Simple Questions Simple Answers - Page 487
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Ruibarian
United States14 Posts
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Kerm
France467 Posts
On December 12 2011 22:26 Ruibarian wrote: So, I read like, 25 pages and did 3 searches and didn't come up with an answer. Probably so minute that it's irrelevant, but as zerg should I be splitting my workers first or starting my first drone? To be honest it doesn't matter. I go worker first. | ||
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AmericanUmlaut
Germany2581 Posts
On December 12 2011 22:33 Kerm wrote: To be honest it doesn't matter. I go worker first. I know this has actually been discussed somewhere, but I can't find it. The consensus as I remember it was that for Terran and Protoss, your worker count is constrained by your CC/Nexus building time, so you should start your first worker as fast as possible. For Zerg, your worker count early on is constrained by how quickly you get another 50 minerals mined, so it's better to start mining first. | ||
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djtopa
United Kingdom59 Posts
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Tobias
Sweden187 Posts
On December 12 2011 23:20 djtopa wrote: When I do a push in TvX matchup (I'm terran), how do I decide whether it's better to reinforce the push with rallyin my production buildings there or just leave the rally points in my base ? I normally end up messing up all my rally points and have units wandering around everywhere in the map. If you think you're safe rallying to the opponents base, do it. If you think you'll have to retreat, don't. | ||
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Tobias
Sweden187 Posts
On December 12 2011 19:30 whereismymind wrote: Hi there. Protoss player here. 1) After defending 6 pool with FFE is it viable to go: gate-gas-cyber-gas-STARGATE and decimate zerg with voidray, while having 2 cannons in main mineral line? 2) how to place 4-5 cannons for defending 7rr, after FFE on maps with wide natural(metalopolis etc)? I lost to 7rr, because of fail cannon positions. He just snipped nexus and walked into main lol. Thank you! 1: No, just go for gates and cyber to kill him asap. He's got no economy at all unless you allow him to get one. 2: Hugging your wall. The most important thing is building placement to ensure they have to waltz around your entire natural to get into your main, and if you hug the wall with your cannons you can fire at them while they're trying to break it. | ||
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saaaa
Germany419 Posts
Does anybody have a nice well timed No Gas FE into 3 Rax Build with 2-4 MediVac TimingPush? thx | ||
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LvTran1987
United States3 Posts
If a building is making something and it gets killed, then do you get a refund for the upgrade/unit??????? SC1 was a big no no =(! But since SC2 fixed a lot of stuff that really made BW hard. | ||
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Geiko
France1939 Posts
On December 13 2011 06:23 LvTran1987 wrote: QUESTION! If a building is making something and it gets killed, then do you get a refund for the upgrade/unit??????? SC1 was a big no no =(! But since SC2 fixed a lot of stuff that really made BW hard. Yes you get a refund. Except if it is an egg that is killed (or NPed) | ||
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Sylvanium
Canada32 Posts
When should I scan the zerg's base to know that mutas are coming (and what am I looking for) and be ready (have towers ready). Thanks! | ||
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HardCorey
United States709 Posts
On December 13 2011 07:24 Sylvanium wrote: Hello Guys, I'm working on a build here and I seem to always get got unprepaired for the first 7 mutas. I play Terran. When should I scan the zerg's base to know that mutas are coming (and what am I looking for) and be ready (have towers ready). Thanks! Watch replays to check what time. Scout your opponent consistently and keep tabs on the map. Theres no way to know the exact timing of mutalisks for every different player but you can get a rough estimation from replays. | ||
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CookieMaker
Canada880 Posts
On December 12 2011 22:43 AmericanUmlaut wrote: I know this has actually been discussed somewhere, but I can't find it. The consensus as I remember it was that for Terran and Protoss, your worker count is constrained by your CC/Nexus building time, so you should start your first worker as fast as possible. For Zerg, your worker count early on is constrained by how quickly you get another 50 minerals mined, so it's better to start mining first. You've got it right. If you are fast enough with your first commands then technically Protoss and Terran are constrained by how fast they can build the workers, not how many minerals they mine. For zerg, because of the 3 starting larvae, it's about how fast you can hit 50 minerals, so technically you should split first. It has been discussed in a thread with stats to back it up (dunno how many tests were actually run tho). Personal opinion: As a zerg player though i find this immeasurably harder than going worker first, because by the time my mouse boxes, commands, boxes, splits, then goes back to the hatch to make the first drone, I feel like i'm retartedly slow. Whereas I can basically create a worker while my mouse is on the way to box drones initially. | ||
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envisioN .
