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Russian Federation164 Posts
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. well, as said, use '1' for ball-movement, and make 2 more separate control groups for ghosts and MM I prefer '3' for precious units if u're low on free hotkeys, maybe rebind rax on the same key as CCs (i'm not terran, difficult to judge) or unbind drops
^btw Collosus are easy to double-click and don't require a control group imo o_O toss kinda have same problems with HTs and sentries, but HTs die if you a-move them, we have no choise but to separate ^_^
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in PvT, when is it best to switch to citadel tech (charge/blink) and ditch colossus? I'm assuming if I see a lot of tech labs but why not immortal + colossus?
Also, are there signs to know when to double forge?
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This might sound like a really stupid question, but how does a zerg deal with marines + tanks? Mainly the tank part I have trouble with. Zerglings dont work, banelings dont work, roaches dont work, hydras work even less, muta works VS tank but the marines that come with the tanks counter the muta's and broodlords/ultra's arent a possibilty. I really have no idea what I have to do in a situation like that. My general style (gold league) is trying to macro hard, defend, build roaches, a-attack in while building more roaches (sometimes with a nydus, sometimes with drops, sometimes right trough the front door) and VS the 1base or sometimes 2base play it works pretty ok, but if Im up vs siege tanks I lose so many roaches trying to snipe the siege tanks I generally lose.
EDIT
Also if I get disrupted in my play (lose expansion or inject fails) and I start floating minerals, what is a good way to spend those? Throw down multiple hatcheries in my base?
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On January 12 2012 23:17 Geen wrote: This might sound like a really stupid question, but how does a zerg deal with marines + tanks? Mainly the tank part I have trouble with. Zerglings dont work, banelings dont work, roaches dont work, hydras work even less, muta works VS tank but the marines that come with the tanks counter the muta's and broodlords/ultra's arent a possibilty. I really have no idea what I have to do in a situation like that. My general style (gold league) is trying to macro hard, defend, build roaches, a-attack in while building more roaches (sometimes with a nydus, sometimes with drops, sometimes right trough the front door) and VS the 1base or sometimes 2base play it works pretty ok, but if Im up vs siege tanks I lose so many roaches trying to snipe the siege tanks I generally lose. I think your main problem here is heavily relying on roaches. Roaches aren't really that good vs marine tank, and if you spend a lot of gas on roaches, you'll of course be low on mutas/baneling and/or end up delaying your tech due to the gas requirements.
I would recommend you to go ling bane muta if your opponent is going marine tank, because you'll be able to tech and build mutas faster. To take on marine tank, you just need to make sure your ling/bane army is spread out as opposed to having all units in one big clump. The mutalisks are even a great addition in these battles because terrans tend to run away their marines from the banelings, leaving all the siegetanks exposed to your mutas.
Mutalisks are also good for harassing your opponent's base, picking off reinforcements and can also snipe a tank now and then if it isnt being protected by marines.
On January 12 2012 23:17 Geen wrote: Also if I get disrupted in my play (lose expansion or inject fails) and I start floating minerals, what is a good way to spend those? Throw down multiple hatcheries in my base? Macro hatches are always good to have, especially if your injects aren't extremely smooth yet. Just don't go crazy and throw down 5 hatches in your main, because that's just overdoing it. Teching up / getting upgrades is also a great way to spend money if you find yourself floating a lot of resources.
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Anyone has strategies/advice on how to use nukes well? The multitasking is a lil bit too much at times I am top Platinum.
I have to focus everything else PLUS nukes...
What I do is send 1 or 2 ghosts in groups. Each group goes to an enemy's base, and nuke. As soon as I send those GHosts, I hold fire and Cloak.I did it but it seems my enemy was able to handle it well. Perhaps I have to wait until he is on many bases to create more confusion? Since handling nukes is quite easy even when my enemy was on 3 or 4 bases.
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I have a simple question...hows the mechanic for fungal on air units...i cant seem to get them although im pretty sure they were within the AoE range...always lose at terran drops and forces me to get mutas
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Hey abgmozek,
Go into you're Options Tab -> Gameplay -> Show Flyer Helper -> Open the drop down menu, and switch it to always.
