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Forum Index > StarCraft 2 Strategy
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Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
December 22 2011 23:36 GMT
#10001
On December 22 2011 21:46 juked wrote:
I've seen in mostly zerg streams that when people drag over multiple types of units (zerglings, Mutas, drones) but then click on the bottom where you see the icons 1 type of unit and select only those type. How do you do this?

ex. You have lings and drones in one box and without double clicking the drones, you click on the bottom section and select all drones


hold down control, then click the wireframe. This will select all units of that type in your current selection.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
December 22 2011 23:40 GMT
#10002
On December 22 2011 21:12 Sorathez wrote:
Show nested quote +
On December 22 2011 20:25 remedium wrote:
Hi, I was reading some words and they inferred that some maps are "cross spawn" only...this was news to me...

Which 1v1 ladder maps compose this mythical group?

Thanks! :D
On Shakuras Plateau you cannot spawn in close position, that is, you can't both spawn on the right and you can't both spawn on the left.
On Metalopolis you also cannot spawn close (both can't be on top and both can't be at bottom)
On Shattered Temple it's the same as metalopolis.

As far as I know that's all on ladder maps.


EDIT:
Show nested quote +
New question: since PDD does block roaches, spores and pretty much anything else than infested marines, anybody actually using ravens against Zerg on purpose? Are there any builds based on this? Do the TvP builds work?
As far as I know PDD doesn't work against roaches but it does work against mutalisks, hydras, corruptors and queens. As far as builds I'm not sure.

Against protoss, yes there are some builds. The Polt Timing Attack for instance (liquipedia) and some variants of the 1-1-1 marine tank banshee all-in include a raven for PDD.


For both of those:
Cross-spawn maps are only certain versions of tournament maps, none of the ladder maps are cross-spawn only (if that were the case, you could only spawn diagonally on Shakuras, but that is not the case). Having no close spawn is not the same as cross-only because there's still one more main where the enemy can spawn.

As for PDD, it does NOT block roaches since they don't fire a projectile but a weird "stream" of acid.
http://wiki.teamliquid.net/starcraft2/Point_Defense_Drone#Vs._Zerg
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2011-12-22 23:56:07
December 22 2011 23:45 GMT
#10003
On December 23 2011 08:34 Tobias wrote:
Show nested quote +
On December 23 2011 07:32 CosmoK wrote:
My question is in regards to the splash damage of tanks:
I noticed that if sieged tanks attack e.g. a planetary fortress, the shots will land on different (random?) positions of the PF. Now does the radius of the splash damage depend on the exact site of the explosion or only on the middle of the target, even though the shot seems to have landed somewhere else than the middle?


Not 100% sure, but if this works the same way all other calculations work it depends on where it actually hits, so not always depending on the middle.


That's totally incorrect...

http://wiki.teamliquid.net/starcraft2/Siege_Tank#Patch_Changes

Check under patch 11, all splash damage originates from the center of the target, not the visual point of impact. This mechanic makes Queens and Thors (for example) great at dissipating splash damage from siege tanks because of their large size.

EDIT:
Patch 11 lists all of the units for which splash damage was reworked to fit this model: http://wiki.teamliquid.net/starcraft2/Patch_0.13.0
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Tobias
Profile Joined October 2010
Sweden187 Posts
December 23 2011 00:11 GMT
#10004
On December 23 2011 08:45 Vod.kaholic wrote:
Show nested quote +
On December 23 2011 08:34 Tobias wrote:
On December 23 2011 07:32 CosmoK wrote:
My question is in regards to the splash damage of tanks:
I noticed that if sieged tanks attack e.g. a planetary fortress, the shots will land on different (random?) positions of the PF. Now does the radius of the splash damage depend on the exact site of the explosion or only on the middle of the target, even though the shot seems to have landed somewhere else than the middle?


Not 100% sure, but if this works the same way all other calculations work it depends on where it actually hits, so not always depending on the middle.


That's totally incorrect...

http://wiki.teamliquid.net/starcraft2/Siege_Tank#Patch_Changes

Check under patch 11, all splash damage originates from the center of the target, not the visual point of impact. This mechanic makes Queens and Thors (for example) great at dissipating splash damage from siege tanks because of their large size.

EDIT:
Patch 11 lists all of the units for which splash damage was reworked to fit this model: http://wiki.teamliquid.net/starcraft2/Patch_0.13.0


Oh, my bad!
TheNikeTan
Profile Joined December 2011
12 Posts
December 23 2011 03:56 GMT
#10005
i have always seen on numerous replays by high leveled players that whenever their mineral line is being harassed by either zerglings, zealots, any melee ground unit, that they always move their workers to the opposite mineral patch opposed to the harassing units. why do they do this? i always mindlessly pull out my workers and clear out the harassing units with my army, and was wondering if this was a better tactic to do.

also, why is it that many players place cannons or missile turrets on the mineral line, where it is in between the mineral patches and the main base structure. wouldn't it block off or slow down mining time?
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
December 23 2011 04:46 GMT
#10006
On December 23 2011 12:56 TheNikeTan wrote:
i have always seen on numerous replays by high leveled players that whenever their mineral line is being harassed by either zerglings, zealots, any melee ground unit, that they always move their workers to the opposite mineral patch opposed to the harassing units. why do they do this? i always mindlessly pull out my workers and clear out the harassing units with my army, and was wondering if this was a better tactic to do.

also, why is it that many players place cannons or missile turrets on the mineral line, where it is in between the mineral patches and the main base structure. wouldn't it block off or slow down mining time?