United States552 Posts
On December 13 2011 12:18 CookieMaker wrote: You've got it right. If you are fast enough with your first commands then technically Protoss and Terran are constrained by how fast they can build the workers, not how many minerals they mine. For zerg, because of the 3 starting larvae, it's about how fast you can hit 50 minerals, so technically you should split first. It has been discussed in a thread with stats to back it up (dunno how many tests were actually run tho). Personal opinion: As a zerg player though i find this immeasurably harder than going worker first, because by the time my mouse boxes, commands, boxes, splits, then goes back to the hatch to make the first drone, I feel like i'm retartedly slow. Whereas I can basically create a worker while my mouse is on the way to box drones initially. I get this same feeling, so I tend to send workers to mine, make a worker, then split the workers. I started doing this as a terran because I figured I could get the minerals earlier and still be starting a worker before I split and carried it over to zerg. Honestly though, it doesn't make any real impact on the game. It might at the extremely high level, but for the average bear, it doesn't | ||
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KleineGeist
United States52 Posts
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Slivered Skin
Canada347 Posts
On December 13 2011 06:39 Geiko wrote: Yes you get a refund. Except if it is an egg that is killed (or NPed) Just to correct this common misconception, in BW you get 100% back from any units that were making when a building gets destroyed. You also get 75% back for any upgrade that wasn't cancelled. It still pays off to cancel upgrades when playing BW, but it's not really something that SC2 dumbed down very much. | ||
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Gwaltgw
United States44 Posts
http://www.gomtv.net/2011blizzardcup/vod/66694 I've seen drewbie do it and it was done in the mvp vs mc match last night in the blizzard cup. If mvp is doing it, then it can't be horrible, but I thought you only made marines to stop a 3 gate void ray all-in. I thought marines were bad because of guardian shield and stalkers, and that bunkers didnt help them because of force field. And then they just got worse because of collosus and storm. Why is this strat good? And what is the follow-up? Why doesn't mass marines suck early? Is it just to get the infrastructure up to make marauders? But then what do you do with all those marines? Thanks. | ||
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jjhchsc2
Korea (South)2393 Posts
On December 13 2011 16:05 Gwaltgw wrote: Can someone please explain to me the reasoning behind this new TvP build where you go one rax gasless expand followed by 3 more rax and make a lot of marines: http://www.gomtv.net/2011blizzardcup/vod/66694 I've seen drewbie do it and it was done in the mvp vs mc match last night in the blizzard cup. If mvp is doing it, then it can't be horrible, but I thought you only made marines to stop a 3 gate void ray all-in. I thought marines were bad because of guardian shield and stalkers, and that bunkers didnt help them because of force field. And then they just got worse because of collosus and storm. Why is this strat good? And what is the follow-up? Why doesn't mass marines suck early? Is it just to get the infrastructure up to make marauders? But then what do you do with all those marines? Thanks. not sure of what map it was on but 4 rax marines early can put on alot of pressure at around the 6:30 mark and can kill the protoss right there if they were greedy and went straight for tech and not units. on some maps with big ramps that are hard to FF this can be viable as your marines can just go up the ramp and do alot of damage. it doesnt even have to do damage i think. its pretty safe. follow up is double/triple gas and make 2 techlabs, a factory, 2 or 1 engi bays and get the upgrades. you dont need to make the reactor since you already have the extra barracks. at around the 11min mark you can prob expand and add 2 more rax with addons. depends on what hes going. | ||
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Roblin
Sweden948 Posts
you are zerg, you go a FE which delays gas a bit, you overlord scout at about 5 minutes, you somehow assume hellions and so you build 2 blind spinecrawlers, then you build 2 evochambers for upgrades, you biuld these in your main, you see a factory with a reactor, 2 hellions are outside your (defended) natural, they take a few spine hits to force their way through the spinecrawlers, they are now in your main and attempting to kill workers, you have a queen there that are utterly incapable of chasing hellions, zergling speed is finishing up in 50 seconds or so. what do you do to minimize damage? if im just ****ed, what should I do before the hellions come outside of building 2 spinecrawlers? (remember that I see the factory only seconds before the hellions come out, so if I defend hellions, it almost certainly will be blind). | ||
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vince1234
39 Posts
say i have 6 gates hotkeyed in group 4 is there i way i can tab to each individual gateway while all 6 are selected? | ||
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cleecks
Netherlands109 Posts
On December 13 2011 17:09 Roblin wrote: heres the scenario: you are zerg, you go a FE which delays gas a bit, you overlord scout at about 5 minutes, you somehow assume hellions and so you build 2 blind spinecrawlers, then you build 2 evochambers for upgrades, you biuld these in your main, you see a factory with a reactor, 2 hellions are outside your (defended) natural, they take a few spine hits to force their way through the spinecrawlers, they are now in your main and attempting to kill workers, you have a queen there that are utterly incapable of chasing hellions, zergling speed is finishing up in 50 seconds or so. what do you do to minimize damage? if im just ****ed, what should I do before the hellions come outside of building 2 spinecrawlers? (remember that I see the factory only seconds before the hellions come out, so if I defend hellions, it almost certainly will be blind). The best way is to not let the hellions get in your main at all. I tend to build an evochamber right near the ramp between your main and natural, so the hellions can't get in your main as easily. Have a few zerglings up the ramp to block his route if he decides to go up; 2 hellions don't kill zerglings that fast as long as they aren't lined up. If necessary, just pull your drones to your main if your spines havent finished yet at your natural. Also, on most maps (if not all but tal darim) it's possible to have some kind of wallin with an evochamber and a spinecrawler, which blocks hellions from entering your main while drones can still get in and out, check this out: http://www.teamliquid.net/forum/viewmessage.php?topic_id=246215 If you really get caught off guard you could block the ramp with a queen instead, but you need to make sure its positioned correctly, because you will look so stupid if the hellions just run by your queen due to it being slightly away from the center. | ||
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