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Simple Questions Simple Answers - Page 463

Forum Index > StarCraft 2 Strategy
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karlmengsk
Profile Joined November 2010
Canada230 Posts
November 22 2011 04:05 GMT
#9241
fellow Zergs, what opener do you like best in ZvP on Shakurus? I'm having real difficulties with that map/mathcup..
That puppy is killing e-sports
saaaa
Profile Joined November 2010
Germany419 Posts
November 22 2011 17:05 GMT
#9242
On which maps should I prefer Tank+Marine+MediVac against a Mechstyle composition like Thor+Tank+BF Hellion in TvZ?
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
November 22 2011 17:06 GMT
#9243
On November 23 2011 02:05 saaaa wrote:
On which maps should I prefer Tank+Marine+MediVac against a Mechstyle composition like Thor+Tank+BF Hellion in TvZ?

i'd say these styles are not map-dependent.
Grayboosh
Profile Joined March 2011
United States68 Posts
November 22 2011 18:49 GMT
#9244
Do corrupters change their target when using the corruption ability on a different unit than they're currently attacking?

For example, 5 corrupters and 2 collossi. Corrupters focus fire down one collossus but one of them corrupts the second one, do I have to tell him to attack the first collossus again?
You're goin down gray bush.
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
November 22 2011 19:00 GMT
#9245
On November 23 2011 03:49 Grayboosh wrote:
Do corrupters change their target when using the corruption ability on a different unit than they're currently attacking?

For example, 5 corrupters and 2 collossi. Corrupters focus fire down one collossus but one of them corrupts the second one, do I have to tell him to attack the first collossus again?


Possibly. The corruptor will revert to default AI after casting the spell, meaning he'll probably end up shooting whatever colossus is closest if there are no voids or phoenixes nearby. This might be the targeted colossus or the secondary colossus depending on his position-- but it could be either one.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
saaaa
Profile Joined November 2010
Germany419 Posts
November 22 2011 19:24 GMT
#9246
On November 23 2011 02:06 Ganseng wrote:
Show nested quote +
On November 23 2011 02:05 saaaa wrote:
On which maps should I prefer Tank+Marine+MediVac against a Mechstyle composition like Thor+Tank+BF Hellion in TvZ?

i'd say these styles are not map-dependent.


why not?

for Example Mvp played Mech on Metalopolis and bio+tank on XNC and Tal'Darim.

I think it's depends on what style is better on this map for zerg.
scudst0rm
Profile Joined May 2010
Canada1149 Posts
November 22 2011 19:30 GMT
#9247
On November 23 2011 04:24 saaaa wrote:
Show nested quote +
On November 23 2011 02:06 Ganseng wrote:
On November 23 2011 02:05 saaaa wrote:
On which maps should I prefer Tank+Marine+MediVac against a Mechstyle composition like Thor+Tank+BF Hellion in TvZ?

i'd say these styles are not map-dependent.


why not?

for Example Mvp played Mech on Metalopolis and bio+tank on XNC and Tal'Darim.

I think it's depends on what style is better on this map for zerg.


the choice has a ton to do with maps. Mvp even said bio would become the strongest style if maps kept getting bigger.
You're like a one ranger army comin' at me...
jayman
Profile Blog Joined September 2011
United States78 Posts
November 22 2011 19:34 GMT
#9248
Do you purposely count workers by CTRL-clicking? Or do you stop making workers at a certain time (13:00-14:00)?
"Life is a comedy for those who think, a tragedy for those who feel." - Horace Walpole
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
November 22 2011 19:37 GMT
#9249
On November 23 2011 04:34 jayman wrote:
Do you purposely count workers by CTRL-clicking? Or do you stop making workers at a certain time (13:00-14:00)?


I'd recommend control clicking or dragging boxes or whatever, due to the possibility of having to pull workers to defend or losing them to harass, it's a more reliable method of counting.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Grayboosh
Profile Joined March 2011
United States68 Posts
November 22 2011 19:37 GMT
#9250
Could I shift-queue corruption on all collosi and right click on one to corrupt all of them then focus fire one?
You're goin down gray bush.
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
November 22 2011 19:40 GMT
#9251
On November 23 2011 04:37 Grayboosh wrote:
Could I shift-queue corruption on all collosi and right click on one to corrupt all of them then focus fire one?


You could. However, upfront burst damage is pretty important in terms of reducing colossus DPS as much as possible-- spending an entire volley corrupting a bunch of colossi you won't even attack until later might be a mistake. If you do plan on using corruption, which can be questionable anyways, try to only use it on colossi that are taking damage, so that you kill the first ones more quickly and reduce the colossus DPS asap.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
zZygote
Profile Blog Joined January 2007
Canada898 Posts
November 22 2011 21:42 GMT
#9252
Just a question guys, I have a Razer Lachesis and I have mouse buttons that I want to use. However, when I try to change the hotkey settings from my SC2 to make my mouse buttons alternates, it wouldn't work. Can anyone give me a command on the hotkey file which I can put to make it into my mouse buttons?
coriamon
Profile Joined August 2011
244 Posts
November 22 2011 23:16 GMT
#9253
On November 23 2011 06:42 zZygote wrote:
Just a question guys, I have a Razer Lachesis and I have mouse buttons that I want to use. However, when I try to change the hotkey settings from my SC2 to make my mouse buttons alternates, it wouldn't work. Can anyone give me a command on the hotkey file which I can put to make it into my mouse buttons?