People will usually pull to the other side of the mineral patches against melee units because it keeps the workers safe while threatening a probe surround so the enemy units don't chase. When they get pulled off to another mineral patch, the workers stack and get closer to other workers, so if the zerglings or whatever pursue, they risk getting surrounded. Furthermore, doing this doesn't cost you mining time on every single worker.

Placing statics in the middle of the mineral line keeps the defenses closer to your buildings and makes sure your nexus/cc/hatch is also protected. If they were at the outside of the mineral line, the nexus would be in some danger, or flying units could camp over the nexus and shoot workers.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
rd
Profile Blog Joined July 2010
United States2586 Posts
December 23 2011 04:59 GMT
#10007
On December 23 2011 13:46 Vod.kaholic wrote:
Show nested quote +
On December 23 2011 12:56 TheNikeTan wrote:
i have always seen on numerous replays by high leveled players that whenever their mineral line is being harassed by either zerglings, zealots, any melee ground unit, that they always move their workers to the opposite mineral patch opposed to the harassing units. why do they do this? i always mindlessly pull out my workers and clear out the harassing units with my army, and was wondering if this was a better tactic to do.

also, why is it that many players place cannons or missile turrets on the mineral line, where it is in between the mineral patches and the main base structure. wouldn't it block off or slow down mining time?


People will usually pull to the other side of the mineral patches against melee units because it keeps the workers safe while threatening a probe surround so the enemy units don't chase. When they get pulled off to another mineral patch, the workers stack and get closer to other workers, so if the zerglings or whatever pursue, they risk getting surrounded. Furthermore, doing this doesn't cost you mining time on every single worker.

Placing statics in the middle of the mineral line keeps the defenses closer to your buildings and makes sure your nexus/cc/hatch is also protected. If they were at the outside of the mineral line, the nexus would be in some danger, or flying units could camp over the nexus and shoot workers.


It also makes it very difficult to target the weakened probes when they're stacked up.
razor_0
Profile Joined December 2011
United States2 Posts
December 23 2011 06:07 GMT
#10008
Does anyone have time to Coach me? I play Protoss.
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
December 23 2011 06:30 GMT
#10009
On December 23 2011 15:07 razor_0 wrote:
Does anyone have time to Coach me? I play Protoss.

No. It's Christmas.

+ Show Spoiler +
University of Kentucky Basketball #1
razor_0
Profile Joined December 2011
United States2 Posts
December 23 2011 07:01 GMT
#10010
hhaha mean after christmas silly (=!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
December 23 2011 08:15 GMT
#10011
This thread isn't the appropriate place to find coaching help. Try gosucoaching.com or doing a search for threads discussing that subject.
The frumious Bandersnatch
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
December 23 2011 08:22 GMT
#10012
When going standard reactor hellions in tvz, getting 6 hellions, when should the hellions go out? Should you rush to the front of the zerg's base with the first 2 hellions and rally them in? Or do you get 6 and then move out?
SpeCtor
Profile Joined August 2010
233 Posts
December 23 2011 09:09 GMT
#10013
have been laddering my account out of bronze, currently about 40 wins to 3 losses, just got promoted to silver even though i am beating golds, i have gone from rank 1 bronze with about 400 points to 85 points in silver?? how come my points got reset?

Sc32 ranks
cleecks
Profile Joined March 2011
Netherlands109 Posts
December 23 2011 09:22 GMT
#10014
On December 23 2011 18:09 SpeCtor wrote:
have been laddering my account out of bronze, currently about 40 wins to 3 losses, just got promoted to silver even though i am beating golds, i have gone from rank 1 bronze with about 400 points to 85 points in silver?? how come my points got reset?

Sc32 ranks
I remember reading somewhere that once you get promoted, your points will be reset and you end up with like 70-ish points + the used bonus pool, which probably comes down to 85 in your case
TheManInBlack
Profile Blog Joined December 2011
Nigeria266 Posts
December 23 2011 09:43 GMT
#10015
Hey I just recently acquired SC2 and picked Zerg as my race. I quickly completed the campaign and did the Zerg challenge missions. I don't really care about the rest.

I have an account given to me that is Diamond. So I obviously cannot search games because I will just lose. So I'm playing vs a.i. and a masters zerg whenever he is on.

+ Why is it that when I 15 hatch vs medium ai, I always lose my hatchery? They come with such a large force and most of the time I have nothing. Even if I do fend it off, it's only because I made a tonne of lings anticipating the attack to make the 15 hatch not that economical.

+ Why are roaches so bad? Anytime I go roach vs medium a.i. solo or co-operative vs Hard a.i, it's a swift rape. I go mutaling now, it's not that great but I have a better chance of winning.

