This seems to be quite common on all online games.
Just wondering.
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neoghaleon55
United States7435 Posts
January 25 2012 10:46 GMT
#10721
This seems to be quite common on all online games. Just wondering. | ||
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klaxen
United States361 Posts
January 25 2012 11:05 GMT
#10722
![]() User was warned for this post | ||
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Meavis
Netherlands1300 Posts
January 25 2012 11:10 GMT
#10723
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AmericanUmlaut
Germany2583 Posts
January 25 2012 11:43 GMT
#10724
On January 25 2012 17:48 Halozination wrote: Situation as protoss: You got all gateways/warpgates on hotkey 4. Warpgate just finished but not all your gateways are done building yet, so you transform what you can pressing 4 and holding g. Now the gateways are done and you want to transform the rest, because of this subgroup stuff 4g does not work anymore. How to resolve this in the best way? Press 4, press tab, hold g. Warpgates and gateways are counted as separate units, so you just have to tab over to them. | ||
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CryMeaRiveR.749
France59 Posts
January 25 2012 19:19 GMT
#10725
Have just 2 question , i'm terran #1 what is better ,split and build vcs , or builds vcs and split ? #2 When the bo ( 10 depot , 12 rax , 13 gaz , oC 15 )is a bit fail , it's better to wait the end of the rax to OC , or to make a vcs and orbital at 16 ? Thanks for yours answers | ||
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cleecks
Netherlands109 Posts
January 25 2012 19:31 GMT
#10726
On January 26 2012 04:19 CryMeaRiveR.749 wrote: Hi all Have just 2 question , i'm terran #1 what is better ,split and build vcs , or builds vcs and split ? #2 When the bo ( 10 depot , 12 rax , 13 gaz , oC 15 )is a bit fail , it's better to wait the end of the rax to OC , or to make a vcs and orbital at 16 ? Thanks for yours answers #1 SCV, then split #2 What do you exactly mean with "is a bit fail"? If you're on about the 15th scv finishing some time before barracks; thats normal. Ever since the barracks build time has been increased you're gonna have to wait around 5 seconds for the barracks to finish, and I see most terran players get the OC instead of building another SCV. If for some reason you would be several seconds later or delayed with your barracks, then I guess you might as well get a 16th scv before orbital. | ||
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CryMeaRiveR.749
France59 Posts
January 25 2012 19:32 GMT
#10727
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BeefMaster
United States26 Posts
January 25 2012 21:37 GMT
#10728
I get 4-gated A LOT in my league, and I'm having trouble figuring out how much defense to build to hold off early 4-gate or 3-gate robo pushes. Should I be scanning, and are there some key timings I should be aware of (4-gates seem to hit around 6:30-ish)? I'd like to know how many bunkers I need to throw down and when it is safe to float my CC into my natural. As a follow-on question... Once my production is rolling and I get stim, this build is strong vs gateway and robo play, but I have lots of trouble dealing with a player who gets chargelot archon at around the same time as I'm bio-pushing. Any advice for dealing with the chargelot archon backed up by storms? | ||
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Forbidden17
666 Posts
January 25 2012 22:35 GMT
#10729
On January 26 2012 06:37 BeefMaster wrote: Plat Terran here. In TvP, i open 1rax FE into 4-rax, get quick stim/shields/+1 attack, and go hit him at 10-11 mins, or sometimes wait til 12-13 mins when I've got a few vikings or medivacs and am starting my 3rd. I get 4-gated A LOT in my league, and I'm having trouble figuring out how much defense to build to hold off early 4-gate or 3-gate robo pushes. Should I be scanning, and are there some key timings I should be aware of (4-gates seem to hit around 6:30-ish)? I'd like to know how many bunkers I need to throw down and when it is safe to float my CC into my natural. As a follow-on question... Once my production is rolling and I get stim, this build is strong vs gateway and robo play, but I have lots of trouble dealing with a player who gets chargelot archon at around the same time as I'm bio-pushing. Any advice for dealing with the chargelot archon backed up by storms? With your SCV scout you should be able to check how much gas the protoss has mined, and how much chrono he has stockpiled. If you see additional structures, great! For now I'll assume all you saw was geysers-nexus-gateway-core and that's pretty much it. You should also be able to spot 2 completed pylons with a 3rd on the way before your scv has to leave his base. Spotting the pylons isn't that crucial, but at a higher level it'll give you an idea on where you want to scan, and if he might be proxying one of his structures. Try to get a re-scout on your opponent ~5:30min. The standard stalker poke should be wondering it's way across the map which is why you can get away with a free scout around this time. You don't have to make it into his base, the goal is to spot a nexus at his natural. If this scout fails (he left his stalker at home / you carelessly lost your scv earlier) and you are weary of some kind of all in, with no other way to scout you should spend a scan at his natural a little later. The amount of bunkers you should throw up depends on how many production structures you have running. If you spot the all-in last minute throw up as many bunkers as you can afford. You won't have that many production structures up and running with a 1rax FE, you need to spend your resources into helping you survive asap. That's what bunkers do. Queuing all your resources into your production structures or throwing down additional production structures will not help you defend such an early all in. Oh and by the way if it's a map like xel'naga I wouldn't even bother defending the natural, just float your cc back home and bunker up your ramp. Map layout is important when bunkers are your primary defense, use your judgement. Oh and really important... pull your scvs to repair preemptively. It's perfectly fine to have a few scvs idle for awhile, it's better than dying. | ||
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ZenithM
France15952 Posts
January 25 2012 23:07 GMT
#10730
