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On March 25 2011 09:44 Torte de Lini wrote:Show nested quote +On March 25 2011 07:31 Blasterion wrote: what's a better 1/1/1 opener(TvT)? banshees or Blue fire/medivac? Generally, Banshees are easier to control/harass because it requires less micro. But I usually like going blue flame heilion, especially since I can use the tech lab to research siege. As a Zerg player, I'm actually a lot more scared of Blue-flame hellion drops then Banshees. Against Banshee harass, I can just scout, HERP DERP queens and detection, and then I'm done. Even better, I can JUST get spore crawlers, and I'm fine.
Blue-flame hellions are harder to deal with IMO. They can do more damage in less time, and they are A LOT faster at harassment; if you aren't prepared, your mineral line is roasted.
And plus, against blue-flame hellion drops, one would need more than a missile turret to defend from it. :D
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When I have 5 phoenix and want to harass a worker line... how many workers should I pick up?
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On March 25 2011 15:01 CaptainKnusprig wrote: When I have 5 phoenix and want to harass a worker line... how many workers should I pick up? A phoenix kills a worker in two shots. If you have 5 phoenixes, you'd pick up two workers; one worker would be dead, the other would be half dead.
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On March 25 2011 07:42 Kyamo wrote:Show nested quote +On March 25 2011 05:17 Dabba wrote: Hello, P player here. Recently, since ive been dumped down to silver, im noticing a change in gameplay from longer macro games to one base style games, though, not always all-ins. People just tend to stay on one base for much longer. Now, against this style of play, is there anyway for me to expand against a one baser (P or T, Z seems to always exp unless they're doing some one base muta or 7rr) without dying? Every time i seem to do so, i get caught with less units and die. The only thing i can see is to stay on one base myself, but i really hate it. I like to secure myself for the later game, and going collosus on one base is ehhh. Suggestions? I am gold P and I used to die to that a lot too, here is how I deal with it now. I don't expand until I have scouted what they are doing. This means either a probe finds they already expanded, or I get an observer or hallu phoenix into their base. I look at their tech path and army, and decide if I think I can defend the natural (depends on map, too). If they have no expansion AND I don't think I can defend the expo from what they have, I stay on one base and use the ramp and FF to defeat whatever it is. If they set up a contain I sometimes get one base collo if I need it to break out, otherwise I wait under expo is up before going collo. One thing to remember, if you need to delay your expo, keep making probes so that when you can make the expo you have lots to transfer.
Thanks man, what i thought, anyone else?
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As a master Zerg i heard those first overlordbuildtimings but i don't find them anymore... so my question is what timings do the pros use for Overlordbuildtimings on standardmacro builds? and is there a trick in mid stages of the game to remember making them without overproducing ?
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Some TvZ questions:
1) What's the correct response if my Zerg opponent stays 1base and goes for a quick baneling nest?
2) If my opponent goes for a 15hatch can I still win without a) fast expanding myself b) going for early pressure like 2rax or c) going for a quick 1base tech like banshees?
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On March 25 2011 15:01 CaptainKnusprig wrote: When I have 5 phoenix and want to harass a worker line... how many workers should I pick up?
3, because 2 Phoenix will kill of one worker quite quickly, freeing that Phoenix to join its buddies in killing the other SCVs even faster. Then use the other two to spend the rest of their energy to pick up any more that you can.
On March 25 2011 19:53 Seomon wrote: As a master Zerg i heard those first overlordbuildtimings but i don't find them anymore... so my question is what timings do the pros use for Overlordbuildtimings on standardmacro builds? and is there a trick in mid stages of the game to remember making them without overproducing ?
At a master level, you should have a pretty good feel of what your army will look like at certain points in the game. It should be second nature for you to peek at your supply and gauge how much supply you'll be spiking with the next few larva you get and make overlords in response to that. It's more important to not be supply blocked than it is to be overproducing them, so just make them when you get within 3 supply early game, 5 in mid and maybe 10ish late?
On March 25 2011 19:58 Hero1 wrote: Some TvZ questions:
1) What's the correct response if my Zerg opponent stays 1base and goes for a quick baneling nest?
2) If my opponent goes for a 15hatch can I still win without a) fast expanding myself b) going for early pressure like 2rax or c) going for a quick 1base tech like banshees?
1) Thick wall response with a bunker. You don't want the banelings to breach your wall, so just layer it with buildings and then he will be very behind after you stop the push. I personally like to go 1-1-1 if I scout a bust incoming and end the game with 2-3 cloaked banshees after the push is stopped.
2) Heh, what other options do you really have? Sit on mass bio on 1 base and macro? I suppose so, but that gives Zerg a really open window to mass econ and run you over in the mid game. I would pick one of those three choices that you listed and use that, as I feel anything else is inferior.
