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Forum Index > StarCraft 2 Strategy
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Khai
Profile Joined August 2010
Australia553 Posts
December 19 2011 17:30 GMT
#9921
Why do so many pros like having an artosis pylon? I've seen so many games where a pro has lost a key single pylon, today in KSL daily Choya lost a pylon powering practically everything early when Monster attacked with a Roach rush.
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
December 19 2011 18:18 GMT
#9922
On December 20 2011 02:15 netherh wrote:
Why do medivacs / vikings take 42 seconds to build, instead of say 40 seconds, or 45 seconds?


Because that's the answer to life, the universe and everything of course.

Actually, I'm not sure why they should be 40 or 45, but generally these numbers are very finely tuned by Blizzard to ensure fair gameplay. In all honesty though, no one but Blizzard themselves could tell you the answer as to why specifically 42.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Olsson
Profile Joined April 2011
Sweden931 Posts
December 19 2011 18:26 GMT
#9923
Zerg master. I always hatch first vs T otherwise it means I'm behind because of mules... On maps like Shakuras Plateau and Metalopolis they often bunker rush me with three bunkers or two at the ramp. How do I counter this? BESIDES from patrolling two drones to prevent it from happening which means I would be behind and the hatch first is unnecesary.
Naniwa <3
envisioN .
Profile Joined February 2011
United States552 Posts
December 19 2011 19:03 GMT
#9924
On December 20 2011 03:26 Olsson wrote:
Zerg master. I always hatch first vs T otherwise it means I'm behind because of mules... On maps like Shakuras Plateau and Metalopolis they often bunker rush me with three bunkers or two at the ramp. How do I counter this? BESIDES from patrolling two drones to prevent it from happening which means I would be behind and the hatch first is unnecesary.

Position your second overlord (1st one spawned from larvae) over your hatchery, and when you see a bunker get placed, pull ~3-4 drones per bunker and have 2 attack the SCV building the bunker and the rest attack the bunker itself. You MUST prevent your opponent from walling you in, but if that happens and you can't break it before one or more of the bunkers get up, cancel your hatchery and go for either a baneling or roach bust.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
coriamon
Profile Joined August 2011
244 Posts
December 19 2011 22:00 GMT
#9925
On December 20 2011 02:30 Khai wrote:
Why do so many pros like having an artosis pylon? I've seen so many games where a pro has lost a key single pylon, today in KSL daily Choya lost a pylon powering practically everything early when Monster attacked with a Roach rush.


I don't know the exact situation you are refering to, but generally you need 2 pylons to block off a choke with an FFE. If you have only 2-3 pylons, generally only one will be powering certain buildings. Therefore, they seem to be powering all of the key buildings when in fact, given time, there may be more power added to the buildings.
LordYama
Profile Joined August 2010
United States370 Posts
December 19 2011 23:29 GMT
#9926
If you get cannon rushed, as a Zerg, by a pylon placed behind the minerals at your natural expansion, is there any efficient way to deal with this? Let's assume you have an overlord over your forming hatchery so you see the pylon go down. The location behind the minerals makes it difficult for the drones to get to the pylon or have any surface area. The "drone drill" stuff I see on youtube seems to apply to situations where you are blocked in by pylons or bunkers and not when minerals are keeping you away. Can "drone drill" be applied in any way to this situation or not?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-12-20 00:16:52
December 20 2011 00:15 GMT
#9927
On December 20 2011 02:30 Khai wrote:
Why do so many pros like having an artosis pylon? I've seen so many games where a pro has lost a key single pylon, today in KSL daily Choya lost a pylon powering practically everything early when Monster attacked with a Roach rush.

Usually when you fast expand you have only 3 pylons to use for about 6 minutes since Nexus provides additional 10 food and your money can be thusly spent in more probes. If you need vision in your base like you do on certain maps, or if you want to hide tech away from the front of your natural which you need a pylon to do so, you can easily fall into the trap of skimping on reinforcing pylons and then having your opponent take advantage of that.
Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-12-20 00:20:25
December 20 2011 00:19 GMT
#9928
On December 20 2011 08:29 LordYama wrote:
If you get cannon rushed, as a Zerg, by a pylon placed behind the minerals at your natural expansion, is there any efficient way to deal with this? Let's assume you have an overlord over your forming hatchery so you see the pylon go down. The location behind the minerals makes it difficult for the drones to get to the pylon or have any surface area. The "drone drill" stuff I see on youtube seems to apply to situations where you are blocked in by pylons or bunkers and not when minerals are keeping you away. Can "drone drill" be applied in any way to this situation or not?

Drone drill cant apply, it only works:
1) if your drones can't access a location on the map
2) trying to access that location clumps them all up
3) a mineral field is within a screens length of the drones that are clumped.

The real counter to that type of cannoning is build order countering, where you get lings out in time to defend that sort of cheese and the expansion is naturally timed to be placed right around the time your lings kill the cannon or pylons. An alternative solution is to expand to your third at the time you would normally expand to your natural.

What BO did you use? Hatch first?
Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-12-20 00:23:15
December 20 2011 00:22 GMT
#9929
Here are two really simple questions:
1) What is the timing to check on ST for close air spawn Overlord?
2) What is the timing to check on Metal for close air spawn Overlord? I assume it's about 15 seconds later or so.
Followup Question: Is there any situation a good zerg would not send his 1st OL that way?
Knowing is half the battle... the other half is lasers.
LordYama
Profile Joined August 2010
United States370 Posts
December 20 2011 01:00 GMT
#9930
[B]On December 20 2011 09:19 tehemperorer wrote:

The real counter to that type of cannoning is build order countering, where you get lings out in time to defend that sort of cheese and the expansion is naturally timed to be placed right around the time your lings kill the cannon or pylons. An alternative solution is to expand to your third at the time you would normally expand to your natural.

