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Silver777
Profile Joined March 2010
United States347 Posts
December 13 2011 20:43 GMT
#9761
Disclaimer: I merely watch a lot of SC2 and this is simply meant for PvZ and PvT. I was going to make a whole thread, as I think this is worthy of a larger discussion, but I figured I would summarize and get some initial thoughts.

Once a protoss gets on 2 bases(easily done on every map) I have always wondered why protoss have never tried making 2-3 extra gateways and go for a build like 7-8 gate colossus, pheonix etc etc. The idea here is you are going for some sort of tech(gas limited), but are unsure of what your opponent is doing, thus you make macro-gates to play it safe. These macro-gates have no instant use, but instead use the warp in mechanic to your advantage to add flexibility to your build. If you see/sense weakness/greed, you can easily all in with 7-8 gates. If your opponent does a large attack you can front-load(warp in mechanic) your army with additional units. You can also simply tech knowing you have these gates if your opponent attacks.

On 1 base of course this makes little sense to me(nexus is 400 minerals so adding 2-3 extra gates is like adding nexus), but once you get to 2 bases 400 minerals is worth less(your income is simply more).

You can also think of the mind game. When your opponent flies an overlord in or scans and they see 8 gates, they HAVE to respect the sheer number of gates and the possible aggresion and must take necessary pre-cautions, thus forcing your opponents hand in some cases.

To me the idea of macro-gates allows for a lot of flexibility(both safe macro/tech and aggressive routes).

Anyone have any thoughts on this.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
December 13 2011 20:46 GMT
#9762
You're going to be low on money keeping up an army and expanding in PvZ/ PvT. Wasting 450 on Gates (which is the same as say, 3 Stalkers), is risky.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 13 2011 20:59 GMT
#9763
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?


A few options (tabbing won't help):

1) Double click the warpgate control group, and the camera will move to the largest congregation of gateways.
2) Use camera location saves and recall, also in combination with #1 above, can use a camera location for the gateways that the control group double click doesn't take you to.
3) Use the 'Center on Selection' feature. The default is Ctrl + F. To do this, activate the warpgate control group, click the wireframe to select one building, then 'Center on Selection'. This is how I quickly Chrono my Robotics Facility, so it will work for other buildings such as Upgrades, etc.
mahi29
Profile Joined May 2011
United States235 Posts
December 13 2011 21:11 GMT
#9764
Apparently Boxer v Rain at MLG Anaheim was an insane game and I would like to watch it. Does anyone know where I can find the replay. I checked MLG archives and I couldn't find it there for some reason. And I have a paid membership. Please help . Thanks
The mind is its own place, and in it self Can make a Heaven of Hell, a Hell of Heaven.
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 13 2011 21:15 GMT
#9765
I google'd MLG Anaheim 2011 Replays and got this:

http://pro.majorleaguegaming.com/news/mlg-anaheim-and-raleigh-starcraft-2-replays-released?return_to=http://pro.majorleaguegaming.com/news/mlg-anaheim-and-raleigh-starcraft-2-replays-released
Jedclark
Profile Blog Joined February 2011
United Kingdom903 Posts
December 13 2011 21:35 GMT
#9766
Not especially strategy related, but what is the Korean replay website with replays of Brown, etc.?
"They make it so scrubnubs can PM me. They make it so I can't ignore scrubnubs!" - "I'm gonna show you how great I am." MKP fan since GSL Open Season 2 #hipsternerd
Roblin
Profile Joined April 2010
Sweden948 Posts
December 13 2011 22:40 GMT
#9767
question: is there any zerg fast expand which follow all criteria below?

1. is never a build-order loss. (aka, holds all kinds of allins and cheese, assuming the expansion does not need to survive if the enemy committed a lot of economy)
2. is never severey behind in economy. (even if the enemy also fastexpanded)
3. cannot be denied by manner-pylons/depots and the like.
4. allows me sufficient scouting possibilities.

so far I have been using 11overpool18hatch but it doesn't give me enough scouting capabilities (currently my scouting consists of 1 zergling and 1 overlord), is it possible to rush to overseers fast enough?

its only 1 zergling because drones are exceptionally precious in this build (the 11pool requires me to catch back up in drones with the help of a queen, I will be temporarily behind my enemy in workercount) and I send each of the zerglings in different directions in a 4spawns map, thus only 1 zergling will arrive in his base and I send my overlords in such a way that I will have 1 overlord at each possible spawn location at 5 minutes into the game, at maximum I get 1 overlord and 2 zerglings to scout with, unfortunately this is not enough to see what a terran is doing.

