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Simple Questions Simple Answers - Page 493

Forum Index > StarCraft 2 Strategy
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KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
December 16 2011 14:35 GMT
#9841
On December 16 2011 05:46 Blazinghand wrote:
Show nested quote +
On December 16 2011 05:45 KaiserJohan wrote:
Is there an efficient way to put some workers on auto-repair? I find it a very waste of apm to manually right-click autorepair, for example when repairing several thors/turrets against mutas or alike


Assuming your repair key is R, the way to toggle autorepair is alt+R.


Ah it was that simple, thanks!
England will fight to the last American
gentix
Profile Joined July 2011
United States40 Posts
December 16 2011 14:48 GMT
#9842
Is it possible to feedback and orbital command?
"Paper is so OP! Scissors is fine though." ~Rock
cleecks
Profile Joined March 2011
Netherlands109 Posts
December 16 2011 15:41 GMT
#9843
On December 16 2011 23:48 gentix wrote:
Is it possible to feedback and orbital command?

http://wiki.teamliquid.net/starcraft2/Feedback

Liquipedia covers it in the first paragraph already!

Feedback is an offensive spell cast by the Protoss High Templar. It is cast on an enemy spell caster (cannot be used on buildings) (...)
gentix
Profile Joined July 2011
United States40 Posts
December 16 2011 15:49 GMT
#9844
On December 17 2011 00:41 cleecks wrote:
Show nested quote +
On December 16 2011 23:48 gentix wrote:
Is it possible to feedback and orbital command?

http://wiki.teamliquid.net/starcraft2/Feedback

Liquipedia covers it in the first paragraph already!

Show nested quote +
Feedback is an offensive spell cast by the Protoss High Templar. It is cast on an enemy spell caster (cannot be used on buildings) (...)


Oops thanks - I knew I'd read the answer somewhere... just cound't remember what it was.

Another question: Why are armor upgrades considered important for a Protoss player going for archons? I would think that since armour accounts for such a small proportion of the archon's total hit points (most of the hit points being shields) that armor upgrades wouldn't be very useful for archons.
"Paper is so OP! Scissors is fine though." ~Rock
Geiko
Profile Blog Joined June 2010
France1964 Posts
December 16 2011 18:10 GMT
#9845
On December 17 2011 00:49 gentix wrote:
Show nested quote +
On December 17 2011 00:41 cleecks wrote:
On December 16 2011 23:48 gentix wrote:
Is it possible to feedback and orbital command?

http://wiki.teamliquid.net/starcraft2/Feedback

Liquipedia covers it in the first paragraph already!

Feedback is an offensive spell cast by the Protoss High Templar. It is cast on an enemy spell caster (cannot be used on buildings) (...)


Oops thanks - I knew I'd read the answer somewhere... just cound't remember what it was.

Another question: Why are armor upgrades considered important for a Protoss player going for archons? I would think that since armour accounts for such a small proportion of the archon's total hit points (most of the hit points being shields) that armor upgrades wouldn't be very useful for archons.


I don't know where you got that information. Upgrades depend on the match-up, can you be a little more precise with your question ?

If you're looking for a general answer, I'd have to say it's because you usually get mass zealots with archons, and armored zealots are pretty good at doing what they do best : tank damage.
geiko.813 (EU)
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
December 16 2011 18:28 GMT
#9846
On December 17 2011 03:10 Geiko wrote:
Show nested quote +
On December 17 2011 00:49 gentix wrote:
On December 17 2011 00:41 cleecks wrote:
On December 16 2011 23:48 gentix wrote:
Is it possible to feedback and orbital command?

http://wiki.teamliquid.net/starcraft2/Feedback

Liquipedia covers it in the first paragraph already!

Feedback is an offensive spell cast by the Protoss High Templar. It is cast on an enemy spell caster (cannot be used on buildings) (...)


Oops thanks - I knew I'd read the answer somewhere... just cound't remember what it was.

Another question: Why are armor upgrades considered important for a Protoss player going for archons? I would think that since armour accounts for such a small proportion of the archon's total hit points (most of the hit points being shields) that armor upgrades wouldn't be very useful for archons.


I don't know where you got that information. Upgrades depend on the match-up, can you be a little more precise with your question ?

If you're looking for a general answer, I'd have to say it's because you usually get mass zealots with archons, and armored zealots are pretty good at doing what they do best : tank damage.


