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On January 14 2012 13:36 spacebob42 wrote: Question here, whenever I play bio as Terran, I m-move my medivacs onto certain infantry units. That way, I never have to worry about them, and they can heal my bio whenever I stutterstup. however, I never see pros doing this, they tend to put their medivacs and bio on the same hotkey. Why is that? Medivacs given an attack-move command (it's called something different on their command card, but it's the same command) will heal any friendly bio units in range instead of only doing it when they're idle.
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On January 14 2012 09:33 Xequecal wrote: What is the correct Protoss response to a super-macro Terran, that opens with a single rax and then two command centers before taking gas? I've found out the hard way that 4-gate is useless, 6 marines plus all the SCVs WILL beat 8 zealots and 8 stalkers, and even if you kill every single SCV they still have an equivalent economy to yours with 3 OCs. That's not a safe build. I imagine you're doing something wrong if hitting a double-expanding Terran without gas with a 4-gate doesn't kill him, but I'd have to see a replay to tell you what you're doing wrong. The above poster's suggestion that you might not be blocking the SCVs from repairing a bunker is certainly plausible, but without more information it's hard to say.
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How do I post in blogs? I cannot seem to create topics in blogs. I just want to put a random, funny replay to entertain people.
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On January 14 2012 15:29 DontLoseSightOfIt wrote: How do I post in blogs? I cannot seem to create topics in blogs. I just want to put a random, funny replay to entertain people.
under your name in the top left corner, theres a tab that will say "blog", click on it and then on "New Blog Entry".
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On January 14 2012 15:09 AmericanUmlaut wrote:Show nested quote +On January 14 2012 13:36 spacebob42 wrote: Question here, whenever I play bio as Terran, I m-move my medivacs onto certain infantry units. That way, I never have to worry about them, and they can heal my bio whenever I stutterstup. however, I never see pros doing this, they tend to put their medivacs and bio on the same hotkey. Why is that? Medivacs given an attack-move command (it's called something different on their command card, but it's the same command) will heal any friendly bio units in range instead of only doing it when they're idle.
But if you have the bioball and medivacs selected and you stutter step, the medivacs will only heal if you issue the a-click command and stop once you move. Therefore you DON'T select medivacs in a fight. There are two ways to do it correctly:
1. You hotkeyed medivacs and bioball on one key: At the beginning of the fight you CTRL left-click select your bioforce to stutter 2. You didn't hotkey them: Select all medivacs and a click on one of the bio units so that they follow.
You can see this in every progamer replay. Nobody stutters with medivacs.
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when does my rating gets resetted? 1 season of not playing?
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In what order does a zerg get speed/queen/lings/drones after the spawning pool pops? Especially if I go hatchfirst I end up with not enough minerals for 2 queens and all larvae and speed (and the overlord to get over 18 supply sometimes) once my spawning pools completes, so I have to cut corners somewhere.
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On January 14 2012 22:57 borlee wrote: when does my rating gets resetted? 1 season of not playing?
every new season your ladder score is reset, regardless of whether you play or not. i don't believe there is any MMR decay yet so not playing for a while won't lower your internal rating
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On January 15 2012 01:29 RyanRushia wrote:Show nested quote +On January 14 2012 22:57 borlee wrote: when does my rating gets resetted? 1 season of not playing? every new season your ladder score is reset, regardless of whether you play or not. i don't believe there is any MMR decay yet so not playing for a while won't lower your internal rating
Your MMR resets if you don't play in games in a season, so if you played in S1 but not in S2 you would have to do 5 placement matches again to play in S3.
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On January 15 2012 00:35 Geen wrote: In what order does a zerg get speed/queen/lings/drones after the spawning pool pops? Especially if I go hatchfirst I end up with not enough minerals for 2 queens and all larvae and speed (and the overlord to get over 18 supply sometimes) once my spawning pools completes, so I have to cut corners somewhere.
If you are starting hatch first (15 hatch, 14 pool):
Hatch goes down on 15 and pool on 14. Right when the pool goes down, get your first extractor and put 3 drones on it as soon as it finishes. The gas will be used for speed. Now, if you don't plan on getting a fast third, then you will want one queen for each hatch. That is the first thing you should do when the pool finishes, get two queens. If your opponent is being passive, you can just drone up, but you need to research speed ASAP. Once speed is finished, unless your opponent already has map control (reapers, hellions, etc,) get a few zerglings (ideally 4) so that you can get map control (1 zergling at each xel'naga tower and the rest scouting). Just drone 'til your hearts content. You only need to build army units (zergling, roaches, etc) when you know your opponent is about to attack. Otherwise, just play like Ret and get tons of drones.
