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On January 07 2012 11:45 faulty wrote: 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)? it means 1 attack 0 armor.
my own question: In PvP, how do you deal with blink stalkers opening? I had a superior army with immortals but I could not move out because he would just blink into my base and force a base trade scenario in his favor. I have to constantly guard the edge of my base to prevent a blink in, therefor making expanding difficult too. Eventually he would get ahead in economy and get out enough phoenixes to counter my immortals. Should I have gone to 1 base col after a couple of immortals?
and what about phoenix play in PvP? similar situation, I am forced to stay in my base to protect my mineral line until I get canons, then his phoenixes would void any immortal production in the push.
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On January 07 2012 13:03 mando777 wrote:Show nested quote +On January 07 2012 11:45 faulty wrote: 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)? it means 1 attack 0 armor. my own question: In PvP, how do you deal with blink stalkers opening? I had a superior army with immortals but I could not move out because he would just blink into my base and force a base trade scenario in his favor. I have to constantly guard the edge of my base to prevent a blink in, therefor making expanding difficult too. Eventually he would get ahead in economy and get out enough phoenixes to counter my immortals. Should I have gone to 1 base col after a couple of immortals? and what about phoenix play in PvP? similar situation, I am forced to stay in my base to protect my mineral line until I get canons, then his phoenixes would void any immortal production in the push. You'll get a lot of opinions on this, my own personal one is that blink/obs is the best PvP strat. You have robo if u need immortal, and u have obs if u need detection. Blink can be used offensively while you expo, or defensively against opponent's blink stalkers.
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How do I hold off 6-7 pools zvz when I go 14 gas/14 pool. It's hit or miss for me.
Also say I go 15 hatch/15 pool on a large map, is it possible to hold off?
How do you do the micro your drones to beat it, etc..? Any tips appreciated!!
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On January 07 2012 20:07 Epoch wrote: How do I hold off 6-7 pools zvz when I go 14 gas/14 pool. It's hit or miss for me.
Also say I go 15 hatch/15 pool on a large map, is it possible to hold off?
How do you do the micro your drones to beat it, etc..? Any tips appreciated!!
Drone stack on minerals and a move them to kill the lings. I usually send out a 10 drone scout to see what the zerg is doing (fast expo, fast pool).
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On January 07 2012 13:03 mando777 wrote:Show nested quote +On January 07 2012 11:45 faulty wrote: 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)? it means 1 attack 0 armor. my own question: In PvP, how do you deal with blink stalkers opening? I had a superior army with immortals but I could not move out because he would just blink into my base and force a base trade scenario in his favor. I have to constantly guard the edge of my base to prevent a blink in, therefor making expanding difficult too. Eventually he would get ahead in economy and get out enough phoenixes to counter my immortals. Should I have gone to 1 base col after a couple of immortals? and what about phoenix play in PvP? similar situation, I am forced to stay in my base to protect my mineral line until I get canons, then his phoenixes would void any immortal production in the push.
I know people in general detest cannons, but I quite like cannoning a little on the edges of my base if he's going for blink+observer. Taking out his observer makes his blink quite useless in this scenario.
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Silly question:
I have a mostly standard hotkey setup. But there is SOMETHING I keep hitting that often cancels my lair when it's upgrading. I can't figure out what it is. It's not Esc--something else. Anyone know what this is? It's SOOOOOO frustrating.
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On January 08 2012 00:09 OldManZerg wrote: Silly question:
I have a mostly standard hotkey setup. But there is SOMETHING I keep hitting that often cancels my lair when it's upgrading. I can't figure out what it is. It's not Esc--something else. Anyone know what this is? It's SOOOOOO frustrating.
If you're using grid; B.
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I ám in the same boat as you, but with me it´s the V Button. If i want to scan i need to hit C but when iám in a haste i sometimes click the v button and every OC is lifting. Really enoying.
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3 questions :
Are mutalisks good tac vs Protoss and Zerg, or are they just vs Terrans?
In what match-up should i use Ultralisks, in what should i use Broodlords?
Is there a bad match-up for roaches?
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On January 08 2012 03:08 Sianos wrote: I ám in the same boat as you, but with me it´s the V Button. If i want to scan i need to hit C but when iám in a haste i sometimes click the v button and every OC is lifting. Really enoying.
