Simple Questions Simple Answers - Page 525
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Bleak
Turkey3059 Posts
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Dujek
United Kingdom276 Posts
On January 12 2012 01:13 Bleak wrote: Does anyone think that the addition of Shredders and Battle Hellions could make TvP mech viable? Shredders could give map control for counter attacks and battle hellions would protect the tanks from mass chargelots. On paper it sounds quite good to me. Any opinions? http://www.teamliquid.net/forum/viewmessage.php?topic_id=302326 | ||
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Jitsu
United States929 Posts
On January 12 2012 00:27 warismoney wrote: I have big problems at making decissions. I dont know when its good (and mostly safe) to expand, i dont know when the best timing to tech (forge upgrades or robo bay etc...) is... I always watch Casts (live and youtube) - but somehow its always different and i think it depends more on situations than on ingametime. How can i proof this, i think its a big point of playing starcraft to read the game and recognize if u are in lead or behind.... Hey Warismoney! Primarily what you are referring to is Battle Sense, or Game Sense in general. Taken from another strategy article: The fastest way to learn this skill is to watch every single replay. Learn not just timings but most importantly gas timings, chrono and expo timings are the only real and easily scoutable things possible. Everything else that is scouted is luck based. You want to search for where your opponent is placing their gas into and how you can scout that and when. Do you know when a standard stalker should come out? Do you know the proper time for an expo to start for a 1 gateway expand? Can you identify when speed finishes? When should mutas come out? When would the first standard banshee come out? Timings are important but I don't rely them so heavily. I don't actually know when a 6 roach rush would hit me or a 1 gate expo into 7 gate hits because I can defend them easily if scouted. I just solely rely on my scouting to identify whether they are expanding/teching/being aggressive. Until the game gets much more figured out and it becomes a must to learn more timings these are usually what goes thur my mind. General mutas timings are important so you know when to position your marines to interrcupt them and not make turrets too early. Things like a general time for a 3rd expo and whether is that 3rd actually a greedy one? Whether I'm in a postion to attack it or expand aswell. Hive timing based on how much gas used. A lot of the game sense can only be gauge by the gas usage and whether they take the 3rd and 4th gas quick or not can show a lot. Generally I don't learn specfic timings of attacks. Only things I memorize are things I know if they play standard it should not change. Such as DTs, Void rays, banshee, baneling/hatch cancel, mostly from 1 base. Builds other than the opening vary a lot so its hard to gauge if its a 6 gate + tech or a 7 gate all-in without burning a scan and getting lucky. I don't rely a lot with scans so only scv scouting and xel naga control are what I use for info. The simple answer to you're question...play more! Speaking from a totally Zerg point of view, the race is based on reactions that you do at specific times of the game...did you just kill a Stalker/Zealot early in the game? Did he FFE? Ling runby into his main and kill probes. Things like that. Play more and you will develop game-sense. It's all a matter of hitting the Find Match button. For the Swarm, ~Jitsu | ||
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Hero1
135 Posts
Then my reaper came out and I've been killing some SCVs at his main, almost at the same time he came up my ramp with 3 rines and a couple SCVs. Way too late for a bunker and I didn't have a wall even (doesn't make sense in TvT anyway right?). So how can I not autolose vs this? Which really sucks is that I usually lose the reaper pretty quickly because my attention just needs to be drawn away for a second to get surrounded by SCVs. | ||
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Blazinghand
United States25557 Posts
Here's how you scout it: The big tell for this build, assuming he didn't wall you out, is that he will have too few scvs. 3 rax marine/scv allin cuts at 12 scvs, and he'd have 2 out on the map proxying, so you should have seen only 10 scvs in his base when there shoudl have been 13-14 scvs, an indication that he's proxying you. Also, his CC won't be glowing-- he's cutting scvs. These things taken together mean he's all-inning you and you need to start a bunker, and put your reaper in it. | ||
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Herr Kobold
Germany5 Posts
thanks for your help | ||
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Squisher_
43 Posts
Why don't they do that? It seems like the 5-10 minerals they lose in mining time is more than worth the benefit of denying scouting and killing a worker. | ||
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McPricE
58 Posts
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envisioN .