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When should I upgrade my hatch to a lair ? I know this is much too relative, but lets say I am playing against terran and noticing that he is going for an early marine/marauder combo push. Also I went for an early expansion at around 15 supply.
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On March 25 2011 20:32 CookieBreaker wrote: When should I upgrade my hatch to a lair ? I know this is much too relative, but lets say I am playing against terran and noticing that he is going for an early marine/marauder combo push. Also I went for an early expansion at around 15 supply.
Normally you want to spend your 2nd set of 100 gas ASAP on Lair tech with your first 100 going into Zergling speed. If you feel confident enough to handle the push with mass speedling + spines, I recommend you do that, otherwise you can opt for an early baneling nest and delay your Lair slightly to get a few banelings out to deal with the attack. You want to get Lair at your earliest convenience however because you need access to that tech as quickly as you can get it.
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Is it really true that I can't bind my custom hotkeys to my mouse buttons?
I've got a Razer DeathAdder Left-Hand edition mouse.
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In the day[9] daily #271 where he analyzes Huk vs TSLAlive, TSLAlive opts for a 1 Rax Reactor CC opening instead of the more traditional 1 Rax Tech Lab CC opening.
What is he thinking when choosing a reactor instead of a tech lab, is it map-specific, is it only to prevent scouting with the first marine, to pressure etc? Why does he do this and what is his plan?
Maybe it isnt a simple question with a simple answer.
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Since patch 1.3 (i play protoss and i am about 2500 diamond) i play more and more often against zerg who delay their expo a little and get really fast infestors... with nural parasite they rape my early pressure with sentries and zealots. especially if they even have roaches... and i really wonder how to deal with that, because it doesnt matter if i have sentry zealot, or stalker.. with their infestors my stalkers lose their range advantage against roaches and my zealots get raped too it would be great to get some advice by some diamond or master level player
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Hey guys I've searched and had little look.
in TvP is there a standard 2rax with Ghost Academy into expand build order out there and is it sound? I want to include more ghosts and thought this would be a good way to include them.
Im particuarly wandering when to get my second gas as Im finding that part tricky.
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na does too
after a fast expand, how quickly do you rally both CCs to the new minerals? when you see that the first one has ~ 2 scvs/patch?
also what is considered "mineral heavy" and "gas heavy" outside of the obvious ones? vikings are 150/75...gas heavy? or balanced?
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Gas heavy IMO would include (for Terran):
Reapers, Ghosts, Siege Tanks, Medivacs, Banshees, and Ravens.
I'm not including the big top-tech units, because they are just resource heavy outright.
I guess vikings . . . cost gas. That's all I can say. The same way that Hydralisks cost gas.
I think the most cost "balanced" unit in the Terran army would be Marauders: 100/25. The ratio of minerals to gas is 4:1, which is the same ratio in which you can mine such resources (8 mineral patches to 2 vespene gas geysers; 4:1).
I'm comparing costs with Zerg units, so correct me if I'm wrong on what's "mineral heavy" or "gas heavy". ;D
P.S. When you have a new expansion, just maynard half your SCV's to the new base, and have each CC rally to their respective minerals, so saturation is equal, and when you make new SCV's, there will be the same number of workers on both bases.
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Russian Federation325 Posts
Is it possible to wall-off at the natural with 3 barracks on Blizzard Tal-Darim Altar?
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On March 26 2011 18:51 MuffinCookie wrote:
I think the most cost "balanced" unit in the Terran army would be Marauders: 100/25. The ratio of minerals to gas is 4:1, which is the same ratio in which you can mine such resources (8 mineral patches to 2 vespene gas geysers; 4:1). . You can't say the ratio is 4:1, because a scv/probe/drone mines 5 minerals,but 4 gas so it's 4:0,8 = 5:1, so a Marauder is almost balanced.
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On March 25 2011 19:58 Hero1 wrote: Some TvZ questions:
1) What's the correct response if my Zerg opponent stays 1base and goes for a quick baneling nest?
2) If my opponent goes for a 15hatch can I still win without a) fast expanding myself b) going for early pressure like 2rax or c) going for a quick 1base tech like banshees?
from a zerg perspective when T open 2raxpressure expand followed up with 6 marines a tank 2 helions and a banshee i absolutely can not hold it off with 15hatch14hatch whatever....i have to scout it and cut drones to stay alive long enough to bm
if i am bane busting on one base with no other plans whatsoever to build economy or whatever anything else you are in trouble cause it is coming off of an overpool which is an economic build no matter what anyone says....larva is crazy good in this game. anyway....i believe you need a tank sir and seige mode and marauders running down the ramp to kill 6 banes all by himself and otherwise you can have helions or marines just protect them until the banes are gone and walloff like a man with a factory or something for gods sake
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What is 1a2a3a? I can't find any accurate answers on google besides the fact that it's something about keyboards and control groups.
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