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On December 08 2011 03:21 scorch- wrote:Show nested quote +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. Hmm, thats pretty smart. I wonder if the 7 range would be able to reach the mothership though.
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Power fields- why is everyone's I see show blue on the ground where there's power, but I only see rings of the outer edge of my power fields?
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On December 08 2011 04:58 Selkie wrote: Power fields- why is everyone's I see show blue on the ground where there's power, but I only see rings of the outer edge of my power fields?
graphics settings
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On December 07 2011 05:26 WeedRa wrote: How can i disable the rain on shattered, or generally wheather effects? Is there a special command for the variables.txt?
I've had it disabled but somehow it is back and it really distracts me... i have all graphic settings on low except textures (high) and effects (med).
please help 
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On December 08 2011 03:36 Zergrusher wrote:Show nested quote +On December 08 2011 02:56 Tobias wrote:On December 08 2011 02:33 Zergrusher wrote:On December 08 2011 02:13 Tobias wrote: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... what race do you play again? The one that always forcefields the ramp when your kind goes early pool  define "early pool"
10 or earlier. Against protoss, however, I don't really see a reason to go pool-first at all unless you scout something like a 2-gate. THAT part I'm not qualified to say for sure though
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can someone explain to me the targeting criteria for siege tanks and colossus both on A move (and sieged siege tanks)? If there are two individual groups of units approaching it from the same side (say, of marines) which are equidistant to the colo/ST, which one will the UI target?
Also, imagine one group of the marines is slightly large (3 more), but they are in the back of the group and don't affect the distance drawn. Does this change anything?
I'm just wondering, mainly because, I stimmed a single marauder forward in one of my last games and the single colossus targeted him over the much larger group of marines slightly behind and to the left of the marauder.
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On December 08 2011 07:37 recoil56 wrote: can someone explain to me the targeting criteria for siege tanks and colossus both on A move (and sieged siege tanks)? If there are two individual groups of units approaching it from the same side (say, of marines) which are equidistant to the colo/ST, which one will the UI target?
Also, imagine one group of the marines is slightly large (3 more), but they are in the back of the group and don't affect the distance drawn. Does this change anything?
I'm just wondering, mainly because, I stimmed a single marauder forward in one of my last games and the single colossus targeted him over the much larger group of marines slightly behind and to the left of the marauder. AFAIK the UI will auto target whatever units are closer to itself. If two units are equidistant from the unit, then the UI will target the unit that is closest to its current point of aiming. (closest to whichever way it is facing) In your scenario, the marauder was closer to the collosus than the marines, so the collosus targeted the marauder.
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On December 08 2011 03:12 Iridium wrote: What should i do vs FFE-> 2stargate->3rd nexus->colossus? it feels like whatever i do i just get decimated by either the stargate units or the colossus followup. It feels like ive tried everything, everytime i build hydras in high numbers, the colossus followup just wrecks me but if i build them in low numbers, the protoss just keeps on getting more Phoenixes and kill them. What should i do? Is there any rule on how many hydras to make or something ? Is there any other way to encounter the 2 stargate push? I'd really love some answers because ive lost about 10 games to this strategy and i am kinda sick of it. Don't build large numbers of hydras, as a general rule, if you build more than ~12 hydras vs protoss you're going to get decimated by storms and colossus.
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God damnit just lost to a 3 pylon block and a cannon behind it, how is zerg suppose to deal with this?
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If you see Z go 15 hatch and you open gateway, how fast should one expand? Like should I cut units/probes/tech etc to get a Nexus immediately or can I continue on w/ a 1-gate fe and get it around 30 food?
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On December 06 2011 14:52 MutaKingPrime wrote:Show nested quote +On December 06 2011 14:03 HypertonicHydroponic wrote:On December 06 2011 13:43 MutaKingPrime wrote:On December 06 2011 12:27 HypertonicHydroponic wrote: Ok, so this is a build that I've been messing around with as a random player when I roll Terran and I have been having decent success with it. Basically it is supposed to approximate a 6rax without being an all-in attack, although I'm sure the people I've played must of thought it was. Basically, instead of 6 barracks, I make three and reactor all of them. When I have about 15 marine I make a push to see what my opponent has and I rally the next waves to my army. The reason this is not all-in is that the money I save from only building three rax I use to build a second in-base orbital which I try to expand with around the time I push out or maybe slightly after. I don't know if what I'm doing is optimal theoretically, but I do try to keep constantly on top of SCV production (I only purposely cut briefly about twice), and I try to make marines constantly out of non-add-on-building barracks and have gotten this decently crisp. I only use a single SCV on gas the whole time I am doing this and the rest go to minerals. I was wondering if anyone has tried anything like this before or if there is an actual pro version of this build (none that I could find on liquipedia). Also, what is the general timing on the 6rax moving out? I'm sure my build hits a bit later, but I'm trying to figure out how much later.
