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Simple Questions Simple Answers - Page 499

Forum Index > StarCraft 2 Strategy
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Tyler73123
Profile Joined July 2011
67 Posts
December 21 2011 06:17 GMT
#9961
What do you do when a zerg goes hatch first vs protoss? I never know how to respond and always end up losing as the toss, thanks!
T-ReV
Profile Joined December 2011
3 Posts
December 21 2011 06:47 GMT
#9962
In SC2Gears I have it setup to auto save replays, which works. I just played some games where I did not have gears running so my replays were not saved. How do I save those replays which were not auto saved?
cleecks
Profile Joined March 2011
Netherlands109 Posts
December 21 2011 08:33 GMT
#9963
On December 21 2011 14:40 McPricE wrote:
Ive always had trouble with the 'last alert' hotkey. I feel like every time I hit it when I hear a battle notification it takes me to my base for a finished unit or some shit. This is no bueno. I miss beginnings of surprise engagements. Is this just an issue of me not hitting the hotkey fast enough or something more? fwiw hotkey is pinned to spacebar
For the same reason people usually don't use that hotkey, because it can take you somewhere completely else than the battle notification, if something happens right after that.

If your army gets attacked you can double tap the control group of the army to get to the action. For your bases, you could use camera hotkeys or click on the minimap the moment you see/hear the notifications.
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2011-12-21 08:41:34
December 21 2011 08:39 GMT
#9964
On December 21 2011 15:17 Tyler73123 wrote:
What do you do when a zerg goes hatch first vs protoss? I never know how to respond and always end up losing as the toss, thanks!
If you're going FFE, you could cannonrush his hatch to force a cancel; you'll have the forge anyway so it's not a big investment. Putting the pylons behind the mineral line will decrease the surface he can attack with drones, which pretty much guarantees you will get your cannons up and force a cancel on the hatch (or if the zerg's playing sloppy, you'll even end up killing it.)

I usually see protosses throw down 2 cannons, and they'll cancel the second once they see the hatch being cancelled.

I don't know what's best to do if you weren't planning to go FFE though.
supdubdup
Profile Blog Joined December 2010
United States916 Posts
December 21 2011 11:32 GMT
#9965
Have people figured out a new way to inject larvae yet, efficiently and practical of course.
Turn it Up
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2011-12-21 13:44:03
December 21 2011 13:43 GMT
#9966
On December 21 2011 20:32 supdubdup wrote:
Have people figured out a new way to inject larvae yet, efficiently and practical of course.


There are already multiple ways, so while I'm not sure which version you're using at the moment I'll list 3 common options and hope it helps.

Option 1: Base Camera Injection Method

With this method you have all your queens on a single hotkey and when you want to inject you use the Base Camera Key (default backspace - should definately be changed to something easier though if you use this) to center your camera over a hatch, select your queens, hold inject (default v) and click then base camera again for every Hatch you have. For instance with 'w' as base camera key, you'd select your Queens, hold v and then spam w and left click.

This is the fastest method, but you do need a queen for every Hatchery to avoid them wondering off, or be ready to catch them.

Option 2: Minimap Injection Method

With this method you again have all your Queens on a single hotkey, but this time you simply select them, hold v, and then click on to the big green squares representing the bases you want injected on the minimap. This isn't quite as fast as the first option, but it does allow easier management and you don't need to move your camera at all.

Option 3: Center on Hatch Method

With this option you have your bases on different hotkeys and simply double tap to them grab the queen, inject and move to then double tap to the next one. While not as fast as option 1, if you're adept at this it is still very fast and allows precise control of injections and will result in no Queens ever running off and you can very efficiently manage energy. It'll also mean you can quickly jump to Hatcheries for other purposes quickly, such as changing the rally point of a besieged base or running Drones.

There are probably others so maybe someone wil post more, but given I don't know what the old method you're refering to is I don't know what issues you're having with it.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
HardMacro
Profile Blog Joined September 2011
Canada361 Posts
December 21 2011 14:54 GMT
#9967
On December 21 2011 14:40 McPricE wrote:
Ive always had trouble with the 'last alert' hotkey. I feel like every time I hit it when I hear a battle notification it takes me to my base for a finished unit or some shit. This is no bueno. I miss beginnings of surprise engagements. Is this just an issue of me not hitting the hotkey fast enough or something more? fwiw hotkey is pinned to spacebar


... control groups and F keys instead of relying on spacebar?

