Simple Questions Simple Answers - Page 48
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Andwhy
United States91 Posts
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ftl
28 Posts
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HolyArrow
United States7116 Posts
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Synystyr
United States1446 Posts
On March 19 2011 13:26 HolyArrow wrote: If I 4gate in PvP and my opponent tries to hold it off with forcefields (this is assuming I don't have much scouting information), should I just try to attack up the ramp anyway and break him with hopefully superior amounts of units? I always feel at a loss as to how I should respond when the rush is delayed by FFs. I feel like my opponent is definitely teching to something good so I don't have time to waste, but if I attack up the ramp, half my army becomes isolated and my opponent is able to bring my army down to his size. If he cut your army in half and you lost a lot of units because of it, it won't be worth pushing up after FF breaks because he'll have additional reinforcements that'll swing battles in his favor. If the FF just blocked the ramp but you lost nothing, then push in because sentries really don't do enough damage for their cost and cut into gas for stalkers, which are the meat of a 4 Gate push in PvP. However, if the forcefields are continuous, be prepared for some kind of tech unit to help me break out of the contain. | ||
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Mythito
Canada230 Posts
On March 19 2011 05:31 ZeroTalent wrote: The way to do this with the fewest actions is send all workers to the first gas, shift click 3 times (or 2 if your terran), send all workers to the 2nd gas, shift click 3 times, send all workers back to minerals. The second fastest is to spam click the 7th (or 5th if you're terran) wireframe until you're down to 6/4 workers, send all to one gas, shift click 3/2 times, then shift click to the second gas. curious to know why you think terrans only need 2 in each gas? | ||
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yallayalla
25 Posts
On March 19 2011 17:13 Mythito wrote: curious to know why you think terrans only need 2 in each gas? Terrans also need 3 guys in each gas, but if you dont queue up another order for the scv building the refinery he will start colleting gas from the refinery he just build. So you only need to send 2 extra guys into the refinery. Pretty sure you're aware of this, but just wanted to make it clear since it seemed you got confused. ![]() | ||
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Netto.
Poland523 Posts
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Mentalizor
Denmark1596 Posts
On March 19 2011 22:00 Netto. wrote: Hello, I got a question to any good master protoss with good timings. What time (ingame) can I expect every sort of early pushes/all ins? like dt rush, or 1 base phoenix or 4 gate, or fe and 6 gate push etc. etc. I just wanna to know every minute in which toss can make something unusual. I don't see this as a simple question? Depending on your league here's what you could worry about: 3-4min 2rax bunker push 5-6min 4gate 5-7min 7rr 6-7min Fast exp --> baneling bust 6-8min 3rax stim push 6-8min 2cloaked banshees 7-9min Marine tank push WITH stim/siege mode 7-9min DT rush 8-10min Marine Thor push with upgrades (this is not that usual after the nerf though) 9-11min 1base colossus 9-11min Raven/banshee/marine all in 10-12min Mutas (unless your opponent REALLY went for it fast) Hope this will help you. | ||
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Black Gun
Germany4482 Posts
doesnt have to be explained thoroughly, just name some builds or unit compositions which are viable in tvz and dont rely on this kind of marine micro plz. ![]() | ||
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CookieBreaker
3 Posts
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Mentalizor
Denmark1596 Posts
On March 19 2011 23:28 Black Gun wrote: short question: are there any viable tvz styles which dont crucially rely on marine micro? i absolutely suck at splitting marines and i honestly dont even want to learn it. some stutterstepping is ok, but having my game rely on splitting marines or outstanding micro with them is absolutely not my style of play. whenever i try marine/tank style tvz, i fail horribly. doesnt have to be explained thoroughly, just name some builds or unit compositions which are viable in tvz and dont rely on this kind of marine micro plz. ![]() Plenty builds doesn't involve marines. But unless you will NEVER get above gold it will take SOME micro. Mech is super strong (factory units only) where you dump minerals into helions. This should insta kill all lings, banes and tank alot of dmg while your thor/tank count is constantly getting higher +dealing the dmg. Tanks vs roaches/infestors (and hydraslol) and Thor vs Mutalisk... But having helions will force you to micro them... at least slightly... 'Cuz what you pay for in helions is mobility Hope this helps you out. | ||
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Amestir
