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Forum Index > StarCraft 2 Strategy
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Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
Last Edited: 2012-01-15 21:33:19
January 15 2012 21:32 GMT
#10561
Is there some special technique that players use when unloading units from multiple medivacs or overlords? I ll explain my question further.
I know about the unload command where medivac stands still and unloads all the units.
I know also about when medivac is flying and you can click on unit and it will be unloaded while medivac moving.

But what about 5 or more overlords for example, how do players manage to unload all of them while moving? It looks like they are unloading simultaneously while moving? Am i missing something here?
Reality hits you hard bro.
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
Last Edited: 2012-01-15 22:06:42
January 15 2012 22:06 GMT
#10562
Do Nukes also increase incrementely in power as Infantry Weapons Upgrades is researched?
Still diamond
FreedomPeacer
Profile Blog Joined November 2010
Canada67 Posts
January 15 2012 22:33 GMT
#10563
On January 16 2012 06:32 Mesha wrote:
Is there some special technique that players use when unloading units from multiple medivacs or overlords? I ll explain my question further.
I know about the unload command where medivac stands still and unloads all the units.
I know also about when medivac is flying and you can click on unit and it will be unloaded while medivac moving.

But what about 5 or more overlords for example, how do players manage to unload all of them while moving? It looks like they are unloading simultaneously while moving? Am i missing something here?

I don't think there's special way, those players are just fast with their mouse.
LtAldoRayne
Profile Joined December 2010
United States5 Posts
January 16 2012 01:40 GMT
#10564
Does anyone know how to display the siege tank grid permanently. Like when i click on a tank i get a ring but how do i keep it up. Is there a way to do that? Any help would be greatly appreciated.
coriamon
Profile Joined August 2011
244 Posts
January 16 2012 03:54 GMT
#10565
On January 16 2012 06:32 Mesha wrote:
Is there some special technique that players use when unloading units from multiple medivacs or overlords? I ll explain my question further.
I know about the unload command where medivac stands still and unloads all the units.
I know also about when medivac is flying and you can click on unit and it will be unloaded while medivac moving.

But what about 5 or more overlords for example, how do players manage to unload all of them while moving? It looks like they are unloading simultaneously while moving? Am i missing something here?


Hold shift, press the hotkey for drop, and spam click on the dropships.
asdir
Profile Joined June 2011
Germany39 Posts
January 16 2012 11:13 GMT
#10566
How do you remember building overlords? Is there a trigger you use? Any other mindtrick?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
Last Edited: 2012-01-16 11:50:50
January 16 2012 11:46 GMT
#10567
On January 16 2012 07:06 WeddingEpisode wrote:
Do Nukes also increase incrementely in power as Infantry Weapons Upgrades is researched?

No, Nukes are not an infantry attack but an ability that does a fixed amount of damage.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
January 16 2012 11:50 GMT
#10568
On January 16 2012 20:13 asdir wrote:
How do you remember building overlords? Is there a trigger you use? Any other mindtrick?

I'm not sure if this is how pros do it, but as Zerg, you usually build your units in big batches as larva pop, so you can just include the number of Overlords in each batch of units that you'll need for the next batch. So every time you build four Roaches, just add one Overlord as well, and it will be ready by the time your next inject pops.

Alternatively, just wait for that lady to say you need more Overlords, then build like 20 at once.
The frumious Bandersnatch
envisioN .
Profile Joined February 2011
United States552 Posts
January 16 2012 15:51 GMT
#10569
On January 16 2012 20:50 AmericanUmlaut wrote:
Show nested quote +
On January 16 2012 20:13 asdir wrote:
How do you remember building overlords? Is there a trigger you use? Any other mindtrick?

I'm not sure if this is how pros do it, but as Zerg, you usually build your units in big batches as larva pop, so you can just include the number of Overlords in each batch of units that you'll need for the next batch. So every time you build four Roaches, just add one Overlord as well, and it will be ready by the time your next inject pops.

Alternatively, just wait for that lady to say you need more Overlords, then build like 20 at once.

I prefer the second one. Gotta hear that sexy Kerrigan voice xD
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Benbo7
Profile Joined October 2011
United Kingdom3 Posts
January 16 2012 17:00 GMT
#10570
Why does the forge fast expand build the nexus on 17 at the expense of constant probe production?
GoingGoingGone
Profile Blog Joined January 2012
Slovakia529 Posts
January 16 2012 17:15 GMT
#10571
On January 17 2012 02:00 Benbo7 wrote:
Why does the forge fast expand build the nexus on 17 at the expense of constant probe production?


