e.g., if a corruptor attacks a battlecruiser, how much damage does it inflict:
20*1.2-3 or
(20-3)*1.2?
| Forum Index > StarCraft 2 Strategy |
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Ganseng
Russian Federation473 Posts
e.g., if a corruptor attacks a battlecruiser, how much damage does it inflict: 20*1.2-3 or (20-3)*1.2? | ||
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Czarnodziej
Poland624 Posts
I've been using 3 gate robo for Protoss from liquipedia, as it is highly flexible. What about terran and zerg? | ||
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Ganseng
Russian Federation473 Posts
On November 23 2011 22:27 Czarnodziej wrote: Im starting to discover each races and have 1 question: what is the most efficient build order to optimize mechanics of each race, regardless of matchup? I've been using 3 gate robo for Protoss from liquipedia, as it is highly flexible. What about terran and zerg? for tvt, i'd recommend to go: 10 supply 12 rax, constantly produce marines 13 gas 16 orbital, then constantly produce scvs 17 2nd supply factory @ 100 gas cc @ 400 minerals techlab at factory => first tank and siege mode if you smell banshees, build an e-bay and a turret near your mineral line 2nd gas starport as soon as you have enough gas => viking you're safe against most all-ins and can transition into macro game. for tvz: 10 supply 12 rax, constantly produce marines 13 gas 16 orbital, then constantly produce scvs 17 2nd supply factory @ 100 gas reactor on barracks near the factory, switch them as soon as it finishes, start double-producing hellions cc @ 400 minerals 2nd factory 2nd gas tech lab on 2nd factory, start siege mode and siege tanks if he goes roaches or start blue flame and triple-produce hellions if there are no roaches in sight again, it's cheese-proof and has good transitions. with tvp i'm really clueless right now, can't give a good advice. | ||
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lurchpanda
United States51 Posts
On November 22 2011 06:26 tuukster wrote: As an overall strategy in PvT, am I supposed to stay 1 base ahead of terrans, as in BW? Can a 2base protoss handle a 2base terran (mech or bio)? If he is going bio then try and stay even with him. If he is going mech then try and stay a base ahead or so. Side note: I love to starve out terrans who get 5 million siege tanks and never try and move out. | ||
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Iyerbeth
England2410 Posts
On November 23 2011 22:27 Czarnodziej wrote: Im starting to discover each races and have 1 question: what is the most efficient build order to optimize mechanics of each race, regardless of matchup?(meaning like mid silver level) I've been using 3 gate robo for Protoss from liquipedia, as it is highly flexible. What about terran and zerg? For Zerg the most standard/safe/flexible build you can do is a 14/14 speedling expand. It's not the best build for every map/match up/possible opponent, but it should at elast mean you don't die to 99% of stuff and can still get a relatively quick FE. A basic build order would be something like: 9 Overlord 14 Gas* 14 Pool* 100% Pool make 1 Queen and 4 scouting lings 100 Gas pull Drones off Gas until you need more in your build** Metabolic Boost Upgrade 300 Minerals Expand * Swap these around to be more safe in ZvZ. ** Leave 1 on in ZvZ, and scout as early as possible for a Baneling nest. As per help I received in this thread, I've found keeping that one on gas can let you immediately respond to an enemy Baneling Nest with your own and start getting gas again for Bane's at that point, instead of first saving for the Nest. You'll want to get a 2nd Queen while you expand is building,and use it to drop a Creep Tumour and then walk over to be ready at the new base. I think if I go any further I would be straying from the question, so I'll stop there. Hope it helps. | ||
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DarkCore
Germany4194 Posts
Ahh, I wanted to answer some questions as well, but so many aren't Terran related. Too many Protoss asking for help ![]() | ||
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Soluhwin
United States1287 Posts
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Hero1
135 Posts
