Simple Questions Simple Answers - Page 542
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sleigh bells
United States358 Posts
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TheNikeTan
12 Posts
On January 31 2012 06:48 coriamon wrote: 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. sorry for my vagueness i follow MC's 4gate i cut probes after 20, usually having 14 probes on mins, 3 on gas, and the scout probe. my first warp in occurs usually during 5:45, and before this I move out with my initially trained stalker/zealot to secure the proxy pylon warped in, just having 1 pylon made around the map. also, should i stop the attack completely upon seeing bunkers/spines with this build? TIA | ||
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coriamon
244 Posts
On January 31 2012 10:53 TheNikeTan wrote: sorry for my vagueness i follow MC's 4gate i cut probes after 20, usually having 14 probes on mins, 3 on gas, and the scout probe. my first warp in occurs usually during 5:45, and before this I move out with my initially trained stalker/zealot to secure the proxy pylon warped in, just having 1 pylon made around the map. also, should i stop the attack completely upon seeing bunkers/spines with this build? TIA If you forced defences, then you should probably back off and expand off of 4 gates. However, enen if you haven't committed to the attack, you still will be playing catchup for a little bit. However, if you are already cutting probes, your econ is going to be crap if the attack doesn't do any damage whatsoever. I might suggest you start building probes if you suspect that they will be prepared. | ||
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corpuscle
United States1967 Posts
On January 31 2012 10:16 sleigh bells wrote: in tvt, is 1 rax expand into mech viable? or are you supposed to start out with harassment like a banshee? my worry is that without as many marines as i normally have (i normally bio), banshees and such become harder to deal with I'm not a mech player, but I've seen some players go 1rax expand into 2gas, then go reactor hellion (to deal with marine pushes/scout) and add on a 2nd fact, but I've only seen it used against other players that are going 1rax expand. I think that you could be fairly safe just doing a normal 1rax expand with marines until you're no longer worried about banshees and still transition into mech out of that, though. It's not like making 6-7 marines before switching over to mech is going to kill you. | ||
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braebot
Canada64 Posts
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Dingobloo
Australia1903 Posts
On January 31 2012 14:02 braebot wrote: doess FFA matchmaking sort players based on rankings from other divisions? No, as far as I'm aware it is completely unranked, you cannot get a ranking in FFA, and your opponents are merely whoever is available. | ||
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Roxy
Canada753 Posts
If the build order included a voidray follow up, that would be cool. I feel confident to wing it after warp gates finish though. i really feel i win or lose the game in the first 10 minutes. i just need a solid opening. my decision making and mechanics are adequate to reach high masters if i have a solid BO imo edit - im watching bling do it vs stephano right now. he scouts no gas and then opens 18 nex, 18 gate, 18 canon, then pylon double gas seems to be chrono first zealot.. not much chorno on probes. i dont know how i feel about that :/ putting all his eggs into killing the third. third not die is GG. moves out with 2 zealot and then a stalker. i guess going gate before canon allows him to not need to chrono his warp gate. not sur ethat i would opt for that. using 2 zealot/stalker to scout for third. i think this only works vs a no-gas opening. i wouldnt risk my first scout of the third being at the 7 minute mark if they open gas because of roach/bane posssibilities. nvm. stephano killed proxy probe. he going 2base colo rush. | ||
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Hodgyy
138 Posts
Repost btw. | ||
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Forbidden17
666 Posts
On February 01 2012 01:39 Roxy wrote: PvZ - is there a documented build order for the fastest possible FFE into 4gate +1 zealots to harass the 3rd base? If the build order included a voidray follow up, that would be cool. I feel confident to wing it after warp gates finish though. i really feel i win or lose the game in the first 10 minutes. i just need a solid opening. my decision making and mechanics are adequate to reach high masters if i have a solid BO imo edit - im watching bling do it vs stephano right now. he scouts no gas and then opens 18 nex, 18 gate, 18 canon, then pylon double gas seems to be chrono first zealot.. not much chorno on probes. i dont know how i feel about that :/ putting all his eggs into killing the third. third not die is GG. moves out with 2 zealot and then a stalker. i guess going gate before canon allows him to not need to chrono his warp gate. not sur ethat i would opt for that. using 2 zealot/stalker to scout for third. i think this only works vs a no-gas opening. i wouldnt risk my first scout of the third being at the 7 minute mark if they open gas because of roach/bane posssibilities. nvm. stephano killed proxy probe. he going 2base colo rush. FFE is reactionary. You get away with greedy play based off what you scout. So to answer your question, the "fastest" possible 4gate +1 zealots would be one where you get your nexus first (15/16 depends when you scout) and gateway before forge (knowing it is safe to do so, although almost everyone will opt for forge before gate in virtually every circumstance). 