I think he meant "in comparison with shield upgrades" since archons are mostly shield. But yes, usually with archons you have lots of mostly-hit-points zealots. That, and with Archons PvT you often fight against ghosts, who will emp the shields off of your zealots, meaning they benefit even less from shield upgrades.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
gentix
Profile Joined July 2011
United States40 Posts
December 16 2011 18:58 GMT
#9847
That makes a lot of sense. I've heard it a couple of times, but most recently in the finals of the TL open with the community maps GuineaPig was going Archons and one of the casters said "that pluss 3 shields is going to be so good with his archon army". So I guess he meant for the zealots in his archon based army. Also the opponent was a terran with many ghosts so yeah.
"Paper is so OP! Scissors is fine though." ~Rock
Vei
Profile Joined March 2010
United States2845 Posts
December 17 2011 00:39 GMT
#9848
Someone please tell me what to fucking do zvp vs gateway expos instead of ffe
www.justin.tv/veisc2 ~ 720p + commentary
gavinashun
Profile Joined October 2010
101 Posts
December 17 2011 00:54 GMT
#9849
Just took the plunge and purchased a full year GSL subscription.

What is the best way to watch on your ipad? I don't see an app (I see apps for full vods of past seasons, but nothing for current).

Thanks-
envisioN .
Profile Joined February 2011
United States552 Posts
December 17 2011 01:08 GMT
#9850
On December 17 2011 09:39 Vei wrote:
Someone please tell me what to fucking do zvp vs gateway expos instead of ffe

Against gateway expansions, you want to be wary of all-ins like the 4-Gate, but if you scout a Nexus at the natural, you can either go for a roach ling timing to break his front, or you can immediately put down a 3rd base. Preferably a roach ling attack hits before he can get much of a sim city up in his natural. Once your third base is morphing, build a macro hatch in your main and get either spire tech or infestor tech.

Check out this ZvP guide:
Zerg versus Protoss: Fall of the First Born
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
FlambyGSL
Profile Joined June 2011
5 Posts
December 17 2011 02:16 GMT
#9851
Hi,

i just played a ladder game and i was revealed because i had no more nexus. my opponent had marines and he killed a building i had on high ground from the low ground, without having vision (i checked the replay). is it supposed to work that way? i'm revealed -> he doesnt need high ground vision to shoot my buildings?

Thanks
DarkPlasmaBall
Profile Blog Joined March 2010
United States45766 Posts
December 17 2011 02:45 GMT
#9852
I play Protoss, and I'm having a tough time opening up against Random players (specifically on Tal Darim Altar), because I feel that the starting pylon (and the next building) is often placed in very different positions, depending on what race a Protoss player is against.

For example, if I know I'm playing against a Zerg on TDA, I'll place a pylon immediately towards the front of my natural, scout on 9 (in case of an early pool, and also to try and block a FE) and then place down a forge to start the wall (for my own defense, and to threaten cannons at the Zerg's natural if needed). Then I'll FE.

On the other hand, I'm never going to open up with a forge in PvP. 1base, 4gate, 1gas all day long (and I'm perfectly comfortable doing this build).

Against Terran, my opening is going to be similar enough to how I would open against a Protoss (at least, I would open up with the same gateway on 12 and then a gas, and then I'd find out the race of my opponent by then and then switch strategies accordingly), so that's not the hugest problem in the world.

So I guess my problem is when I'm against Random players on TDA, I'll need to open up with a one base play (or, at least, gateway first), just in case it's Terran or Protoss instead of Zerg, but then I'm afraid that I'll fall behind if I end up actually playing against a Zerg, because I can't take my own second base very quickly, and/ or I can't pressure early on. Or can I?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Vei
Profile Joined March 2010
United States2845 Posts
December 17 2011 02:52 GMT
#9853
On December 17 2011 10:08 envisioN . wrote:
Show nested quote +
On December 17 2011 09:39 Vei wrote:
Someone please tell me what to fucking do zvp vs gateway expos instead of ffe

Against gateway expansions, you want to be wary of all-ins like the 4-Gate, but if you scout a Nexus at the natural, you can either go for a roach ling timing to break his front, or you can immediately put down a 3rd base. Preferably a roach ling attack hits before he can get much of a sim city up in his natural. Once your third base is morphing, build a macro hatch in your main and get either spire tech or infestor tech.

