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coriamon
Profile Joined August 2011
244 Posts
January 28 2012 04:08 GMT
#10761
Question:
What is the default hotkey for |Hold Fire|? Is there a way to make it display on the command card? Are there ways to change it for different units (for example, I would change it to 'E' for sentries bur 'B' for ghosts being that I use FFs and nukes the most with those units respectively)? If you Hold Fire on a baneling, will it refrain from blowing up (unless killed)?

Thanks in advance!
K3Nyy
Profile Joined February 2010
United States1961 Posts
January 28 2012 04:40 GMT
#10762
On January 28 2012 13:04 coriamon wrote:
Show nested quote +
On January 28 2012 08:31 K3Nyy wrote:
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.


Oops, I dunno what I'm talking about lol.

Though I'm sure you don't have to press alt + G. You can do it with the mouse too I think. lol I don't even know what I press when I do it. x_x;;
Forbidden17
Profile Joined December 2011
666 Posts
January 28 2012 06:22 GMT
#10763
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?

always re-scout the zerg with a probe at the 5:00min mark if you FFE. Check for a 3rd, check the nat, go into the main and look for structures/gas-count.

when you FFE on maps like metal you need two cannons by default. one near your ramp and the other should be placed in the mineral field such that you can sit a zealot/probe between the cannon and the nexus/minerals to complete a 'full wall'. the back of the minerals can be walled with a pylon.

It's hard to explain without a picture, just go to metalopolis and look at the natural of any base. You can full wall the back of the minerals with a pylon and have a cannon beside it that would complete the wall.

if you scout cheese/all-in/aggression throw down 2 more cannons right away and if there is a risk of ling run by make sure you have something on hold position to complete the wall. full wall with another pylon if necessary.
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 28 2012 15:19 GMT
#10764
On January 24 2012 21:36 Lebzetu wrote:
As Zerg, how do i remember to upgrade?

Looking for more answers.
I always forget upgrades and I go 40 minute games being 2-1 or 3-0
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
envisioN .
Profile Joined February 2011
United States552 Posts
January 28 2012 15:29 GMT
#10765
On January 29 2012 00:19 Lebzetu wrote:
Show nested quote +
On January 24 2012 21:36 Lebzetu wrote:
As Zerg, how do i remember to upgrade?

Looking for more answers.
I always forget upgrades and I go 40 minute games being 2-1 or 3-0

Try connecting upgrades to something else that you do in the game like building a Lair or Hive. Whenever you build a lair or hive, check your upgrades. Whenever your lair or hive finishes, check your upgrades.

Another way is to put your evo chamber(s) in a place that you will be looking at often. I like to create a semi wall off at my natural to prevent hellions, etc. This way I see my evo chamber(s) often, which reminds me to keep getting upgrades.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
envisioN .
Profile Joined February 2011
United States552 Posts
January 28 2012 15:32 GMT
#10766
On January 28 2012 13:08 coriamon wrote:
Question:
What is the default hotkey for |Hold Fire|? Is there a way to make it display on the command card? Are there ways to change it for different units (for example, I would change it to 'E' for sentries bur 'B' for ghosts being that I use FFs and nukes the most with those units respectively)? If you Hold Fire on a baneling, will it refrain from blowing up (unless killed)?

Thanks in advance!

The Ghost is the only unit that has a Hold Fire command. The default hotkey is "F". If you are having trouble putting down Forcefields, I would suggest holding down F or whatever your hotkey for it is and then clicking the spots you want the FF. This is faster and puts them down ASAP.

There is a setting that will display the hotkey for everything in the corner of the actions box in the bottom right. I can't remember where that setting is exactly but it shouldn't be too hard to find.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
BigJoe
Profile Joined January 2011
United States210 Posts
January 28 2012 16:40 GMT
#10767
whats up TL?

i have a quick TvP question about proxy 2 gates. Sometimes I know when they are doing it and they dont think I realize so I like to go 12/14 rax and bunker in my mineral line to troll them but it ends up being closer than it should.

on xel'naga i go dragon style by walling off their gates with 2 rax and a bunker and it's fine but you cant do that on other maps

do you guys have any better ways to troll these players? xD
Josh_rakoons
Profile Joined December 2011
United Kingdom1158 Posts
January 28 2012 16:53 GMT
#10768
On January 29 2012 01:40 BigJoe wrote:
whats up TL?

i have a quick TvP question about proxy 2 gates. Sometimes I know when they are doing it and they dont think I realize so I like to go 12/14 rax and bunker in my mineral line to troll them but it ends up being closer than it should.

on xel'naga i go dragon style by walling off their gates with 2 rax and a bunker and it's fine but you cant do that on other maps

do you guys have any better ways to troll these players? xD

Win the game by not playing retardedly?

User was warned for this post
BigJoe
Profile Joined January 2011
United States210 Posts
January 28 2012 17:28 GMT
#10769
On January 29 2012 01:53 Josh_rakoons wrote:
Show nested quote +
On January 29 2012 01:40 BigJoe wrote:
whats up TL?

i have a quick TvP question about proxy 2 gates. Sometimes I know when they are doing it and they dont think I realize so I like to go 12/14 rax and bunker in my mineral line to troll them but it ends up being closer than it should.

on xel'naga i go dragon style by walling off their gates with 2 rax and a bunker and it's fine but you cant do that on other maps

do you guys have any better ways to troll these players? xD

Win the game by not playing retardedly?