Bwaahaaa! I want to play against you :D Sorry, this is just so funny :D
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This is not much of a strategy, but.. Whenever I'm watching a stream of some CW, there's always a letter and a number next to the player names in that top info-bar that shows who's playing. The letters obviously stand for the race of the player (T, P, Z), but what does the number mean? Thanks.
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On January 08 2012 03:47 andycz wrote: This is not much of a strategy, but.. Whenever I'm watching a stream of some CW, there's always a letter and a number next to the player names in that top info-bar that shows who's playing. The letters obviously stand for the race of the player (T, P, Z), but what does the number mean? Thanks.
that number shows their clock position on the map. so for example, 7 means bottom left ish, 3 means middle right, 12 means top center, ect.
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I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
I can understand the reason is to protect that pylon in the future with your gateway/cyb core, but you wouldn't have passive vision of your own ramp, thus not knowing what comes in.
I always put the pylon by the ramp so I know what comes in and what direction it goes in, such as a probe for a proxy pylon, and i got massively punished one game for doing this by a 2 gate early pressure build, in a PvP, where the zealots marched in and just blew out that pylon. luckily i won the game, but I still just wanted clarification to my question.
TLDR I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
TIA!
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On January 08 2012 04:30 TheNikeTan wrote: I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
I can understand the reason is to protect that pylon in the future with your gateway/cyb core, but you wouldn't have passive vision of your own ramp, thus not knowing what comes in.
I always put the pylon by the ramp so I know what comes in and what direction it goes in, such as a probe for a proxy pylon, and i got massively punished one game for doing this by a 2 gate early pressure build, in a PvP, where the zealots marched in and just blew out that pylon. luckily i won the game, but I still just wanted clarification to my question.
TLDR I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
TIA! Because that first pylon is IMMENSELY valuable if they early cheese you, if it goes down, that's almost always gg b/c you are supply blocked and don't have the 30 seconds to build another pylon.
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On January 08 2012 04:14 mando777 wrote:Show nested quote +On January 08 2012 03:47 andycz wrote: This is not much of a strategy, but.. Whenever I'm watching a stream of some CW, there's always a letter and a number next to the player names in that top info-bar that shows who's playing. The letters obviously stand for the race of the player (T, P, Z), but what does the number mean? Thanks. that number shows their clock position on the map. so for example, 7 means bottom left ish, 3 means middle right, 12 means top center, ect. thanks~
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In zvp if the toss is going stalker colo. and has 3 colo. How many mutas would I need to counter if Im going muta ling? VS How many corruptors would I need in that exact scenario. Please post it as a number per colo. Also how many lings should I go based on the amount of stalkers the toss has?
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On January 08 2012 04:30 TheNikeTan wrote: I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
I can understand the reason is to protect that pylon in the future with your gateway/cyb core, but you wouldn't have passive vision of your own ramp, thus not knowing what comes in.
I always put the pylon by the ramp so I know what comes in and what direction it goes in, such as a probe for a proxy pylon, and i got massively punished one game for doing this by a 2 gate early pressure build, in a PvP, where the zealots marched in and just blew out that pylon. luckily i won the game, but I still just wanted clarification to my question.
TLDR I see that many protoss players place their first 9 pylon right next to their nexus/mineral line. why is it that they do not place it at their ramp (not such that its right up against it, but it covers the entrance of the ramp and the area around it)?
TIA!
Because it's early in the game, you generally want to place your buildings closest to your nexus for the increased mining time. The only time you want to place it near the ramp is against zerg where you can wall off with gateway and cyber core. As well as since it isn't standard to wall off in PvP or PvT, there is no reason to placing your first pylon towards your ramp when placing it right next to your nexus will be slightly better economically as well as not as vulnerable to cheese. Generally, you will want to build either your third or fourth pylon closer to your ramp so you can warp in there. The benefits of having it closer to your nexus outweigh the spotting of a scouting worker coming in.
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Is the 1-1-1 always an all in?
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When should I get my macro hatch? I am plat zerg but I have no idea when or in what situations I should get it.
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Canada13389 Posts
On January 08 2012 11:40 Sir Snoopy wrote: Is the 1-1-1 always an all in?
building 1 rax, one fact, one starport is not always all in
Attacking with everything off one base and pulling scvs makes it all in.
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