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Forum Index > StarCraft 2 Strategy
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RimJaynor
Profile Joined February 2011
Canada145 Posts
January 20 2012 12:10 GMT
#10641
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.
http://www.youtube.com/user/RimJaynorSCII?feature=mhum Check out my channel. Masters Zerg Player
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
January 20 2012 13:54 GMT
#10642
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.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
dynwar7
Profile Joined May 2011
1983 Posts
January 20 2012 14:25 GMT
#10643
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?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Celestia
Profile Joined February 2011
Mexico376 Posts
January 20 2012 16:19 GMT
#10644
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?
Drake
Profile Joined October 2010
Germany6146 Posts
Last Edited: 2012-01-20 18:39:01
January 20 2012 18:38 GMT
#10645
is there any working carrier tech right now ? (not superlate vs broodlords)
Nb.Drake / CoL_Drake / Original Joined TL.net Tuesday, 15th of March 2005
MeatlessTaco
Profile Blog Joined March 2011
United States302 Posts
Last Edited: 2012-01-20 19:01:48
January 20 2012 18:54 GMT
#10646
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 main ramp
turamn
Profile Blog Joined October 2010
United States1374 Posts
January 20 2012 19:00 GMT
#10647
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.
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
January 20 2012 19:01 GMT
#10648
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.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
MeatlessTaco
Profile Blog Joined March 2011
United States302 Posts
January 20 2012 19:56 GMT
#10649
turamn & Vod.kaholic:
tyty
vorxaw
Profile Joined April 2011
Canada245 Posts
January 20 2012 21:01 GMT
#10650
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
Wrathsc2
Profile Joined March 2011
United States2025 Posts
January 20 2012 21:23 GMT
#10651
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
A marine walks into a bar and asks, "Wheres the counter?"
cocopup96
Profile Joined August 2010
11 Posts
January 20 2012 22:23 GMT
#10652
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?
willoc
Profile Joined February 2011
Canada1530 Posts
January 20 2012 22:33 GMT
#10653
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
Be bold and mighty forces will come to your aid!
willoc
Profile Joined February 2011
Canada1530 Posts
January 20 2012 22:38 GMT
#10654
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.
Be bold and mighty forces will come to your aid!
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2012-01-20 22:44:14
January 20 2012 22:42 GMT
#10655
On January 21 2012 07:38 willoc wrote:
Show nested quote +
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.


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
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
cocopup96
Profile Joined August 2010
11 Posts
January 21 2012 00:09 GMT
#10656
On January 21 2012 07:42 Vod.kaholic wrote:
Show nested quote +
On January 21 2012 07:38 willoc wrote:
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.


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.
dynwar7
Profile Joined May 2011
1983 Posts
January 21 2012 01:39 GMT
#10657
On January 21 2012 01:19 Celestia wrote:
Show nested quote +
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?


Isnt Insane the one that cheats? I thought Very Hard is normal, does not cheat?

Still need answer.
Regarding the imbalance, hilarious to see Zergs defending themselves....
jjhchsc2
Profile Joined December 2010
Korea (South)2393 Posts
January 21 2012 03:49 GMT
#10658
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.
Lee Ssang/ Lee Shin/ Kim Jung Woo/ Kim Min Chul/Jun Tae Yang/Park Soo Ho/Lee Jung Hoon/Choi Sung Hoon/ Moon Sung Won/Park Ji Soo/ Lee Ho Joon/ Jang Min Chul/ Kim Seung Chul/SaSe/IdrA/Ret Fighting! BW4Life
-ReMeDy-
Profile Joined June 2010
United States46 Posts
January 21 2012 10:08 GMT
#10659
On January 30 2011 19:18 Natt wrote:
Show nested quote +
On January 30 2011 18:47 Fist wrote:
Lets say i have 20 stalkers, and i focus fire a corrupter, which for example only needs 10 stalker shots. Will the other 10 stalker shots be wasted? In other words, is focus firing with your whole army a bad thing?


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?
"Every minute outside SC is a minute someone else improves."
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
Last Edited: 2012-01-21 11:53:19
January 21 2012 11:53 GMT
#10660
Sorry for asking this since it's something very simple to test but I can't run SC2 now. When I warp-in a unit, say a zealot, is it automatically set on hold command? Or just simply on stop command?
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