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inbox24
Profile Blog Joined June 2010
Australia344 Posts
December 13 2011 09:18 GMT
#9741
Hey guys, I have a silly question.

How many workers is optimal to saturate an expansion? Is it 16, 24 or somewhere inbetween?

Thank you gentlemen.
Roblin
Profile Joined April 2010
Sweden948 Posts
December 13 2011 09:23 GMT
#9742
On December 13 2011 17:30 cleecks wrote:
Show nested quote +
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.


ok, so if a understand correctly, its mainly a matter of "if the hellions get in your main when you dont have speed, its gg" and simply doing your best to avoid having that happen.

the hellion filter seems perfect for me though.

ok another question: I have a friend that I play a bunch with, but lately he have realized that since I play the same style every game (and beats him with it 4 out of 5 games) and my strat is extremely scouting reliant, that if he just completely deny my scouting and do a random cheese, thats an instant win for him, so what he does is send his first marine to the bottom of his ramp and the second to scout the perimeter of his base, eventually he kills my lone zergling coming to scout and then he can send the one on his ramp to assist his other marine in killing my overlord floating into his base, this is in my opinion extremely aggravating since that first marine should be a free kill for me if I had more zerglings there, and its unsafe for him to do it, but it meta-games my strat.
so, its actually 2 questions:

1. how do I scout a terran? as Idra once said: "no amount of micro will ever let a zergling past a wallin or an overlord past a marine" also, I dont even get to see his wallin, how the **** am I supposed to hold off anything if all I know is that "he has 2 marines and a command center", this knowledge rules out none of the terran strategies (well, perhaps reaper-rush) and the only way to defend everything is to get a baneling nest (to hold off mass marine allins) some roaches (else I lose to hellions) a bunch of zerglings (to hold off maruaders), queens (helps against mostly everything, but particulaly banshees), spore crawlers (to see invisible basnhees and hold off 2port banshees), and obviously, if I do all that I wont even have money to get drones, which means I lose eventually. do I have to wait for lair before scouting? wont I lose to a bunch of early attacks if I do?

2. how do I punish my friends "anti-scouting"? obviously its not normal to have a marine on the bottom of the ramp (outside his wall, which is the top of the ramp) and so I want to discourage him from doing it, as that will allow my normal scouting to work the same way it does on ladder.
I'm better today than I was yesterday!
Roblin
Profile Joined April 2010
Sweden948 Posts
December 13 2011 09:28 GMT
#9743
On December 13 2011 18:18 inbox24 wrote:
Hey guys, I have a silly question.

How many workers is optimal to saturate an expansion? Is it 16, 24 or somewhere inbetween?

Thank you gentlemen.


define "optimal"

workers to maximize mining: 3*8(mins) + 3*2(gas) = 30 workers
mines at the fastest possible rate.
more workers will give no effect.

maximum workers to keep efficiency: 2*8(mins) + 3*2(gas) = 22 workers
more workers than this reduces the efficiency of each worker, generally, if you have 16 workers mining minerals, its called saturated on minerals.
I'm better today than I was yesterday!
Roblin
Profile Joined April 2010
Sweden948 Posts
December 13 2011 09:31 GMT
#9744
On December 13 2011 17:27 vince1234 wrote:
whats the quickest way to cb gateways at different locations without scrolling?

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?

I believe you can use chronoboost on the minimap, but its easy to hit the wrong building.

no, there is no way to tab through individual units of the same type while keeping them all selected, if they were of different types it would be another story.
I'm better today than I was yesterday!
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2011-12-13 10:38:58
December 13 2011 10:37 GMT
#9745
On December 13 2011 18:23 Roblin wrote:
Show nested quote +
On December 13 2011 17:30 cleecks wrote:+ Show Spoiler +

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.


ok, so if a understand correctly, its mainly a matter of "if the hellions get in your main when you dont have speed, its gg" and simply doing your best to avoid having that happen.


Well, the game is pretty far from over yet then, but you could be in a tough spot once that happens, depending on how many kills he gets. 2 hellions isn't a lot though, I guess if he IS in your main, you could move a few drones out (not all, just a few) to help surround the hellions with the zerglings. Also if your natural is safe while he's in your main, you could send your drones in the main back to the natural. (make sure you don't line them all up at once though!) Depending on your zergling count you could try and attack him from both sides to get a surround as well.


1. how do I scout a terran? as Idra once said: "no amount of micro will ever let a zergling past a wallin or an overlord past a marine" also, I dont even get to see his wallin, how the **** am I supposed to hold off anything if all I know is that "he has 2 marines and a command center", this knowledge rules out none of the terran strategies (well, perhaps reaper-rush) and the only way to defend everything is to get a baneling nest (to hold off mass marine allins) some roaches (else I lose to hellions) a bunch of zerglings (to hold off maruaders), queens (helps against mostly everything, but particulaly banshees), spore crawlers (to see invisible basnhees and hold off 2port banshees), and obviously, if I do all that I wont even have money to get drones, which means I lose eventually. do I have to wait for lair before scouting? wont I lose to a bunch of early attacks if I do?

