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Simple Questions Simple Answers - Page 518

Forum Index > StarCraft 2 Strategy
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cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2012-01-06 09:35:38
January 06 2012 09:34 GMT
#10341
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 +
Tarotis
Profile Blog Joined October 2011
Germany1931 Posts
January 06 2012 14:51 GMT
#10342
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?
scudst0rm
Profile Joined May 2010
Canada1149 Posts
January 06 2012 15:01 GMT
#10343
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
You're like a one ranger army comin' at me...
Tarotis
Profile Blog Joined October 2011
Germany1931 Posts
January 06 2012 15:05 GMT
#10344
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?
ColterTV
Profile Joined September 2010
Argentina163 Posts
January 06 2012 15:09 GMT
#10345
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.

ColterTV Stream -> http://www.twitch.tv/ColterTV
CosmoK
Profile Joined July 2011
339 Posts
January 06 2012 15:52 GMT
#10346
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?
ddrddrddrddr
Profile Joined August 2010
1344 Posts
January 06 2012 15:54 GMT
#10347
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.
Waio
Profile Joined September 2010
Chile82 Posts
January 06 2012 18:02 GMT
#10348
Are landed vikings cost effective vs anything? Is it a good idea to land them against, say, marauder?
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
January 06 2012 19:15 GMT
#10349
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?
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
January 06 2012 19:17 GMT
#10350
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.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Forbidden17
Profile Joined December 2011
666 Posts
Last Edited: 2012-01-06 19:37:29
January 06 2012 19:35 GMT
#10351
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.

edit:
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.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
January 06 2012 20:08 GMT
#10352
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.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 06 2012 23:28 GMT
#10353
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.
SC2 Mapmaker
entrust
Profile Joined February 2011
Poland196 Posts
January 06 2012 23:34 GMT
#10354
Is there a map/way to calculate units dps ?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
January 06 2012 23:48 GMT
#10355
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.
Knowing is half the battle... the other half is lasers.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
January 06 2012 23:51 GMT
#10356
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!
Micro your Macro
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
January 06 2012 23:54 GMT
#10357
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
Knowing is half the battle... the other half is lasers.
aviator116
Profile Joined November 2011
United States820 Posts
January 06 2012 23:55 GMT
#10358
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?
Bogus ST_Life IMMVP
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2012-01-06 23:59:41
January 06 2012 23:58 GMT
#10359
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.
Knowing is half the battle... the other half is lasers.
faulty
Profile Blog Joined November 2010
Canada204 Posts
January 07 2012 02:45 GMT
#10360
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)?
"More gg, more skill" - White-Ra
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