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b0rt_
Profile Joined October 2011
Norway931 Posts
January 27 2012 00:43 GMT
#10741
In ZvP if I'm expecting a 4 gate or some fancy 1 base stargate play, do I spread creep from my main with the 1st or 2nd queen?
envisioN .
Profile Joined February 2011
United States552 Posts
January 27 2012 01:00 GMT
#10742
On January 27 2012 09:43 b0rt_ wrote:
In ZvP if I'm expecting a 4 gate or some fancy 1 base stargate play, do I spread creep from my main with the 1st or 2nd queen?

When you buy Metabolic boost, use the next 25 energy on any queen to put down a creep tumor because you won't be able to use all of your larvae because of the cost of Metabolic Boost
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
nortorius
Profile Joined April 2003
Canada1210 Posts
January 27 2012 02:42 GMT
#10743
Can a hallucinated archon break through a forcefield?
Forbidden17
Profile Joined December 2011
666 Posts
January 27 2012 02:52 GMT
#10744
On January 27 2012 00:03 BeefMaster wrote:
Show nested quote +
On January 26 2012 07:35 Forbidden17 wrote:
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.

When you scout, try to think of the things he could be doing. Don't walk into his base and say "yup, looks like 4gate", but rather think of it like "no 2nd gas so I won't need to worry about early dt/blink tech, lots of chrono saved and I see some going to warpgates, possible 4gate/early-aggression but could easily be a 1gatefe-variant". Rule out the things he can't be doing, you will rarely be able to pin him on a specific opening with your scv scout.

Say that was the scenario, you saw no early 2nd gas, no additional structures, and chrono being saved - some going towards warpgate. If you don't see a nexus by ~5:30 with your re-scout you should be completely convinced it's some kind of 1base aggressive opening. You know he's not teching, and now you know he's not early expanding. What does this mean? He probably threw down additional gates, and he's making units.

The same way an early second gas could signify fast tech, but he could've done it just to get an obnoxious amount of sentries (some players like to do that on specific maps for some reason =/). Re-scout, and try to confirm which it is (i.e. you see a very low sentry count, sure he could have been smart about it and hid his units but more likely than not it means his gas is going elsewhere else because he's teching).

Oh by the way I said ~5:30 to avoid the first stalker but you should probably go a bit earlier than that lol. My mistake, I had the timing mixed up, re-scout closer to 5:15mins.

I just realized I missed the 2nd part of your question regarding the mid-late game. If you go for a naked 4rax push your stim will be significantly delayed, which is fine just be aware of the strengths and weaknesses of your build.

Chargelot archon is really strong, but not because of its composition. Composition-wise though, you'll want to be more marine heavy since they don't have good AOE, and if they don't get it really soon they're screwed. In low number, zealots do really well vs marines. 1 Zealot will beat 2 marines in a straight up fight. As supplies approach max though, marines become more and more favoured to win. 200 marines will slaughter 100 zealots with no micro. If you micro just a little you should really lose like no units. Chargelot-archon is not a strong unit composition as you approach max. If you can't kill him, just step back and macro. He has to tech switch to something else (storm or colossi) in which case you counter accordingly.

As you approach maxed your army should look like this:
2 marines for every zealot
1 marauder for every stalker
1 ghost for every templar
2 ghost for every archon
3 vikings for ever colossi

If you are able to do this, you should easily win any 200/200 engagement.

"What? Everyone tells me chargelot archon is OP and you're saying it's a bad unit comp??"
Yes, chargelot-archon is really strong, but not because zealots are good + archons who are also good = OP.

The main reason terrans hate chargelot-archon is because they dominate "end-game" scenarios. End game as in both sides are maxed, banking tons of resources, both have their half of the map, etc. In these scenarios, if toss can somehow make a decent trade (doesn't even have to be even) against the terran army, he wins. Toss' production cycle (warpgates) will always be one cycle ahead of the terran's, and with pylons/prisms there's virtually no defender's advantage. Chargelots are insanely cost effective and only burn minerals. Archons basically only burn up gas but take a few seconds to morph. Both also scale really well with upgrades.

p.s. I'm not saying chargelot-archon off the bat is unviable
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
January 27 2012 09:09 GMT
#10745
On January 27 2012 02:58 Vod.kaholic wrote:
Show nested quote +
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.

No, it's not. At least, it's not that simple.