I know plenty of very good players that almost never use spacebar for exactly the reason you stated; it's just not reliable and you should be aware of, and have hotkeys for, your army and all expansions.
¯\_(ツ)_/¯ saving this here because I use it, don't know how to make it, and don't know it's name
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
December 21 2011 14:57 GMT
#9968
How long does a lavie inject last in real time, i.e. not Blizz in game time
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
FlaminGinjaNinja
Profile Blog Joined January 2011
United Kingdom879 Posts
December 21 2011 14:58 GMT
#9969
Also, ZvZ ling bling wars, is it better to go for +1 melee or +1 armor? +1 armor means banelings can't 1 shot lings but +1 melee obviously means more damage
GinjaNinja.661 EU I'd like to thank my sh*t keyyboard for always messing up my 'Y's
Tyler73123
Profile Joined July 2011
67 Posts
December 21 2011 15:46 GMT
#9970
What do you do when a zerg goes hatch first vs protoss? I know that if i FFE I can cannon rush, but other than that I never know how to respond and always end up losing as the toss, thanks!
Taxo
Profile Joined April 2011
Belgium23 Posts
December 21 2011 16:52 GMT
#9971
http://wiki.teamliquid.net/starcraft2/1_Base_Tech_with_Roaches_(vs._Zerg)

Hello everybody,

I just saw this build and I really liked the look of it. I also watched the day[9] daily 235 about it.
However 235 is from long ago and the liquipedia isn't always to be trusted on outdated stuff. Since I'm only a gold player, I cannot judge if a build is still as solid as it was before. My question is therefore very simple : is thiss still a viable strategy to play around with or have there been patches/hifts in the metagame that make this build to niche/risky?

Thanks a lot in advance
Taxo
I'm from Belgium so I don't speak English really well. You can always correct me if it's done in a friendly manner ^^
-xenlee-
Profile Joined December 2011
France13 Posts
December 21 2011 17:29 GMT
#9972
Hi, i am a platinum Zerg and i want to know what i can do versus a protoss who starts forge and canon my natural while i do Hatch 15? I tried all kind of stuff like pulling 8 probes to defend but he always succeed in canon me and i loose my natural.My problem is that i have no precise one base build in mind but the nydus one which is kinda risky and i am lost in this situation which comes up a lot !
You will find below an (funny) example of what i am talking about.

http://drop.sc/77682

Thanks in advance guyz =)
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
December 21 2011 17:32 GMT
#9973
On December 22 2011 02:29 xenlee wrote:
Hi, i am a platinum Zerg and i want to know what i can do versus a protoss who starts forge and canon my natural while i do Hatch 15? I tried all kind of stuff like pulling 8 probes to defend but he always succeed in canon me and i loose my natural.My problem is that i have no precise one base build in mind but the nydus one which is kinda risky and i am lost in this situation which comes up a lot !
You will find below an (funny) example of what i am talking about.

http://drop.sc/77682

Thanks in advance guyz =)


i'm a protoss player, but i can tell you almost every zerg player i know will not go hatchery first, for the sole reason of the situation you are encountering.

pool-first builds are the best openings vs protoss.. 13 pool 15 hatch, 15 pool 15 hatch... a zerg player could perhaps give you more reasoning for each individual opening. i'd highly recommend opening with a pool first... allows you to get lings/spines early if your opponent is going for such an early pressure build
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
December 21 2011 17:35 GMT
#9974
On December 22 2011 00:46 Tyler73123 wrote:
What do you do when a zerg goes hatch first vs protoss? I know that if i FFE I can cannon rush, but other than that I never know how to respond and always end up losing as the toss, thanks!


zerg hatch first is often tricky based upon your own opening. i forge fast expand on every map vs Zerg, as it allows me to cannon rush if i see a hatch first, or just fast expand with cannon defense if i see pool first. Besides, if you DONT do huge amounts of damage, or your cannon push is deflected, you can expand and cannon defensively in return, knowing that your expansion is not far behind the zerg players is still a good place to be at!

if you open with some form of 1 or 3gate expansions, you can TRY pressuring your opponent, but know if you don't do a significant amount of damage with first push, they'll likely hold it with pure ling/speedling and/or spinecrawlers

optimally, i'd practice your forge fast expanding, as it gives more room for maneuverability regarding hatchery-first players
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
RhapsodyZ
Profile Joined November 2011
Turkey12 Posts
December 21 2011 21:23 GMT
#9975
Hi, my problem is that I can't harass my opponent. I am plat Zerg. I generally wait until my army is 200/200. Any advices?
Rainbow Trolol!
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
December 21 2011 22:11 GMT
#9976
On December 22 2011 06:23 RhapsodyZ wrote:
Hi, my problem is that I can't harass my opponent. I am plat Zerg. I generally wait until my army is 200/200. Any advices?


Some advice: Harass more! Simply by attempting to harass with packs of zergling/speed roaches, you will get better! You will continue to be afraid of harassing until you get more experience doing it, and understanding when it is possible and necessary. For example, you might feel like you need to turtle when you're being pressured, but that is the PERFECT time to just go in and do a little bit of damage with speedlings. You MUST draw your opponents attention away from your front door. Really solid harassment makes the opponent feel contained, and allows you to expand or drone up.