2. how do I punish my friends "anti-scouting"? obviously its not normal to have a marine on the bottom of the ramp (outside his wall, which is the top of the ramp) and so I want to discourage him from doing it, as that will allow my normal scouting to work the same way it does on ladder.


I like to send out an early drone scout and usually manage to get it in the terran's base. While you won't be able to see what he's exactly gonna plan, seeing his gas geysers helps out a lot, because they can tell you a lot about the possibility of certain builds.

In this particular case, if he has just a few marines outside his base, what would stop you from killing them with a couple of zerglings? If anything it will force his marines back up the ramp and maybe he'll be forced to reveal his other units to help them out. Big chance you'll also kill the few marines that are standing there and get your ramp scout anyway. If theres nothing at his ramp besides a wallin, just begin attacking it: If he has any other units in his base he will send them to his ramp, which would also leave you for an opening to scout with your overlord (which you would have somewhere near his base at that moment)

All these things should give you enough information on what he's building. Other than that, make sure you have good map vision, think of a zergling right outside his base, just out of vision, so you know the exact moment he will move out, giving you those extra seconds to react.

Edit: messed up quotes, should be ok now
vince1234
Profile Joined May 2011
39 Posts
December 13 2011 12:41 GMT
#9746
how many workers on minerals should i have per base?

how many workers do i transfer when i am expoing?

i play p
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2011-12-13 13:14:34
December 13 2011 13:08 GMT
#9747
On December 13 2011 21:41 vince1234 wrote:
how many workers on minerals should i have per base?

how many workers do i transfer when i am expoing?

i play p


16 on minerals per base, though you can go a little higher when you're preparing to expand. Transfer any over 16 and rally to your next base until you once again have 16 on minerals at the new base. The best way to tell how many to transfer quickly making a box over those on minerals, 2 full lines is 16 and transfer as many as are on the next line.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
FirstGear
Profile Joined June 2011
Australia185 Posts
December 13 2011 16:10 GMT
#9748
I'm horrible at seeing cloaked units moving. I struggle where to scan even when I know dt's are in my base and were hitting a building seconds ago. What settings are thought to make them the easiest to see?
saaaa
Profile Joined November 2010
Germany419 Posts
December 13 2011 16:15 GMT
#9749
On December 14 2011 01:10 FirstGear wrote:
I'm horrible at seeing cloaked units moving. I struggle where to scan even when I know dt's are in my base and were hitting a building seconds ago. What settings are thought to make them the easiest to see?



with zoom-in and out u can the "rippels" really good i think
Conti
Profile Joined November 2010
Germany2516 Posts
December 13 2011 17:10 GMT
#9750
This is not exactly a strategy question, but I'm curious nonetheless:
*If I neural parasite a medivac with units in it, can I control the units as well?
*If not, can I at least drop them?
*If so, can I put my units into the medivac then?
*If so, what happens to my units inside the medivac once the NP runs out?
HardCorey
Profile Blog Joined May 2010
United States709 Posts
December 13 2011 17:32 GMT
#9751
On December 14 2011 02:10 Conti wrote:
This is not exactly a strategy question, but I'm curious nonetheless:
*If I neural parasite a medivac with units in it, can I control the units as well?
*If not, can I at least drop them?
*If so, can I put my units into the medivac then?
*If so, what happens to my units inside the medivac once the NP runs out?


This is a great question that I don't know the answer to. Best bet is to just do it in a custom unit tester map. For reference in BW if you mind controlled a dropship you did also get control of the units inside but that was because mind control was permanent.
Don't Worry, Be Happy.
FirstGear
Profile Joined June 2011
Australia185 Posts
December 13 2011 17:48 GMT
#9752
On December 14 2011 01:15 saaaa wrote:
Show nested quote +
On December 14 2011 01:10 FirstGear wrote:
I'm horrible at seeing cloaked units moving. I struggle where to scan even when I know dt's are in my base and were hitting a building seconds ago. What settings are thought to make them the easiest to see?



with zoom-in and out u can the "rippels" really good i think


Thanks will try it.


On December 14 2011 02:32 HardCorey wrote:
Show nested quote +
On December 14 2011 02:10 Conti wrote:
This is not exactly a strategy question, but I'm curious nonetheless:
*If I neural parasite a medivac with units in it, can I control the units as well?
*If not, can I at least drop them?
*If so, can I put my units into the medivac then?
*If so, what happens to my units inside the medivac once the NP runs out?


This is a great question that I don't know the answer to. Best bet is to just do it in a custom unit tester map. For reference in BW if you mind controlled a dropship you did also get control of the units inside but that was because mind control was permanent.


