestly, that push usually gives me the game.

Another question: Depending on the map a FFE is my normal pvz strat. I find the key to stopping a zerg's inevitable muta push, whether he builds them mid or late game, is a good timing on my twilight council. Around which time is the best time to throw down a twilight when going for an FFE, assuming I am not going for blink stalks? I feel this is important because in my opinion arcons are the best non-micro intensive counter to mutas, and if you don't already have a twilight when the mutas stream into your base it takes to much time to tech to arcons. I find that it is soooooo important to already have the first rung in the ladder to arcons achived to really come out ahead against a muta ling zerg.


also: Am I incorrect in thinking that in a pvz it is ony a matter of time before the zerg begins producing mutas.
No blood no foul.
DadE
Profile Joined February 2009
Canada44 Posts
November 18 2011 03:42 GMT
#9157
How does going mech in TvP make any sence? can someone please explain it to me because i must be doing something wrong. how do you counter a mass immortal? please help! oh and mech is "doable" in all m/u's correct?
Hmm... I should 2 hatch. muta this jerk
Yoshi Kirishima
Profile Blog Joined July 2009
United States10377 Posts
Last Edited: 2011-11-18 04:55:14
November 18 2011 04:52 GMT
#9158
On November 18 2011 07:50 DarkTavion wrote:
Hey fourms. In many of my pvz's where my opponent techs up to mutas fairly quickly I find myself in a situation where I can not split my forces safely to defend all of my bases. Eventually the damage to my income is so substantial that I feel that it is the only option to push out with as much strength as I can muster. Usually with Arcons in the mix. But my question is when the mutalisk harass just begins:

What is a good ratio for cannon to mutalisk in my mineral lines.

ex. 1 cannon for four mutas.

I don't expect the cannons to take on the muta force and win. Just to make the zerg think twice abut commiting to the harass of the particular base.


Since cannons cannot deal efficiently with Mutas, it is best to only get 1-3 per mineral line, usually 2. The purpose of these cannons is not to fend off Mutalisk harass, but rather to buy time for you to come back and defend and for you to react to pull your Probes away. Even if you have 10 cannons per base, 30 Mutalisks will eat them up very easily.

If he is going ling/bling/muta with no sign of roaches, then Archons can be a good choice. Having the same range as Mutas and more splash than them as well, leaving a couple in each mineral line is VERY effective. They can pick your Archon off but not before it gets some damage off; Mutalisks are really expensive, too. This also forces him to magic box, significantly reducing his ability to harass and requiring him to pay more attention, hence interfering with his macro and such.

If there is a sign of Roaches:

Remember that though Archons deal well with Mutas, it may end up hurting you because Archons don't do particularly well against Roaches. You may be able to defend the Mutas, but will you be able to push out and attempt to kill the Zerg since Mutalisks aren't that strong in a head-on fight, since they rely on their mobility advantage and thus their harassment role? Just keep that in mind
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
coriamon
Profile Joined August 2011
244 Posts
November 18 2011 12:56 GMT
#9159
On November 18 2011 12:42 DadE wrote:
How does going mech in TvP make any sence? can someone please explain it to me because i must be doing something wrong. how do you counter a mass immortal? please help! oh and mech is "doable" in all m/u's correct?


Mech makes sense because it basically destroys anything out of a gateway (hellion>zealot+sentry, tank>stalker). The key is when immortals do come out, get the 250 mm cannons, and thors. Thors do well against immortals with this because the 250mm cannon shoots many missiles. This basically counteracts hardened shields.

or get marines.


Mech is doable; just very micro intensive. target stalkers with your tanks, zealots with hellions and then pull back the hellions, and attack again with them, while casting 250mm cannon on the immortals.

It works out early game without too much micro, but mid-late game it is a hard strat to pull off. GL
reapsen
Profile Blog Joined May 2010
Germany559 Posts
Last Edited: 2011-11-18 14:17:33
November 18 2011 14:09 GMT
#9160
Not really an ingame strategy, but concerning installing sc2 after new installed OS. What is quicker:

a. Installing from my bought sc2 dvd and then letting it download all the patches (classic way).
b. Downloading the whole client from battle.net (assuming its fully patched)

download speed should be around 650kb/s

Edit: Okay, nevermind. I just recognized that you can download the current patch from blizzard that contains all the previous ones. So its for sure installing from DVD and then installing that patch
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