+ How do I get better? Should I lose a tonne of games on the account that I have, keep trying to play obs games or play solo vs hard ai?

+ Can Zerg 1 base and expand on a push? Or must we always fe?
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
December 23 2011 10:08 GMT
#10016
Thanks for the previous answers.

One more question, possibly dumb. I'm mid or high gold and can't counter roaches. I mean I can defeat a roach rush or timing attack without being prepared but I'm crippled economically afterwards due to pulling and losing scvs, and I can't scout a timing push. Plus, it looks like every tvz game I play, the zerg goes roaches. This has turned tvz from an autowin to an autoloss for me. Got any ideas? I want to be able to counter roaches but without being easily countered by mutas or bling.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
December 23 2011 10:20 GMT
#10017
On December 23 2011 18:43 Sacred Reich wrote:
Hey I just recently acquired SC2 and picked Zerg as my race. I quickly completed the campaign and did the Zerg challenge missions. I don't really care about the rest.

I have an account given to me that is Diamond. So I obviously cannot search games because I will just lose. So I'm playing vs a.i. and a masters zerg whenever he is on.

+ Why is it that when I 15 hatch vs medium ai, I always lose my hatchery? They come with such a large force and most of the time I have nothing. Even if I do fend it off, it's only because I made a tonne of lings anticipating the attack to make the 15 hatch not that economical.

+ Why are roaches so bad? Anytime I go roach vs medium a.i. solo or co-operative vs Hard a.i, it's a swift rape. I go mutaling now, it's not that great but I have a better chance of winning.

+ How do I get better? Should I lose a tonne of games on the account that I have, keep trying to play obs games or play solo vs hard ai?

+ Can Zerg 1 base and expand on a push? Or must we always fe?

If you ask for advice on TL, it really helps a lot if you post a replay so that we can tell you what is going wrong for you. The answer to your first two questions, though, is almost certainly that you are just not very good yet due to being new at the game. Watch good players' matches and write down when they do everything, then try to hit those timings. Once you can do that, I can't imagine the medium AI will give you any trouble, and you'll find roaches to be pretty good.

Getting better is a function of practice. In the beginning, it's pretty important to play a lot in my opinion, since you need to familiarize yourself with your race and the game's controls. Watching and mimicing better players as I described above is also very helpful in improving quickly.

As a general rule, Zerg builds that aren't attempting to end the game immediately incorporate an early expansion before they attempt any aggression. That's just a function of how the race works.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
December 23 2011 10:23 GMT
#10018
On December 23 2011 19:08 NewbieOne wrote:
Thanks for the previous answers.

One more question, possibly dumb. I'm mid or high gold and can't counter roaches. I mean I can defeat a roach rush or timing attack without being prepared but I'm crippled economically afterwards due to pulling and losing scvs, and I can't scout a timing push. Plus, it looks like every tvz game I play, the zerg goes roaches. This has turned tvz from an autowin to an autoloss for me. Got any ideas? I want to be able to counter roaches but without being easily countered by mutas or bling.

As I said in my answer above, it's hard to say why you're having trouble with Roaches without a replay. If you say you can't scout the push coming, then that's probably a big part of your problem; work on scouting and learning to read what your opponent is doing based on what you can see.
The frumious Bandersnatch
Ace1123
Profile Joined September 2011
Philippines1187 Posts
Last Edited: 2011-12-23 10:25:48
December 23 2011 10:23 GMT
#10019
What are the optimal Hotkeys for Terran? My Set up is 1cc 2-4 army 5 Rax 6 Fac 7 Star. But I see some pros who dont have hotkeys for their command centers. And some who dont even hotkeys their army. Can someone explain the basics to me?

Sorry for the noob question.
ForGG, Mvp, MMA, MarineKing, BoxeR,
VoirDire
Profile Joined February 2009
Sweden1923 Posts
December 23 2011 10:27 GMT
#10020
On December 23 2011 18:43 Sacred Reich wrote:
Hey I just recently acquired SC2 and picked Zerg as my race. I quickly completed the campaign and did the Zerg challenge missions. I don't really care about the rest.

I have an account given to me that is Diamond. So I obviously cannot search games because I will just lose. So I'm playing vs a.i. and a masters zerg whenever he is on.

+ Why is it that when I 15 hatch vs medium ai, I always lose my hatchery? They come with such a large force and most of the time I have nothing. Even if I do fend it off, it's only because I made a tonne of lings anticipating the attack to make the 15 hatch not that economical.

+ Why are roaches so bad? Anytime I go roach vs medium a.i. solo or co-operative vs Hard a.i, it's a swift rape. I go mutaling now, it's not that great but I have a better chance of winning.

+ How do I get better? Should I lose a tonne of games on the account that I have, keep trying to play obs games or play solo vs hard ai?

+ Can Zerg 1 base and expand on a push? Or must we always fe?

Don't play vs AI if you want to improve. Play ladder and view those first games as an opportunity to learn what you need to work on the most. Try to copy some solid builds for each match up.
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