+ Show Spoiler +
the background story is as follows: I have a friend (T) which is a league or so worse than me in pure mechanics, and he recently have developed a very bad attitude as a player and an incredibly abusive playstyle, as a matter of fact, its not a playstyle.
he knows that I, as a solid player with a solid strategy, will with all my might and power do my very best to not metagame him, every game I use the same opening that I have developed, which is completely cheeseproof, while not putting me behind in the midgame, however, it is extremely scouting reliant.
he have very recently realized that if he denies my scouting, then by choosing a random cheese out of the 5-10 possible cheeses a terran can do, he will win in 80% or so of the games as I cannot possibly defend every possibility. If I guess correctly he suffers a crushing defeat, but he doesn't care, in my opinion, his attitude has become that of "winning is more important than playing well", which I personally don't agree with.

further, he have somehow come to the conclusion that terran is harder to play than zerg, probably some weird justification to the fact that he kept losing before, and this attitude of his allows himself to justify the following beliefs:
1. If he wins its because he was skillful, even if all he did was rush to 2 banshees and kill me when I am preparing for hellions.
2. If I win its because all zergs need to do is to a-move into the terran army, even if I have outplayed him in every concievable way up to that point.

so in summary, he believes he cannot possibly be outplayed and if he loses without realizing how, its simply the fault of the race being too difficult to micro at his level of play.

I want to stomp him so far into the ground that he will have no choice but to realize I'm simply better than him, so I need to find a build which (assuming perfect play from me) cannot be hardcountered (because my friend is not shy at all with metagaming me, if he thinks he can win by doing X underhanded trick, he'll do it), never loses to cheese, and does not lose in a macro-game.

something which relies on mechanics and forces my enemy to use his mechanics back would be optimal, but it cannot be any kind of allin, as he would eventually just learn to defend it and continue with his cheesing, basicly assume my enemy has maphacks, how do I abuse my superior mechanics to win anyway?


tl.dr: assuming I am a better player than my opponent is, which strategy should I use if he has the benefit of maphacks? (ZvT)
I'm better today than I was yesterday!
IhateBunkers
Profile Joined December 2011
New Zealand78 Posts
December 13 2011 23:02 GMT
#9768
Can you Fungal Growth units whilst they are burrowed?
Leenock------SuperNova------HerO------YongHwa
Kambing
Profile Joined May 2010
United States1176 Posts
December 13 2011 23:07 GMT
#9769
On December 14 2011 08:02 IhateBunkers wrote:
Can you Fungal Growth units whilst they are burrowed?


Yes. It reveals them as well.
jart1987
Profile Blog Joined December 2011
United States8 Posts
December 13 2011 23:17 GMT
#9770
On December 14 2011 03:30 Kaitlin wrote:
Show nested quote +
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.


Thanks a lot! That was my suspicion but I couldn't tell.
I'm gonna use the science hammer...
Mordanis
Profile Blog Joined January 2011
United States893 Posts
Last Edited: 2011-12-14 00:14:16
December 14 2011 00:09 GMT
#9771
I just lost a game almost in part because I let 24 probes die with an expansion. How can I avoid this? My initial thought is that I should immediately mineral walk the probes away from the army, but in my game the only way that wasn't a dead end was blocked by the enemy army. Thanks a lot!

