Simple Questions Simple Answers - Page 533
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RimJaynor
Canada145 Posts
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Iyerbeth
England2410 Posts
On January 20 2012 21:10 RimJaynor wrote: How the hell do you lift a command center and load guys into it. I know you can't just click it bc they just follow or repair it. When you press the load command on the Command Center it will load the nearest 5 SCV's itself. | ||
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dynwar7
1983 Posts
I did it myself vs Very hard AI...and i got 4-5 tanks with 3-4 banshees and some marines at about 9 min mark (not sure) and the enemy already has so many forces to deal with my army. So, what time does 1-1-1 normally hit, and how many tanks/banshees are you supposed to have? I think mine is too late, because what I do is Rax, marine, tech lab, factory, and tank production. When I have a little more gas I start starport. Is this wrong? | ||
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Celestia
Mexico376 Posts
On January 20 2012 23:25 DontLoseSightOfIt wrote: Terran question. How exactly do you do 1-1-1 vs P? I have heard how strong this is vs P. What is the common BO? I did it myself vs Very hard AI...and i got 4-5 tanks with 3-4 banshees and some marines at about 9 min mark (not sure) and the enemy already has so many forces to deal with my army. So, what time does 1-1-1 normally hit, and how many tanks/banshees are you supposed to have? I think mine is too late, because what I do is Rax, marine, tech lab, factory, and tank production. When I have a little more gas I start starport. Is this wrong? Very Hard AI cheats with minerals Simple question, how many SCVs do I need to have on my main when my natural is done? Does the number change if I FE, if I expand mid term or if I expand late? | ||
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Drake
Germany6146 Posts
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MeatlessTaco
United States302 Posts
What's the response to? 1. I scout 2 gateways before cyber at there base being chronoed, assuming zealot pressure is incoming 2. They try to cannon rush but fail but they only lose a pylon and a cancel or two on cannons, they have a cannon and wall of on their main ramp | ||
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turamn
United States1374 Posts
On January 21 2012 03:54 MeatlessTaco wrote: Random plat player, PvP questions What's the response to? 1. I scout 2 gateways before cyber at there base being chronoed, assuming zealot pressure is incoming 2. They try to cannon rush but fail but they only lose a pylon and a cancel or two on cannons, they have a cannon and wall of on their man ramp 1. If you see double gates, with no Cybernetics Core, you have two options. You can build a cannon on the ramp and continue to tech to whatever you wanted, or you can attempt to match their Zealot production. You can also just continue with your normal build and attempt to beat it with good forcefields and stalker micro. I prefer to drop a cannon at a central location that will protect my probes and my production and tech to stargate. 2. If they fail a cannon rush like that, they are significantly behind on tech and units, likely probes as well. Make a robo and ferry into their base behind the cannons and warp in with a prism. If you can ferry in an immortal or two and warp in some gateway units, it's not going to be long before you wrap it up. | ||
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Vod.kaholic
United States1052 Posts
On January 21 2012 03:54 MeatlessTaco wrote: Random plat player, PvP questions What's the response to? 1. I scout 2 gateways before cyber at there base being chronoed, assuming zealot pressure is incoming 2. They try to cannon rush but fail but they only lose a pylon and a cancel or two on cannons, they have a cannon and wall of on their man ramp 1) If you got a gas and cyber already, just add a second gate and micro your ass off. Don't pull probes unless you have to. If you can maintain zealot parity and get out a stalker, you have a pretty good advantage. 2) You could either 4gate + warp prism him since you should have a sizable tech advantage because you didn't invest into forge + cannons to delay your gate and gas. You'll need the warp prism to get around the cannons at his front, and you should be able to overhwlem him from bypassing his defenses. Otherwise, you could take a safe expo because he dumped a ton of money into statics and follow up with some kind of robo timing push with either colossi or immortals, but since you're attacking up a ramp, colossi might be better. | ||
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MeatlessTaco
United States302 Posts
tyty | ||
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vorxaw
Canada245 Posts
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 press ctrl with the base of my pinky, much more comfortable than twisting my hand i found also if you are using grid, rebind 7890 to y,h,space,caps this way you can easiesly set ctrl groups without even moving your left hand, pretty sure with the base of your pinky pressing ctrl, your index can reach 6,y,h good luck | ||
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Wrathsc2
United States2025 Posts
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cocopup96