I'm not 100% sure but I think it used to be you could but it would bug out and destroy the loaded units, it was subsequently changed to being unable to neural them.
jart1987
Profile Blog Joined December 2011
United States8 Posts
December 13 2011 17:52 GMT
#9753
I'm having a weird thing happen when I have multiple CC in the same control group, if I have two selected and I hit "ss" both SVC's are queued in the first CC, so I have to put them both in there own control group. This isn't a big deal until I get three or more CC's down, but it's a little annoying.

Thanks, Jacob
I'm gonna use the science hammer...
FirstGear
Profile Joined June 2011
Australia185 Posts
December 13 2011 17:54 GMT
#9754
On December 14 2011 02:52 jart1987 wrote:
I'm having a weird thing happen when I have multiple CC in the same control group, if I have two selected and I hit "ss" both SVC's are queued in the first CC, so I have to put them both in there own control group. This isn't a big deal until I get three or more CC's down, but it's a little annoying.

Thanks, Jacob


Are you sure its not an orbital and a cc (or planetary)? Seems really odd.
Conti
Profile Joined November 2010
Germany2516 Posts
December 13 2011 18:28 GMT
#9755
On December 14 2011 02:10 Conti wrote:
This is not exactly a strategy question, but I'm curious nonetheless:
*If I neural parasite a medivac with units in it, can I control the units as well?
*If not, can I at least drop them?
*If so, can I put my units into the medivac then?
*If so, what happens to my units inside the medivac once the NP runs out?

Okay, I just did some testing on this with the unit tester, my curiosity had to be sated. Here are my results:

*When you NP a medivac you cannot pick up any units
*You can not NP a medivac that carries units
*Units that have been NP have a new sounds. I did not know that! It was kinda cool hearing a medivac say "For the swarm!"

Why did I bold that one seemingly inconsequential statement? When you try to NP a medivac that carries units you get a message saying something like "Cannot use spell on full unit" or something like that. This works from a distance (as long as you have vision of the medivac). So with some micro and at least one infestor with NP, you can actually find out whether an enemy medivac/warp prism/overlord contains units or not. Wow.

Did people already know this? o.o
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 13 2011 18:30 GMT
#9756
On December 14 2011 02:52 jart1987 wrote:
I'm having a weird thing happen when I have multiple CC in the same control group, if I have two selected and I hit "ss" both SVC's are queued in the first CC, so I have to put them both in there own control group. This isn't a big deal until I get three or more CC's down, but it's a little annoying.

Thanks, Jacob


Yep, if they are not both the same "type" of Command Center, then they will be in different subgroups. For example, if you have 2 Orbitals, 1 Command Center, and one Planetary, and you activate your control group and make 4 SCVs, the Orbitals will make all 4. You need to tab through the control group to make SCVs at the other buildings.

My question and I'm not sure it has an answer, other than "you can't" :

Q: Other than clicking the little '1', '2', '3', or '4' in the wire frame, how do you switch between pages of units in a Nydus Network ? Mouse scrolling and tabbing both do not work.
vorxaw
Profile Joined April 2011
Canada245 Posts
December 13 2011 19:05 GMT
#9757
Do people actually use 8/9/0 for hotkeys?
If so what?
If so, do they just use the right ctrl to set them?

I see sometimes people hotkey CCs to those far away keys.. but not sure what that's used for.
Thanks
saaaa
Profile Joined November 2010
Germany419 Posts
December 13 2011 19:06 GMT
#9758
On December 13 2011 04:36 saaaa wrote:
What timing push is more effective against TvP with 4 mediVacs or with just the first 2?

Does anybody have a nice well timed No Gas FE into 3 Rax Build with 2-4 MediVac TimingPush?

thx


can anyone help?
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 13 2011 19:06 GMT
#9759
I imagine some do, but since you can change hotkeys, many change those upper control groups to something more accessible.
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 13 2011 19:08 GMT
#9760
On December 14 2011 03:28 Conti wrote:
Show nested quote +
On December 14 2011 02:10 Conti wrote:
This is not exactly a strategy question, but I'm curious nonetheless:
*If I neural parasite a medivac with units in it, can I control the units as well?
*If not, can I at least drop them?
*If so, can I put my units into the medivac then?
*If so, what happens to my units inside the medivac once the NP runs out?

Okay, I just did some testing on this with the unit tester, my curiosity had to be sated. Here are my results:

*When you NP a medivac you cannot pick up any units
*You can not NP a medivac that carries units
*Units that have been NP have a new sounds. I did not know that! It was kinda cool hearing a medivac say "For the swarm!"

Why did I bold that one seemingly inconsequential statement? When you try to NP a medivac that carries units you get a message saying something like "Cannot use spell on full unit" or something like that. This works from a distance (as long as you have vision of the medivac). So with some micro and at least one infestor with NP, you can actually find out whether an enemy medivac/warp prism/overlord contains units or not. Wow.

Did people already know this? o.o


On the topic of Neural Parasiting Overlords, does this give a temporary boost to supply ? Does it reduce your opponent's supply ?
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