I transition out if the attack does not win the game by adding another rax with a tech lab for stim and shield, as well as teching up. My expansion is usually up at this point. still an all in because you have minimal tech, you have no starport, no factory, no upgrades, and your expo is late. if your initial push "succeeds" and u keep rallying but it turns out he was just chillin for better position, then ur even more behind I do not see how it is all in since I have been able to defend the natural with bunkers and I tech up immediately and take all my gas (kind of like the old spanishiwa style). The expansion being late has only seemed to help with the attack timing more often than not. Also, I'm not sure how late you think it is, certainly later than 1rax expand, but I do not think it is later than an expansion off a 1-1-1, probably eariler. Did you try this or are you just saying it seems late? ur still way too behind on tech................. 1-1-1 has "all" tech paths already. (starport factory, probably siege mode too maybe cloak) Regardless of whether or not you think this is an all in, you have not answered whether there is an already established build order for this or something like it. Does anyone know?
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I'm currently a mid Diamond player because ive only played 17 ladder games. I'm 14-3 and I was just even matched with a Masters player and beat him, does this mean I will move up soon?
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Will I have to exhaust my bonus pool? or will it promote me based on my mmr?
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On December 08 2011 15:23 -PlayerOne- wrote:Will I have to exhaust my bonus pool? or will it promote me based on my mmr?
Promotions are based on MMR alone. Your MMR will be considered highly volatile with only 17 games played, so you should probably not count on a promotion at end of season (next week), but if you keep it up you'll most likely get a mid-season promotion.
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On December 08 2011 02:10 Tobias wrote: In PvP, what is the best composition against mass blink stalkers, 4-6 immortals and a handfull of chargelots? Do I mirror it and try to out-micro my opponent, do I go zealot+archon, mass immortals+colossus, or what? geting blink yourself and a few immortals( like 3-5 or more depending on stalker count ) then adding in either archons (if he is really zealot heavy) or colossi( anything else) is a good idea. once you get blink + immortals, you can completely shut down his harass as immortals will smash him if he engages directly and if he runs u can blink and kill a few of his stalkers every time. stalkers are not good in direct engagements other than to snipe off colossi kinda like mutalisks so u have to just defend them. if u get immortals and blink of your own and still get beaten by mass blink stalkers, you either took too much damage from harass or just had poor macro or had ur army on move command the entire fight.
chargelots are not actually that good against blink stalker harass unless u can get the stalkers to blink straight into them. otherwise the stalkers will just blink out and snipe a few zealots every time u attack into his army. in a direct confrontation, zealots dont scale as well as stalkers.
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about camera and hotkeying 1: If you have more than one building on a hotkey, i know you can tab to do stuff with diff ones, but can you centre camera on different buildings? 2: when you double tap a hotkey with say 3 CCs on it, how does it decide where your camera goes? Thanks
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On December 07 2011 05:26 WeedRa wrote: How can i disable the rain on shattered, or generally wheather effects? Is there a special command for the variables.txt?
I've had it disabled but somehow it is back and it really distracts me... i have all graphic settings on low except textures (high) and effects (med).
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On December 08 2011 11:06 Digitalis wrote: God damnit just lost to a 3 pylon block and a cannon behind it, how is zerg suppose to deal with this?
+ Show Spoiler [Might not work] +Well the best way to break through this was the Drone Drill where you select all your drones as the Pylons are going up and spam click on to a mineral patch in your natural so they group up in to a tiny spot then attack move on to one of the Pylons resulting in them all hitting that Pylon at once dealing 50+ damage or so every couple of seconds easily allowingy ou to prevent the cannons warping in. I should add though that whilst some say it still works I can't seem to get it to since the last patch but I'm mentioning it here as some people still swear it works and I can't seem to find a difinitive answer one way or the other.
The best guarenteed way to stop it is to simply have a drone sat blocking where the pylons would keep you locked out if your Protoss opponent has a probe around your natural, until you can get Zerglings out to deal with any potential block.
If they do go down cancel your expansion and either go scout with the Drone or expand somewhere else. Proxy Hatch can be pretty deadly against this if you can sneak it in as the opponent will have gone early Forge, likely FFE with late Gateways and 450 minerals of investment outside your base, but it is a very risky strategy. Either way though you should probably drop a Roach warren as it'll help you break the contain, but also provide the units you need if you do proxy Hatch. If you do expand somewhere else beware of them placing canons whil you're building it, if you can direct an Overlord over it, it will help ensure safety through vision.
So things to be doing inside your base are, in short, teching like mad. You can't expand right now so do what you'd be doing if you couldn't attack your opponent's front and couldn't expand, in the same way if you get Pylon blocked you'd place your Pool and Gas and go back to expanding later. This can mean a few things, either going Roaches quickly to break the contain and get back on track or rushing to Lair and maybe considering a Hydra bust or drop/nydus play with Hydra and/or Roach. Whilst that's going on you will want to extend your creep to your ramp, a Spine Crawler and ranged units can deal damage from the high ground and when it's opened up you can break out and expand in to a normal macro game again, which may sound odd but once again remember your opponent was 450 minerals behind in doing that contain, which makes you immune to any sort of ground aggression until at least Warp Prism, or a very late Gateway push where they break the contain for you.
One final thing, don't panic.
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I have been working on a 2gas FE in PvT (2nd gas on 18, then nexus on ~28, then robo, then 2 gates), and I've been thinking of putting the robo down at the natural. Seems risky I guess but having an immortal a little sooner against early maurader pressure would be nice. Maybe just putting robo near the top of the ramp?
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