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On January 09 2012 16:39 ChristianS wrote: Why does Naama build extra scv's before orbital, rather than making the orbital immediately after the barracks is done (or at least after the next scv finishes)? He doesn't want to waste any scv production time from the CC. He does sacrifice like 1/4 mule in return though. The best timing to get to the orbital is still debatable, I've seen Bomber,Jjakji, Teaja, and ForGG do it with and without the extra 16th scv. I think with the correct mineral stacking you shouldn't waste more than around 3-5 game time at most to get the OB after 15th scv. Personally, I go for the faster OB, early mules are so key to hitting some great timings as a terran. We should start taking MULES as seriously as the zerg takes larva injects.
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What´s the most effective way in stimming a marine to the front to scout, while moving your army arround?
Just selecting the marine, stim it and move it and then deselecting it from your group seems to be a big effort.
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On January 10 2012 02:20 Sianos wrote: What´s the most effective way in stimming a marine to the front to scout, while moving your army arround?
Just selecting the marine, stim it and move it and then deselecting it from your group seems to be a big effort. Select him, stim and move him, then re-box what you have left. It's not that bad if you get used to it, may seem unwieldy though at first.
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On January 10 2012 02:20 Sianos wrote: What´s the most effective way in stimming a marine to the front to scout, while moving your army arround?
Just selecting the marine, stim it and move it and then deselecting it from your group seems to be a big effort.
I play Zerg, so I think a fairly effective way to do this would be follows:
Click the area you want your army to go. Shift-Click and Marine in you're army to drop them from the group, than reselect your main army with the hotkey and hit "S' to make them stop. This will drop a marine from you're control group and keep the rest of you're army selected, while the marine you de-selected will run forward - than simply Reset the Control Group (Ctrl1, Ctrl2) which will eject that lone marine from the control group while the rest of your army is stopped behind.
Than you can just re-select the other marine, run around, stim.
Add Ice. Shake.
Enjoy
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Okay I pretty much tried everything, I give up:
How do you make spellcasters range visible? I've seen on some streams, when they are about to storm a circle appears showing the range..
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Noob here. So I went through this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343 and it recommends choosing 1 basic build order per matchup and learn those thoroughly before doing anything else.
Well, it only gives examples for Protoss. If I'm playing Terran, what builds do you guys recommend? I've gone through the Terran strategy section on Liquipedia but I have no idea which builds are standard, or which builds are optimal for beginners to learn the game.
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Not 100% sure this is the right place to post, but the smart camera pan really bugs me during replays. Is there anyway to disable it?
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On January 10 2012 08:17 dangerjoe wrote: Okay I pretty much tried everything, I give up:
How do you make spellcasters range visible? I've seen on some streams, when they are about to storm a circle appears showing the range..
That should just come up when you hit the hot key? Like if you hit F the little green circle comes up for Fungal Growth?
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On January 10 2012 11:52 Daedalus173 wrote: Not 100% sure this is the right place to post, but the smart camera pan really bugs me during replays. Is there anyway to disable it?
Yes. Go to options; it is in gameplay.
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On January 10 2012 12:12 GleefulPiXie wrote:Show nested quote +On January 10 2012 08:17 dangerjoe wrote: Okay I pretty much tried everything, I give up:
How do you make spellcasters range visible? I've seen on some streams, when they are about to storm a circle appears showing the range.. That should just come up when you hit the hot key? Like if you hit F the little green circle comes up for Fungal Growth?
I have the storm animation/little green circle so to say, but I don't have a visual representation of the range.. I know some pro streamers have a circle showing the range ingame. It looks really helpful, but I can't for the life of me figure out how to turn it on.
In lack of a better way to explain it I made some paint :
![[image loading]](http://i.imgur.com/vRzwd.png)
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If Infested Terran eggs are damaged, do the marines come out damaged? Or do they always spawn at full health? Or do they have a percent life remaining, relative to the life remaining on egg when the IT hatched?
Was wondering if you are supposed to FG infested terran eggs, or wait until after they hatch.
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As Terran, if I go for a fast 3rd in-base in PvT (1 rax FE + another CC before anything else), when am I actually reaping the benefits where I'm ahead army and tech wise if he does any form of 2 base play?
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On January 10 2012 13:29 dangerjoe wrote:Show nested quote +On January 10 2012 12:12 GleefulPiXie wrote:On January 10 2012 08:17 dangerjoe wrote: Okay I pretty much tried everything, I give up:
How do you make spellcasters range visible? I've seen on some streams, when they are about to storm a circle appears showing the range.. That should just come up when you hit the hot key? Like if you hit F the little green circle comes up for Fungal Growth? I have the storm animation/little green circle so to say, but I don't have a visual representation of the range.. I know some pro streamers have a circle showing the range ingame. It looks really helpful, but I can't for the life of me figure out how to turn it on. In lack of a better way to explain it I made some paint : ![[image loading]](http://i.imgur.com/vRzwd.png) It only shows up when you have just one caster selected.
On January 10 2012 15:47 Belial88 wrote: If Infested Terran eggs are damaged, do the marines come out damaged? Or do they always spawn at full health? Or do they have a percent life remaining, relative to the life remaining on egg when the IT hatched?
Was wondering if you are supposed to FG infested terran eggs, or wait until after they hatch. Zerg units always hatch at full health, no matter the damage their egg takes. Fungal Growth also goes away when the unit hatches, so I'd strongly recommend using it after the Infested Terrans spawn.