Because of the technical nature of flyer units, they may appear to be in a certain area, but to simulate elevation, they are actually elsewhere. The Flyer Helper provides a more accurate location for proper fungal-ing practices. 
For the Swarm,
~Jitsu
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In PvZ, which maps are generally ffe unfriendly?
What build do you use on Arid Plateau? I played a few games on it and couldn't hold any 2 base all-ins form zerg so I've vetoed the map. It seems too difficult to defend my natural. It may just be that I haven't played on the map enough to get a decent simcity up for it.
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On January 12 2012 20:56 Strivers wrote: in PvT, when is it best to switch to citadel tech (charge/blink) and ditch colossus? I'm assuming if I see a lot of tech labs but why not immortal + colossus?
Also, are there signs to know when to double forge?
3 colossus is pretty much the magic number of colossus when you want to switch, it puts terran guessing how many vikings they need, they might over/underreact and then your colo or chargelots destroy.
When to double forge is really a personal preference, I sometimes put down 2forges at like 7-8min mark if I _KNOW_ they are going for bio, but then you pretty much have to go chargelot ht from there, I think your army will be really weak if you want to go colo with early forges, but thats just my personal preference. Also, if you see terran going for fast 2x ebay you can put down your forges and take 3rd expo a bit earlier.
I suggest you watch people like Mana and Bling who have excellent pvt early till late game
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Hi, I am trying out a new 10 pool build vs hatch first zerg players. When I attack with my 6-8 lings should I get the guaranteed hatchery kill, or attempt to get the drones, any help would be appreciated.
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When should you scan for a hive/greater spire?
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On January 13 2012 04:21 Dhul wrote:Show nested quote +On January 12 2012 20:56 Strivers wrote: in PvT, when is it best to switch to citadel tech (charge/blink) and ditch colossus? I'm assuming if I see a lot of tech labs but why not immortal + colossus?
Also, are there signs to know when to double forge? 3 colossus is pretty much the magic number of colossus when you want to switch, it puts terran guessing how many vikings they need, they might over/underreact and then your colo or chargelots destroy. When to double forge is really a personal preference, I sometimes put down 2forges at like 7-8min mark if I _KNOW_ they are going for bio, but then you pretty much have to go chargelot ht from there, I think your army will be really weak if you want to go colo with early forges, but thats just my personal preference. Also, if you see terran going for fast 2x ebay you can put down your forges and take 3rd expo a bit earlier. I suggest you watch people like Mana and Bling who have excellent pvt early till late game
I thought fast double forge was always viable pvt? when would it not be?
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Radfield
Canada2720 Posts
I'm not quite sure where to ask this, as it's not a strategy question, just a general SC2 question.
Is there a way to find out my overall W/L record, or my total games played? As far as I can tell, it only shows my total wins. I realize that the matchmaking system is supposed to average me out at 50% W/L, but I'd still like to see it.
Likewise, is there a way to find out my record vs the various races? It would be great to see my vs T, vs P, and vs Z stats... but other than manually going through my match history I don't see how to find it.
Am I missing something? Or do these simple features just not exist?
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Blazinghand
United States25557 Posts
On January 13 2012 07:25 Radfield wrote: I'm not quite sure where to ask this, as it's not a strategy question, just a general SC2 question.
Is there a way to find out my overall W/L record, or my total games played? As far as I can tell, it only shows my total wins. I realize that the matchmaking system is supposed to average me out at 50% W/L, but I'd still like to see it. Unfortunately, Blizzard removed this feature for all leagues below Master-- so for the average player you won't be able to see your W/L.
On January 13 2012 07:25 Radfield wrote: Likewise, is there a way to find out my record vs the various races? It would be great to see my vs T, vs P, and vs Z stats... but other than manually going through my match history I don't see how to find it.
Am I missing something? Or do these simple features just not exist?
Sorry ;_;
Sc2gears, though, a 3rd party software that doesn't interact directly with Sc2 (and therefore not violating EULA or whatever) will save all your replays, categorize them, and provide you with all the information you ask about:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=124689
It's what I use and it's great.