Tricks for mutalisk harassing:

-Hit the same spot immediately after leaving: Often if you go and massacre a probe line, they will pull all their marines/stalkers to come defend it (unless theres a boatload of cannon/turrets). Quite often they will then immediately move their army back to the front door, and it's a perfect time to mess with their brains and hit the same spot again (picking off pylons and supply depots when everything else is defended by turrets is always good damage)

-Keep your macro up: Before sending the mutas off to hit their base, come up with an idea of what you need to get done while you are harassing. Often times weaker players focus completely on the harassment, and not enough on what tech/units/expos they want to produce while harassing. When this happens, even if the harass is successful, your opponent just a-moves you because you forgot that the harass is designed to buy you time.

Ling harassing:

Keep a pocket of 20 or so lings on the map somewhere where they have an easy path to your opponent's 3rd or nat. Always take down backdoor rocks (ie. Shattererd Temple) early instead of having the lings sit idle. These lings should then be backdooring as soon as your opponent has left his main choke (supply depots still down, etc). Be careful that you don't run them onto bunkers or cannons though, make sure they get into mineral lines and production. Usually this is enough to make your opponent hesitate with their push, even if they don't retreat. Focus down workers first, then add-ons after the workers get pulled. After queing up targets, use this time to reorganize yourself at home, prepare for surrounds, arrange your army hotkeys, spread your creep, etc.

GL
Micro your Macro
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
December 21 2011 22:28 GMT
#9977
On December 22 2011 01:52 Taxo wrote:
http://wiki.teamliquid.net/starcraft2/1_Base_Tech_with_Roaches_(vs._Zerg)

Hello everybody,

I just saw this build and I really liked the look of it. I also watched the day[9] daily 235 about it.
However 235 is from long ago and the liquipedia isn't always to be trusted on outdated stuff. Since I'm only a gold player, I cannot judge if a build is still as solid as it was before. My question is therefore very simple : is thiss still a viable strategy to play around with or have there been patches/hifts in the metagame that make this build to niche/risky?

Thanks a lot in advance
Taxo


Depends what league you're playing in! It simply isn't viable on ladder once your mechanics/macro has some practice (i.e. gold and above). The reason being, it's too easy to hold for a player who recognizes it, and you are just too far behind terrans and protosses unless you take a fast expansion. Very rarely do you see any zerg on ladder taking a expo later than 21 supply (pool, queen, couple of zerglings, then expo). However, if you are a beginner zerg then I definitely suggest you try out the build, and see what it's strengths and weaknesses are!

A more standard build looks like this:

14 gas (3 in once fnished)
14 pool
drones to 16 (or 17)
overlord
16 queen
18 zergling
19 zergling
20 hatchery

This gets the expo up faster than the link you put up, and allows for greater production and mining capability. It is slightly more vulnerable early on, but very quickly becomes more viable as the game progresses and you NEED the extra production from hatch #2
Micro your Macro
HardMacro
Profile Blog Joined September 2011
Canada361 Posts
Last Edited: 2011-12-22 01:09:50
December 22 2011 01:09 GMT
#9978
Question:

In X v T, what do you when your first worker scout is denied entry at the Terran wall-off? I started sending a drone on 9, probe on 9, and SCV after the first depot construction to scout, but if it's a 4 player map my Terran opponent will still have enough time to starting building the 2nd depot and walling off when my worker arrives if scouted last.

For Z v T: this is the worst, especially against good terrans that patrols 1-2 marines around their base and build structures away from sacrificial scouting overlord paths. I have ZERO clue as to how many gases he took if at all, if he's doing some marine all-in or simply 1 rax gasless expanding. I hate this so much, as ling pokes up the ramp only reveals a few marines most of the time as well and I have no idea if I should drone or tech or make units gahhhhhh!!!!!!!

For P v T: not as bad as Z v T, but it's still annoying make pure guesses before I can pressure with my zealot+stalker which doesn't always reveal enough information anyway.

For T v T: scan @ 5:00 and hope you get enough information.
¯\_(ツ)_/¯ saving this here because I use it, don't know how to make it, and don't know it's name
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
December 22 2011 01:11 GMT
#9979
On December 21 2011 15:17 Tyler73123 wrote:
What do you do when a zerg goes hatch first vs protoss? I never know how to respond and always end up losing as the toss, thanks!

Cannon rush. Do the good old 3 pylon block at the ramp and if he has a drone patrolling there, then try to cannon behind the minerals. If he has two drones patrolling, then just make a pylon next to the hatch or ABOVE the ramp instead of below it. He would need one drone patrolling the ramp, one to patrol the mineral line and one to follow your probe. If you can force this, then he has a disadvatange.

Of course, you want to cannon rush him.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
December 22 2011 03:40 GMT
#9980
Quick question- If 2 people are playing a 2v2 together and one disconnects, is he allowed to take over for his partner?
Moderatorshe/her
TL+ Member
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