What BO did you use? Hatch first?


Thanks for the answer. Yeah I did go 15 hatch, and I know the cannon rush to be a risk but I wanted to try it since I'm so used to 15 hatch from ZvT custom games that I've played many times. I thought I might be able to respond and had overlord spotting, but the location behind the minerals kept my drones from doing much to the cannons/pylon. I'm just not as comfortable with 14g14p and expo around 20-21 supply but I guess I better get comfortable with it.
frignr
Profile Joined July 2011
United States19 Posts
December 20 2011 01:09 GMT
#9931
How effective are vikings against mutas?
envisioN .
Profile Joined February 2011
United States552 Posts
December 20 2011 01:43 GMT
#9932
On December 20 2011 10:09 frignr wrote:
How effective are vikings against mutas?

In small scale fights vikings fare ok, but in bigger battles, (5 or more) vikings get destroyed by the splash of the mutas.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
coriamon
Profile Joined August 2011
244 Posts
December 20 2011 02:33 GMT
#9933
On December 20 2011 09:22 tehemperorer wrote:
Here are two really simple questions:
1) What is the timing to check on ST for close air spawn Overlord?
2) What is the timing to check on Metal for close air spawn Overlord? I assume it's about 15 seconds later or so.
Followup Question: Is there any situation a good zerg would not send his 1st OL that way?

1:30
1:40
Not really.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
December 20 2011 08:40 GMT
#9934
I want to know how many bonus points accumulated in Season 4. Where can I find this information?
I might be the minority on TL, but TL is the minority everywhere else.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
Last Edited: 2011-12-20 08:44:54
December 20 2011 08:43 GMT
#9935
On December 20 2011 09:22 tehemperorer wrote:
Here are two really simple questions:
1) What is the timing to check on ST for close air spawn Overlord?
2) What is the timing to check on Metal for close air spawn Overlord? I assume it's about 15 seconds later or so.
Followup Question: Is there any situation a good zerg would not send his 1st OL that way?


1) 1:05
2) 1:05
3) Not that I can think of.

PS- The guy above me said its 1:30 but I've been checking close air overlord since forever and I always send my scv at 1:05 on both maps. Try both, but unless 1:30 and 1:40 is something high level zergs are doing that I don't know about, I'd bet my account that 1:30 is to late.
I might be the minority on TL, but TL is the minority everywhere else.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 20 2011 08:49 GMT
#9936
On December 20 2011 02:30 Khai wrote:
Why do so many pros like having an artosis pylon? I've seen so many games where a pro has lost a key single pylon, today in KSL daily Choya lost a pylon powering practically everything early when Monster attacked with a Roach rush.

Sign of low rank. I dont see that mcuh of it beyond Diamond
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
cleecks
Profile Joined March 2011
Netherlands109 Posts
December 20 2011 09:07 GMT
#9937
On December 20 2011 17:40 Joedaddy wrote:
I want to know how many bonus points accumulated in Season 4. Where can I find this information?

I don't know of any fast ways, here's one way though: load up the game and check the profile of a guy in your league with 0 wins, he should have a full bonus pool..
Dariusz
Profile Joined May 2011
Poland657 Posts
December 20 2011 09:08 GMT
#9938
On December 20 2011 17:49 Keyboard Warrior wrote:
Show nested quote +
On December 20 2011 02:30 Khai wrote:
Why do so many pros like having an artosis pylon? I've seen so many games where a pro has lost a key single pylon, today in KSL daily Choya lost a pylon powering practically everything early when Monster attacked with a Roach rush.

Sign of low rank. I dont see that mcuh of it beyond Diamond


Are you a troll or simply can't read? He's talking about pro players.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2591 Posts
December 20 2011 09:41 GMT
#9939
On December 20 2011 11:33 coriamon wrote:
Show nested quote +
On December 20 2011 09:22 tehemperorer wrote:
Here are two really simple questions:
1) What is the timing to check on ST for close air spawn Overlord?
2) What is the timing to check on Metal for close air spawn Overlord? I assume it's about 15 seconds later or so.
Followup Question: Is there any situation a good zerg would not send his 1st OL that way?

1:30
1:40
Not really.

This is wrong. Please do not post answers in this thread if you do not know that they are correct.

I send a Probe to check for an OL at just after 1:00 on both maps. If they send the Overlord straight at you, you'll see it. 1:05, as others have posted, is fine, but the closer you can shave the timing, the faster you can redirect your scouting Probe, which might save your ass against an early pool.

A good Zerg might not send his first OL straight at you to deny you the early information about his spawning location. I've seen Zergs loop their OLs around a bit so that they aren't as easy to see coming.
The frumious Bandersnatch
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
Last Edited: 2011-12-20 09:59:42
December 20 2011 09:53 GMT
#9940
High gold Terran starting to appreciate map properties. I've recently decided to give Skyterran a go one more time. I'd like some map-specific tips for the Season 5 1v1 ladder pool (just like the current Season 4, except Nerazim Crypt and Abyssal Caverns removed and Arid Plateau and Entombed Valley added) please.

I'm looking at such things as on the particular map, is it better to open one port or two port banshee or do a drop instead, cloak or not, get ground defences first or not, go for a fast third and BC transition or rely on banshees/vikings(/ravens) for longer etc.

TvP or TvT only unless you've really seen spectacular TvZ Skyterran (I don't normally go Skyterran vs Zerg).
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