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Simple Questions Simple Answers - Page 541

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BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
January 30 2012 01:13 GMT
#10801
Can you attack a cloaked unit without detection if you A-click? I thought I did it once.
Playing Protoss = Opponent owned
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
January 30 2012 01:18 GMT
#10802
On January 30 2012 10:13 BroodKingEXE wrote:
Can you attack a cloaked unit without detection if you A-click? I thought I did it once.


Unfortunately not, you need some form of detection or aoe to hit them (except the Mutalisk bounce which still requires detection).
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Ninja_Bread
Profile Blog Joined August 2010
United States113 Posts
January 30 2012 02:09 GMT
#10803
On January 30 2012 10:18 Iyerbeth wrote:
Show nested quote +
On January 30 2012 10:13 BroodKingEXE wrote:
Can you attack a cloaked unit without detection if you A-click? I thought I did it once.


Unfortunately not, you need some form of detection or aoe to hit them (except the Mutalisk bounce which still requires detection).


Fungal makes the units that are fungal'd become visible
Mang
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
January 30 2012 04:41 GMT
#10804
I'm trying to imitate what Bomber does in his TvZ vs. IdrA on Antiga in MLG Orlando, and he does something kind of weird around 16 supply.

He's doing the faster-expand reactor hellion into fast 3CC, the version where you make your gas right before you get orbital. What he does that confused me is that he ends up making a 16th SCV before orbital, and then starts a marine, but right before his first marine finishes, he cancels the marine to get his CC out a little faster.

The reason I ask is that I'm wondering if what happened is that he made his 16th SCV by accident, and then canceled the marine because he realized his mistake and considered having the CC timing on-time more important than having the marine out.

What I figure is that if I don't make the 16th SCV before orbital and don't do the weird marine cancel thing, I can have 3 marines out when I make my reactor, whereas Bomber only had 2, and my orbital will be early (I usually build orbital at 15 SCVs and start my first marine at the same time).

Was this intentional, or should I copy it?
From the void I am born into wave and particle
goszar
Profile Joined February 2010
Belarus119 Posts
January 30 2012 09:19 GMT
#10805
I started to learn playing Terran using guide from here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343

What are basis builds/strategies for Terran currently? One per matchup please and simple ones
Hodgyy
Profile Joined January 2012
138 Posts
January 30 2012 15:11 GMT
#10806
Is there anyway to speed up the Medivac loading actions? Like do i always have to hit Load and then click each unit over and over? Is there anyway i can just pick them up at once? Im reading about unit groups but i cant figure that out either ;/
Syntechi!
Kambing
Profile Joined May 2010
United States1176 Posts
January 30 2012 15:46 GMT
#10807
On January 31 2012 00:11 Hodgyy wrote:
Is there anyway to speed up the Medivac loading actions? Like do i always have to hit Load and then click each unit over and over? Is there anyway i can just pick them up at once? Im reading about unit groups but i cant figure that out either ;/


Loading happens instantaneously. You can box a group of units and then right-click the medivac to have them all get in.

If you mean hotkey groups by "unit groups", that's just using ctrl-<num> and shift-<num> to remember your currently selected units and then <num> to select that remembered group, e.g., ctrl-1 overwrites hotkey group 1 with the current selection, shift-1 adds the current selection to hotkey group 1, and then 1 selects the units in hotkey group 1.
Hodgyy
Profile Joined January 2012
138 Posts
January 30 2012 15:54 GMT
#10808
I figured it out thanks, i was told just to select all the units and then right click the medivac to load units all at once.

Syntechi!
Haspe
Profile Joined December 2011
Finland35 Posts
January 30 2012 16:13 GMT
#10809
What is correct ratio of Marauders and Marines in TvP late-game. And how many medivacs?
"Form is temporary, Class is permanent" - MMA
coriamon
Profile Joined August 2011
244 Posts
January 30 2012 16:40 GMT
#10810
On January 31 2012 01:13 Haspe wrote:
What is correct ratio of Marauders and Marines in TvP late-game. And how many medivacs?

