Simple Questions Simple Answers - Page 480
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Janders
Mexico222 Posts
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silph
United States2 Posts
Are there any tips to keeping your army hotkeys updated as new units arrive on the battlefield? | ||
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xxSK8rGUy277xx
300 Posts
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AnxiousHippo
Australia1451 Posts
On December 07 2011 13:55 Janders wrote: I'm pretty sure you wall from ramp to nexus, the distance from nexus to lower ramp is too great.should i wall the ramp or around the ramp and nexus in antiga shipyard PvZ On December 07 2011 13:59 silph wrote: Have your new units selected and press Shift+1, that would add them to your first control group.I have a really hard time keep all my units hotkey'd properly, so I generally resort to keeping everything except spellcasters on one key, and using mostly my mouse to select particular groups. Attempting to keep up and add new units to my keys is usually too taxing on my APM and my macro suffers. Are there any tips to keeping your army hotkeys updated as new units arrive on the battlefield? | ||
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Getstarcrafttwo
19 Posts
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bacoatc
El Salvador26 Posts
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TannerMS
United States26 Posts
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Icaeth
Chile77 Posts
On December 07 2011 23:36 TannerMS wrote: When do the Up & Down matches for GSL November begin? It's not on the gomtv schedule or liquipedia but it seems like they may be delayed with WCG, Blizzard Cup, etc. Liquipedia says 19-23 dic. | ||
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Zergrusher
United States562 Posts
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Asmodeusz
193 Posts
On December 08 2011 00:31 Zergrusher wrote: how do you stop a FF on a ramp as zerg? I don't know if you ppl are trolling or just really don't know the answer. You obviously can't stop or prevent forcefields themselves without ultras, all you can do is snipe sentries/don't let them come so close by being active with your units and scouting. | ||
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Zergrusher
United States562 Posts
On December 08 2011 02:03 Asmodeusz wrote: I don't know if you ppl are trolling or just really don't know the answer. You obviously can't stop or prevent forcefields themselves without ultras, all you can do is snipe sentries/don't let them come so close by being active with your units and scouting. I'm not trolling I'm completely at a lost when toss does that, the only way i think that could work against that is a fast Burrow and tunneling claws on roaches | ||
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Tobias
Sweden187 Posts
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Tobias
Sweden187 Posts
On December 07 2011 22:07 bacoatc wrote: how to stop 3 gate robo as zerg? Short answer: Don't build roaches. Long answer: Make a real thread and post replays. | ||
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Tobias
Sweden187 Posts
On December 08 2011 00:31 Zergrusher wrote: how do you stop a FF on a ramp as zerg? You drone up like a mad-man. And well, don't go early pool... | ||
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Zergrusher
United States562 Posts
On December 08 2011 02:13 Tobias wrote: You drone up like a mad-man. And well, don't go early pool... what race do you play again? | ||
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Tobias
Sweden187 Posts
The one that always forcefields the ramp when your kind goes early pool ![]() | ||
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Iridium
Sweden90 Posts
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scorch-
United States816 Posts
On December 07 2011 12:50 Lebzetu wrote: How do I counter mothership/vortex in ZvP? He just vortexs half my army and the archon toilet kills it. Or he can just storm the vortex the second units pop out. Neural the mothership, vortex his deathball and chain fungal the army. | ||
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Iyerbeth
England2410 Posts
On December 08 2011 00:31 Zergrusher wrote: how do you stop a FF on a ramp as zerg? Are you asking how to stop an early push which FF's the ramp or the warp prism variety which comes a little bit later since I assume you realise there is no literal way to prevent the FF itself except for Ultras? I'll answer both versions and hopefully one of them will prove useful. ![]() If you're asking how to stop them FF'ing their own ramp though, you can't without Overlord vision to snipe them if they get to close to the ramp and you already have Roaches. + Show Spoiler [Early Push Variety] + With the kind of early push I'll be describing here the FF isn't really what kills you, it just takes away any hope of defending. You need to scout it early and see the threat coming and be ready for it before it happens or you've already lost. The FF is only a symptom of a problem