Simple Questions Simple Answers - Page 536
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llKenZyll
United States853 Posts
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AmericanUmlaut
Germany2582 Posts
On January 24 2012 21:36 Lebzetu wrote: As Zerg, how do i remember to upgrade? For Zergs I recommend having a friend stand behind you yelling "DON'T FORGET TO UPGRADE!" while you play. | ||
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iamperfection
United States9645 Posts
On January 24 2012 21:36 Lebzetu wrote: As Zerg, how do i remember to upgrade? You can set them to hotkey and make that part of your spam as you go through your army hatches and queens. Another way would be putting your evo in places you would easily see as you spam through like near your main hatch. Although i uses eveos to wall and control spaces so i personally use hotkeys. | ||
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JamesMantis
Italy5 Posts
Considering a naked rax FE / Techlab FE into a 3 Rax -> tech. How to place bunker's, depot and turrets responding to a 2 gas opening (Dt's/ Void-Ray/ Blink Stalkers/ 3gate Robo Push)? | ||
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vorxaw
Canada245 Posts
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Thraxes
Norway2 Posts
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Vod.kaholic
United States1052 Posts
On January 25 2012 06:36 Thraxes wrote: It's probably a very hard question to answer, but how do I become a better scouter and to read an opponent? Well, it depends on your race and the matchup you're playing. Each race has their own tools for scouting: -Each race can use an early worker to scout (e.g. 9pylon scout, 13 gateway scout, scout after rax, scout after pool/hatch etc.) or use their early units to scout the enemy front (1 stalker/1zealot poke, marauders, early marines vs z, 2-4 zerglings as Z). -Protoss can use observers to scout the enemy base fully as long as you can avoid possible detection. -Terran has scans and floating buildings to see specific areas of the enemy base and their army composition. To use a floating building, you can either float a factory after you've built a reactor for the starport, or build a proxy barracks and use it to do a fly-over of the enemy base -Zerg can use ling pokes/runbys, sacrifice overlords before lair tech, and use speed overlords, overseers and changelings to scout after lair tech. As far as reacting to what you scout and learning what times to scout, this is not exactly a simple process if you're just starting out. Again, IDK what matchup you need help scouting in, but in general, you'll learn what to watch out for and how to react by a) playing more, b) reviewing replays for times that your opponent gets certain tech and making a mental note to scout that race around that time in the future, c) watching pro streams and tournaments and see when certain tech is gotten in a matchup, and how players react when they scout it and what happens when they don't scout it, and lastly d) read [G] threads that have sections on scouting, because they will give you very specific advice on what to look out for in all the critical portions of the build they describe. | ||
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Vod.kaholic
United States1052 Posts
On January 25 2012 02:29 JamesMantis wrote: TvP Considering a naked rax FE / Techlab FE into a 3 Rax -> tech. How to place bunker's, depot and turrets responding to a 2 gas opening (Dt's/ Void-Ray/ Blink Stalkers/ 3gate Robo Push)? A Terran player can probably give a more in-depth answer/corrections, but here's my shot at it (Diamond protoss): -If you suspect a VR all-in, avoid placing any more depots on the edge of your base/ramp and get a few vikings out, and keep making marines. You may build a turret, but AFAIK this isn't the go-to response to a 3gate VR rush. -For DTs, you want bunkers and turrets at your natural choke with the turrets in range of the mineral line IF possible. If that's not possible then get a turret in each mineral line and your main choke and scan where necessary. Bonus points if your building placement is relatively tight and doesn't need extra scans/turrets to cover your rax and addons etc. -For Blink stalkers, it depends on the map, but you'll want to rely less on bunkers at the front, and more on your units and strategically place bunkers (depends on the map and where the stalkers can blink). Getting out marauders with stim is pretty good here. -For 3-gate robo or a 6-gate, you'll want 3-4 bunkers at the front. If the push comes with a significant amount of sentries and zealots, the Toss will want to FF your SCVs away from the bunkers, so you'll need to have some amount of space in front of your bunkers, and make the scvs surround the bunkers with some in the front too. That way if he FFs the front of the bunkers his zealots can't hit the bunkers at all and you have a nice advantage, otherwise you get to repair safely. You'll lose some SCVs, but you'll be using them more intelligently this way. In this case, you'll want your supply depots lowered so your scvs can move freely. It's also important that you pre-position your SCVs to cover the front of the bunkers, because if he hits while you're not ready, you can't get this correct placement up in time and you'll lose all the bunkers. | ||
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FreudianTrip
Switzerland1983 Posts
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Grave26
United States4 Posts
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Vod.kaholic
United States1052 Posts
On January 25 2012 08:50 FreudianTrip wrote: Why do Pros always kill the neutral supply depot despite no-one but protoss ever build anything there? Boredom? Well, you don't want to accidentally click on the supply depot if you have to micro near your ramp. So you might as well destroy it so can move freely through that area. | ||
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KhAmun
United States1005 Posts
On January 25 2012 09:50 Grave26 wrote: Is it okay, when playing Terran, to add on a Planetary Fortress to the 3rd or 4th expansion or is it better to go all Orbital Commands? In most circumstances third base orbital and all thereafter planetary I think is most standard, with exceptions regarding game specifics. | ||
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envisioN .