What I did was save the mouse buttons as different keys (in control panel->mouse). Then, you hotkey the mouse buttons you want as those keys.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
November 22 2011 23:49 GMT
#9254
What should I infer when in PvT I scout T base last, he has completed wall-in with depot depot rax (no addon) and marine coming out to push out probe? Is there anything that will tell me with a good amount of certainty what he is doing?

Followup for bonus points: I always open 1gate FE going stalker sentry sentry. Since I can't tell exactly what he is doing, I take my stalker and send him straight to T's base, near the ledge but not near the ramp. If I am fired on by marauders from the high ground, I am a super happy camper. If I'm fired on by pure marine, I am lost. What should I think after being fired on by pure marine, and is this even a good method of getting scouting info? Thanks in advance.
Knowing is half the battle... the other half is lasers.
Zeon0
Profile Joined September 2010
Austria2995 Posts
November 22 2011 23:53 GMT
#9255
On November 23 2011 04:30 scudst0rm wrote:
Show nested quote +
On November 23 2011 04:24 saaaa wrote:
On November 23 2011 02:06 Ganseng wrote:
On November 23 2011 02:05 saaaa wrote:
On which maps should I prefer Tank+Marine+MediVac against a Mechstyle composition like Thor+Tank+BF Hellion in TvZ?

i'd say these styles are not map-dependent.


why not?

for Example Mvp played Mech on Metalopolis and bio+tank on XNC and Tal'Darim.

I think it's depends on what style is better on this map for zerg.


the choice has a ton to do with maps. Mvp even said bio would become the strongest style if maps kept getting bigger.

when he was asked what was best in TvT, not TvZ
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
November 22 2011 23:57 GMT
#9256
On November 23 2011 08:49 tehemperorer wrote:
What should I infer when in PvT I scout T base last, he has completed wall-in with depot depot rax (no addon) and marine coming out to push out probe? Is there anything that will tell me with a good amount of certainty what he is doing?

Followup for bonus points: I always open 1gate FE going stalker sentry sentry. Since I can't tell exactly what he is doing, I take my stalker and send him straight to T's base, near the ledge but not near the ramp. If I am fired on by marauders from the high ground, I am a super happy camper. If I'm fired on by pure marine, I am lost. What should I think after being fired on by pure marine, and is this even a good method of getting scouting info? Thanks in advance.


Unfortunately, if your probe scout gets walled out, you won't be able to scout until you do your stalker poke. You'll usually be able to see if he's making an addon or not, and sometimes you'll be able to see what it is. If he goes 2 marines -> addon, though, this looks the same as 2 marines -> more marines.

All you can usually tell is whether he makes more than 1 marine or not.

With the stalker poke, you usually want to be wary of walking up the ramp directly due to concussive shell, right? Well, if you get shot by pure marine, then wait for shields to regen and walk up the ramp and get some vision. The stalker will be able to run away with most of its hull intact, and give you more scouting information, such as whether or not there's a bunker, if he has expanded, etc. If you don't see anything but a bunker (he's flown his buildings away from the ramp) and you don't see him flying out / fast expanding or coming out to push you away, get ready for a 1-1-1: at this point you've expanded more quickly than he has, and need to worry about getting out immortals, observers, etc.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-11-23 00:18:48
November 23 2011 00:18 GMT
#9257
On November 23 2011 08:57 Blazinghand wrote:
Show nested quote +
On November 23 2011 08:49 tehemperorer wrote:
What should I infer when in PvT I scout T base last, he has completed wall-in with depot depot rax (no addon) and marine coming out to push out probe? Is there anything that will tell me with a good amount of certainty what he is doing?

Followup for bonus points: I always open 1gate FE going stalker sentry sentry. Since I can't tell exactly what he is doing, I take my stalker and send him straight to T's base, near the ledge but not near the ramp. If I am fired on by marauders from the high ground, I am a super happy camper. If I'm fired on by pure marine, I am lost. What should I think after being fired on by pure marine, and is this even a good method of getting scouting info? Thanks in advance.


Unfortunately, if your probe scout gets walled out, you won't be able to scout until you do your stalker poke. You'll usually be able to see if he's making an addon or not, and sometimes you'll be able to see what it is. If he goes 2 marines -> addon, though, this looks the same as 2 marines -> more marines.

All you can usually tell is whether he makes more than 1 marine or not.