I don't understand what you mean by not playing "retardedly". I still win and closer than it should doesn't mean it's a close game at all. I just want other peoples thoughts about what they do when they scout it and still let them do it.
Host-
Profile Joined December 2010
New Zealand459 Posts
January 28 2012 17:44 GMT
#10770
On January 29 2012 00:19 Lebzetu wrote:
Show nested quote +
On January 24 2012 21:36 Lebzetu wrote:
As Zerg, how do i remember to upgrade?

Looking for more answers.
I always forget upgrades and I go 40 minute games being 2-1 or 3-0

You can hotkey your evo's. Listen/Look for when an upgrade finishes. Set yourself a goal to be maxed (in terms of upgrades) by 18mins.
Munchiez
Profile Joined January 2012
Sweden7 Posts
January 28 2012 17:45 GMT
#10771
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?
O_o
llKenZyll
Profile Blog Joined November 2011
United States853 Posts
January 28 2012 17:52 GMT
#10772
On January 29 2012 02:45 Munchiez wrote:
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?

Just go 13 gate. It's better.
By going 13 gate, you dont cut a probe and you have more efficient mining time.
http://www.reddit.com/r/starcraft/comments/nd6nd/tang_in_his_natural_habitat/
Munchiez
Profile Joined January 2012
Sweden7 Posts
January 28 2012 18:50 GMT
#10773
On January 29 2012 02:52 Lebzetu wrote:
Show nested quote +
On January 29 2012 02:45 Munchiez wrote:
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?

Just go 13 gate. It's better.
By going 13 gate, you dont cut a probe and you have more efficient mining time.


the thing is that i dont cut a probe when i do 12 gate, i do it really late 12, or am i thinking..wrong?
O_o
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2012-01-28 19:25:33
January 28 2012 19:25 GMT
#10774
Assuming your first pylon is down on time and probe production is constant, then there should be a small cut in probe production if your gate is down on 12. Also, in PvP you may want to go for a 12 gate when 4-gating. You trade off the small probe cut for an earlier gate->cybercore->earlier wg tech.

I have a question, if I have multiple production facilities on one hot-key (say my tc, forge, and robo bay) how do I go to them individually through using keys. I know I can tab through them but I'd like to go to them individually on the screen so I can chrono them when upgrading. I thought it was the space bar, but it is not. Any tips? Thanks.
KT best KT ~ 2014
tyronekiller
Profile Joined January 2012
Norway4 Posts
January 28 2012 20:32 GMT
#10775
On January 29 2012 00:19 Lebzetu wrote:
Show nested quote +
On January 24 2012 21:36 Lebzetu wrote:
As Zerg, how do i remember to upgrade?

Looking for more answers.
I always forget upgrades and I go 40 minute games being 2-1 or 3-0


If you can, build the structures near your Hatcheries. When you inject, build Extractors, or something similar, look to see if there are any bars on your buildings. If not, then you can see that "Hey, no upgrades are going at the moment, I should do that."
phyren
Profile Blog Joined October 2009
United States1067 Posts
Last Edited: 2012-01-28 20:46:22
January 28 2012 20:38 GMT
#10776
On January 29 2012 03:50 Munchiez wrote:
Show nested quote +
On January 29 2012 02:52 Lebzetu wrote:
On January 29 2012 02:45 Munchiez wrote:
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?

Just go 13 gate. It's better.
By going 13 gate, you dont cut a probe and you have more efficient mining time.


the thing is that i dont cut a probe when i do 12 gate, i do it really late 12, or am i thinking..wrong?


If you arechronoboosting you have about 150 minerals just before that 12th probe finishes. At this point you can either get the next probe and delay gate slightly or get the gate delay the probe slightly. It is a very slight delay; as in, if you just have to wait to send a probe from mining to your front then that is time enough to make the extra probe and still build the gate the moment it reaches the front. However, if you try to have your probe in place to place the gate the moment you get 150, then you just can't do that at 12 and make the next probe instantly and have constant chronoboost. You have to choose to slow down on one of those 3 things.

edit: I'm having some issues with pvt close air positions on metalopolis. It is close enough for 1 base all ins to be a real concern, so I feel I need to expo quickly to beat a 1-1-1. At the same time I have some trouble going int the late game as terrans can constantly drop harass and expo almost freely. This is especially the case against terrans that get cloacked banshees and expand. I feel they can pull me around in so many directions and my counter drops aren't really so strong. A good terran just loses a few depos or add ons. I guess I'm just wondering what people think is a good way for protoss to take advantage of the close air spawns without doing something gimmicky.
Forbidden17
Profile Joined December 2011
666 Posts
January 28 2012 21:17 GMT
#10777
On January 29 2012 05:38 phyren wrote:
Show nested quote +
On January 29 2012 03:50 Munchiez wrote:
On January 29 2012 02:52 Lebzetu wrote:
On January 29 2012 02:45 Munchiez wrote:
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?

