On January 26 2011 17:45 zatic wrote: </ul>Ask in this thread when you have a simple question that can be answered by a simple answer. Please always check if you can find an answer in Liquipedia
On December 15 2011 09:11 Kevin_Sorbo wrote: What is the hotkey to set your workers on auto-repair w/o clicking icon?
On December 15 2011 03:20 krylon wrote: Two to three weeks ago I was demoted from masters to diamond. When I got to diamond my bonus pool did not reset to the standard 73+whatever you have spent, it just was set to 0. As of now I have NOT accrued 1 bonus point in those three weeks (with several multiple day breaks). Is this acting as intended or is something screwy going on?
edit: when I look on the site, it shows my 1v1 bonus pool is at 252. This just doesn't make sense. I am not getting awarded bonus points when I win games.
the ladder was locked a few days ago, in which bonus pool does not continue increasing. perhaps for some reason it still shows it on your bnet site for information purposes, but is not applicable in the actual client itself? Not sure, haven't heard of this before, but hope my information might help
I had this happen to me a while ago. It just so happens that the ladder is locked, so keep that in mind. What is going on is: When you are demoted, your bonus pool only applies to the league you were in, so if you go from Masters to Diamond, you will have no bonus pool to spend (don't ask me why, it's just this way) but you will still accrue a Masters league bonus pool. Once you are promoted back to Masters, you will have bonus pool points available again, and they will be the same amount that everyone else has (or the same amount you would have had had you not been demoted, whichever way you wanna look at it). Since we are at the end of the season, however, your masters bonus pool has stopped accruing, and you cannot be promoted again to use them because of ladder lock. Unfortunately, those points are gone and will never be used since new season will reset everyone's pool. Sorry for bad news man!
So actually here is what is happenin straight from a communit rep at blizz:
"Because Master League's bonus pool accumulates faster than lower leagues. 90 per week as opposed to 52.2 per week. Since you've spent more of your bonus pool from Master League than Diamond has accumulated in total, you're effectively in a bonus pool "debt" until Diamond catches up."
On December 15 2011 06:37 saaaa wrote: Against what protoss build should i play i 2 ghost timing push?
I think against every build of the protoss is a mediVac and fast upgrades better than a 2 ghost timing push?
15 nexus,20 nexus, 3 gate expand, and anything else that is greedy and sentry heavy. It also works well against 3 gate robo expand, due to a lot of sentries, zealots and immortals. Really, sentries, stalkers and zealots with good micro can destroy this build. But if you EMP well, you could win the game. I dunno... I don't love the build.
How do i change my hotkeys from cnrt+1 to caps lock +1 to make control groups? everytime i try it only makes the hot key wither caps lock or 1, not both, I want this to apply to all my control groups.
Hey guys, I seem to be loosing in TvZ a lot when the zerg goes Muta/bane/ling. I am looking for a replay of someone or several replays of someone playing Terran successfully defending and then pulling ahead of zerg when he chooses to go mutas/bane/ling.
P.S. I'll give preference to replays that feature a terran using mostly Air Units, as I prefer that kind of play.
Thanks guys, if any zerg wants to help me practice I'm on the NA server in Bronze league Sylvanium.512 Thanks.
I'm wondering if anyone sees the new the new protoss capital ship the Tempest as a potential part of the "deathball", as in delaling with clumped up vikings, as to save your colossus? If not, why?
Regards Jacka
Strategy thoughts or concerns about HotS are largely irrelevant at this stage because we don't know what form the units will take.
On December 15 2011 19:21 HivMagnus wrote: as terran, any tips on how not to get supply blocks?
Hotkey 2 workers and constantly check on them and constantly build 2 supply depots after you get your expo. and rally them back to minerals as you can check if they finished with the idle worker icon at the bottom left. as you reach 2 base saturation you might need 3 supply depots at a time depending on your macro.
On December 15 2011 06:37 saaaa wrote: Against what protoss build should i play i 2 ghost timing push?
I think against every build of the protoss is a mediVac and fast upgrades better than a 2 ghost timing push?
