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Hi
I normally hotkey each queen to inject. I have heard about something i think is called shift injecting. How do you do that exactly? and what isthe advantage with this method?
I have seen people on strem using the shift inject trick and it looks a lot faster than the method i currently use.
Thanks
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On January 19 2012 06:21 Vortigan wrote:Hi I normally hotkey each queen to inject. I have heard about something i think is called shift injecting. How do you do that exactly? and what isthe advantage with this method? I have seen people on strem using the shift inject trick and it looks a lot faster than the method i currently use. Thanks
hotkey all queens to same group. select group hold shift, press v. click hatcheries in quick succession -- this can be done using backspace method which will jump you to each of your hatcheries in a cycle (this key should should be rebound to something closer like ~, space, or f2. it is called "base camera" in camera settings) or camera position method (f2-f6 1 on each hatchery). Could also maybe be done via mini map if you are really pro... never tried this myself.
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On January 19 2012 06:21 Vortigan wrote:Hi I normally hotkey each queen to inject. I have heard about something i think is called shift injecting. How do you do that exactly? and what isthe advantage with this method? I have seen people on strem using the shift inject trick and it looks a lot faster than the method i currently use. Thanks
Edit: Sometimes I feel I make things too long. Get ninja'd lots as a result, sorry for the double reply to the same question.
Hi,
The shift method involves having all of your Queens on one hotkey and jumping your camera between bases to inject. This is done using the "Base Camera" hotkey which is by default the Backspace key, so it's worth rebinding. So say you rebind it to Q, whenever you press Q you'll have your camera centered over a Hatchery. If you do that, select all Queens by having them on a single hotkey, and then holding shift and v (default inject hotkey) and then simply move the mouse over your Hatch and left click and Q you will inject and then center your camera over a new base with your mouse in position to left click again.
So the short version:
1: Rebind "Base Camera" key to something sensible. 2: All Queens on one hotkey. 3: Base Camera and mouse over your Hatchery. 4: Select Queens and hold Shift and V. 5: Spam left click and base camera key.
The advantages of this are that it is very quick to do and will queue up all of your hatcheries to be injected if there is enough energy between your Queens, and the AI will tell the closest Queen with energy to do it. The down sides are less direct control over Queens and that if you're a Queen short you will need to be careful not to have your Queens wonder off to go and inject a base somewhere else, but if you can keep an eye on that it's a very strong injection method.
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Thanks a lot guys, I actually really like this method so far. Now I just have to make it feel natural
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As a mid-level platinum player, I find myself having trouble with adding soon-to-be-hatched units to control groups. For example, I'll have 20 Zerglings on control group 1. I go to my Hatchery control group (say, 5), select larva, and hatch 4 Zergling eggs. However, I had 8 larva selected.
Question 1: What is the best way to add those 4 eggs to your Zergling control group?
Currently, what I tend to do is just do Shift+1. However, that adds that 4 extra larva to the group. If those later become Drones, they're accidentally in my control group for Zerglings which is bad. Lately, I'll control-click the eggs in the selected units area and THEN do Shift+1. That gets the desired result, but is there a better way of doing it? If not, I guess I just need to get used to it.
Question 2: what is the best way to remove a group of Banelings from a control group? Again, say I have 20 Zerglings. I start morphing 5 of them into Banelings. I want the 5 Banelings in group 2, but only the 15 remaining Zerglings in group 1. Is there a quick way to remove those 5 Banelings from that first control group?
If all the units are on the same screen, it's easy: control-click the Zerglings, Ctrl+1, control-click the Baneling eggs, Ctrl+2. The issue gets exacerbated, however, if I have eggs in the Zergling group, or Zerglings elsewhere on the map in it. A control-click on the Zerglings on the screen wouldn't get 'em all then. Perhaps with the 20 Zerglings selected, I morph 5 Banelings, control-click the Zerglings in the selected units area, Ctrl+1, then control-click the Banelings on-screen, Ctrl+2?
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Question 1: What is the best way to add those 4 eggs to your Zergling control group?
Currently, what I tend to do is just do Shift+1. However, that adds that 4 extra larva to the group. If those later become Drones, they're accidentally in my control group for Zerglings which is bad. Lately, I'll control-click the eggs in the selected units area and THEN do Shift+1. That gets the desired result, but is there a better way of doing it? If not, I guess I just need to get used to it.
The bolded part is what I do. I don't think there's an easier way. You have to do it in to steps. Separate morphing from larva Add larva to control group
Question 2: what is the best way to remove a group of Banelings from a control group? Again, say I have 20 Zerglings. I start morphing 5 of them into Banelings. I want the 5 Banelings in group 2, but only the 15 remaining Zerglings in group 1. Is there a quick way to remove those 5 Banelings from that first control group?