Just go 13 gate. It's better.
By going 13 gate, you dont cut a probe and you have more efficient mining time.


the thing is that i dont cut a probe when i do 12 gate, i do it really late 12, or am i thinking..wrong?


If you arechronoboosting you have about 150 minerals just before that 12th probe finishes. At this point you can either get the next probe and delay gate slightly or get the gate delay the probe slightly. It is a very slight delay; as in, if you just have to wait to send a probe from mining to your front then that is time enough to make the extra probe and still build the gate the moment it reaches the front. However, if you try to have your probe in place to place the gate the moment you get 150, then you just can't do that at 12 and make the next probe instantly and have constant chronoboost. You have to choose to slow down on one of those 3 things.

edit: I'm having some issues with pvt close air positions on metalopolis. It is close enough for 1 base all ins to be a real concern, so I feel I need to expo quickly to beat a 1-1-1. At the same time I have some trouble going int the late game as terrans can constantly drop harass and expo almost freely. This is especially the case against terrans that get cloacked banshees and expand. I feel they can pull me around in so many directions and my counter drops aren't really so strong. A good terran just loses a few depos or add ons. I guess I'm just wondering what people think is a good way for protoss to take advantage of the close air spawns without doing something gimmicky.

Yea I know what you mean with metalopolis -.-' reactor 2rax hits obnoxiously fast on close air there it's really annoying. Still 1gate FE can hold it just fine as long as you don't use a greedy variant, and it holds cloak banshees and 1/1/1 very well. Again, just don't use too greedy of a variant and 1/1/1, cloak banshee, 2rax should be no problem on virtually any map. Everyone has a go-to 1gate FE in case their probe doesn't make it into the terran base, whatever yours is make sure it deals with all of the above moderately well.

If terrans are going cloak banshees -> expo and their banshees do no damage you should be wayyyy ahead in economy.

I basically never drop terran.... lols sorry I can't really comment on that. As far as dealing with drops are concerned, just position stalkers well preemptively, have an obs in his base to spot his tech timing. The stuff you do every game... I guess you'd expect drops earlier since it's close air but other than that nothing special.

When you're getting contained by drops it's really important not to just lose it and box click -> a-move everything. Get blink before you get charge, and only take a 3rd if terran does so as well. This is a little hard to elaborate further as I don't really know what your playstyle is. All I know is you go for drops which is a little unorthodox in and of itself. Basically I just focus on deflecting the drops and macroing. As long as you don't take game ending damage from the drops you're fine.

In late game scenarios having a couple cannons in your mineral lines is a good investment without eating up supply. Alternatively you can leave a templar with a few zealots and that shuts down basically anything.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
January 28 2012 21:30 GMT
#10778
On January 29 2012 03:50 Munchiez wrote:
Show nested quote +
On January 29 2012 02:52 Lebzetu wrote:
On January 29 2012 02:45 Munchiez wrote:
Hello,

I've noticed some people gate at 12 and others gate at 13 as protoss, whats the difference and do you gain anything by a later gateway?

Just go 13 gate. It's better.
By going 13 gate, you dont cut a probe and you have more efficient mining time.


the thing is that i dont cut a probe when i do 12 gate, i do it really late 12, or am i thinking..wrong?

I think it's possible to 12g without cutting probes on maps with 4 close mineral patches and perfect drone pairing. Either you are super gosu, or you forget the 10 supply cronoboost
Mvrio
Profile Joined July 2011
689 Posts
January 28 2012 22:09 GMT
#10779
On January 29 2012 02:28 BigJoe wrote:
Show nested quote +
On January 29 2012 01:53 Josh_rakoons wrote:
On January 29 2012 01:40 BigJoe wrote:
whats up TL?

i have a quick TvP question about proxy 2 gates. Sometimes I know when they are doing it and they dont think I realize so I like to go 12/14 rax and bunker in my mineral line to troll them but it ends up being closer than it should.

on xel'naga i go dragon style by walling off their gates with 2 rax and a bunker and it's fine but you cant do that on other maps

do you guys have any better ways to troll these players? xD

Win the game by not playing retardedly?

I don't understand what you mean by not playing "retardedly". I still win and closer than it should doesn't mean it's a close game at all. I just want other peoples thoughts about what they do when they scout it and still let them do it.

well for trolls sake, just go a stupid hard counter to Zlots, chase them around the map with microed hellions I guess, or just go straight to his mineral line and once the probes are dead just leave, don't touch the buildings and leave.

or get a hero unit going and try to kill everything with one maruader lol, get the C-shells and walk out into the abyss to face a crazy amount of Zlots, way better if you could get stim and 1 medvac in time, would be so boss. or 1 hero hellion going

I feel like this should be in a "how to troll better thread" smh at myself

On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
Olsson
Profile Joined April 2011
Sweden931 Posts
January 29 2012 00:14 GMT
#10780
What is a good button that doesn't interfere with default zerg hotkeys to put as the new patrol key? P is too far away.
Naniwa <3
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