You want to get an early economy advantage, so you want that nexus as quickly as possible (and still be safe). Yes, you cut a few probes, but once that nexus is up, you can double-train them, so it's still efficient. I guess you could build it a little bit later, but the 17 Nexus seems well tested.
Busy night, but there's always room for another... unless the servers are down.
Benbo7
Profile Joined October 2011
United Kingdom3 Posts
Last Edited: 2012-01-16 17:59:43
January 16 2012 17:34 GMT
#10572
Just tested this properly, so @ 5minutes 10seconds

Standard 9 pylon 13 forge 17 nexus 17 pylon to ckeep probe production (ie assume no threat)
25 probes, 2 pylons, one forge and 2 nexi with some extra chrono boost energy
920 minerals 0 gas

My 9 pylon, 13 forge, 16 pylon, 20 Nexus
27 probes, 3 pylons, one forge, 2 nexi and no extra chrono boost energy
825 minerals 0 gas

TOTAL DIFFERENCE = 2 probes vs some chrono energy

I will be doing this all night... :L

Im not saying my way is better but it seems more economical at the moment. The only thing is you have an excess of supply because of the 3rd pylon you end up at 27/44 whereas standard is 25/34 plus 100 minerals
However that is not a bad thing really.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
January 16 2012 19:17 GMT
#10573
On January 17 2012 02:34 Benbo7 wrote:
Just tested this properly, so @ 5minutes 10seconds

Standard 9 pylon 13 forge 17 nexus 17 pylon to ckeep probe production (ie assume no threat)
25 probes, 2 pylons, one forge and 2 nexi with some extra chrono boost energy
920 minerals 0 gas

My 9 pylon, 13 forge, 16 pylon, 20 Nexus
27 probes, 3 pylons, one forge, 2 nexi and no extra chrono boost energy
825 minerals 0 gas

TOTAL DIFFERENCE = 2 probes vs some chrono energy

I will be doing this all night... :L

Im not saying my way is better but it seems more economical at the moment. The only thing is you have an excess of supply because of the 3rd pylon you end up at 27/44 whereas standard is 25/34 plus 100 minerals
However that is not a bad thing really.

If you want to do an extensive analysis of FFE Nexus timings, that's a great idea, but this isn't the place to do it. I'd organize all the information you gather in your tests and put together an OP to start its own thread.

Keep in mind, though, that economy is not the only question to consider when choosing a Nexus timing. I suspect you'll find that the most economical Nexus is whichever one you can without ever interrupting Probe production, but you'll also generally be dead at 10 minutes doing that.
The frumious Bandersnatch
Benbo7
Profile Joined October 2011
United Kingdom3 Posts
January 16 2012 19:34 GMT
#10574
Thanks for the reply AmericanUmlaut.. I may just do that. Tried it a couple of times now and the difference is small but consistent and noticeable. I realise the threat of death with constant probe production but considering the fact that the difference resolves by the 5minute 10 second mark, i feel that cannons and a wall in are all that is needed before this point. Still if any FFE expert knows some magic reason for the building timings could they please PM me about it
b0rt_
Profile Joined October 2011
Norway931 Posts
January 16 2012 23:15 GMT
#10575
Can someone help with infestors? I'll fungal a group then try to spam infested terrans but I often end up just selecting the enemy unit when trying to cast them despite having my finger firmly down on button T. Is there a way to avoid this?
coriamon
Profile Joined August 2011
244 Posts
January 17 2012 00:23 GMT
#10576
On January 17 2012 08:15 b0rt_ wrote:
Can someone help with infestors? I'll fungal a group then try to spam infested terrans but I often end up just selecting the enemy unit when trying to cast them despite having my finger firmly down on button T. Is there a way to avoid this?

Hold shift. It works for infestors (as opposed to sentries, and ghosts) because infestors have no attack.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
January 17 2012 02:58 GMT
#10577
Can I find the replays Day 9 uses in his replays and if so, where? A lot of his "Steal this Build!" episodes show fantastic builds that I would love to copy, especially the ones involving mech, but cannot without hard build orders on paper. I need to extract the build order myself from the replay, as opposed to taking a guided tour lasting a few hours that hits more points than I'm looking for at that moment. Day9's analysis is fantastic, but sometimes I need specific information.
"How are you?" "I am fine, because it is not normal to scream in pain."
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
January 17 2012 06:22 GMT
#10578
On January 17 2012 11:58 AnachronisticAnarchy wrote:
Can I find the replays Day 9 uses in his replays and if so, where? A lot of his "Steal this Build!" episodes show fantastic builds that I would love to copy, especially the ones involving mech, but cannot without hard build orders on paper. I need to extract the build order myself from the replay, as opposed to taking a guided tour lasting a few hours that hits more points than I'm looking for at that moment. Day9's analysis is fantastic, but sometimes I need specific information.

I'm pretty sure Day[9] says during a daily where you can get the replay if it's publically available. Not all of them are; he gets some from players and teams. You could try asking in the Day[9].tv Daily thread, though.
The frumious Bandersnatch
Quochobao
Profile Joined October 2010
United States350 Posts
January 17 2012 06:42 GMT
#10579
Can protoss cancel his own unit warp in?
Best or nothing.
Twiggs
Profile Joined January 2011
United States600 Posts
January 17 2012 06:49 GMT
#10580
On January 17 2012 15:42 Quochobao wrote:
Can protoss cancel his own unit warp in?

No unfortunately.. This would actually be sooo useful IMO.
My life for Auir | FLASH . JD . BISU . HERO . Nony . Incontrol . FIGHTING
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