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

Any excess goes into medivacs. It's best to have at least 5 IMO, but there is no perfect number for any of this. It is all based off of the protoss's army though.
Hodgyy
Profile Joined January 2012
138 Posts
January 30 2012 18:24 GMT
#10811
I have noticed most comps are 1v1 but there are a few that are team vs team in a 1v1 bracket format, its quite confusing for me to be honest to see a 1v1 based game play in a team bracket manner can someone please que me in on how this works? and if it is some leagues that do this or what?

Sorry to sound like a moron the whole SC scene is new to me.
Syntechi!
TheNikeTan
Profile Joined December 2011
12 Posts
January 30 2012 19:44 GMT
#10812
plat protoss here, striving for diamond..

when I get lazy in a couple of my games, i decide to 4gate. in all honesty, i have 4gated my way to platinum from silver and it was a rough road trying to compete with higher level players without knowing any actual macro.

anyway, when I do execute a 4 gate, is it basically "gg" when the terran/zerg player already has like 2-3 bunkers/spines up at around 6 minutes? what should i do? should i pursue or stop and macro up?
Harrad
Profile Blog Joined October 2010
1003 Posts
Last Edited: 2012-01-30 19:54:37
January 30 2012 19:53 GMT
#10813
Short question: I have a little tryst with a Master lvl toss (I'm plat) that thinks chrono past 30 supply is negligible, while I think its as important as mules and inject? Is he right?
coriamon
Profile Joined August 2011
244 Posts
January 30 2012 21:48 GMT
#10814
On January 31 2012 04:44 TheNikeTan wrote:
plat protoss here, striving for diamond..

when I get lazy in a couple of my games, i decide to 4gate. in all honesty, i have 4gated my way to platinum from silver and it was a rough road trying to compete with higher level players without knowing any actual macro.

anyway, when I do execute a 4 gate, is it basically "gg" when the terran/zerg player already has like 2-3 bunkers/spines up at around 6 minutes? what should i do? should i pursue or stop and macro up?


Be a little bit more specific. Are you cutting workers for your 4 gate? When do you move out with your 4 gate (after the first warpin or before it?) ? Are you getting 2 gas? How many pylons have you made around the map?

The reason I ask you to be more specific is because obviously, if you 4 gate, your tech is going to be behind. If you expand, you need to make sure that you weren't too committed to this attack. You will definitely be behind, but it is possible to comeback.
snively
Profile Blog Joined August 2011
United States1159 Posts
Last Edited: 2012-01-30 21:59:50
January 30 2012 21:58 GMT
#10815
On January 31 2012 04:53 Harrad wrote:
Short question: I have a little tryst with a Master lvl toss (I'm plat) that thinks chrono past 30 supply is negligible, while I think its as important as mules and inject? Is he right?


I would say you're both wrong, but he is probably close. Mules and injects can be game-changingly important, and chronoboost definitely won't win or lose you a game in the lategame (unless you get attacked right before your upgrades finish and are instantly destroyed). However, I don't think negligible is the right word for it. Chrono-boost gives you a definite advantage, and at pro-levels, every small advantage counts (like worker splitting at the beginning). At lower leagues, chrono would of course be less important.
I hope that helps.



edit: i don't think tryst means what you think it means
My religion is Starcraft
Hodgyy
Profile Joined January 2012
138 Posts
January 30 2012 22:10 GMT
#10816
Lol i do not think he does know what Tryst means, but then again maybe hes just telling us something^.^
Syntechi!
Forbidden17
Profile Joined December 2011
666 Posts
Last Edited: 2012-01-30 22:44:12
January 30 2012 22:25 GMT
#10817
On January 30 2012 08:32 BFPinkerton wrote:
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!

get in the habit of double powering your gateways (if you don't already) regardless if you nexus first or 1gate FE. personally I always have my 1st and 3rd pylon powering my 1st/2nd gate and core. The second you know it's marine-scv cut probes, make stalkers and stalkers only. Do not chrono warpgates, spend it all on your gateways (unless you're floating a ton for whatever reason and you have gateways lined up to complete with warpgate). Cancel your nexus and double power every gateway.

marines - 45hp, 7dps
scv - 45hp, 3.3dps

pretty obvious what you want to be focusing here.

