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On March 16 2011 15:32 shaunnn wrote: 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
it's safer to only use 2 chrono boosts on your nexus is pvz. especially since lately zergs are favoring cheesey all-inish builds that require you to get faster gateway units out. Even if you scout 15 hatch they can just as easily stop drone production and just mass lings from there or do some sort of roach bust. After your 2nd cb on nexus, you need to be very active with scouting but in terms of priority, go gateway units -> warpgate research -> nexus if you're feeling greedy but I wouldn't advise cb'ing nexus after 15 food ever!
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This may have been asked before but I didn't see it after browsing through the thread, what is the best finger postioning on the keyboard for zerg players, not neccessarily what your hotkeys are but which finger to use to hit each button. It probably depends on your hotkeys since everyone has a somewhat different setup, but any ideas for someone with army on 1-3, hatches on 4 and queens on 5,6,7 ?
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Is it possible to reduce the selected units (esp. workers for sending them into gas) more quickly than by shift + clicking the images on the bottom of the unnecessary workers? Sometimes when watching good players stream it seems like they use some keyboard shortcut for kicking additional units out of selection?
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Say I decide to go ling(+bling)/roach/hydra versus T/P. What should I upgrade first? Armor or Melee/missle?
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I am a new player and had some simple questions to ask.
I completed all 50 of my practice matches ended up 30-20 or something like that. I did my placement matches and lost all 5. I am having a really hard time in the Bronze bracket 3-14 something terrible like that.
My question is this do you think it would be a better idea to keep playing in the ladder losing and learning watching replays or should I practice against the computer?
Does your record reset when you move up a bracket or will I be stuck with all these loses even if I some how manage to get decent and move up?
Thanks
P.S. I guess this isn't really a start question sorry.
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Is marine/Banshee a viable option in TvP and mabey TvZ??
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If an immortal has less than 10 shield, but it hit by an attack that does more than 10 damage, what happens?
For example, if an immortal with 5 shield left is hit by a seige tank (50 damage) how much hp does the immortal have left?
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On March 17 2011 14:56 farseerdk wrote: If an immortal has less than 10 shield, but it hit by an attack that does more than 10 damage, what happens?
For example, if an immortal with 5 shield left is hit by a seige tank (50 damage) how much hp does the immortal have left?
Damage is reduced before the calculation.
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On March 17 2011 13:39 heatly wrote: I am a new player and had some simple questions to ask.
I completed all 50 of my practice matches ended up 30-20 or something like that. I did my placement matches and lost all 5. I am having a really hard time in the Bronze bracket 3-14 something terrible like that.
My question is this do you think it would be a better idea to keep playing in the ladder losing and learning watching replays or should I practice against the computer?
Does your record reset when you move up a bracket or will I be stuck with all these loses even if I some how manage to get decent and move up?
Thanks
P.S. I guess this isn't really a start question sorry.
keep playing the ladder and just practice that way, you'll be stuck with the losses even if you move up but theyre just losses and no one cares about them, i think theyre even removing losses from showing in your profile
On March 17 2011 07:37 GORECHESTRA wrote: Is it possible to reduce the selected units (esp. workers for sending them into gas) more quickly than by shift + clicking the images on the bottom of the unnecessary workers? Sometimes when watching good players stream it seems like they use some keyboard shortcut for kicking additional units out of selection?
no, pros just do it really fast
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On March 17 2011 14:56 farseerdk wrote: If an immortal has less than 10 shield, but it hit by an attack that does more than 10 damage, what happens?
For example, if an immortal with 5 shield left is hit by a seige tank (50 damage) how much hp does the immortal have left?
i believe he'll lose 5 health and be at 195 hp
On March 17 2011 14:49 baconbitsz wrote: Is marine/Banshee a viable option in TvP and mabey TvZ??
hah since Synystyr hasn't posted for a while i'll advertise for him, try this build out for ideas of marine/banshee vs protoss http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190
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On March 17 2011 17:56 Mythito wrote:Show nested quote +On March 17 2011 14:56 farseerdk wrote: If an immortal has less than 10 shield, but it hit by an attack that does more than 10 damage, what happens?
For example, if an immortal with 5 shield left is hit by a seige tank (50 damage) how much hp does the immortal have left? i believe he'll lose 5 health and be at 195 hp
Nope. If the immortal has 5 shields and 200 HP before, say, a seige tank shot, it will have 196 after since it has armor to take into account once the shield is depleted. In fact, if it's fully upgraded armor of 5, then the hp will be 199, dropping a full on seige tank shot down to a measly 6 damage. Of course, the next one will hit for quite a bit more.
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Hi there!
What is the timing of a late 4 gate in zvp? (the latest reasonable 4 gate you can think of) Thanks!
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On March 17 2011 18:14 Macpo wrote: Hi there!
What is the timing of a late 4 gate in zvp? (the latest reasonable 4 gate you can think of) Thanks!
Very, very varied depending on composition but the most effective ones are always before the 8 minute mark. go to sc2replayed.com and download some replays from highlevel players, after sorting by strategy -> 4gate
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On March 17 2011 11:05 Remslem wrote: Say I decide to go ling(+bling)/roach/hydra versus T/P. What should I upgrade first? Armor or Melee/missle?
Depends what your objective is. Most will say that because zerg units are so cheap getting attack upgrade first is more effective because the sheer mass of units adds to the upgrade power, whereas because zerg units die easily anyways (and aren't exactly as cared for as say, sentries [with the exception of early infestors]) the armour upgrade isn't as cost-effective per unit. Realistically after your first upgrade is finished you will want to throw down a second evo chamber to upgrade in tandem.
