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On January 06 2012 17:59 Mvrio wrote: can anyone point me in the direction via link or whatever to the naniwa nestea game where Naniwa quits or doesn't take it seriously? I'v heard a lot about it being right or wrong but not the actual game? anyone know where to find it? The title of the vid will give away what's going to happen, but heres a random link on youtube: + Show Spoiler +
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Am I ahead if I cannon rush a zerg player going 15 hatch and force him to cancel his hatch? What are good follow-ups?
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On January 06 2012 23:51 Tarotis wrote: Am I ahead if I cannon rush a zerg player going 15 hatch and force him to cancel his hatch? What are good follow-ups?
forge fast expand and any strong 2 base timing
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On January 07 2012 00:01 scudst0rm wrote:Show nested quote +On January 06 2012 23:51 Tarotis wrote: Am I ahead if I cannon rush a zerg player going 15 hatch and force him to cancel his hatch? What are good follow-ups? forge fast expand and any strong 2 base timing What 2base timing would you recommend? Can you give me any posts from the strategy section?
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There's any way to avoid the screen pan when watching replays in FPV ? Because the checkbox to disable the pan does not seem to work.
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Something I'm curious about, but cannot check right now:
What happens if you shift-attack four units but you accidently shift-attack the same unit twice so e.g. your units attack enemy1 first, then enemy2 and then enemy1 again (which isn't there anymore). Will the units just skip the non-existant unit and proceed to attack enemy3 or will they just attack everything that's left without focus-fire?
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On January 07 2012 00:52 CosmoK wrote: Something I'm curious about, but cannot check right now:
What happens if you shift-attack four units but you accidently shift-attack the same unit twice so e.g. your units attack enemy1 first, then enemy2 and then enemy1 again (which isn't there anymore). Will the units just skip the non-existant unit and proceed to attack enemy3 or will they just attack everything that's left without focus-fire? Yes the invalid target is skipped and attack commences to the next target.
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Are landed vikings cost effective vs anything? Is it a good idea to land them against, say, marauder?
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On December 06 2011 09:06 envisioN . wrote:Show nested quote +On December 06 2011 08:37 TRaFFiC wrote: Hey hey TL. How do you target units from a bunker? Or is this possible? Thx. Select the bunker and right click on the unit you want to target. If that unit is in range of the bunker, then the units inside will attack it. If not, they will continue to attack anything within range. You can also stim the units in a bunker by selecting the bunker and hitting T I tried this today and it didn't work. Anyone else know anything?
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On January 07 2012 03:02 Waio wrote: Are landed vikings cost effective vs anything? Is it a good idea to land them against, say, marauder?
Vikings are armoured and marauder do bonus damage to armored so probably not. Vikings are much better vs light units like zerglings/helions/marines.
Don't land your vikings if the reason you made them i.e. collosus is still alive.
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On January 07 2012 03:02 Waio wrote: Are landed vikings cost effective vs anything? Is it a good idea to land them against, say, marauder? Sorry this doesn't directly answer your question, but usually landing your vikings for huge engagements is a bad idea. Probably the only times you would do it is when you're about to lose, or about to win.
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On January 05 2012 22:45 AmericanUmlaut wrote:Show nested quote +On January 05 2012 22:37 Forbidden17 wrote: Why is Shattered Temple such a bad map for Protoss? I heard MouzMana comment on his stream that his crossed off that map because it was really bad for Protoss in a lot of ways.
Looking up TLPD: PvZ 40.7% PvT 45.3%
Can someone explain why this map is so bad for toss? My thoughts: PvZ - FFE is more difficult than most ladder pool maps, and mass Muta is pretty effective because it's hard to protect three bases due to the distance to your third. PvT - The only things that occur to me are that early aggression is a bit harder to hold off because of the relatively open natural, and that drops are really easy in proxy positions. anyone else have input on this? preferably a pro player, or someone who has talked to a pro player because I talked to a lot of master level players about this and most weren't even aware shattered is a bad map for protoss.
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Huge open areas in middle and in the main to drop. Protoss death balls usually better in choke points. Even so, statistics don't mean everything. Stop complaining and get innovative. I'd say go for the gold. No need to take the back third. It's harder to defend. Make that your fourth.
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On January 07 2012 03:02 Waio wrote: Are landed vikings cost effective vs anything? Is it a good idea to land them against, say, marauder?
If you find your self with too many vikings, do mineral line, building snipe harass. They actually do decent DPS on the ground.
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Is there a map/way to calculate units dps ?
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On January 07 2012 08:34 entrust wrote: Is there a map/way to calculate units dps ? Damage / attack speed and you get Damage Per (Game)Second, which by the way is not an effective measure of anything.
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On January 07 2012 08:48 tehemperorer wrote:Show nested quote +On January 07 2012 08:34 entrust wrote: Is there a map/way to calculate units dps ? Damage / attack speed and you get Damage Per (Game)Second, which by the way is not an effective measure of anything. There's tons of charts out there already, but hey, stick it to them and whip out your stopwatch and calculator!
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On January 07 2012 08:51 CookieMaker wrote:Show nested quote +On January 07 2012 08:48 tehemperorer wrote:On January 07 2012 08:34 entrust wrote: Is there a map/way to calculate units dps ? Damage / attack speed and you get Damage Per (Game)Second, which by the way is not an effective measure of anything. There's tons of charts out there already, but hey, stick it to them and whip out your stopwatch and calculator! I feel the calculator application in windows is underused, much like carriers. :D
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whats a good way to stop a <10 minute 1-base push from a protoss whos got 2 immortals, like 7 zealots and ~3 sentries as a terran besides banshees?
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On January 07 2012 08:55 aviator116 wrote: whats a good way to stop a <10 minute 1-base push from a protoss whos got 2 immortals, like 7 zealots and ~3 sentries as a terran besides banshees? Post a replay in the Terran Help me thread is your best bet.
In general, it depends on your opener. If you go macro opener, watch for him to expand. If he doesn't have a nexus in his natural by 6 minutes, bunker your natural, produce only combat units, and get ready to repair your bunkers. It doesn't sound like he has that many units at all, but against that composition you want few marauders and more marines.
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When casters say he has "1 0" ground upgrades, do they mean 1 armor 0 attack as it appears on the UI? or the opposite (intuitively)?
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