Simple Questions Simple Answers - Page 49
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thesideshow
930 Posts
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FliedLice
Germany7494 Posts
My usual transition then is to just go 4 gate on him and I can't really believe how often that works without ANY effort whatsoever on my part. Of course 80% of the time I also catch some sort of flame for 4 gating, lol. It really boggles my mind, what does a zerg actually expect to happen when he limits a protoss to only 1 gas? 4 gate just seems so hilariously obvious. | ||
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Dr. ROCKZO
New Zealand396 Posts
Not that anyone is going to be spreading creep at a a perfect rate, but it'd be nice to have something to aim for. (Spawn Tumor > Wait 17 Seconds for optimal spread > spawn another tumor) EDIT: On March 20 2011 10:15 FliedLice wrote: what does a zerg actually expect to happen when he limits a protoss to only 1 gas? In an ideal world, they're hoping to severely delay your incoming gas heavy build. Unfortunately for them, they probably have better chances fighting that than the 4gate. But a gas steal can also be used to deter certain tech paths that the Z's build is countered by. For instance, by blocking early immortals, the Z is free to mass roach. (a bad example, but you get the idea) | ||
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rust.oxide
United States94 Posts
SPOILERS: + Show Spoiler + In game 1, MC feigned a fast expand and had a massive Sentry army. MC was able to defeat July by extremely good use of forcefields to stop reinforcements from the main, and as a Zerg I hate being in that position, regardless of whether I eventually hold it off because I feel so helpless in that situation and will most likely lose that hatchery. I was thinking of adjusting my ZvP opening in the following way: When I see more than 1 sentry, throw down a second gas; and if I see more than 2-3 Sentries, get a Lair asap. My reasoning is that if he's going with a sentry-heavy army, he is either going to expand, or do a 4-gate push with immense sentry support. If he's going for a 4-gate sentry-heavy push, I want to be able to have burrow roaches ASAP to deal with forcefields on my ramp. If he's just expanding and playing a macro game, I can use that early second gas to get ahead on upgrades. Is this a bad idea in practice? Will I fall behind in other areas compared to the protoss? | ||
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raiden17
United States5 Posts
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MuffinCookie
China64 Posts
On March 20 2011 16:14 raiden17 wrote: A simple question, I either forgot or never payed attention, but how do you turn on the building grid? Look under the "Gameplay Options". There should be a checkbox next to the Building grid option. | ||
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MuffinCookie
China64 Posts
I like the logic behind your gas timings but honestly, I think you should just move your roaches out onto the field so they don't get trapped into your choke. I think in this situation, you could use that second gas to get a mid-game roach/hyrda/infestor army. But at this point, I hope you have an expansion up. D: | ||
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MuffinCookie
China64 Posts
On March 20 2011 12:14 Dr. ROCKZO wrote: This seems like the sort of thing I'd have to test myself to confirm seeing as it's a tad obscure but, does anyone know the optimal rate of creep tumor spread? Spawning a new one over letting the existing one naturally produce creep. I'm guessing there's a perfect timing where both sides are as efficient as possible but I don't actually know when that is/would be. I would say three tumors per attack lane will spread optimally. Any more creep tumors can be spread in different directions. Umm. I'm not sure if I'm interpreting your second question (if it's a question) correctly, but I think an existing creep tumor spawning another creep tumor is no different from pooping a tumor from a queen, in terms of creep spread. I think what you could is when your first creep tumor finishes spreading, you could poop a new creep tumor at the edge of the new creep, and use the existing creep tumor to spawn another creep tumor next to the newly pooped creep tumor. And keep building up creep tumors until you have three going in different directions. So it would look something like this: [pooped tumor] creep creep creep [tumor from tumor][pooped tumor] creep creep creep [tumor from tumor][tumor from tumor][pooped tumor] I hope that's not confusing. Or you could just poop three tumors, and use those to just spread creep down a lane. :\ | ||
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CaptainCharisma
New Zealand808 Posts
When my marines are damaged, the Medivacs follow my marines, healing, and I can just control the marines without having to worry about the Medivacs. This is what I want, but how do I get this when the marines are at full health? And also an unrelated question:is there some sort of map/game (like a custom game) for doing tests, where only I am playing, and I can instantly produce units and experiment etc. I've seen videos of such maps (e.g. someone using 100 marauders vs 100 stalkers. | ||
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MuffinCookie
China64 Posts
On March 20 2011 22:58 CaptainCharisma wrote: How do I get my Medivacs to follow the marines? I can't right-click move them to a single marine because he or she will get picked up by the Medivac, which is not what I want. I want the Medivacs to be constantly healing, not moving along above the marines doing nothing. When my marines are damaged, the Medivacs follow my marines, healing, and I can just control the marines without having to worry about the Medivacs. This is what I want, but how do I get this when the marines are at full health? A-click marines with your medivacs. Medivacs don't attack, and the "A" key is mapped to the "Heal" command of the medivacs. But the medivacs will only ever heal that one marine you a-clicked on I think, so it maybe be better to just a-move and make sure your medivacs don't get too far ahead. Then the medivacs will heal marines taking damage. | ||
