Simple Questions Simple Answers - Page 466
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Kid-Fox
Canada400 Posts
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Ganseng
Russian Federation473 Posts
On November 25 2011 17:29 Kid-Fox wrote: How do you respond (tvz) to heavy roach infestor play with a very quick hive? Sometimes I find myself greeted with an F-ton of zerglings and some infestors with fungal when I push out. I find this style of play much more difficult to deal with than mutalisk/zergling/baneling because if forces you into the late game vs. zerg, where they really shine with broodlords. I've read from some sources that the proper response to infestors is drops, drops, drops, because they can't intercept the medivacs like mutalisks can. However, usually zerg makes 5-6 roaches and camps them near each base so drops are rendered ineffective unless I drop 16marines, which then are crushed by infestors. Is this really the right way to play vs. infestors? Drops+quick third? Can I ever push out? banshees are really great against infestors. thor-banshee is super strong against this composition, and you can easily add vikings or ravens with SM to counter broodlords. out of my experience, zerg can only win if he masses roaches and flying roaches and overwhelms you with brute power. if he doesn't he is dead. | ||
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SoulWager
United States464 Posts
On November 25 2011 13:14 jjhchsc2 wrote: split workers or build scv first? Whichever you can do the fastest. do each in a row till you have 5 games of each type of split where you didn't mess up, see which gets you more minerals by x time for those games. for me it's Send all probes to 1 patch build probe split 2 probes to other half of minerals rally nex to where i split 2 probes off to stack first 4 probes onto 2 close patches stack new probes onto other close patches Edit: added video | ||
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dynwar7
1983 Posts
I went banshee today vs a Z, and He made hydras. SO many of them. They were actually pretty nice...they have low hp but their dps is unbeievable.. And I know mass hellions may work, but its not cost effective. I dont like using tanks. Any other solutions? Im concerned with hydras...they are strong, but weak in HP. | ||
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ApocAlypsE007
Israel1007 Posts
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Ganseng
Russian Federation473 Posts
On November 25 2011 20:43 DontLoseSightOfIt wrote: Hi I went banshee today vs a Z, and He made hydras. SO many of them. They were actually pretty nice...they have low hp but their dps is unbeievable.. And I know mass hellions may work, but its not cost effective. I dont like using tanks. Any other solutions? Im concerned with hydras...they are strong, but weak in HP. thors. ghosts with snipe as well if you have quick hands. | ||
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blackmustache
Brazil2 Posts
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Rainofpain
United States125 Posts
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Iyerbeth
England2410 Posts
On November 25 2011 22:34 blackmustache wrote: why does a zerg build two hatcheries in the sama base? As a Zerg's income increases, or with certain 1-2 base compositions, the limitted larva you get from having 1 or 2 Hatcheries isn't enough to keep up with the production, and so a "macro Hatchery" is planted for additional production, in much the same way as a Protoss or Terran adding Gateways or Barracks to keep up with their income. Doing so will also spawn creep allowing faster connection of area's if that's desired. Also some players (like Morrow) will place their first one out of position, if it's covered by rocks, to begin using the base and the 2nd one will be for better mining efficiency when the rocks are gone, with the extra one then surving the extra production job. | ||
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dynwar7
1983 Posts
On November 25 2011 21:12 Ganseng wrote: thors. ghosts with snipe as well if you have quick hands. Thanks Any more ? I used thors, but they get damaged pretty fast too. And is it really true thors 1 shot hydras? 3 upgraded thors right? | ||
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saaaa
Germany419 Posts
and on which is opening like 1rax FE into 4 Rax better? i play both but i want to adapt my strategies and openig to the different maps ![]() And i already ask for this but i didn't get many useful answers.. on wich maps i should play TMM and on which mech style against Zerg? I think tal'darim is a really nice map for hellion openig because there is such a wide natural - the same with XNC. On shattered you can do both but a stim tank push is really strong in my opinion because u can abuse the fact that you can siege your tanks at the goldexpansion and they are really really nice placed there because they can just shoot on everything I am looking forward to your comments and suggestions according to my 2 questions. | ||
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SoulWager
United States464 Posts
On November 25 2011 22:37 Rainofpain wrote: I`m a gold level player and I should know this but I don`t. How do you remove units from a control group? press [number] In the selection area, shift click the unit you want to remove or ctrl shift click to remove all units of that type press ctrl [number] to overwrite the previous control group. | ||