Does anyone know who this guy is: http://www.sc2ranks.com/kr/950803/토토 ? (It apparently reads "toto".) He plays Protoss and is currently ranked #6 KR GM. What strikes me most is that his winrate is really REALLY high for a Protoss on KR GM ladder (78%, that's insane, it's comparable to what MKP's smurf FoxeR has, and MKP is one of the best ladder players). Usually the best Protoss on KR ladder have like a 60-67% winrate, and the best Terrans have more like 70-80%. And he played a reasonable amount of games as well, it's not really an inflated winrate due to weak first opponents. Pardon me if my question seems meaningless, I just like to see how rankings evolve on KR ladder, it's fun seeing who is actually a ladder monster, compared to their results offline at the GSL ![]() Edit: Oh crap, this seems like the wrong thread I'm sorry, but I don't want to create one just for such a simple question, so if you have a guess on whose smurf it is, let me know ![]() Edit2: Ok I posted it also on General Discussion, seems like a better place to start. | ||
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Dskreet
United States13 Posts
January 25 2012 23:29 GMT
#10731
If I'm doing ffe vs zerg, and I scout gas first, is Nexus Gateway Cannon A safe build order? | ||
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llKenZyll
United States853 Posts
January 26 2012 02:25 GMT
#10732
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jcroisdale
United States1543 Posts
January 26 2012 08:18 GMT
#10733
On January 26 2012 08:29 Dskreet wrote: Hi, If I'm doing ffe vs zerg, and I scout gas first, is Nexus Gateway Cannon A safe build order? I assume you mean Nexus forge cannon. And were assuming he goes 14gas 14 pool you should be safe but depending on the map and pool timing it can be safer to go forge forst. You most likely will need to full wall off on certain maps. | ||
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Aehnn
Germany27 Posts
January 26 2012 13:37 GMT
#10734
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BeefMaster
United States26 Posts
January 26 2012 15:03 GMT
#10735
On January 26 2012 07:35 Forbidden17 wrote: Show nested quote + On January 26 2012 06:37 BeefMaster wrote: Plat Terran here. In TvP, i open 1rax FE into 4-rax, get quick stim/shields/+1 attack, and go hit him at 10-11 mins, or sometimes wait til 12-13 mins when I've got a few vikings or medivacs and am starting my 3rd. I get 4-gated A LOT in my league, and I'm having trouble figuring out how much defense to build to hold off early 4-gate or 3-gate robo pushes. Should I be scanning, and are there some key timings I should be aware of (4-gates seem to hit around 6:30-ish)? I'd like to know how many bunkers I need to throw down and when it is safe to float my CC into my natural. As a follow-on question... Once my production is rolling and I get stim, this build is strong vs gateway and robo play, but I have lots of trouble dealing with a player who gets chargelot archon at around the same time as I'm bio-pushing. Any advice for dealing with the chargelot archon backed up by storms? With your SCV scout you should be able to check how much gas the protoss has mined, and how much chrono he has stockpiled. If you see additional structures, great! For now I'll assume all you saw was geysers-nexus-gateway-core and that's pretty much it. You should also be able to spot 2 completed pylons with a 3rd on the way before your scv has to leave his base. Spotting the pylons isn't that crucial, but at a higher level it'll give you an idea on where you want to scan, and if he might be proxying one of his structures. Try to get a re-scout on your opponent ~5:30min. The standard stalker poke should be wondering it's way across the map which is why you can get away with a free scout around this time. You don't have to make it into his base, the goal is to spot a nexus at his natural. If this scout fails (he left his stalker at home / you carelessly lost your scv earlier) and you are weary of some kind of all in, with no other way to scout you should spend a scan at his natural a little later. The amount of bunkers you should throw up depends on how many production structures you have running. If you spot the all-in last minute throw up as many bunkers as you can afford. You won't have that many production structures up and running with a 1rax FE, you need to spend your resources into helping you survive asap. That's what bunkers do. Queuing all your resources into your production structures or throwing down additional production structures will not help you defend such an early all in. Oh and by the way if it's a map like xel'naga I wouldn't even bother defending the natural, just float your cc back home and bunker up your ramp. Map layout is important when bunkers are your primary defense, use your judgement. Oh and really important... pull your scvs to repair preemptively. It's perfectly fine to have a few scvs idle for awhile, it's better than dying. Thanks Forbidden. Can you expand on the issue of gas and chronoboosts? If he is saving up chronoboosts, is that usually a sign that he's going for a big production cycle (ala 4-gate?) What about gas consumed? Usually I scout with the SCV that built the rax. If I see a second gas at this time (usually around 17-19 supply), I assume something fishy is coming and usually scan around 5:30. Have any other clues regarding gas consumed? With putting up those bunkers at the natural, if I scout no nexus, should I hold off on floating my CC out to my natural and try to put up bunkers then? Thanks again. Great tips. | ||
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BeefMaster
United States26 Posts
January 26 2012 15:04 GMT
#10736
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ThirdDegree
United States329 Posts
January 26 2012 16:10 GMT
#10737
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Grave26
United States4 Posts
January 26 2012 17:16 GMT
#10738
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Vod.kaholic
United States1052 Posts
January 26 2012 17:58 GMT
#10739
On January 27 2012 01:10 ThirdDegree wrote: After an expand, is it better to transfer workers, or just ralley all new workers to the expansion (assuming that you are not oversaturated on any base)? It's better to transfer (Maynard) workers from your main to the natural. | ||
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Forbidden17
666 Posts
January 26 2012 21:11 GMT
#10740
On January 27 2012 02:16 Grave26 wrote: At what time should I have my first Marine out on the field as Terran? ~3:08 from a 12rax | ||
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