1) Usually if you want to build a new building you'd just make a frame around some mining SCVs, place your building and shift click back on the minerals. Is there any way to abort the building process if you misplaced your building without letting all your SCVs run to some random location (because you have to override the build with a move command) or without searching the one finally being chosen to build and override his command with a new one? 2) How to snipe with ghosts properly? I've tried the snipe-click, snipe-click, snipe-click methods which lets you deselect all ghosts if you missclick somewhere. Same for just holding down snipe and spamming around. Do you just press snipe and shift queue? What if you missclick there? 3) How to engage a protoss deathball with storm HTs. I just can't make it. Even if I throw down the best EMPs ever, he'll always have 2-4 storms left which still kills way too much. Maybe I try to EMP too economically so I have some EMPs left for other parts of his army. Should I really spam EMPs over his HTs like crazy or how do you go about this? Another problem is that he usually gets some storms off before my ghosts are in EMP range and if I have them too far in front of my main army he can snipe them. Cloak sometimes does the trick but he should usually have an observer or only fall for cloak once. | ||
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Dakure
United States513 Posts
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viOLetFanClub
Korea (South)390 Posts
On November 24 2011 04:40 Dakure wrote: What's better for Muta vs Muta, +1 Carapace or +1 attack? I would say Attack upgrade since the Mutalisk's attack hits 3 different times. | ||
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RaKooNs
United Kingdom397 Posts
On November 24 2011 04:40 Dakure wrote: What's better for Muta vs Muta, +1 Carapace or +1 attack? Well, leenock got carapace in MLG so i presume carapace, i think it depends on whether you're being defensive with muta's or offensive. | ||
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ALPINA
3791 Posts
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Insane
United States4991 Posts
On November 23 2011 22:27 Czarnodziej wrote: Im starting to discover each races and have 1 question: what is the most efficient build order to optimize mechanics of each race, regardless of matchup?(meaning like mid silver level) I've been using 3 gate robo for Protoss from liquipedia, as it is highly flexible. What about terran and zerg? If you're just trying to work on mechanics, then probably the following builds are going to lead to the best games for working on mechanics: Terran: 1 rax FE (you can get a Marauder in TvP and a Reaper in TvT / TvZ if you prefer, but actually if you wall off you can go 1 rax gasless CC). [do scout to make sure he's not pumping 3 rax marine and going to allin you, as you'll need to respond appropriately though] For Protoss you might consider this thread also, as it contains some good builds other than just 3 gate robo which are good builds for working on mechanics with: http://www.teamliquid.net/forum/viewmessage.php?topic_id=266786 14/14 is fine as the guy above described. On November 24 2011 05:19 Alpina wrote: so simple question: why most zergs in ZvP never patrol a drone down the ramp when playing vs. FFE toss. I mean if you go 15 pool and he 3 pylon blocks you, you are dead.. I've seen plenty of Zerg do that actually. It's probably a combination of the fact that there used to be a reliable way of breaking that (drone stack + attack), and a lack of knowledge. If you keep an overlord appropriately placed on some maps you can just run as he approaches that area. On November 24 2011 04:42 k1mjee wrote: Show nested quote + On November 24 2011 04:40 Dakure wrote: What's better for Muta vs Muta, +1 Carapace or +1 attack? I would say Attack upgrade since the Mutalisk's attack hits 3 different times. No, carapace is much better. It affects all three bounces, whereas getting +1 weapons doesn't affect all 3 bounces. Regardless of whether you're being "offensive or defensive", carapace is significantly better in Muta vs Muta battles. On November 24 2011 04:25 Hero1 wrote: Three terran micro questions: 1) Usually if you want to build a new building you'd just make a frame around some mining SCVs, place your building and shift click back on the minerals. Is there any way to abort the building process if you misplaced your building without letting all your SCVs run to some random location (because you have to override the build with a move command) or without searching the one finally being chosen to build and override his command with a new one? 2) How to snipe with ghosts properly? I've tried the snipe-click, snipe-click, snipe-click methods which lets you deselect all ghosts if you missclick somewhere. Same for just holding down snipe and spamming around. Do you just press snipe and shift queue? What if you missclick there? 