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Hey guys, not sure if this has been asked, but I think Day9 said that Morrow had bound his snipe key to the mouse wheel, but I can't figure out how to do it. Anybody know?
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As terran, am I happy to (under normal circumstances) trade a marine for a baneling?
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On January 15 2012 08:43 SomeONEx wrote: As terran, am I happy to (under normal circumstances) trade a marine for a baneling? 50 minerals for a 25 + 25 min and 25 gas unit?, yes, ofc you are o.o
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On January 15 2012 08:14 OwlHarris wrote: Hey guys, not sure if this has been asked, but I think Day9 said that Morrow had bound his snipe key to the mouse wheel, but I can't figure out how to do it. Anybody know?
I thought I'd be all cool and answer this question, but I tried to do it myself and I can't find out how to do it either. D:
Sorry.
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On January 15 2012 08:14 OwlHarris wrote: Hey guys, not sure if this has been asked, but I think Day9 said that Morrow had bound his snipe key to the mouse wheel, but I can't figure out how to do it. Anybody know? Bind your wheel (in your mouse settings page) to a certain key on the keyboard that you don't use (like 'L') then hotkey snipe to that key.
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I am in dire need of a build order for each terran matchup (TvP, TvZ and TvT) and am having a lot of trouble finding accurate ones. For TvP I am thinking something like 1 Rax FE into Bio. In TvZ I want to open up Reactor Hellion and transition into mech. TvT requires something safe that gets me an expansion and allows me to produce marine/tank + viking/medivac. I would really really appreciate it if someone could link me to replays of top Terrans performing these builds recently. Thanks if you help
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On January 15 2012 12:22 Zawmb wrote:
I am in dire need of a build order for each terran matchup (TvP, TvZ and TvT) and am having a lot of trouble finding accurate ones. For TvP I am thinking something like 1 Rax FE into Bio. In TvZ I want to open up Reactor Hellion and transition into mech. TvT requires something safe that gets me an expansion and allows me to produce marine/tank + viking/medivac. I would really really appreciate it if someone could link me to replays of top Terrans performing these builds recently. Thanks if you help
Your TvP needs sound like Day9's episode 399 (Empire Kas TvP). The problem with it is that it's a greedy build, hence I'm struggling with holding a 1-base push around the customary 7:00. Third CC around 4:20 and first gas at 5:30 means rines and bunkers are your primary defence (first bunker at 4:40). Plus side is you get plenty of units, especially rines.
Build looks like this (timings approximate, food skipped):
+ Show Spoiler +standard OC opening depot, then expo 4:20: third 4:40: bunker 5:00: second rax 5:30: third rax, first gas OC on third, tech lab on rax, second gas 6:30: 2 bunkers full of rines in nat, no E-bay yet 7:00: third bunker and third gas factory (somewhere here) 8:00: fourth gas, E-bay 9:00: port 2 more rax, second E-bay goal for 11 minutes: 22 rines, 9 rauders, 2 vacs start academy and armoury, go out and have some fun, get a second port if you see colossi
For mech TvZ, I'd look up Goody. Incidentally, Day9 covered it in #378. There's also a more recent episode, #391, also about mech, and it deals with thinking/reaction. Personally, I prefer a self-made version of hellion thor (with or without marines at start, depending on need), however (largely due to my specific limitations as a player):
+ Show Spoiler +standard OC opening with CC in base, 1 gas, 2nd gas not necessary (gas steal isn't a problem) but helpful, possibly early depot to block scout entry no addon on rax (though I guess you could try and go for BFH but I prefer to have thors faster with the gas) rines if needed (to avoid showing the scout that you don't care about rines or to blind counter roaches if you feel like or to counter zerglings without showing hellions too early) 3 naked facts (tried 4 but 3 is faster) while moving out with a couple of hellions: CC, armoury, 2 tech labs and reactor or 3 tech labs (depending on what you see from Zerg), thors (proportion depends on what you see from Zerg but initially you want to spend the gas) after: get a good mix of hellions and thors, get 2 armouries if you aren't hard-pressed into making units, add facts depending on need if you can: more bases but not too greedy if you want (delays maxing supply): E-bay for PFs and turrets
More info:
+ Show Spoiler +Good stuff: this is simple and adaptable, and tough to read (the characteristic addon jumping doesn't appear, there's no obvious sign of an expo etc.), hellions are many by a decent time mark (at the cost of not having early hellions), transition to thors is easy, you can laugh at mutas (leave 1-2 thors in base or queue production in base if you don't have turrets past 11:00) and broodlords (put hellions behind thors and go make tea if broodlords are the only thing to trouble you). Bad stuff: dies to a-moving roaches if Zerg makes no other unit but them unless you're very fast and agile with your repair micro (splitting SCVs to cover more and preferably all thors at the same time instead of 1-2); likely to die to certain roach rushes including blind ones (the type you die to if you don't get a blind bunker if this is the case); may die to one million lings once in a blue moon (especially if you lag on upgrades), may require you to change the sequence sometimes and get thors ASAP (with or without marines or even with additional raxes) and only later hellions to assist thors, this is a difficult thing to work out without dying a couple of games. Avoid (sorry if preaching to the choir, I'm sure you're a better player than I am but just wanna share what I've learnt the hard way with this build): doing anything with unupgraded thor armour unless you're sure of what you're doing, moving around with unassisted thors, engaging roaches unless you clearly have superiority and waiting won't benefit you more, allowing enemy a good concave when you're outnumbered and don't have workers to repair, getting too gready (shaky expos, too early upgrades when you really need to be making units), engaging before your upgrades finish, pushing with a full supply army without SCVs to repair it (plus, nothing complicates zergling attacks like 30 scvs on auto-repair).