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Overpowered
Czech Republic764 Posts
On March 20 2011 22:58 CaptainCharisma wrote: And also an unrelated question:is there some sort of map/game (like a custom game) for doing tests, where only I am playing, and I can instantly produce units and experiment etc. I've seen videos of such maps (e.g. someone using 100 marauders vs 100 stalkers. Yes, it is usually called something like Unit Tester. Try to search it on bnet, I am sure you will find it. | ||
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ticktack
United Arab Emirates874 Posts
Here's a Screenshot.. ![]() How do I enable that? I haven't seen that before. Thanks! | ||
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Kaitlin
United States2958 Posts
My question: Some map names have an 'SE' or 'RE', what does that stand for ? Such as Terminus RE, Crossfire SE. | ||
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badDogma
United States106 Posts
Please don't tell me 4gate, or a rush strategy, I'm trying to learn how to macro well and preferably get a good mid-game build that I can use to improve. | ||
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Kaitlin
United States2958 Posts
On March 20 2011 23:28 MuffinCookie wrote: A-click marines with your medivacs. Medivacs don't attack, and the "A" key is mapped to the "Heal" command of the medivacs. But the medivacs will only ever heal that one marine you a-clicked on I think, so it maybe be better to just a-move and make sure your medivacs don't get too far ahead. Then the medivacs will heal marines taking damage. I'm almost certain the medivacs will heal anything within range. It's also not a bad idea to shift-queue on several marines for it to follow in case that one marine dies. | ||
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Kaitlin
United States2958 Posts
On March 21 2011 01:54 badDogma wrote: What's the best "one-size-fits-all" protoss strategy? I've been using 3gate+robo and then I expand around 7min mark if I feel safe, and then I just wing it from there (usually add on a few more gates, etc). Is this OK? Is there something better? Please don't tell me 4gate, or a rush strategy, I'm trying to learn how to macro well and preferably get a good mid-game build that I can use to improve. The best "one size fits all" strategy after executing your build order for the matchup is to respond to your scouting information. | ||
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badDogma
United States106 Posts
The best "one size fits all" strategy after executing your build order for the matchup is to respond to your scouting information. I meant to say best build order/opener. Something generic that I can use until my mechanics and macro gets better. | ||
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Kaitlin
United States2958 Posts
On March 21 2011 02:01 badDogma wrote: I meant to say best build order/opener. Something generic that I can use until my mechanics and macro gets better. Well, according to: http://wiki.teamliquid.net/starcraft2/Protoss_Strategy The build (in Stub Builds) that applies across all matchups is the 3 Gate Robo, which is what you mentioned you were using. So that's good. It's a stable build. Most suggest a separate build for each matchup, but if you want just one, you probably already have it. | ||
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Mythito
Canada230 Posts
On March 20 2011 16:43 MuffinCookie wrote: I would say three tumors per attack lane will spread optimally. Any more creep tumors can be spread in different directions. Umm. I'm not sure if I'm interpreting your second question (if it's a question) correctly, but I think an existing creep tumor spawning another creep tumor is no different from pooping a tumor from a queen, in terms of creep spread. I think what you could is when your first creep tumor finishes spreading, you could poop a new creep tumor at the edge of the new creep, and use the existing creep tumor to spawn another creep tumor next to the newly pooped creep tumor. And keep building up creep tumors until you have three going in different directions. So it would look something like this: [pooped tumor] creep creep creep [tumor from tumor][pooped tumor] creep creep creep [tumor from tumor][tumor from tumor][pooped tumor] I hope that's not confusing. Or you could just poop three tumors, and use those to just spread creep down a lane. :\ i think what he was actually asking is if it is better to do this (stealing your diagram) [pooped tumor] creep creep [tumor from tumor] creep creep [tumor from tumor] or this [pooped tumor] creep creep creep creep [tumor from tumor] creep creep creep creep [tumor from tumor] and the answer to that is the most efficient is to do it as soon as the cooldown on the tumor ceases | ||
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Mythito
Canada230 Posts
On March 21 2011 01:53 Kaitlin wrote: It was implemented in a recent patch - probably the one with chat channels. Just check around the Options, it's an obvious name - probably in Gameplay section. My question: Some map names have an 'SE' or 'RE', what does that stand for ? Such as Terminus RE, Crossfire SE. well 'SE' is second edition typically, but i'm not sure what that would make 'RE', but it's because they are maps that the GSL slightly modified from the original Terminus and Crossfire, ie. a new edition/update | ||
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