This is what I do (not sure if it's the fastest way):
Do the same as with Question 1;
Press 1 to select all. Ctrl + Click any baneling in selected units window Ctrl + 2 to bind banelings to 2 Press 1 to select all Shift + Control + Click any baneling in selected units window (deselect all banelings) Ctrl + 1 to rebind zerglings to 1
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Has anyone tried the Day 9 daily Kas TvP? I am having zero luck with it. It seems like if toss is committed to one base you just cannot build enough bunkers to hold, and the build starts the 3rd CC before you know if he is 3 gate robo expanding or 3 gate robo all inning so by the time you know its too late to do anything else.
Has anyone had any success with this build when toss doesn't just expand themselves?
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On January 18 2012 19:15 DontLoseSightOfIt wrote: I am confused...normally when T 11/11 bunker rush, do they proxy the barracks? And is this only going to be successful if the enemy gets a 2nd base quickly? Surely 11/11 bunker rush cannot do damage if the enemy does not expand, since he will have too many units?
I have been searching but found a good updated one...anyone know a good 11/11 or 11/12 rax bunker rush? To pressure while expanding that is
EDIT: And is bunker rush only good vs Z or P too? Zealots are strong...
Someone help me?
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On January 19 2012 09:37 General_Winter wrote: Has anyone tried the Day 9 daily Kas TvP? I am having zero luck with it. It seems like if toss is committed to one base you just cannot build enough bunkers to hold, and the build starts the 3rd CC before you know if he is 3 gate robo expanding or 3 gate robo all inning so by the time you know its too late to do anything else.
Has anyone had any success with this build when toss doesn't just expand themselves?
Nope (or maybe just 1 game), I have a similar impression that you just can't hold off a one-base Prot with a build that incorporates a third at 4:20. All you can have is just marines and maybe 2 marauders when fourgate comes or whatever else it is. Bunker positioning seems to matter but still.
I also struggle with the Thorzain TvT build. Bioball demolishes it completely. You may have enough rines to hold off a siege push or anything an expanding terran does, but one-base rine-rauder mix will just kill you, even if you pull all of your SCVs.. I don't think 1-2 bunkers would change that (stim rush...). EDIT: This may be due to getting a little scared of the floating money that seems to be inherent in this build (as opposed to being an indication you're late and need to catch up doing whatever with the money) but I'm not sure. At any rate, a stim rush doesn't seem to be able to fail to kill this build.
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On January 19 2012 09:45 NewbieOne wrote:Show nested quote +On January 19 2012 09:37 General_Winter wrote: Has anyone tried the Day 9 daily Kas TvP? I am having zero luck with it. It seems like if toss is committed to one base you just cannot build enough bunkers to hold, and the build starts the 3rd CC before you know if he is 3 gate robo expanding or 3 gate robo all inning so by the time you know its too late to do anything else.
Has anyone had any success with this build when toss doesn't just expand themselves? Nope (or maybe just 1 game), I have a similar impression that you just can't hold off a one-base Prot with a build that incorporates a third at 4:20. All you can have is just marines and maybe 2 marauders when fourgate comes or whatever else it is. Bunker positioning seems to matter but still. I also struggle with the Thorzain TvT build. Bioball demolishes it completely. You may have enough rines to hold off a siege push or anything an expanding terran does, but one-base rine-rauder mix will just kill you, even if you pull all of your SCVs.. I don't think 1-2 bunkers would change that (stim rush...). EDIT: This may be due to getting a little scared of the floating money that seems to be inherent in this build (as opposed to being an indication you're late and need to catch up doing whatever with the money) but I'm not sure. At any rate, a stim rush doesn't seem to be able to fail to kill this build.
I have found with the thorzain build that a scan shortly after the natural OC finishes gives you enough warning for most things to panic appropriately and throw down turrets / bunkers or what have you. (for thorzain TvT in more detail see this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=303295 )
But I really can't get the Kas build to not die. I hate to give up on a Day9 recommended build, but being all inned all the time is tough
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Really simple question When you are being probe-harassed at the beggining of the game, as a terran, what exactly do you do? I mean: send an SCV to fight the probe, send and SCV to repair the SCV that is building the barracks, remove the SCV that is building the barracks and change it for another...?
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On January 20 2012 01:02 milodon wrote: Really simple question When you are being probe-harassed at the beggining of the game, as a terran, what exactly do you do? I mean: send an SCV to fight the probe, send and SCV to repair the SCV that is building the barracks, remove the SCV that is building the barracks and change it for another...? Take one SCV off mining to attack the Probe, select the building SCV and have it attack the Probe as well. The Probe will be forced to run away or die. Have the undamaged SCV continue building and send the other one either to follow the Probe or back to mining.