There's also a nice TvZ build over at Day9, episode 395, from Bomber. It's a react hellion FE into MMT(V) that puts emphasis on tanks but you could easily work out a more decided mech transition (like skip additional rax, get more facts, forget ghosts). The core is 3 orbitals, 1 tech fact, 2 rax (TL & reactor), E-bay. Goal: early 2/1, supply maxed around 16:00.
Build goes like this (doesn't list every single thing, sorry for missing 2nd gas and moving out to third):
+ Show Spoiler +1 rax FE with either early or late react hellions (gas 13 or 16 respectively), get a bunker in nat 5:30: teach lab, third CC (later if 4 hellions) some time after 5:30: second gas 7:00 second rax, siege tech, 3rd gas, E-bay, (no stim or shield yet) 8:30: port 10:00: armoury, second E-bay 10:30: turrets for muta 11:30: second fact, more buildings from this point (like 2 facts) 11:50: first thor around 14:30: 3 more rax with TL, ghost academy around 16:00: maxed, fourth OC during the attack
For TvT, see Thorzain in Day9's episode 394. Delayed tanks but reasonably early medivacs and plenty of marines. It is based on having plenty of units, it outproduces other pro builds with similar buildings but different timing/sequence of them. Early numbers of shield rines are sufficient to mop up a lot of MM or even MMT, even though it may look like you don't have enough guys. Unlike the other two builds from Day9's Terran Week, this one doesn't include an early third. You get your third only when you move out, which is when +1 inf. weap. finishes (at which point you should have a heckload of marines more than your opponent, 2 medivacs and 1 tank).
Build goes like this:
+ Show Spoiler +no gas OC opening with depot before CC CC when able second rax and two gasses when able (only 2 SCVs per gas at start), reactor on rax as soon as able third rax when second finishes (same SCV) tech lab on rax when able and start shield (will still have it very fast), reactor on rax when able around 6:30 start E-bay (start +1 attack when done) and put 3 SCVs in each gas factory, third gas, stim when shield done (around 7:25) port, react on fact, switch when done TL on fact, siege tech when done move out when +1 is finishing, should have over 20 rines, 1 tank, 2 medivacs if you haven't lost anything
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My questions: 1. The above TvP is very hard to defend early, any hints? 2. The Thorzain TvT seems to die easily to marine-only all-ins, but it doesn't include a bunker (which would delay stuff) or much scouting. What do I do to avoid dying? 3. This TvZ gives me trouble securing a third on some maps, and sometimes the Zerg still produces enough to break it, especially if he uses a lot of banelings. Any hints? I suspect all of the 3 builds may require optimisation for ladder, especially in lower leagues (I'm gold, I bounce from silver to plat in terms of MMR/match).
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PvP... late game, 3 base vs 3 base, 10+ collossus death ball with heavy zealot support and stalkers sprinkled in...
We both have a decent concave, but who should I be focusing with the colossi? Is it more beneficial to make my colossi focus fire their colossi in the back, or should I focus the heavily clumped up smaller units?
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On January 15 2012 23:11 Ulyx wrote: PvP... late game, 3 base vs 3 base, 10+ collossus death ball with heavy zealot support and stalkers sprinkled in...
We both have a decent concave, but who should I be focusing with the colossi? Is it more beneficial to make my colossi focus fire their colossi in the back, or should I focus the heavily clumped up smaller units?
Colossi are the main source of DPS in that army, so if you can get shots off on his Colossi (especially if a few are clumped together), you really want to. You want to be careful not to get pulled into his army and take unnecessary damage on your own Colossi, though. If he runs out of Colossi before you do, unless he still has a pretty sizeable gateway force and yours is entirely gone, you'll win the fight pretty easily.
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