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On March 26 2011 21:07 FinnGamer wrote:Show nested quote +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. I stand corrected.
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On March 27 2011 03:08 iChau wrote: What is 1a2a3a? I can't find any accurate answers on google besides the fact that it's something about keyboards and control groups. It's a protoss imba joke.
Don't worry, I don't understand it either.
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On March 27 2011 09:15 MuffinCookie wrote:Show nested quote +On March 27 2011 03:08 iChau wrote: What is 1a2a3a? I can't find any accurate answers on google besides the fact that it's something about keyboards and control groups. It's a protoss imba joke. Don't worry, I don't understand it either.
1a2a3a is synonymous with no micro. in BW, you had 12 units max in one group, so you used multiple control groups to put your army in and it was made fun a lot that protoss had the beefiest gateway units and looked like they were just attacking with no micro most of the time.
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So I just played a long game with a friend and he went mass siege tanks an vikings and I got completely roasted. I really didn't have a clue what to do against it as a Protoss player.
So what should I do? Mass Immortals/Void Rays? Just seems like anything I COULD do would still get owned.
I'm literally a Bronze noob, so go easy on me.
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Question: I notice a shit ton of people claiming that they're in Masters. So approximately how many Masters players are there? Or is there no way to get ahold of that info?
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On March 27 2011 12:20 yjin wrote: Question: I notice a shit ton of people claiming that they're in Masters. So approximately how many Masters players are there? Or is there no way to get ahold of that info?
19130
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On March 27 2011 11:55 Confessed wrote: So I just played a long game with a friend and he went mass siege tanks an vikings and I got completely roasted. I really didn't have a clue what to do against it as a Protoss player.
So what should I do? Mass Immortals/Void Rays? Just seems like anything I COULD do would still get owned.
I'm literally a Bronze noob, so go easy on me.
Immortals should work, as Vikings kinda suck against them. Zealots with charge would too, as tanks have problems killing them. I'd suggest Phoenixes with your Void rays if you use air, as the Phoenixes are better at killing vikings than Void Rays.
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On March 27 2011 09:12 MuffinCookie wrote:Show nested quote +On March 26 2011 21:07 FinnGamer wrote: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. I stand corrected.
He's actually incorrect, the gather rates are roughly equal, because the time workers spend inside a refinery is shorter than time spent taking a chunk of minerals.
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Question: if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)
if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold?
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On March 27 2011 12:20 yjin wrote: Question: I notice a shit ton of people claiming that they're in Masters. So approximately how many Masters players are there? Or is there no way to get ahold of that info?
A: sc2ranks.com
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On March 27 2011 16:21 waffling1 wrote: Question: if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)
if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold? well they drop all mules there
and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules
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On March 27 2011 11:55 Confessed wrote: So I just played a long game with a friend and he went mass siege tanks an vikings and I got completely roasted. I really didn't have a clue what to do against it as a Protoss player.
So what should I do? Mass Immortals/Void Rays? Just seems like anything I COULD do would still get owned.
I'm literally a Bronze noob, so go easy on me. tank/viking is a silly build against protoss. point is to give tanks more vision than your opponent's tanks. medivacs work fine to spot against toss, and vikings suck against mutas anyway. tell your friend that.
immortals are good until they get a huge # of tanks. what would shit all over tank viking is chargelots or blink stalkers. blink right of tanks, they all die. charge up to tanks, they all die. so yeah tell your friend you need marines/hellions to protect his tanks.
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On March 27 2011 15:42 lololol wrote:Show nested quote +On March 27 2011 09:12 MuffinCookie wrote:On March 26 2011 21:07 FinnGamer wrote: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. I stand corrected. He's actually incorrect, the gather rates are roughly equal, because the time workers spend inside a refinery is shorter than time spent taking a chunk of minerals. so then every refined terran build should include marines/hellions to be well rounded, since they are the only mineral heavy units?
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In PvT why do a lot of pros get a reactor on their first barracks instead of a tech lab?
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On March 24 2011 11:47 Ravomat wrote: My question: Do shield & air armor upgrades affect Interceptors?
Yes.
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What do Flyer Attack Upgrades do for Brood Lords? I know ground attacks affect broodlings, but how do the air attacks help?