if the terran planned on going marine scv all-in from the start (instead of reactionary) and you went nexus first, it might be a complete build order loss. reactionary marine scv all-ins tend to hit a bit later (cut less scvs, disguised as a 1rax FE, chase away your probe, etc).

kiting him as far away from your base is a huge part of countering this build. all too often people panic and kite the terran all the way back to their own base, when there's no need to. If you kite him back to your own base the scvs will get in the way making it harder to focus the marines. Instead, kite him to a different corner of the map. If he chases you, that significantly delays his push. If he ignores you and heads to your main, that will leave his marines exposed to your stalker fire.

Lastly, when it comes down to it, pull all your probes and do your best to surround / attack the marines. Note you should only do this when terran is in your base and about to unpower your gateways. Before this you should run your probes and angle them to try and get a good surround. If he chases you for whatever reason, keep running. Stall for more stalkers!!! More likely than not they'll start focusing key pylons if you run from them. The scvs are just meat-shields, ignore them as best you can (just don't get your stalkers surrounded!). I've tried leaving 2-3 probes mining but really they won't make a difference. You just can't risk not winning this engagement. If you lose all your probes to hold it, hopefully you have enough left to kill him otherwise it's game (he has mules). Some people will recommend otherwise and leave a few probes mining, use your judgement and see if it works for you.

edit:
On January 30 2012 18:19 goszar wrote:
I started to learn playing Terran using guide from here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343

What are basis builds/strategies for Terran currently? One per matchup please and simple ones

http://www.teamliquid.net/forum/viewmessage.php?topic_id=289877

This might be a bit too advanced but I highly recommend new terran players at least giving it a read. I'm sure you'll be able to take away a few things from it.

The 1Rax FE mentioned in that guide can be used for any match-up.

For more detailed TvT and TvZ strategies give:
http://www.complexitygaming.com/forums/showthread.php?t=4456

a look. Again I fear it might be too advanced for a new player so please just pick a build order, read it (save it somewhere), glance at the strategy outline, and focus on refining those builds and improving your mechanics. These are very solid builds that you can use in practically every game you play. If you are losing, it is not because of the build order.
starplayer35
Profile Joined January 2012
United States40 Posts
January 31 2012 00:09 GMT
#10818
im new to starcraft2 and i was just wondering. what are zerglings good against? i see that the zerglings always lose and it seems to me that there pointless.
starplayer35
Profile Joined January 2012
United States40 Posts
January 31 2012 00:21 GMT
#10819
i agree
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
January 31 2012 00:33 GMT
#10820
On January 31 2012 09:09 starplayer35 wrote:
im new to starcraft2 and i was just wondering. what are zerglings good against? i see that the zerglings always lose and it seems to me that there pointless.


Zerglings actually have quite a few uses in the game, but simply thinking of them as being "good" against something may be the wrong way to look at it, though in this post I'll do my best to only address that.

First, against small groups of marines a group of Lings, especially with speed upgraded will rip through them very cost efficiently. Cost efficiency is a very important thing to consider when looking at a 25 mineral only unit, and as such against Stalkers, Marauders and even Immortals they perform well. In fact with decent micro a small group of lings can take on a small group of almost anything on the ground reasonably efficiently, with the bestexample being that well controlled Lings are often seen taking out an early Zealot with no more than 1 loss.

As to what you specifically build Lings against in your play, you'd be looking at things like very heavy Stalker groups, most Terran ground compositions, and of course it's always a good idea to have some on a seperate hotkey ready to run in to an opponents base if he tries to move out against you. A large group of Speedlings can also make other units perform better by surrounding units and preventing retreat so your bigger hitters can get in range.

When you get (Wiki)Adrenal Glands you'll also drastically increase the power of your Lings and the upgrades for them will help you with other units at Hive Tech too. Counter-intuitively the little weak Ling at Hive Tech becomes a truely destructive force, because you'll often have a lot of Minerals building up and so the only thing to spend them on really is Hatcheries and more Lings, and at this point in the game they do serious damage against pretty much anything. All this before looking at their scouting and real harrassment potential.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
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