(Incidentally, the health of Brood Lord, Overseer and Baneling cocoons does depend on the Corruptor, Overlord or Zergling that they are morphed from: if you have a Zergling in the red, the cocoon will also be in the red. The Baneling will hatch with full health, of course, but it'll be easier to pick off the cocoon during the morph.)
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What is the best way to defend vs drops on my main on 3 base TvT? I played a game where i sieged my opponents natural killed his third but he loaded like 20-30 marines in medivacs and killed all my production facilities. Is spamming turrets a viable way?
note: i just started playing T.
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Hi guys
I know it may sound random, but do you guys think that Tanks are good? There is a thread in strategy section discussing Tanks. Yes they are immobile etc., but I think they are pretty good if you know how to position them well....which brings me to the question:
When people say"place/position your tanks well", what do they really mean? Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?
So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?
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How do I stop 1-base blink all-ins as Zerg? Roaches or Zerglings? I scouted it, tried to get an early lair+infestors but they were -way- too late. My zergling/roach army got crushed.
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I play in Silver/Gold.... Most of the time when i scout the terran (im toss) and he went for 1 gas he goes 1base timing push with marine/marauder and stim.. most of the time out of 3 raxes sometimes out of 4 raxes i think....
Am i able to hold such a push with this 1gate fast expand http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136¤tpage=10#183 ??? And how? Isnt it better to play 3 gate expand or 2 gate robo on my level to have more gateway units for holding off his pushes with sentry and zelot and a little stalker count. Im reading a lot about Players in my skill level having problem to deal with bioball. I always read go tech to coloss and in the lategame add som HT.... but the thing is the timing, when should i tech to coloss? when should i add HT?
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On January 10 2012 23:54 DontLoseSightOfIt wrote: Hi guys
I know it may sound random, but do you guys think that Tanks are good? There is a thread in strategy section discussing Tanks. Yes they are immobile etc., but I think they are pretty good if you know how to position them well....which brings me to the question:
When people say"place/position your tanks well", what do they really mean? Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?
So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?
I am not a super-high level pro but I try to answer anyway:
Yes, tanks are very good. In TvT it's great if you also have the air advantage. Tanks can shoot further than they see, so having more Vikings often means you can fire at your opponent while he can't (unless he scans). Against Zerg you should constantly scout or even scan when moving your tanks, since one moment of not paying attention can often cost you the game. If you see a ball of banelings make sure to right-click your (sieged)tanks on them, since they are usually top-priority to take out if you go tank/marine.
A good position is usually 1)near a watch-tower (since tanks have full vision within their range, 2) a high-ground (since it's hard to attack them with melee units), 3) safe against flanks (since tank-efficiency decreases a lot when they fire in different directions.
I'm not sure about the concave. Sometimes it might be better for your tanks to fire all at once, but sometimes I've seen multiple lines stacked behind each other. Maybe a better player can explain that.
In TvP tanks can be viable, but as far as I heard Marine/Marauder/Medivac with Ghosts for Templar / Viking for Colossus is consider the better composition. Oh, and tanks without Marine Support (or Thor if you go Mech only) are very vulnerable to drops / mutas.
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On January 11 2012 00:57 blinkblue wrote: How do I stop 1-base blink all-ins as Zerg? Roaches or Zerglings? I scouted it, tried to get an early lair+infestors but they were -way- too late. My zergling/roach army got crushed.
I find splitting your army works well.
Example:
I scout that the Protoss has a mass of Stalkers and he is using his Chronoboost on his Templar Archives. I assume he is going Blink because of the mass of Stalkers he has. If the Protoss blinks into you're base, push them to the edge with you're Roaches so he is forced to blink, or get crushed.
Keep Roaches on the low ground. If he blinks down, he dies. If he stays, he dies.
I think it may come down to scouting. Watch for when he decides to move out. You need to build units and not build drones at that point. If you fear a strong all in that you might not be able to hold, get a few spines. If he all-in's, all you need to do is survive.
Morphing an overseer to find his Observer will help as well. If he can't see into you're base, he can't blink up.
Also, think about what time the 1 Base blink all-in hits? Remember, if it's a true all-in, all you need to do is hold and defend and you will come out ahead.
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On January 11 2012 01:13 warismoney wrote:I play in Silver/Gold.... Most of the time when i scout the terran (im toss) and he went for 1 gas he goes 1base timing push with marine/marauder and stim.. most of the time out of 3 raxes sometimes out of 4 raxes i think.... Am i able to hold such a push with this 1gate fast expand http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136¤tpage=10#183 ??? And how? Isnt it better to play 3 gate expand or 2 gate robo on my level to have more gateway units for holding off his pushes with sentry and zelot and a little stalker count. Im reading a lot about Players in my skill level having problem to deal with bioball. I always read go tech to coloss and in the lategame add som HT.... but the thing is the timing, when should i tech to coloss? when should i add HT?
I can't completely answer this question, but I can tell you that on maps with a ramp up to your natural expansion, such as shakuras or antiga, you can hold a 1-basing terran while expanding. I'd recommend going heavy on the zealots as well as getting 1-2 sentries for splitting him in half early game. You're going to need to notice when you tries for your ramp - if you have trouble with this, put a probe on the xel'naga tower or on the low ground below the ramp. For maps without a ramp up to your natural, you'd have to ask a more experienced toss user. Also, remember, if he has a heavy marauder composition, you don't need to tech to HT or colossi to give him a rough time. Immortals will perform quite well also.
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