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On March 27 2011 16:23 underdawg wrote:Show nested quote +On March 27 2011 16:21 waffling1 wrote: Question: if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)
if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold? well they drop all mules there and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules
the issue isn't with any of that. mules is only for terran. But for all races, i assert that you want to xfer saturate that gold immediately (2 per patch at least). my concern is economics, not safety, hence the assumption to preclude any discussion on safety. again repair has nothing to do with the question either. i'm talking about income income income.
"mx - b" is the theme idea. if xfering gives you a higher m (i.e. rate), it's totally worth the loss in mining time while xfering, "b", and we know that b is small relative to mx in the long run.
sorry it wasn't really a question, i know this to be true and what i'm really wondering is why top level player's don't realize this.
Xfering to natural is a residual habit from BW, but they forget the basis on which that was true in BW - 2nd worker on a patch incurred a wait time, so xfering excess workers resulted in a higher efficiency for those xfered workers. In other words, for those drones xfered in BW, the mining rate, m, was higher at the natural, rather than at the crowded main. In SC2, the improved mining efficiency per worker by xfering is only true for the 3rd worker. (xfering to natural only has the effect that you mine out your main later, thereby sustaining a higher income rate way later in the game at the sacrifice of income in the early game. and it's debatable whether that is worth the sacrifice in money now, with all the variation and mis-mAcro that happens by the time your main runs out. - but this is another topic). the REAL KEY REASON for xfering is that the mining rate for the workers trasnfered is higher at the new base FOR THOSE WORKERS. this is true for the 3rd workers on a blue patch, and 12 workers going to a gold base.
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On March 27 2011 17:26 Encrypto wrote: What do Flyer Attack Upgrades do for Brood Lords? I know ground attacks affect broodlings, but how do the air attacks help? Brood Lords use Broodlings as their attack. Unupgraded, when the broodling first hits a target, it does 20 damage.
So Flyer Attack Upgrades would increase that first broodling strike by 2. So once upgraded, Brood Lords would do 22 (Level 1), 24 (Level 2), and 26 (Level 3) damage. And then the broodlings proceed to do their own damage.
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On March 27 2011 16:30 underdawg wrote:Show nested quote +On March 27 2011 15:42 lololol wrote:On March 27 2011 09:12 MuffinCookie wrote:On March 26 2011 21:07 FinnGamer wrote: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. I stand corrected. He's actually incorrect, the gather rates are roughly equal, because the time workers spend inside a refinery is shorter than time spent taking a chunk of minerals. so then every refined terran build should include marines/hellions to be well rounded, since they are the only mineral heavy units?
Not necessarily because you are making SCVs and supply depots.
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On March 27 2011 17:31 waffling1 wrote:Show nested quote +On March 27 2011 16:23 underdawg wrote:On March 27 2011 16:21 waffling1 wrote: Question: if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)
if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold? well they drop all mules there and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules the issue isn't with any of that. mules is only for terran. But for all races, i assert that you want to xfer saturate that gold immediately (2 per patch at least). my concern is economics, not safety, hence the assumption to preclude any discussion on safety. again repair has nothing to do with the question either. i'm talking about income income income. "mx - b" is the theme idea. if xfering gives you a higher m (i.e. rate), it's totally worth the loss in mining time while xfering, "b", and we know that b is small relative to mx in the long run. sorry it wasn't really a question, i know this to be true and what i'm really wondering is why top level player's don't realize this. Xfering to natural is a residual habit from BW, but they forget the basis on which that was true in BW - 2nd worker on a patch incurred a wait time, so xfering excess workers resulted in a higher efficiency for those xfered workers. In other words, for those drones xfered in BW, the mining rate, m, was higher at the natural, rather than at the crowded main. In SC2, the improved mining efficiency per worker by xfering is only true for the 3rd worker. (xfering to natural only has the effect that you mine out your main later, thereby sustaining a higher income rate way later in the game at the sacrifice of income in the early game. and it's debatable whether that is worth the sacrifice in money now, with all the variation and mis-mAcro that happens by the time your main runs out. - but this is another topic). the REAL KEY REASON for xfering is that the mining rate for the workers trasnfered is higher at the new base FOR THOSE WORKERS. this is true for the 3rd workers on a blue patch, and 12 workers going to a gold base. Following up on the "mx - b" idea, could you possibly graph this? Or is this not slope-intercept form?
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