Maynarding is an investment with a cost and a benefit. The cost is that you have zero income from the workers you are transferring for a short time. The benefit is that they have increased mining efficiency after they arrive at the new base. Maynarding is done because the profit from the increased mining efficiency is more than you lose from having no mining for a short time. If you have more than 16 workers mining minerals, then transferring all the workers over 16 makes sense, because the workers will mine with greater efficiency after their arrival at the expansion. Maynarding more that that makes no sense, because you're paying X seconds of lost mining for the privilege of having your workers then go back to mining at the same efficiency they had in their original location.

The most economically efficient way to expand is to Maynard workers above 16, then to rally workers from both bases to the natural until there are 16 mining at the natural minerals, as well.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
January 27 2012 09:10 GMT
#10746
On January 27 2012 11:42 nortorius wrote:
Can a hallucinated archon break through a forcefield?

No.
The frumious Bandersnatch
Aehnn
Profile Joined January 2012
Germany27 Posts
January 27 2012 10:29 GMT
#10747
On January 27 2012 18:09 AmericanUmlaut wrote:

The most economically efficient way to expand is to Maynard workers above 16, then to rally workers from both bases to the natural until there are 16 mining at the natural minerals, as well.


Isn't it equal at last? Because the worker you have to rally have to also go the way to your natural, so you loose this "way time" anyways?!

It's for sure that you should not maynard workers if you need minerals at this earlygame-moment for important upgrades (f.e. when you are heading for a fast speed-upgrade for your lings, building two queens AND a spinecrawler after your pool finishes when going hatch first). This is what happened to me sometimes when I went blindly into the "I have to transfer workers after my natural is up-mode".
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
January 27 2012 15:49 GMT
#10748
On January 27 2012 19:29 Aehnn wrote:
Show nested quote +
On January 27 2012 18:09 AmericanUmlaut wrote:

The most economically efficient way to expand is to Maynard workers above 16, then to rally workers from both bases to the natural until there are 16 mining at the natural minerals, as well.


Isn't it equal at last? Because the worker you have to rally have to also go the way to your natural, so you loose this "way time" anyways?!

It's for sure that you should not maynard workers if you need minerals at this earlygame-moment for important upgrades (f.e. when you are heading for a fast speed-upgrade for your lings, building two queens AND a spinecrawler after your pool finishes when going hatch first). This is what happened to me sometimes when I went blindly into the "I have to transfer workers after my natural is up-mode".

The rallied workers have exactly the same cost/benefit relationship as the Maynarded workers. You lose money up front because they take longer to start mining after they've been made, and the money is paid back in the form of more efficient mining. So no, it's not equal in the end.
The frumious Bandersnatch
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
January 27 2012 15:49 GMT
#10749
On Liquidpedia, how are the upgrades represented? For example, a zealot's attack is listed as: 8 (+1)(*2) and it Has a DPS of 13.3 (+1.7). Does this mean the upgrade adds 1 point to a zealot's attack and 1.7 points to its DPS; or does the upgrade double the attacking power and add 1.7 points to the DPS?
Playing Protoss = Opponent owned
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
January 27 2012 15:52 GMT
#10750
On January 28 2012 00:49 BroodKingEXE wrote:
On Liquidpedia, how are the upgrades represented? For example, a zealot's attack is listed as: 8 (+1)(*2) and it Has a DPS of 13.3 (+1.7). Does this mean the upgrade adds 1 point to a zealot's attack and 1.7 points to its DPS; or does the upgrade double the attacking power and add 1.7 points to the DPS?

The first number is the base attack. The (+X) represents X additional damage per attack per upgrade. The (*X) represents the number of times the unit does damage per attack (or the number of attacks per cycle, or however you want to put it).

DPS is base damage per game second, the (+X) is additional damage per game second per upgrade.

So Zealots do eight damage per attack, the attack gets a +1 bonus for every attack upgrade researched, and the Zealot hits twice per attack. His base DPS is 13.3, and that goes up by 1.7 for every attack upgrade researched.
The frumious Bandersnatch
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
January 27 2012 16:34 GMT
#10751
On January 28 2012 00:52 AmericanUmlaut wrote:
Show nested quote +
On January 28 2012 00:49 BroodKingEXE wrote:
On Liquidpedia, how are the upgrades represented? For example, a zealot's attack is listed as: 8 (+1)(*2) and it Has a DPS of 13.3 (+1.7). Does this mean the upgrade adds 1 point to a zealot's attack and 1.7 points to its DPS; or does the upgrade double the attacking power and add 1.7 points to the DPS?

The first number is the base attack. The (+X) represents X additional damage per attack per upgrade. The (*X) represents the number of times the unit does damage per attack (or the number of attacks per cycle, or however you want to put it).

DPS is base damage per game second, the (+X) is additional damage per game second per upgrade.