15 nexus,20 nexus, 3 gate expand, and anything else that is greedy and sentry heavy. It also works well against 3 gate robo expand, due to a lot of sentries, zealots and immortals. Really, sentries, stalkers and zealots with good micro can destroy this build. But if you EMP well, you could win the game. I dunno... I don't love the build.
first of all thx for your help.
are you sure that against an immortal focused play like 3Gate+Robo is a ghost timing better than just go for a mediVac timing push? The same against greedy builds like 15 nexus, 1gate expand etc. Against a sentry heavy play i should prefer the ghost build but it's really hard and gimmicky to predict if the protoss player is going sentry heavy or not... :/
but i will definitely try this out.
I love the ghost timing push (before the patch i did it a lot and beat 90% of my games) but now i feel like "a medivac opening is better because the faster starport tech and ebay with upgrades.
Anyone got any good pointers for minimizing the damage of Bio Drops of Doom in TvT, when both players are doing the standard MMM+Tanks composition? Like 40-70 when supply of MMM kill your entire main base in about 20 seconds, while the bulk of your own army is on map control or containment duty.
For example, would it be a good idea to split supply depot production between your natural and main to try to avoid the 180/60 supply caps often resulting from these drops?
If you can't see it from miles away, I feel it's very hard to respond before you've already lost the game. Maybe I'm overlooking something.
On December 15 2011 06:37 saaaa wrote: Against what protoss build should i play i 2 ghost timing push?
I think against every build of the protoss is a mediVac and fast upgrades better than a 2 ghost timing push?
15 nexus,20 nexus, 3 gate expand, and anything else that is greedy and sentry heavy. It also works well against 3 gate robo expand, due to a lot of sentries, zealots and immortals. Really, sentries, stalkers and zealots with good micro can destroy this build. But if you EMP well, you could win the game. I dunno... I don't love the build.
first of all thx for your help.
are you sure that against an immortal focused play like 3Gate+Robo is a ghost timing better than just go for a mediVac timing push? The same against greedy builds like 15 nexus, 1gate expand etc. Against a sentry heavy play i should prefer the ghost build but it's really hard and gimmicky to predict if the protoss player is going sentry heavy or not... :/
but i will definitely try this out.
I love the ghost timing push (before the patch i did it a lot and beat 90% of my games) but now i feel like "a medivac opening is better because the faster starport tech and ebay with upgrades.
I agree, it is quite gimicky. Personally, I think it trumps a medivac opening against any early expand because you can be expanding earlier with this build as opposed to an early upgrade medivac play. However, the quick ups are good for the lategame. There is no ideal buildorder, I'm just telling you what I think of it.
I think that ghost timing is much better than quick medivacs a 3 gate robo play. Although the transition into vikings is funky (you will be on the backfoot for a little bit), it basically allows you to kill off their expansion, or force more gateway units to be made than the opponent wants made. However, that depends on your EMPs and micro.
IMO PvT is mostly a positioning war early on. Ghosts allow for better positioning, by killing off the sentries abilities. Vikings and medivacs are more benificial to your army later on IMO. That's why I prefer to get them later. Ebay with ups is definetely better earlier, but can be added to this timing push as well (just get gas a little earlier).
Ghosts also are great vs any DT play. They also pin the protoss to their base for a while; they can't really attack without colossus.
On December 15 2011 22:26 Maggost wrote: Hello guys, i am trying to be better at larvae injects and im learning the 1 control group for all my queens but...
Why when i hit spacebar it shows me the lastest thing i made instead showing me all my main builds?
On December 15 2011 20:41 PigglyWinks wrote: Anyone got any good pointers for minimizing the damage of Bio Drops of Doom in TvT, when both players are doing the standard MMM+Tanks composition? Like 40-70 when supply of MMM kill your entire main base in about 20 seconds, while the bulk of your own army is on map control or containment duty.
For example, would it be a good idea to split supply depot production between your natural and main to try to avoid the 180/60 supply caps often resulting from these drops?
If you can't see it from miles away, I feel it's very hard to respond before you've already lost the game. Maybe I'm overlooking something.
I think the easiest answer to this is getting more turrets, but considering how limiting minerals are against MMM+T I feel like sensor towers are a good option. Their range is long enough to give you time to react.
I still feel some well placed turrets can deter a lot of drops. Hi-Sec would be a good upgrade as well then, since not only will your turrets shoot further, your planetaries will be slightly better as well against squads of MMM balls trying to snipe expansions. Ofc this is based on your gas, but these sort of comps have always felt pretty forgiving to gas compared to minerals