Edit: I was unclear... My question is: On maps like abyssal caverns or shattered temple where there is only one direction out of a natural expansion, how can you save workers if the enemy puts himself out of position by trying to snipe it?
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
mahi29
Profile Joined May 2011
United States235 Posts
December 14 2011 01:34 GMT
#9772
I'm a Gold Protoss. And everytime someone asks how to improve, one of the first pieces of advice is pick 1 build per matchup and refine it. So against Z, I'm deciding between going 1-gate FE or FFE in all my games. 1-gate FE has a lot of vulnerabilities to heavy ling pressure around the 6-8 minute mark but gives you more freedom. FFE essentially allows the Z to get a free 3rd. So I ask you, TL, which one should I use. Or would it be better for my improvement to FFE on maps such as Antiga/Shakuras and 1-gate FE on all others?
The mind is its own place, and in it self Can make a Heaven of Hell, a Hell of Heaven.
fatalities
Profile Joined November 2010
United States91 Posts
Last Edited: 2011-12-14 02:19:39
December 14 2011 02:19 GMT
#9773
This may not be the best place to ask, but I couldn't find anywhere better, so here goes:
How can I avoid tilting? I (in Platinum) have have this "habit" where when I'm laddering in the zone one day, I'll go something like 15-5 or something like that and play myself up to Plat/Diamond border. Then I'll stop laddering for the day. The next time I ladder, maybe it's because I'm facing better people now and not warmed up, I start to lose. A few games, take a break, etc... but then I just keep losing. I've been 1-9 at one point recently. I'll lose myself all the way back to lowish Plat, then I'll eventually repeat the process again.
What's my problem?
xeo1
Profile Joined October 2011
United States429 Posts
December 14 2011 02:24 GMT
#9774
do pros count their workers exactly or just estimate by glancing at them? also, what would be the optimal number of workers per base as toss? i know there is numerous posts about this but the answer is never clearly stated..
Kambing
Profile Joined May 2010
United States1176 Posts
December 14 2011 02:27 GMT
#9775
On December 14 2011 11:19 fatalities wrote:
This may not be the best place to ask, but I couldn't find anywhere better, so here goes:
How can I avoid tilting? I (in Platinum) have have this "habit" where when I'm laddering in the zone one day, I'll go something like 15-5 or something like that and play myself up to Plat/Diamond border. Then I'll stop laddering for the day. The next time I ladder, maybe it's because I'm facing better people now and not warmed up, I start to lose. A few games, take a break, etc... but then I just keep losing. I've been 1-9 at one point recently. I'll lose myself all the way back to lowish Plat, then I'll eventually repeat the process again.
What's my problem?


Not really a question with a simple answer, but here are some random tips:

1) Get comfortable with the idea of losing. You can't get better without losing, so don't let it get to you.
2) Force yourself to review the games in which you lost. Pinpoint as best you can what did wrong and write it down.
3) When you ladder, focus on fixing only one thing on that list of things that you do wrong. Don't worry about winning or losing --- your metric for success at the end of the night should be your progress towards righting that wrong thing.

When you aren't focusing on losing, but instead of improving, you'll find that you tilt less on the ladder because you won't view a loss as a heart crushing defeat.
Tyler73123
Profile Joined July 2011
67 Posts
December 14 2011 02:32 GMT
#9776
What do Protoss do when they scout a hatch first from a Zerg opponent? I'm never sure what to do as the correct responce if I'm going 13 gate 14 gas etc.
DelugeSC
Profile Joined December 2011
United States96 Posts
December 14 2011 02:47 GMT
#9777
On December 14 2011 11:24 xeo1 wrote:
do pros count their workers exactly or just estimate by glancing at them? also, what would be the optimal number of workers per base as toss? i know there is numerous posts about this but the answer is never clearly stated..


I'm no pro but I'd imagine that, because of how many games a pro player plays, they can estimate optimal saturation at a glance. Once you're familiar with builds and unit transfers, it should become second nature.

As for Protoss optimal saturation I believe it's the same as the other races, 2 per mineral patch and 3 per gas for soft saturation with 3 per mineral patch not hurting you; but can be more efficient at another expo where there are empty patches.

To say it better: No more than 3 per mineral patch, and 3 per gas.
coriamon
Profile Joined August 2011
244 Posts
December 14 2011 03:00 GMT
#9778
On December 14 2011 11:32 Tyler73123 wrote:
What do Protoss do when they scout a hatch first from a Zerg opponent? I'm never sure what to do as the correct responce if I'm going 13 gate 14 gas etc.

I either 4 gate or put on blink stalker pressure. This is because their tech will be delayed due to them having to maintain another hatchery (they need mins for spending larva and for the additional queen as well as for the hatchery itself). Blink stalker pressure is usually the better of the two options.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
December 14 2011 03:07 GMT
#9779
On December 14 2011 11:24 xeo1 wrote:
do pros count their workers exactly or just estimate by glancing at them? also, what would be the optimal number of workers per base as toss? i know there is numerous posts about this but the answer is never clearly stated..


its quite easy to count exactly, especially as protoss. just box select, each row is 8. You don't count total, you ask, does this base have optimal saturation?.

saturation = 24 probes on minerals, plus the 6 on gas at each base (though really 20 on minerals is a better number).

basically, you want at least 2 rows of workers, but not more than 3 rows.
aka ChillyGonzalo / GnozL
Kaitlin
Profile Joined December 2010
United States2958 Posts
December 14 2011 03:18 GMT
#9780
I've come to double clicking a worker at a mineral and adding 1 for each gas geyser fully saturated. Seems to be a little cleaner than boxing, which may include other units in the area or not all workers. Of course, I have to remember all workers are on screen are highlighted ...
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