11 Posts
When playing WC3 I clearly notice that your attacks can miss when on a low ground position. I don't seem to notice this in SC2. I think it might have even been in SC1, but idk. If it is not in SC2 is there a reason that it was removed? Would it drastically (negatively) effect game play? | ||
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willoc
Canada1530 Posts
On January 21 2012 06:23 radiantshadow92 wrote: hey i just wanted to ask, what is considered to be "high" in your specific league. I am in masters rank 30 with 630 points this season. I ask this because i used to consider anyone in top 8 to be high. but then i played this players that had 600 points and was 5th!. So i just wanted to know what is considered to be high/mid/low You want to "guess" at your hidden MMR rating to find that out. Best way to do this is notice what type of players you are getting pitted against. Examples: You are Platinum and are getting matched exclusively against Platinum and Diamond players => High Platinum You are Platinum and are getting matched exclusively against Platinum and Gold players => Low Platinum You are Platinum and are getting matched against Platinum, Diamond and Gold players => Mid-Platinum | ||
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willoc
Canada1530 Posts
On January 21 2012 07:23 cocopup96 wrote: Does SC2 have the same "chance to miss" when shooting up hill? When playing WC3 I clearly notice that your attacks can miss when on a low ground position. I don't seem to notice this in SC2. I think it might have even been in SC1, but idk. If it is not in SC2 is there a reason that it was removed? Would it drastically (negatively) effect game play? SC2 does not have this "miss chance" mechanic that SC and WC3 share. Once you have vision of a unit, it is as if they are on the same elevation as your unit. I believe they took this out to take away from the randomness of having a miss chance (theoretically you could miss all the time or never miss on occasionally). I'm not sure why they took it out completely as they could have made something like units on higher ground have an extra bonus armor or only take 75% damage. A lot of people want the high-ground mechanic back in some form but Blizzard hasn't addressed this issue recently. | ||
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Vod.kaholic
United States1052 Posts
On January 21 2012 07:38 willoc wrote: SC2 does not have this "miss chance" mechanic that SC and WC3 share. Once you have vision of a unit, it is as if they are on the same elevation as your unit. I believe they took this out to take away from the randomness of having a miss chance (theoretically you could miss all the time or never miss on occasionally). I'm not sure why they took it out completely as they could have made something like units on higher ground have an extra bonus armor or only take 75% damage. A lot of people want the high-ground mechanic back in some form but Blizzard hasn't addressed this issue recently. It's also worth noting that flying units (including colossi) on the high ground can still be shot at if they are attacking, even if you don't have sight of them. EDIT: Reference: http://wiki.teamliquid.net/starcraft2/High_Ground_and_Low_Ground#Mechanics | ||
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cocopup96
11 Posts
On January 21 2012 07:42 Vod.kaholic wrote: It's also worth noting that flying units (including colossi) on the high ground can still be shot at if they are attacking, even if you don't have sight of them. EDIT: Reference: http://wiki.teamliquid.net/starcraft2/High_Ground_and_Low_Ground#Mechanics Thanks for the quick reply. Part of me wishes that this mechanic was in SC2. It seems that high ground units should get a "defenders advantage" or at least a statistical advantage. I know that the lack of vision may seem advantageous enough for most, but it seems that your +armor or -%chance to hit would be fair. In fact +1 armor would probably be a great mechanic as it would remove the variability and not be too OP (imho). This is probably a bigger discussion than this thread though. Thanks again for the answer. | ||
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dynwar7
1983 Posts
On January 21 2012 01:19 Celestia wrote: Very Hard AI cheats with minerals Simple question, how many SCVs do I need to have on my main when my natural is done? Does the number change if I FE, if I expand mid term or if I expand late? Isnt Insane the one that cheats? I thought Very Hard is normal, does not cheat? Still need answer. | ||
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jjhchsc2
Korea (South)2393 Posts
On January 20 2012 19:52 jjhchsc2 wrote: 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 do to fix this? Can someone help me quick? I might be getting an exchange soon but i don't want to if i don't have to. | ||
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-ReMeDy-
United States46 Posts
On January 30 2011 19:18 Natt wrote: Yes its called overkill. Same goes for Vikings vs Mutas, corru vs collo, in fact everything that has a low fire rate. So does this mean single-target firing with Vikings, in general, is a bad idea? | ||
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howLiN
Portugal1676 Posts
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