United States552 Posts
On January 25 2012 10:09 KhAmun wrote: In most circumstances third base orbital and all thereafter planetary I think is most standard, with exceptions regarding game specifics. Depends on the map. On a map with a far away/hard to defend third, having a planetary at the third is the better choice to prevent counter-attacks and increase the chance that you're third will stay alive. If the third is relatively easy to hold like on Entombed Valley, go with an orbital for the extra economic boost. | ||
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jcroisdale
United States1543 Posts
my question is what should my follow up be, i had no idea what to do after that. 1. Go home expand 2. Stargate 3. Robo 4. Twilight into Dt/archon 5. Stay and try to break him I felt those were my five choices and i had no idea which one was best. | ||
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Vod.kaholic
United States1052 Posts
On January 25 2012 12:34 jcroisdale wrote: PvP i scout my opponent going 1gate twilight he only showed 1 stalker at this point. I opened 2gate 3 stalker then go into delayed 4gate w/ 2 gas. Thinking the twilight means blink play. I attack at we meet at his second ramp on Antigua Shipyard, He went for chargelots we have an even exchange. my question is what should my follow up be, i had no idea what to do after that. 1. Go home expand 2. Stargate 3. Robo 4. Twilight into Dt/archon 5. Stay and try to break him I felt those were my five choices and i had no idea which one was best. Why do people always call Antiga Shipyard "AntiGUA?" Antigua may be a real place, but not in sc2 :/ Anyway, you know he has been sinking a lot of minerals into chargelots and has TC/templar tech available for the midgame, so you can probably expect chargelot/archon play, and possibly a DT followup. So you should invest in a few obs and go for stargate straight away. He MIGHT switch into colossi and leave you behind in the colossus production while he defends phoenixes/void rays, but you might have been better off going stargate with a few phoenixes to force him to sink gas into stalkers instead of templar and archons. And if worse comes to worse, you could use void rays as support against archons and try to lift sentries. Harassing with 4-5 phoenixes should buy you some time to get another base or go into colossi. | ||
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jcroisdale
United States1543 Posts
On January 25 2012 12:54 Vod.kaholic wrote: Why do people always call Antiga Shipyard "AntiGUA?" Antigua may be a real place, but not in sc2 :/ Anyway, you know he has been sinking a lot of minerals into chargelots and has TC/templar tech available for the midgame, so you can probably expect chargelot/archon play, and possibly a DT followup. So you should invest in a few obs and go for stargate straight away. He MIGHT switch into colossi and leave you behind in the colossus production while he defends phoenixes/void rays, but you might have been better off going stargate with a few phoenixes to force him to sink gas into stalkers instead of templar and archons. And if worse comes to worse, you could use void rays as support against archons and try to lift sentries. Harassing with 4-5 phoenixes should buy you some time to get another base or go into colossi. Super baked i think i typed in antiga but then changed it cause it was spelled wrong. Ya i thought about it after the fact thinking phoenix would be good but i don't think i can afford them because i have to get detection and robo is way better choice then cannons. And from there i would be better off going colossus assuming i can get them ahead of him. | ||
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Xanatoss
Germany539 Posts
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Halozination
69 Posts
is it possible when you have 1 big controllgroup with different unit types to change the order of the subgroups to for example be able to press 1t 1a as terran when you have ghosts in this controllgroup? | ||
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AmericanUmlaut
Germany2582 Posts
On January 25 2012 17:02 Halozination wrote: is it possible to change the hotkey for autorepair/autobuild interceptors from rightklick on the icon to something else? is it possible when you have 1 big controllgroup with different unit types to change the order of the subgroups to for example be able to press 1t 1a as terran when you have ghosts in this controllgroup? There already is a hotkey for setting/unsetting autocast on abilities. I think it's alt+the normal ability hotkey. To the second question: This gets asked like every second page in this thread. There is no way to change the way subgroups are ordered. Just use tab or put each spellcaster in its own control group. | ||
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Halozination
69 Posts
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