So Zealots do eight damage per attack, the attack gets a +1 bonus for every attack upgrade researched, and the Zealot hits twice per attack. His base DPS is 13.3, and that goes up by 1.7 for every attack upgrade researched.


Thank You makes a lot more sense now
Playing Protoss = Opponent owned
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
January 27 2012 18:39 GMT
#10752
On January 27 2012 18:09 AmericanUmlaut wrote:
Show nested quote +
On January 27 2012 02:58 Vod.kaholic wrote:
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.

No, it's not. At least, it's not that simple.

Maynarding is an investment with a cost and a benefit. The cost is that you have zero income from the workers you are transferring for a short time. The benefit is that they have increased mining efficiency after they arrive at the new base. Maynarding is done because the profit from the increased mining efficiency is more than you lose from having no mining for a short time. If you have more than 16 workers mining minerals, then transferring all the workers over 16 makes sense, because the workers will mine with greater efficiency after their arrival at the expansion. Maynarding more that that makes no sense, because you're paying X seconds of lost mining for the privilege of having your workers then go back to mining at the same efficiency they had in their original location.

The most economically efficient way to expand is to Maynard workers above 16, then to rally workers from both bases to the natural until there are 16 mining at the natural minerals, as well.


hah, thanks for posting a much more in-depth response. I was too tired when I posted to talk about the benefits/downsides of maynarding, so I just called what I personally do the "best" response, my bad. Good response here
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
LazinCajun
Profile Joined July 2011
United States294 Posts
January 27 2012 21:01 GMT
#10753
Zvp on tal'darim altar, toss FFE's. Should you make lings to kill the rocks or take the far third?
DarkPlasmaBall
Profile Blog Joined March 2010
United States46629 Posts
January 27 2012 21:10 GMT
#10754
On January 28 2012 06:01 LazinCajun wrote:
Zvp on tal'darim altar, toss FFE's. Should you make lings to kill the rocks or take the far third?


How important is mobility and defense to you? It may depend on your build and what your opponent is doing. Furthermore, what some pros do is get a macro hatch next to their rocks, and then take down the rocks later on when they'll be able to saturate it properly.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
polo1337
Profile Joined January 2012
United States2 Posts
January 27 2012 22:06 GMT
#10755
How do you send team alerts on the mini map? I see these all the time in 2v2 but don't know how to do it myself. Thnx
slappers only + license to kill
lpunatic
Profile Joined October 2011
235 Posts
January 27 2012 23:06 GMT
#10756
If I ffe with a half-wall in (e.g. metalopolis), is the best response to sling runbys before I have many units to temporarily wall in at the bottom of my ramp? What should be done with the probes in the nat?
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 27 2012 23:31 GMT
#10757
On January 28 2012 07:06 polo1337 wrote:
How do you send team alerts on the mini map? I see these all the time in 2v2 but don't know how to do it myself. Thnx


Right click an area on the minimap.
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 27 2012 23:34 GMT
#10758
On January 28 2012 08:06 lpunatic wrote:
If I ffe with a half-wall in (e.g. metalopolis), is the best response to sling runbys before I have many units to temporarily wall in at the bottom of my ramp? What should be done with the probes in the nat?


Build 2 cannons, 1 near the forge and 1 in the mineral line. You should be constantly scouting with a probe to see if he makes extra lings so you can be prepared for it. Otherwise you can place your buildings at the bottom of the ramp so that you can wall it with a pylon.
Skelephile
Profile Joined June 2010
United States64 Posts
January 28 2012 01:05 GMT
#10759
In ZvT how do I scout if he's doing double reactor hellion?
-his hellions take map control early
-sacking an overlord could be stopped by marines
-cant get mutas out in time

it only happens once in a while, but I end up loosing to it, if i knew it was coming i could easily prepare, and since i dont open roaches every zvt, theres no way to be safe against it blindly espically on maps with wide open naturals.

any tips?
the only thing i came up with, is diligently watching on the edge of his natural for his expansion timing, but it can vary alot for so many other builds, that its still not reliable.
Zerg desperately needs a sAviOr,
coriamon
Profile Joined August 2011
244 Posts
January 28 2012 04:04 GMT
#10760
On January 28 2012 08:31 K3Nyy wrote:
Show nested quote +
On January 28 2012 07:06 polo1337 wrote:
How do you send team alerts on the mini map? I see these all the time in 2v2 but don't know how to do it myself. Thnx


Right click an area on the minimap.

.
I don't mean to be rude, but I believe he is referring to a ping. A ping is done by pressing Alt-G (as the standard hotkey for it) and clicking either on the minimap or on the area you wish to alert your allys to.
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