4gate +1zealots is significantly weakened if you fail to secure a proxy pylon on the zerg's side of the map. Personally I wouldn't even try it if you fail to secure a pylon. The reason for not using that much chrono on probes is because most variants of 4gate +1zealot spends a fair amount of chrono on warpgates. You need to have the resources to throw down the additional gates at an appropriate time or the chrono's on the core would be wasted. It's also somewhat map dependent. On Antiga I much prefer to voidray 3gate +1zealot pressure instead of 4gate +1zealots. Reason being the layout of the 3rd, especially when it is close air spawn (his 3rd is beside your main). The variation is simple, after warpgates your first 150 gas goes into a stargate, then 100 into +1 weapons. Throw down 2gates when you can and yea, same shit different day. Double chrono the void and follow it with one more voidray (cancel it / make a 3rd based on what you see with the 1st void). You don't have to secure a proxy pylon early in the game, you can walk your zealots with your voidray. Your 2nd warp in however, should be directly at his 3rd thanks to high ground vision provided by the void. | ||
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mxoxossg
1 Post
Is it very comp specific or are there fairly universal rules for 3+v3+? | ||
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vVv Talent
Canada22 Posts
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SockArms
United States591 Posts
On February 01 2012 16:35 vVv Talent wrote: How do players split their probes at the beginning of the game and what does it do for them? FP of idra spliting I think most people just do a 3/3 split Here's the reason for splitting On March 03 2010 18:02 TieN.nS) wrote: If you just let the AI do the whole thing, you won't have enough minerals for a second worker until some time after the first one is finished building. With a proper split you should have the second worker queued up (or morphing) before the first one is done. this is assuming you start your first worker before you split | ||
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Forbidden17
666 Posts
On February 01 2012 16:56 JPoPP wrote: FP of idra spliting http://www.youtube.com/watch?v=Ztk-A4msVWE&feature=related I think most people just do a 3/3 split Here's the reason for splitting this is assuming you start your first worker before you split but that reasoning is only sound for protoss/terran. What about zerg? Why is it (apparently) better to make a drone first, then mine -> split workers? | ||
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ilvmbd
France3 Posts
If p go for forge+ expand in average i come when photon is 50% in big map so my 3 gling are useless then i back them or i loose them. so when forge first + expand is scouted what is the most strong fast attack for a zerg with timing ? if i dont plan to go for B2 B3 macro ect... Thxs you | ||
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BigJoe
United States210 Posts
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Coindrop
United States203 Posts
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Clbull
United Kingdom1439 Posts
Often, it is not obvious why I lose every fucking game, and I am sick of hearing "watch re noob" thrown around all the bloody time without any further explanation added to it. | ||
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cleecks
Netherlands109 Posts
On February 02 2012 00:19 Clbull wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=195389How do you learn from watching your own replays? Often, it is not obvious why I lose every fucking game, and I am sick of hearing "watch re noob" thrown around all the bloody time without any further explanation added to it. | ||
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Clarity_nl
Netherlands6826 Posts
On February 01 2012 17:39 Forbidden17 wrote: but that reasoning is only sound for protoss/terran. What about zerg? Why is it (apparently) better to make a drone first, then mine -> split workers? It's mainly preference. For zerg (which is my main race) I can comfortably say make a drone first. The sooner you stop having 3 larvae the sooner your hatch is making another larva. As for splitting, select all workers (most people box, but you can also do "ctrl+f1" or w/e your idle worker button is). Click on one of the close min patches, now select the three furthest away workers from said patch and click those on the other close min patch. | ||
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lindn
Sweden833 Posts
On February 01 2012 17:39 Forbidden17 wrote: but that reasoning is only sound for protoss/terran. What about zerg? Why is it (apparently) better to make a drone first, then mine -> split workers? For me I always make drone first because the hatchery will start producing new larvae as fast as possible. | ||
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