in this sense rather than the actual issue you need to address. So, with that said working out when an early Protoss push is coming can be a scouting challenge, but not impossible. Some of the easier things to be doing to help prepare are keeping a Ling at watchtowers and one out the front of their base to warn you as early as possible the Protoss has left their base and how quickly they're moving across the map so you have time to pump units. Second, find the proxy Pylons with a couple of Lings - depending the map there are places more likely than others but if you can shut down the Pylons the attack will be slowed down, and they'll likely have to bring a Probe with them to support the attack which makes the push far more vulnerable and the attack later. There is almost always a Pylon somewhere, check your third, check around your bases in fog of war, check by cliffs around your base, check behind bushes, just find them So, having covered where your Lings should be, trying to scout the Protoss build can help determine if a push is likely. If the Protoss is on one base it's probably worth getting a Spine at your natural, but if you at any point in your scouting decide that a push is likely then again maybe place a Spine or two as the game progresses. If you see a fairly early Gateway push will be coming at some point placing a Roach Warren and getting a few Roaches out can be all it takes for your opponent to pull back and reconsider. The goal is that when they come you an have as much defense as you need already out at your base so that the FF will not kill you outright. When you're scouting, some simple things to look for with Overlords are how many Gates and what tech you can see in the main. Early 5 gates off two base for instance means a pretty all in attack is probably coming soon, where 4 means some pressure you need to be aware of. Off one base there are only so many timings to be aware of, and you should be cautious, continually scouting the front and preparing for any hidden tech (aka, get a Spore and a spare Queen if you really don't know what's coming). When scouting the front for 1 base you're seeing what you can see at the top of their ramp. Sentry's and Zealots probably indicate a Gateway push of the kind where a ramp FF may mean GG. On two bases similar compositions will generally mean that kind of push, but it can be harder to see the exact army composition, so you're relying on counting the number of Gates (or if you can see a warp in that can give you a good idea too) and watching for a chronoboosted Forge upgrade which is typical of a timing push where a ramp FF will be a concern. It occurs to me at this point I'm just rambling, but my point is that by the time the Sentry is in range of your ramp in this kind of push you should have been able to scout the front of their base to see the risk of it. You should have been able to deny any Pylons to show it. You should have seen it move out of the Protoss base and been able to produce Roaches and then follow up with Lings. You should have been able to have Creep Spread to give you as much time as possible to respond when they get to your base, and you should have enough defense to prevent them killing you even if they did get to your ramp, and if they try to run by they should just die and be blocked by your units. Losing to a ramp FF in this situation is having not prepared properly for the Protoss attack, rather than losing to the FF generally. + Show Spoiler [Warp Prism Variety] + If you scout a Robotics Facility early then keep a few units in your main. You only need enough to prevent 4 Sentry's from surviving long enough to keep you locked out which isn't enough that if you've been macro'ing well that you'll get crushed by an actual attack. With decent Overlord spread and watch tower control you should usually be able to see it coming as well. 2 Queens in your main for the early portion of the game can also provide a signficant defense against early Warp Prism drops, especially if your Overlord spread lets you get ready to hit the Prism as fast as possible since they will bring down it's shield in around 6 seconds and outright kill it in 12 if your Protoss opponent tries to force the issue. A macro hatch in your main will usually be useful by the point these attacks should be coming and that should leave you with 2 Queens in your main anwyay as well as having two hatcheries worth of production to defend with. You can also use the second Queen to ensure you have creep spread through your main to give you an even greater edge in defending air attacks in the even they don't warp prism drop anyway. As the game goes on if you're at Lair tech then you'll usually almost certainly have at least Muta's or Burrowed Infestors or Overlord drop or even Tunneling Claw Roaches at which point you're safe anyway. | ||
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Zergrusher
United States562 Posts
On December 08 2011 02:56 Tobias wrote: The one that always forcefields the ramp when your kind goes early pool ![]() define "early pool" | ||
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