With the stalker poke, you usually want to be wary of walking up the ramp directly due to concussive shell, right? Well, if you get shot by pure marine, then wait for shields to regen and walk up the ramp and get some vision. The stalker will be able to run away with most of its hull intact, and give you more scouting information, such as whether or not there's a bunker, if he has expanded, etc. If you don't see anything but a bunker (he's flown his buildings away from the ramp) and you don't see him flying out / fast expanding or coming out to push you away, get ready for a 1-1-1: at this point you've expanded more quickly than he has, and need to worry about getting out immortals, observers, etc.

Awesome man, thanks. If I determine it's a 1-1-1, what structures should I have? Are we talking almost constant immortals and 4 gates? And am I supposed to shoot for zeal heavy or a general mix?

Do I have time for non-ranged colossus and will it even help?

Knowing is half the battle... the other half is lasers.
vorxaw
Profile Joined April 2011
Canada245 Posts
November 23 2011 02:26 GMT
#9258
When watching a replay, is it possible to click on their hotkey icons to see what units they have on each hotkey?
Xenorawks
Profile Joined October 2011
158 Posts
Last Edited: 2011-11-23 03:49:32
November 23 2011 03:41 GMT
#9259
On November 23 2011 09:18 tehemperorer wrote:
Show nested quote +
On November 23 2011 08:57 Blazinghand wrote:
On November 23 2011 08:49 tehemperorer wrote:
What should I infer when in PvT I scout T base last, he has completed wall-in with depot depot rax (no addon) and marine coming out to push out probe? Is there anything that will tell me with a good amount of certainty what he is doing?

Followup for bonus points: I always open 1gate FE going stalker sentry sentry. Since I can't tell exactly what he is doing, I take my stalker and send him straight to T's base, near the ledge but not near the ramp. If I am fired on by marauders from the high ground, I am a super happy camper. If I'm fired on by pure marine, I am lost. What should I think after being fired on by pure marine, and is this even a good method of getting scouting info? Thanks in advance.


Unfortunately, if your probe scout gets walled out, you won't be able to scout until you do your stalker poke. You'll usually be able to see if he's making an addon or not, and sometimes you'll be able to see what it is. If he goes 2 marines -> addon, though, this looks the same as 2 marines -> more marines.

All you can usually tell is whether he makes more than 1 marine or not.

With the stalker poke, you usually want to be wary of walking up the ramp directly due to concussive shell, right? Well, if you get shot by pure marine, then wait for shields to regen and walk up the ramp and get some vision. The stalker will be able to run away with most of its hull intact, and give you more scouting information, such as whether or not there's a bunker, if he has expanded, etc. If you don't see anything but a bunker (he's flown his buildings away from the ramp) and you don't see him flying out / fast expanding or coming out to push you away, get ready for a 1-1-1: at this point you've expanded more quickly than he has, and need to worry about getting out immortals, observers, etc.

Awesome man, thanks. If I determine it's a 1-1-1, what structures should I have? Are we talking almost constant immortals and 4 gates? And am I supposed to shoot for zeal heavy or a general mix?

Do I have time for non-ranged colossus and will it even help?



After a 1 gate expo, if you determined it is a 111, get robo ASAP, then add gates. You always want observers out before immortals so you won't be caught off-guard by banshees. Always keep a stalker/probe/observer outside of Terran's base or near the watch tower so you know when he is pushing out. Only get enough stalkers to fight off his banshees, the rest zealots, it's good if you can set up a flank too when he attacks. Don't overproduce sentries, only a sufficient number of them for guardian shield and well placed forcefields to delay the push. You don't need mass immortals, just a few to take out those tanks. If you get too many immortals but not enough zealots, marines will be the end of you.
Regarding fast non-range colossi, although it works quite well off 1-base(if you assume he would attack you), the problem you will face is if the Terran knows you're teching up on 1 base, he will just delay the 111, tech switch to marauder vikings and expand so your colossi will be pretty much useless. On the other hand if you do a 1 gate expo and rush to colossi, you will die if the 111 comes early because you simply don't have enough units.
If you know the 111 is going to be 100% one time all-in, pulling all SCVs and no CC seen, you can get ready to cut probes and add to 6-8 gateways. Pull some probes if he pulls all his SCVs too, you really don't want to risk losing to that one single push.

Lastly, don't get confused with a 111, 2 port banshee and a marine tank push. Some Terrans will not let your obs get close enough to see anything. If you see pure marines and no tanks, be aware of a 2 port banshee. If you don't see the starport but mass tanks, you will need to hit the emergency button and pump out as many units as possible because a pure marine tank not only hits super early (much earlier than a 111), but is also deadly because you barely have units.
nytz
Profile Joined November 2011
United Kingdom25 Posts
November 23 2011 03:42 GMT
#9260
On November 23 2011 11:26 vorxaw wrote:
When watching a replay, is it possible to click on their hotkey icons to see what units they have on each hotkey?


Yes, if you click on the hotkey you can see what units they have on it - but if you press it you cant.
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