Netherlands2126 Posts
On March 20 2011 00:03 CookieBreaker wrote: Newbie Zerg player here, when should I build overlords, I mean how should I plan my overlord production (at the exact moment my supply is full or beforehand) ? For some reason I always forget to build them. This is one of the hardest things to learn. As a general rule, wehen ever you build units, always build atleast 1 overlord (I do two when I go mass roaches). So for instance you check your larvea, see you got 5 larvea you build 4 units and one overlord. If you do that you usealy won't get supply blocked. Edit: Just saw I kinda missed your first question: Of course you want to build your overlords before you get supply capped, or you supply capped (which is bad). | ||
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infinity21
Canada6683 Posts
On March 19 2011 23:28 Black Gun wrote: short question: are there any viable tvz styles which dont crucially rely on marine micro? i absolutely suck at splitting marines and i honestly dont even want to learn it. some stutterstepping is ok, but having my game rely on splitting marines or outstanding micro with them is absolutely not my style of play. whenever i try marine/tank style tvz, i fail horribly. doesnt have to be explained thoroughly, just name some builds or unit compositions which are viable in tvz and dont rely on this kind of marine micro plz. ![]() Here you go ![]() + Show Spoiler + it's a joke, don't get angry ![]() | ||
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Mythito
Canada230 Posts
On March 19 2011 20:51 yallayalla wrote: Terrans also need 3 guys in each gas, but if you dont queue up another order for the scv building the refinery he will start colleting gas from the refinery he just build. So you only need to send 2 extra guys into the refinery. Pretty sure you're aware of this, but just wanted to make it clear since it seemed you got confused. ![]() ah thanks, that makes sense i think it was just stated in a way that confused me | ||
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Black Gun
Germany4482 Posts
On March 20 2011 00:08 Mentalizor wrote: Plenty builds doesn't involve marines. But unless you will NEVER get above gold it will take SOME micro. Mech is super strong (factory units only) where you dump minerals into helions. This should insta kill all lings, banes and tank alot of dmg while your thor/tank count is constantly getting higher +dealing the dmg. Tanks vs roaches/infestors (and hydraslol) and Thor vs Mutalisk... But having helions will force you to micro them... at least slightly... 'Cuz what you pay for in helions is mobility Hope this helps you out. ok thx. but wouldnt such a pure mech build get problems against mass mutas with magic box? btw are there any players to look for for mech style tvz, besides goody? | ||
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balaling
Canada15 Posts
now heres what i use 1-3 hatch 4 5 6 army 7 queens. now due to my small fat fingers lol i cant reach 7 really fast so i put 7 as my tab and spit larva as my cap lock so its faster. now my question is i want all my hatches under 1. if i have 3 or 4 hatches how do i sort thru to spit larva and to make drones just on a certain hatch so it can be fast..what i did was 1 tab cap lock 2 tab cap lock etc but.. now im expo more and im just running out of key lol plz help i no its a noob question but it will help out thanks guys | ||
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Kaitlin
United States2958 Posts
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balaling
Canada15 Posts
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Juddas
768 Posts
The mineral boosting trick was taken out where you shift click mineral patches and such but what if you have all workers selected and hold the C key because it seems to remove the delay | ||
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yallayalla
25 Posts
On March 20 2011 02:00 Black Gun wrote: but wouldnt such a pure mech build get problems against mass mutas with magic box? I dont really know what "magic box" is supposed to be but I just assume its some fancy way to control mutas to lower the splash damage that thors do. But I'll still try to answer the question why mass mutas arent that much of a problem in a mech style of play: By the time the zerg can afford getting a large number of mutalisks, you wont be making that much more hellions and work more on increasing your thor and tank numbers anyway. And those are most reliant on gas and you will have a good amount of minerals to spare on a lot of turrets. Even if they have the numbers to take on some turrets, which greatly decreases the harrasment they can do. And i dont think that even with this mysterious "magic box" micro or whatever that is, mutas can do that well at attacking thors. And because against hellions and tanks, a zerg cant really rely on zergling ground forces , he has to pump out a good number of roaches. And even if 25 gas sounds pretty low, it still adds up and lowers the muta count. | ||
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