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On January 29 2012 09:14 Olsson wrote: 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.
Do you use Q for anything? You could also move it to the alt key, or capslock.
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As Zerg, how do I defend against lings when I fast expand?
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On January 29 2012 12:06 Vod.kaholic wrote:Show nested quote +On January 29 2012 09:14 Olsson wrote: 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. Do you use Q for anything? You could also move it to the alt key, or capslock. Q is only used for 'Queen' at the Hatchery, but I rebound mine to 'A' to free it up. It's personal preference, I can tell you rebinding your Q key will not hurt your game as no terran/toss default keys use it and zerg only uses it for queens. REBIND AWAY!
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On January 29 2012 13:10 Forbidden17 wrote:Show nested quote +On January 29 2012 12:06 Vod.kaholic wrote:On January 29 2012 09:14 Olsson wrote: 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. Do you use Q for anything? You could also move it to the alt key, or capslock. Q is only used for 'Queen' at the Hatchery, but I rebound mine to 'A' to free it up. It's personal preference, I can tell you rebinding your Q key will not hurt your game as no terran/toss default keys use it and zerg only uses it for queens. REBIND AWAY!
Q should still be fine as a patrol hotkey because you can't accidentally tell hatcheries to patrol. Q would still be queen on a hatch, but patrol for units. For example, I bound my Q to be ground weapons upgrade as well as observers, and that works because its on different buildings.
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When I 15 hatch as Zerg what could be considered a standard time for my pool in terms of pop? (I'm assuming 14) Also should my pool timing vary depending on what I may have scouted?
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On January 29 2012 00:32 envisioN . wrote:Show nested quote +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.
I see... I figured out the option to display hotkeys. If there isn't a default "Hold Fire" command for most units, then what are ways to make your units hold fire?
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On January 29 2012 06:17 Forbidden17 wrote:Show nested quote +On January 29 2012 05:38 phyren wrote: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.
Sure, that is all standard but very defensive. I'm asking if there is any reasonable way for protoss to take advantage of the close air. Perhaps a a build that includes void rays or phoenix but isn't all-in. I've been doing as you suggest and just getting a warp prism for harass. The issue is that zealot drops mainly just kill a few depos. Also, defending with blink stalker/zealot/observer is really cost inefficient; especially against a terran with medivacs. The medivacs give them the option to just push in the front and stutter step all day or do multiprong harass agaisnt which you have to split perfectly or risk them winning on 1 front and just picking up and going home on the other. I'm not saying what you suggest can't manage it, but it puts little to no pressure back on the terran.
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How do I set game speed to faster as default on 1v1 vs AI???? LOL I keep having to go into options and change it at the beginning of each game...so frustrating!!! I bet its something realllly stupid.
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As Terran, I keep my medivacs and bio on one hotkey. When I try to do a drop and push the front, I always end up calling my drop back to my main force before it unloads because it is still in the control group. How do good players manage their control groups with respect to drops? I can always redefine my control groups to exclude the drop, but that seems to take forever.
edit:grammar
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On January 29 2012 13:45 coriamon wrote:Show nested quote +On January 29 2012 00:32 envisioN . wrote: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. I see... I figured out the option to display hotkeys. If there isn't a default "Hold Fire" command for most units, then what are ways to make your units hold fire? You can give them a move command, then they won't attack until the move command is completed. There's generally no need for that, though - the Ghost has Hold Fire because you don't always want them giving away their position while cloaked.
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On January 29 2012 17:41 esorey wrote: As Terran, I keep my medivacs and bio on one hotkey. When I try to do a drop and push the front, I always end up calling my drop back to my main force before it unloads because it is still in the control group. How do good players manage their control groups with respect to drops? I can always redefine my control groups to exclude the drop, but that seems to take forever.
edit:grammar
Yeah, that's pretty much it.
Load units into medivacs for the drop, ctrl +2 or whatever key you want.
Reselect original army, ctrl + 1 or whatever key you want.
It doesn't take forever. It's 4 actions. If it takes you forever just need to practice it a bit.