United States552 Posts
On January 12 2012 07:06 Squisher_ wrote: I see pros run their scout worker through the enemy worker line all the time, and I *never* see his opponent just quickly surround and kill the scout with his workers then go back to mining. Why don't they do that? It seems like the 5-10 minerals they lose in mining time is more than worth the benefit of denying scouting and killing a worker. Most pros that run through the mineral line will click on the minerals at the other end of the mineral line so any attempt at a surround will fail by mineral walking. Then you've just lost 10+ minerals, depending on the number of workers used, for nothing. On January 12 2012 06:52 Herr Kobold wrote: how many rax can one support on one, and how many on two base? thanks for your help 6 Barracks without addons is the maximum you can support from 1 base. With addons, it is 3 barracks with 1 tech and 2 reactors multiply by number of bases to know max number of barracks you can support. | ||
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coriamon
244 Posts
On January 12 2012 07:09 McPricE wrote: I have serious issues w/ controlling subgroups wi a single control group w the TAB key.Say I have marines and marauders in one group. I see mutas incoming late and want to quickly stim just my marines. I hit tab so that the marines only are focused on the bottom center info area and hit stim. Still stims marauders as well....wtf?? is this a completely pointless hotkey or am I an idiot? It doesn't work for marines and marauders because they all can stim. But I believe it is only for these units. Not an idiot, nor a pointless hotkey. | ||
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Fallians
Canada242 Posts
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K9GM3
Netherlands116 Posts
On January 12 2012 10:23 Fallians wrote: Would it be worth it to buy a new copy of Sc2 just so I can play on teh korean server? I'm not very good (low dia) but I have heard alot of good things I know alot of pros practice on it. A lot of pros do, but you probably won't run into them. In fact, you'll just run into opponents who are roughly at the same skill level as the ones you're playing against now. Not to mention the language barrier... I don't think it's worth it. | ||
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warblob004
United States198 Posts
On January 12 2012 10:23 Fallians wrote: Would it be worth it to buy a new copy of Sc2 just so I can play on teh korean server? I'm not very good (low dia) but I have heard alot of good things I know alot of pros practice on it. I'd recommend against it, for now. The NA ladder is... all right, but on that level, you will get cheesed to death on the Korean ladder until you smash your F4 key into oblivion | ||
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Daedalus173
6 Posts
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Forbidden17
666 Posts
On January 12 2012 13:47 Daedalus173 wrote: At the very beginning of the game, should I build a harvester or start mining first? build a harvestor. edit: to elaborate, you can continuously produce probes/scvs by making the first one and sending your workers to mine after. for zerg I think it's a little more debatable as they are not limited to the lone production capabilities of toss/terran and can create that 2nd drone as soon as they have 50 minerals. It might be better for zergs to mine first and make the first drone after, but I don't really see any pros doing it so =/ | ||
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Vod.kaholic
United States1052 Posts
On January 12 2012 12:50 warblob004 wrote: I'd recommend against it, for now. The NA ladder is... all right, but on that level, you will get cheesed to death on the Korean ladder until you smash your F4 key into oblivion Below high masters, all the ladders are more or less the same. You're not going to gain much more from playing Korean diamonds than you would playing NA or EU diamonds. The pros who practice on it have a lot to gain because they run into better people at the highest level. No pro is playing anyone below masters, so the lower leagues are definitely not the main attraction of the KR ladder. | ||
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Vod.kaholic
United States1052 Posts
On January 12 2012 09:26 coriamon wrote: It doesn't work for marines and marauders because they all can stim. But I believe it is only for these units. Not an idiot, nor a pointless hotkey. If you want to stim specific units, you'll have to do it by boxing/double-clicking/ctrl-clicking a group of marines individually. Marines and marauders will share the stim hotkey when they're on the same control group. | ||
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Elefes
Russian Federation164 Posts
If I try to open stats, I get a error message (not 'results disagree'; smth like 'internal error' or 'no data found') So, my quiestion is.. Quite simple: does anybody know wtf that is?)) ________________________________ On January 12 2012 14:24 Forbidden17 wrote: build a harvestor. edit: to elaborate, you can continuously produce probes/scvs by making the first one and sending your workers to mine after. for zerg I think it's a little more debatable as they are not limited to the lone production capabilities of toss/terran and can create that 2nd drone as soon as they have 50 minerals. It might be better for zergs to mine first and make the first drone after, but I don't really see any pros doing it so =/ 100% sure this has already been answered: - Z split, then spawn a drone; - P, T worker 1st, then split; If you split correctly, the 2nd worker will be queued right as the 1st finishes, with 0 to 0.1 sec delay afaik ___________________________________________________________________________________ On January 08 2012 04:34 galtdunn wrote: 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. In PvP it's all about mining time, since everybody performs gate scout, not 9; PvZ rarely the case PvT mining time + you don't want to expose buildings (push + scans) Usually, u'll sence that something's going on even without pylon at ramp o_O P.S. Correct me if I'm wrong, tried to provide legit info though | ||
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KiNGxXx
7928 Posts
On January 12 2012 14:48 Vod.kaholic wrote: If you want to stim specific units, you'll have to do it by boxing/double-clicking/ctrl-clicking a group of marines individually. Marines and marauders will share the stim hotkey when they're on the same control group. I have a similar question but with ghosts. When I have ghosts in the same group with my bio (I know it's better to have them in a different group but for walking around it's easier for me) I have to tab first to stim my bio. Question: Is there a way to change the hotkeys so I don't have to tab? I play with grid layout. | ||
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AmericanUmlaut
Germany2582 Posts
On January 12 2012 16:48 KiNGxXx wrote: I have a similar question but with ghosts. When I have ghosts in the same group with my bio (I know it's better to have them in a different group but for walking around it's easier for me) I have to tab first to stim my bio. Question: Is there a way to change the hotkeys so I don't have to tab? I play with grid layout. No, there's no way to influence the ranking of units within a control group. Ghosts will always come before Marines and Marauders when they're all selected at the same time. It might be worth making a separate control group that just contains your Ghosts - I do that with my Colossi (bind them to 1 and 3) so that I can micro them separately from my main army if I need to. | ||
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