3) How to engage a protoss deathball with storm HTs. I just can't make it. Even if I throw down the best EMPs ever, he'll always have 2-4 storms left which still kills way too much. Maybe I try to EMP too economically so I have some EMPs left for other parts of his army. Should I really spam EMPs over his HTs like crazy or how do you go about this? Another problem is that he usually gets some storms off before my ghosts are in EMP range and if I have them too far in front of my main army he can snipe them. Cloak sometimes does the trick but he should usually have an observer or only fall for cloak once. 1) I'm not aware of a way. If someone does know, I'd appreciate it too . I don't find it takes very long to find the right SCV though.2) hold down shift and press r and then click a bunch of different things should work I believe. Misclick what? If you misclick the wrong unit it'll still snipe it, but this usually isn't a big disaster (it's not like you'd be sniping your OWN unit by accident). 3) It's good to save a bit of EMP because as you mentioned some Protoss are smart enough not to let all their HTs get EMPed at the start of the battle. I'm assuming you're using bio, so basically the answer is to have EMPs as much as possible, and split your army well + be in a good arc. Don't skimp on Marauders also - although Marines are better DPS, for lower level players Marauders are better for that situation (not pure Marauder, but a healthy amount) because they require less precise control to avoid dying instantly. Basically EMP you want to exhaust his shields + energy, so cast as much EMP as is necessary to do that, but not more (sorry for the vague comment, but it's really not just a simple "cast 3 EMPS on his army and done") | ||
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coriamon
244 Posts
On November 24 2011 04:40 Dakure wrote: What's better for Muta vs Muta, +1 Carapace or +1 attack? Edit: Soz | ||
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Insane
United States4991 Posts
On November 24 2011 08:10 coriamon wrote: Show nested quote + On November 24 2011 04:40 Dakure wrote: What's better for Muta vs Muta, +1 Carapace or +1 attack? Attack http://www.teamliquid.net/forum/viewmessage.php?topic_id=263395 Did you read the thread? It consists of many people telling him he's wrong and why. | ||
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vorxaw
Canada245 Posts
On November 23 2011 12:42 nytz wrote: Show nested quote + 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. Are you sure, I just tried it and it didn't work. Hopefully I'm wrong. You mean by using my mouse to click on the hotkeyicon right? Doesnt seem to work ![]() | ||
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Bibbit
Canada5377 Posts
Thanks so much. : ) Edit: I guess I'll answer the guy above me while I'm at it. ^_^ On November 24 2011 11:38 vorxaw wrote: Show nested quote + On November 23 2011 12:42 nytz wrote: 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. Are you sure, I just tried it and it didn't work. Hopefully I'm wrong. You mean by using my mouse to click on the hotkeyicon right? Doesnt seem to work ![]() Go to the options menu -> gameplay tab and make sure where it says "Control Groups" under "User Interface" is set to Normal. That's assuming you're on english client but I'm sure you'll figure it out if not. : ) | ||
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vorxaw
Canada245 Posts
EDIT- just read your commentary on the SCBW guides from a decade ago, hilarious! good writing | ||
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Non0
United States100 Posts
On November 24 2011 04:25 Hero1 wrote: 1) Usually if you want to build a new building you'd just make a frame around some mining SCVs, place your building and shift click back on the minerals. Is there any way to abort the building process if you misplaced your building without letting all your SCVs run to some random location (because you have to override the build with a move command) or without searching the one finally being chosen to build and override his command with a new one? . I only really have an answer for this and its a really disappointing one: The easiest way to solve this situation is to click on an scv rather than selecting multiple scvs - you don't save time by selecting multiples to make a single building, you're just increasing your chance to make mistakes. | ||
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Ganseng
Russian Federation473 Posts
On November 23 2011 15:30 Ganseng wrote: how does corruption handle the armor points? Are they deducted first and then the bonus damage is added or vice versa? e.g., if a corruptor attacks a battlecruiser, how much damage does it inflict: 20*1.2-3 or (20-3)*1.2? can somebody answer this question ? | ||
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