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1a2a3aPro
Canada227 Posts
On November 25 2011 23:02 saaaa wrote: On which maps i should open with a reactor Hellion FE against Zerg? (current ladder pool) and on which is opening like 1rax FE into 4 Rax better? i play both but i want to adapt my strategies and openig to the different maps ![]() And i already ask for this but i didn't get many useful answers.. on wich maps i should play TMM and on which mech style against Zerg? I think tal'darim is a really nice map for hellion openig because there is such a wide natural - the same with XNC. On shattered you can do both but a stim tank push is really strong in my opinion because u can abuse the fact that you can siege your tanks at the goldexpansion and they are really really nice placed there because they can just shoot on everything I am looking forward to your comments and suggestions according to my 2 questions. I'd suggest open reactor hellion on all maps. If it has a wide choke and you like being aggressive (tal, xel'naga), consider using 2 reactor hellion or some sort of early marine/hellion pressure. On larger more macro oriented maps, make 2, maybe 4 hellions for map control and to deny creep spread, and transition into whatever composition you want. Just my 2 cents, I feel your mechanics will improve more quickly if you practice the same build. | ||
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Ganseng
Russian Federation473 Posts
On November 25 2011 22:51 DontLoseSightOfIt wrote: Thanks Any more ? I used thors, but they get damaged pretty fast too. And is it really true thors 1 shot hydras? 3 upgraded thors right? no thors always 2-shot hydras regardless of upgrades. they used to one-shot them in beta as they hit 1.5 times harder and 1.5 times slower. along with tanks, thors are the best counter to hydras, you just need to have enough of them (1 thor per 3-4 hydras). you can also go mass stimmed marines, they kill hydras as well on equal supplies as long as you keep up with upgrades. | ||
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Eluzionz
Canada27 Posts
-Protoss warp gate research for 4gate build (with a 12 or 13 gate) EDIT: Found this. 5:45 research is done, 5:55 earliest warp in. -Marauder concussive shells -Cloaked banshees Lastly, what is the rough timing of a fast 3rd for zerg in PvZ where the P goes FFE. (I think it's roughly about 5-6 minutes for 3rd hatch. Is this right?) | ||
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Geiko
France1944 Posts
On November 26 2011 01:50 Eluzionz wrote: Assuming no attacks occur, what is the fastest (game time) the following can happen... -Protoss warp gate research for 4gate build (with a 12 or 13 gate) EDIT: Found this. 5:45 research is done, 5:55 earliest warp in. -Marauder concussive shells -Cloaked banshees Lastly, what is the rough timing of a fast 3rd for zerg in PvZ where the P goes FFE. (I think it's roughly about 5-6 minutes for 3rd hatch. Is this right?) Protoss 4 gate is 5:27 earliest warp-in (5:17 warp gate done, 5:32 units warped in) with a 12 gate. | ||
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remedium
United States939 Posts
On November 25 2011 22:37 Rainofpain wrote: I`m a gold level player and I should know this but I don`t. How do you remove units from a control group? Select the group, hold shift, click the unit you want to remove, recreate the group. So: 1 ,shift-click unit, ctrl1 Edit: didn't see the person who already answered this. Oops. | ||
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enemy2010
Germany1972 Posts
For example 10 roaches against 14 roaches (both armies same upgrades, no burrow, no speed to retreat faster and save some roaches)? Any way? I know this questions sounds dumb, but it just came to my mind ![]() | ||
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Rainofpain
United States125 Posts
On November 26 2011 07:42 enemy2010 wrote: Is there any possible way to win a small fight against an army, that is slightly bigger than your own? For example 10 roaches against 14 roaches (both armies same upgrades, no burrow, no speed to retreat faster and save some roaches)? Any way? I know this questions sounds dumb, but it just came to my mind ![]() The only thing I can think of is better positioning since everything else is equal. | ||
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Iyerbeth
England2410 Posts
On November 26 2011 07:58 Rainofpain wrote: The only thing I can think of is better positioning since everything else is equal. Basically positioning is the answer. Fall back to a choke point that you can attack with more roaches than your opponent and try to spread your roaches in to a better concave before the fight. It'd all come down to having as many of your units attacking as possible, while as few as his can. Basic micro might make a difference, such as if you were to target down his roaches while moving your wounded one's away from combat and back in again so that instead of dying that can continue fighting no low health, but this relies on your micro being better than your opponents and is in no way guarenteed. | ||
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