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On January 13 2012 07:02 snively wrote:Show nested quote +On January 13 2012 04:21 Dhul wrote:On January 12 2012 20:56 Strivers wrote: in PvT, when is it best to switch to citadel tech (charge/blink) and ditch colossus? I'm assuming if I see a lot of tech labs but why not immortal + colossus?
Also, are there signs to know when to double forge? 3 colossus is pretty much the magic number of colossus when you want to switch, it puts terran guessing how many vikings they need, they might over/underreact and then your colo or chargelots destroy. When to double forge is really a personal preference, I sometimes put down 2forges at like 7-8min mark if I _KNOW_ they are going for bio, but then you pretty much have to go chargelot ht from there, I think your army will be really weak if you want to go colo with early forges, but thats just my personal preference. Also, if you see terran going for fast 2x ebay you can put down your forges and take 3rd expo a bit earlier. I suggest you watch people like Mana and Bling who have excellent pvt early till late game I thought fast double forge was always viable pvt? when would it not be?
It's not viable if they're gonna allin because then you'd have no units. It's kinda like teching up really fast except upgrade wise.
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When is the best time to make a quick 3rd command center in TvZ like MVP often does? I generally go reactor hellion expand or 1 rax gasless FE.
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On January 13 2012 00:06 DontLoseSightOfIt wrote: Anyone has strategies/advice on how to use nukes well? The multitasking is a lil bit too much at times I am top Platinum.
I have to focus everything else PLUS nukes...
What I do is send 1 or 2 ghosts in groups. Each group goes to an enemy's base, and nuke. As soon as I send those GHosts, I hold fire and Cloak.I did it but it seems my enemy was able to handle it well. Perhaps I have to wait until he is on many bases to create more confusion? Since handling nukes is quite easy even when my enemy was on 3 or 4 bases.
Can anyone offer some advice on this?
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Blazinghand
United States25557 Posts
On January 13 2012 09:34 DontLoseSightOfIt wrote:Show nested quote +On January 13 2012 00:06 DontLoseSightOfIt wrote: Anyone has strategies/advice on how to use nukes well? The multitasking is a lil bit too much at times I am top Platinum.
I have to focus everything else PLUS nukes...
What I do is send 1 or 2 ghosts in groups. Each group goes to an enemy's base, and nuke. As soon as I send those GHosts, I hold fire and Cloak.I did it but it seems my enemy was able to handle it well. Perhaps I have to wait until he is on many bases to create more confusion? Since handling nukes is quite easy even when my enemy was on 3 or 4 bases.
Can anyone offer some advice on this?
Personally, I've almost never been able to use nukes to actually like kill a whole worker line or something. Nukes are good for a small number of uses:
In TvT, a properly placed nuke can force an unsiege (you can do this from outside of siege range) and let you move your own tanks forward. Don't forget to cancel the nuke.
In TvZ, if you have a spare ghost, using it to nuke a zerg's base during a time when his apm is split (you're dropping him somewhere else, there's a push happening, etc) is fairly cost-effective. You'll usually kill several larvae and an extractor, and usually a drone who was inside the geyser when the zerg player pulled his drones away. This should come close to making the 100/100 munition cost-effective, if you can get your ghost out afterwards.
In TvP I don't use nukes, though you could do a "nuke his mineral line, drop him somewhere else, and split his apm/attention during fights" sort of thing there as well.
Against a prepared opponent nukes rarely do much, but they can take out larvae, a couple workers, pylons, assimilators, etc when people's attention is split.
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On January 13 2012 01:45 abgmozek wrote: I have a simple question...hows the mechanic for fungal on air units...i cant seem to get them although im pretty sure they were within the AoE range...always lose at terran drops and forces me to get mutas
When using AoE spells on air units (EMP, Storm, Fungal, etc.) don't click directly on the unit. You need to remember that the spell should be placed directly below the unit on the ground. Try casting the fungal growth slightly below the unit on the screen, where a shadow would be. There is actually an option to turn on an some kind of air unit helper that draws lines to the ground.
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As Terran How do ppl drop their Marines in a Medivac , while the Medivac is moving ?
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