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I've been led to believe that as a zerg, when fast(ish) expanding (i.e. even after the pool is complete) that if a P is harassing with zealots, the best way to defend is by teching to roaches...
The only problem is, when I get an expansion, I can't seem to tech fast enough.
So should I (as a general rule) be content initially with the one base until I spawn my first set of roaches? That seems a little bit against the Zerg "idea" of expanding fairly fast quite easily.
I'm a gold zerg (more like silver though)
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On January 20 2012 05:28 KissMyArse wrote: I've been led to believe that as a zerg, when fast(ish) expanding (i.e. even after the pool is complete) that if a P is harassing with zealots, the best way to defend is by teching to roaches...
The only problem is, when I get an expansion, I can't seem to tech fast enough.
So should I (as a general rule) be content initially with the one base until I spawn my first set of roaches? That seems a little bit against the Zerg "idea" of expanding fairly fast quite easily.
I'm a gold zerg (more like silver though)
What do you mean by zealot pressure. Is it 2 gate or from 1 gate only?
If it's from 1 gate then you dont need to go roaches but if it's from 2 gates then I recommend roaches cause then he will have a hard time to stop the counter pressure that you can put on with your roaches. Because his tech will be a bit slower so you can easily take advantage of it
You should not open hatch first vs protoss anyway. It's so easy for them to cannon rush and so hard for you to stop it if they decide to do so.
I like to open 15 pool, 17 hatch. Save in all ways and I get speed depending on his opening (Early speed if it's gateway and later speed if it's Forge fast expand)
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How long does it take to build a supply depot? How many minerals can that SCV mine in that time? I understand using MULE's is more efficient, but how much more efficient is using a MULE compared to using a supply drop?
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How do you press ctrl when creating groups? With your pinkie? Is your finger straight? I'm having a hard time doing ctrl+4 and above. I can use straight pinkie but then it's hard to use shift+number.
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On January 20 2012 14:49 Levistus wrote: How do you press ctrl when creating groups? With your pinkie? Is your finger straight? I'm having a hard time doing ctrl+4 and above. I can use straight pinkie but then it's hard to use shift+number.
I guess it depends on the person. I use my ring middle+pinky to hit ctrl 1-3, pointer finger 4-6 which requires a bit of a stretch, and pinky+thumb for 7-0. I use ring finger for shift unless i have to combine with a number in which i just adjust my pinky. Pinky is bent 1-3, straight 4-0.
I've also had this habit ever since playing arenas in WoW and having to adjust to 40+ useable hotkeys.
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PvZ on Entombed Valley - is it best to wall off at the ramp even though its a larger ramp, using a pylon or cannon, or is it best to do a run-around type of wall ala Xelnaga/shattered temple? Why?
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On January 20 2012 13:30 jamie27 wrote: How long does it take to build a supply depot? How many minerals can that SCV mine in that time? I understand using MULE's is more efficient, but how much more efficient is using a MULE compared to using a supply drop?
Here are a few links with information on this subject that you should read:
http://wiki.teamliquid.net/starcraft2/Calldown:_Extra_Supplies#MULE_vs._Extra_Supplies
http://www.teamliquid.net/forum/viewmessage.php?topic_id=140055
http://wiki.teamliquid.net/starcraft2/Mining_Minerals
tl;dr: an scv on a close patch will mine about 45 minerals/minute, and supply depots take 30 ingame seconds to build, and give or take 10 seconds for total SCV travel time, you save the cost of the supply depot + about 30 minerals of mining time, or about 130 minerals. EDIT: mules mine 240-270 minerals over their lifetime.
However, this won't boost your mining rate. Remember, a mule is as effective as about 4 SCVs, and you can chain them one after the other if you're on top of your macro, so calling down supply instead means you effectively "cut" 4 scvs from mining for a while. The point is, don't make your entire gameplan revolve around calling down supplies - build your supply depots on time, and use calldown if you need to overcome an emergency supply block, you can't really rely on calldown supply to get you farther than muleing would.
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Just a simple question on mice.
Is it normal for the right click to be disabled while holding down the left click?
this is a problem for me especially playing sc2 because when i box a group of units quickly and right click the right click command doesnt go through and my units just sit there... since i am holding down the left click for like half a second too long.
Is there anyway to fix this? (make the right click undisabled while holding down the left click) My mouse is the razer deathadder and my OS is windows 7. I have already downloaded the drivers for my mouse but it doesnt have an option to fix my problem :/
And i have already asked this in the tech support but to no success. I was hoping someone could test this out on sc2 and tell me if it's normal or not. I have also emailed razer about this and they have asked me to get an exchange (predictably)
TLDR-Go into sc2 box/select a few units then hold down the left click and then right click somewhere to see if the units move or not then post in this thread or PM me ^.^ Or is there something i can to fix this?
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