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Bleak
Profile Blog Joined September 2010
Turkey3059 Posts
January 11 2012 16:13 GMT
#10481
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?
"I am a beacon of knowledge blazing out across a black sea of ignorance. "
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
January 11 2012 16:21 GMT
#10482
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
Jitsu
Profile Blog Joined June 2011
United States929 Posts
January 11 2012 17:17 GMT
#10483
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
Zerg Player in CheckMate Gaming - http://checkmategaming.webs.com/
Hero1
Profile Joined December 2010
135 Posts
January 11 2012 20:06 GMT
#10484
TvT on Shattered Temple close air, I've opened with a reaper expand, my opponent has proxied 2 rax at my gold and went for a 3rax allin. How can I scout/hold this? I'm assuming noone would check his own gold with his 1st scout especially since he can also proxy somewhere else. So I've scouted him taking no gas and thought of a gasless expand obviously. I've been waiting a couple of seconds at his nat but didn't see any SCV (should my alarm bells already go off? He could still be expanding inbase?!).
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.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
January 11 2012 21:48 GMT
#10485
I'd have to see a replay to be sure, but if you are up against an opponent who doesn't have any gas, it's reasonable to assume he's expanding in-base. If you are up against a 3 rax marine/scv all-in, it is very difficult to survive without a bunker, though you may be able to do so with your reaper and scvs.

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.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Herr Kobold
Profile Joined December 2011
Germany5 Posts
January 11 2012 21:52 GMT
#10486
how many rax can one support on one, and how many on two base?
thanks for your help
Squisher_
Profile Joined August 2010
43 Posts
January 11 2012 22:06 GMT
#10487
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.
McPricE
Profile Joined May 2010
58 Posts
January 11 2012 22:09 GMT
#10488
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?
envisioN .
Profile Joined February 2011
United States552 Posts
January 11 2012 22:10 GMT
#10489
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.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
coriamon
Profile Joined August 2011
244 Posts
January 12 2012 00:26 GMT
#10490
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.
Fallians
Profile Blog Joined July 2011
Canada242 Posts
January 12 2012 01:23 GMT
#10491
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.
If you attack before 15minutes.. It's cheese....
K9GM3
Profile Joined January 2011
Netherlands116 Posts
January 12 2012 01:53 GMT
#10492
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.
No, I don't want your number.
warblob004
Profile Joined January 2011
United States198 Posts
January 12 2012 03:50 GMT
#10493
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
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
Daedalus173
Profile Joined July 2011
6 Posts
January 12 2012 04:47 GMT
#10494
At the very beginning of the game, should I build a harvester or start mining first?
Forbidden17
Profile Joined December 2011
666 Posts
Last Edited: 2012-01-12 05:28:52
January 12 2012 05:24 GMT
#10495
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 =/
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2012-01-12 05:44:00
January 12 2012 05:43 GMT
#10496
On January 12 2012 12:50 warblob004 wrote:
Show nested quote +
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


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.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
January 12 2012 05:48 GMT
#10497
On January 12 2012 09:26 coriamon wrote:
Show nested quote +
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.


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.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
Elefes
Profile Joined September 2011
Russian Federation164 Posts
Last Edited: 2012-01-12 08:45:02
January 12 2012 07:25 GMT
#10498
In my match history I find games that appear as a tie, although I haven't ever tied o_O
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:
Show nested quote +
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 =/


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:
Show nested quote +
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.


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
KiNGxXx
Profile Blog Joined August 2010
7928 Posts
January 12 2012 07:48 GMT
#10499
On January 12 2012 14:48 Vod.kaholic wrote:
Show nested quote +
On January 12 2012 09:26 coriamon wrote:
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.


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.
MKP|Maru|TaeJa|Mvp|Polt|INnoVation|GuMiho|Bomber|GoOdy|TeamTerran
AmericanUmlaut
Profile Blog Joined November 2010
Germany2591 Posts
January 12 2012 08:27 GMT
#10500
On January 12 2012 16:48 KiNGxXx wrote:
Show nested quote +
On January 12 2012 14:48 Vod.kaholic wrote:
On January 12 2012 09:26 coriamon wrote:
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.


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.

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.
The frumious Bandersnatch
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