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In PvT, what do you scout that lets you know if a DT rush expand build is viable? If you scout early 2nd gas, (which increases the chance of a raven getting out on the field earlier) is it generally considered a really bad idea to get DTs?
Would you steal the terran gas if you wanted to DT expand?
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On March 17 2011 19:07 tuestresfat wrote: In PvT, what do you scout that lets you know if a DT rush expand build is viable? If you scout early 2nd gas, (which increases the chance of a raven getting out on the field earlier) is it generally considered a really bad idea to get DTs?
Would you steal the terran gas if you wanted to DT expand?
Going for a DT rush expand build is risky if they scout you, because it means engibay+turrets or fast raven will be coming. It's also very risky because you're sinking all of your gas into tech for the DT's. If you scout their main and they've already got an engibay before you drop your DT shrine it's not going to be a cost-effective harass. Double gas could mean fast raven, but this is much more likely if you see starport or even starport+techlab.
Realistically going for DT's off 1base will work when your opponent is caught off-gaurd and will fail and put you behind if the opponent is prepared. There's no real way you can "force" your opponent to be off guard, though you can do your best to deny scouting information, like hiding the dark shrine from scans in your main.
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On March 17 2011 19:31 CookieMaker wrote:Show nested quote +On March 17 2011 19:07 tuestresfat wrote: In PvT, what do you scout that lets you know if a DT rush expand build is viable? If you scout early 2nd gas, (which increases the chance of a raven getting out on the field earlier) is it generally considered a really bad idea to get DTs?
Would you steal the terran gas if you wanted to DT expand? Going for a DT rush expand build is risky if they scout you, because it means engibay+turrets or fast raven will be coming. It's also very risky because you're sinking all of your gas into tech for the DT's. If you scout their main and they've already got an engibay before you drop your DT shrine it's not going to be a cost-effective harass. Double gas could mean fast raven, but this is much more likely if you see starport or even starport+techlab. Realistically going for DT's off 1base will work when your opponent is caught off-gaurd and will fail and put you behind if the opponent is prepared. There's no real way you can "force" your opponent to be off guard, though you can do your best to deny scouting information, like hiding the dark shrine from scans in your main. So it's completely hit or miss?
I've seen quite a few high level players (even some in GSL) use DT rush against Terran with a lot of success. In a bo3-5 series, they just seem to know when to mix it up, and get DTs out fast, whereas if they had done that in the previous game, they would've been completely countered. Is there really no way to tell if the Terran will not be prepared for DTs? I find it hard to believe high level players would take such an all-in gamble move.
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Rally to your army or rally to your "rally spot"?
I been wondering this for quite some time, I always rally to my army so I can always get my techy units to reinforce, but sometimes this backfires on me, for example, when I'm across the map and the enemy is in my supply line (does not know he's there, so I lose my colossus being rallied, or my void ray being rallied).
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On March 17 2011 19:40 tuestresfat wrote:Show nested quote +On March 17 2011 19:31 CookieMaker wrote:On March 17 2011 19:07 tuestresfat wrote: In PvT, what do you scout that lets you know if a DT rush expand build is viable? If you scout early 2nd gas, (which increases the chance of a raven getting out on the field earlier) is it generally considered a really bad idea to get DTs?
Would you steal the terran gas if you wanted to DT expand? Going for a DT rush expand build is risky if they scout you, because it means engibay+turrets or fast raven will be coming. It's also very risky because you're sinking all of your gas into tech for the DT's. If you scout their main and they've already got an engibay before you drop your DT shrine it's not going to be a cost-effective harass. Double gas could mean fast raven, but this is much more likely if you see starport or even starport+techlab. Realistically going for DT's off 1base will work when your opponent is caught off-gaurd and will fail and put you behind if the opponent is prepared. There's no real way you can "force" your opponent to be off guard, though you can do your best to deny scouting information, like hiding the dark shrine from scans in your main. So it's completely hit or miss? I've seen quite a few high level players (even some in GSL) use DT rush against Terran with a lot of success. In a bo3-5 series, they just seem to know when to mix it up, and get DTs out fast, whereas if they had done that in the previous game, they would've been completely countered. Is there really no way to tell if the Terran will not be prepared for DTs? I find it hard to believe high level players would take such an all-in gamble move.
DTs don't have to go straight into your opponent's base to be cost-effective. Just having a few for defensive purposes and scattered around that map do a lot more than you'd believe. If you have map control and DTs are on the field, your opponent literally cannot move out without scans, which also cuts into his economy by denying MULEs
IMO DT expand is one of the safest and most powerful openers that Protoss has because not only can it kill an unprepared opponent outright, but it also techs into HTs, which is the best unit out there to deal with the current Terran metagame.
On March 17 2011 21:54 iChau wrote: Rally to your army or rally to your "rally spot"?
I been wondering this for quite some time, I always rally to my army so I can always get my techy units to reinforce, but sometimes this backfires on me, for example, when I'm across the map and the enemy is in my supply line (does not know he's there, so I lose my colossus being rallied, or my void ray being rallied).
Situationally dependent. If you're going all-in with an attack, then obviously you should rally to your army. If you only want to do a small pressure push while expanding or something along those lines, it's nice to have your reinforcements rally at your base to help deal with any possible counterattack.
It's important to know what to do if you're doing a timing push that could go both ways. If you attack, you can be sure that your opponent is going to be reinforcing his army, so it might be nice to have a couple extra units rally in and help your army push over the other. I've won quite a few games just due to having a second wave of units come in and continue the attack pressure.
I like to rally in constant units to my army when I attack. It helps more than it hurts I've found.
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Why do the Korean commentators say "GG" at the end of the game? Isnt GG an English acronym?
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