Check out this ZvP guide:
Zerg versus Protoss: Fall of the First Born

what rank player wrote this guide? he suggests hatch first zvp which is suicide imo
www.justin.tv/veisc2 ~ 720p + commentary
NightHawk929
Profile Joined December 2010
79 Posts
December 17 2011 05:32 GMT
#9854
On December 17 2011 11:16 FlambyGSL wrote:
Hi,

i just played a ladder game and i was revealed because i had no more nexus. my opponent had marines and he killed a building i had on high ground from the low ground, without having vision (i checked the replay). is it supposed to work that way? i'm revealed -> he doesnt need high ground vision to shoot my buildings?

Thanks

If you're revealed he gains vision of all your buildings regardless of whether he has any units nearby. So, yes, it is supposed to work that way.
Darkhorse
Profile Blog Joined December 2011
United States23455 Posts
December 17 2011 05:35 GMT
#9855
I deeply apologize if this has already been asked but as this is a 493 page thread it is not reasonable for me to look through this for a specific question. My question is: Is there a set date on when a new shipment of TL shirts may be coming in? I'd like to get a friend one for christmas, or at least in teh general holiday season. thanks!
WriterRecently Necro'd (?)
McPricE
Profile Joined May 2010
58 Posts
December 17 2011 07:20 GMT
#9856
Is there any way to manipulate your/your enemy color in ladder matches?
meiloAUT
Profile Joined February 2011
Austria41 Posts
December 17 2011 08:15 GMT
#9857
On December 17 2011 16:20 McPricE wrote:
Is there any way to manipulate your/your enemy color in ladder matches?


You can switch to green for you and red for your enemy by using the shaking hands symbol on the right side of your minimap or pressing Alt+F
meiloAUT
Profile Joined February 2011
Austria41 Posts
December 17 2011 08:19 GMT
#9858
On December 17 2011 11:16 FlambyGSL wrote:
Hi,

i just played a ladder game and i was revealed because i had no more nexus. my opponent had marines and he killed a building i had on high ground from the low ground, without having vision (i checked the replay). is it supposed to work that way? i'm revealed -> he doesnt need high ground vision to shoot my buildings?

Thanks


Yes, when you are revealed, your opponent gets full vision of all of your buildings. So high ground wont help in that case.
coriamon
Profile Joined August 2011
244 Posts
December 17 2011 16:02 GMT
#9859
On December 17 2011 11:45 DarkPlasmaBall wrote:
I play Protoss, and I'm having a tough time opening up against Random players (specifically on Tal Darim Altar), because I feel that the starting pylon (and the next building) is often placed in very different positions, depending on what race a Protoss player is against.

For example, if I know I'm playing against a Zerg on TDA, I'll place a pylon immediately towards the front of my natural, scout on 9 (in case of an early pool, and also to try and block a FE) and then place down a forge to start the wall (for my own defense, and to threaten cannons at the Zerg's natural if needed). Then I'll FE.

On the other hand, I'm never going to open up with a forge in PvP. 1base, 4gate, 1gas all day long (and I'm perfectly comfortable doing this build).

Against Terran, my opening is going to be similar enough to how I would open against a Protoss (at least, I would open up with the same gateway on 12 and then a gas, and then I'd find out the race of my opponent by then and then switch strategies accordingly), so that's not the hugest problem in the world.

So I guess my problem is when I'm against Random players on TDA, I'll need to open up with a one base play (or, at least, gateway first), just in case it's Terran or Protoss instead of Zerg, but then I'm afraid that I'll fall behind if I end up actually playing against a Zerg, because I can't take my own second base very quickly, and/ or I can't pressure early on. Or can I?


As a random player, I guess I can answer this.

OPEN STANDARD!!!!!
I understand that Day9 and a whole bunch of other people have drilled it into your head that you should only have 1 build for each race. However, without proper scouting, on a large map it is sometimes impossible. Find an opening that works against every race. Personally, I open 3 gate expo (vs a random on TDA) to be safe against a zerg and against a terran, and against a protoss. You also get up the nexus relatively quickly, and you can put on pressure.
saaaa
Profile Joined November 2010
Germany419 Posts
December 17 2011 17:44 GMT
#9860
On December 15 2011 20:40 saaaa wrote:
Show nested quote +
On December 15 2011 11:57 coriamon wrote:
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 another opinion or maybe the same?

Is it "smart" to play the ghost timing push against a 3gate+robo and the DT rush?





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