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On January 29 2012 17:41 esorey wrote: As Terran, I keep my medivacs and bio on one hotkey. When I try to do a drop and push the front, I always end up calling my drop back to my main force before it unloads because it is still in the control group. How do good players manage their control groups with respect to drops? I can always redefine my control groups to exclude the drop, but that seems to take forever.
edit:grammar
I remember Day9 (I think it was he) saying something about having medivacs on follow rather than with the group, so as to avoid them flying over front lines and getting shot. I've seen pros do something like that but I've also seen their medivacs flying right over front lines (and sometimes getting shot down). My experience with having medivacs on follow wasn't that great, so I stopped bothering. I guess you can just micro a bit and move them backwards a bit when you engage.
On January 22 2012 21:37 Dysruption wrote: As a Protoss, what is the fastest time I can expect a drop from Terran? What is the ~standard time?
Thank you.
Fast one medivac drop is around 6:30 but it takes very smooth execution (a GM player could perhaps do it faster). Some people do a two medivac drop, which is dangerous and takes a bit more time. I suppose standard time is 6:30 plus some allowance for imperfect execution or big distance or both.
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?
It's viewed as more skillful play if your third is still an OC and perhaps your 4th is a PF. But I believe that in the right situation, even a PF in nat is not a bad thing, just as long as it prevents you from losing where you otherwise would lose. Perhaps in the long run it won't let you develop macro/defence skills but will sometimes save you from certain pushes if you do an opening that leaves you with few units to defend the home front.
On January 25 2012 20:10 19Meavis93 wrote: When I go for a fast 3 base build while doing hellion pressure in TvZ, what would be an ideal time to add production facilities and when do I start upgrades?
Day9 covered Bomber's TvZ build in #395. It is a fast third build (third at 5:30 but flies into place around 9 or 10 minutes but don't take my word on the latter fact) that concentrates on three OCs, 2 raxes (1 reactor and 1 tech lab), one tech factory and one e-bay. You get a port and armoury some time along the way but the "building explosion", as Day9 put it, happens around 11:30 and starts from a second factory, and then 2 more, and then 3 TL raxes plus ghost academy. But the most important thing is the 3 OCs, 2 raxes, tech fact and e-bay, which are the core of this build.
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.
In the "Very easy TvP build" from Kas, he has 2 bunkers full of marines by 6:30 but doesn't stop there and gets three bunkers total. I find it impossible to defend with one bunker and extremely hard with 2 bunkers with my gold level mechanics/reaction speed/map control. If you control the towers, have good micro and reaction, you can probably hold with two bunkers plus whatever gets out of your rax or maybe a third bunker that finishes, if it is allowed to finish.
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.
From what I understand, on some maps it's actually more convenient to set up shop in your nat right away and defend from there.
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How do you get your medivacs to drop units in a line as it flies instead of just dropping them all in one spot?
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On January 30 2012 01:26 keyboardbandit wrote: How do you get your medivacs to drop units in a line as it flies instead of just dropping them all in one spot? Issue a drop command on top of the medivac.
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When is the optimal time to get a third against a FFEing Protoss? Some people suggest as soon as possible, others say wait till 5 minutes.
How does burrow help hold off a 6-7 gate allin? Does it require burrow micro, or do I wait for his units to get over mine before unburrowing?
How do I safely get mutalisks against a FFE, without dying to a gateway allin?
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I would like to know
1. why players become better in a gaming house 2. what coach really do in a progamer team?
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On January 29 2012 15:37 Tiotion wrote: How do I set game speed to faster as default on 1v1 vs AI???? LOL I keep having to go into options and change it at the beginning of each game...so frustrating!!! I bet its something realllly stupid. I do not know if you can change the default but ingame you can press Numpad +.
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Hey, whats the build order for the 1-1-1 /w hellion drop TvP.
And can i have a vod of it in use, or tell me where i can find one. thanks
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Sorry if this is not simple but,
Simpler version: How should I micro my probes and couple stalkers if I get marine scv all-inned? I know I kite for as long as possible, but once he gets into my base what should I focus or how should I play it?
Longer version:
Been doing Axslav's nexus first in PvT lately, however my T practice partner sometimes does a reactionary marine scv all in and I'm not sure how to handle it. Usually I have like 1 stalker at the tower when I see 6 marines running across with like 12-15 scv's I kite with him for awhile and pull everything into my main but I always end up either losing or losing enough probes that the next big wave kills me. Who should I be focusing my probes on? Should I be telling them to attack and pulling them back constantly or just letting them attack and tank?
Sorry, this is seeming less like a simple question : /. Thank you for any help!
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