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On February 10 2012 13:44 PinheadXXXXXX wrote: if you want to post a replay of yourself to get advice where on the forum would you do it?
Create a new post in the strategy section with your own analysis and your replay and put [H] in the title, guidelines are listed here:
Sc2 Strategy Forum Guidelines
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On February 10 2012 14:47 PMIgrinder wrote: When going for 4-gate blink+obs PvP, when do you cut probes? I believe it's around 26 mining. I might be slightly off I haven't done that build in hell of a long time >< but I'm pretty sure.
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Terran question. Am I right in saying that if I go mech, of course it is going to be (generally) a long, macro game. Whereas if I go bio I can finish the game faster?
It is well known that generally, mech are long macro games, whereas bio is more aggressive, am I right?
So, is there any way I can go mech and still be able to finish games early? I think mech needs 200/200 or close to be strong..?
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PvT
how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus?
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On February 11 2012 07:25 sep121 wrote: PvT
how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus?
You need good forcefields. Spread the Terran army, don't let more than half of it engage your small troop and you should be fine. Sentries a MUST in PvZ and PvT, never forget them :D
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i saw a thread in which a player has some precise data (written by a software i think) oh his win % of every match up.. how can i have these type of data? if it is possible to have them.
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On February 11 2012 07:59 Tribuno wrote: i saw a thread in which a player has some precise data (written by a software i think) oh his win % of every match up.. how can i have these type of data? if it is possible to have them.
It was more than likely by using Sc2gears.
https://sites.google.com/site/sc2gears/
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Around what league should one start to really learn build orders. Right now, I have about a build-order per matchup and I'm focusing mostly on keeping my macro going while doing stuff like scouting and harassing. I'm in low platinum (I expect to get demoted next season), but I was wonder around what league do players start to have a bunch of really clean perfect builds that cover like the first 10 minutes of a game.
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On February 11 2012 09:08 badDogma wrote: Around what league should one start to really learn build orders. Right now, I have about a build-order per matchup and I'm focusing mostly on keeping my macro going while doing stuff like scouting and harassing. I'm in low platinum (I expect to get demoted next season), but I was wonder around what league do players start to have a bunch of really clean perfect builds that cover like the first 10 minutes of a game.
More than two each matchup? High master. You could even argue GM, as it's rare that you will meet the same people reguarly until you are at top master/GM level
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On February 11 2012 07:31 SonOfBoxer wrote:Show nested quote +On February 11 2012 07:25 sep121 wrote: PvT
how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus? You need good forcefields. Spread the Terran army, don't let more than half of it engage your small troop and you should be fine. Sentries a MUST in PvZ and PvT, never forget them :D
so then all stalker/sentry army? my zealots will get lost in the forcefields and easily picked off? i usually only have about 4 zealots anyways.
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On February 11 2012 10:15 sep121 wrote:Show nested quote +On February 11 2012 07:31 SonOfBoxer wrote:On February 11 2012 07:25 sep121 wrote: PvT
how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus? You need good forcefields. Spread the Terran army, don't let more than half of it engage your small troop and you should be fine. Sentries a MUST in PvZ and PvT, never forget them :D so then all stalker/sentry army? my zealots will get lost in the forcefields and easily picked off? i usually only have about 4 zealots anyways. You still want zealots to chop away at the half of the army that you have forcefielded close to your army. They are incredibly effective in that instance because there is nowhere to kite away.
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are those 5-7-gate timing push strategies that came quite into fashion the new "4-gate" simply better?
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On February 11 2012 10:15 sep121 wrote:Show nested quote +On February 11 2012 07:31 SonOfBoxer wrote:On February 11 2012 07:25 sep121 wrote: PvT
how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus? You need good forcefields. Spread the Terran army, don't let more than half of it engage your small troop and you should be fine. Sentries a MUST in PvZ and PvT, never forget them :D so then all stalker/sentry army? my zealots will get lost in the forcefields and easily picked off? i usually only have about 4 zealots anyways.
This isn't really a simple question but... Generally most builds will have an infrastructure of 3-4 gates and a robo off 2 base before you get your upgrades, ht, or colossus. Make 1-2 obs to scout. If you think he's going to bust your front you want mostly zealots + sentries and maybe immortals. If he is getting medivacs you should add some stalkers and position them so they can quickly move to deal with a drop or join an attack at the front of your base. Use your obs to spot where he's going to attack/drop and split your army to make sure you can defend. Don't over make stalkers though they're pretty weak in a fight vs terran zealots, sentries, and immortals are much stronger if he just tries to bust your front with his entire army.
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On February 11 2012 11:54 looken wrote: are those 5-7-gate timing push strategies that came quite into fashion the new "4-gate" simply better? Explain?
Are you asking if they are the new "four-gate?" Are you asking if the 5-7 gate timings are better than the 4 gate?
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When is a mineral line considered saturated? I know gas is saturated at 3 workers, but is there a set number for saturating a mineral line?
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On February 11 2012 12:41 MadeOfPotato wrote: When is a mineral line considered saturated? I know gas is saturated at 3 workers, but is there a set number for saturating a mineral line? optimally saturated = 2 probes per mineral patch = 16 on a base with 8 patches fully saturated = 3 probes per mineral patch = 24 on a base with 8 patches
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If your SCV scouts 3gate robo (no expo) around 5-5:30, are there any telltale signs to distinguish between warp prism play and immortal bust? Or should I scan around 6?
Also, I've been following drewbie's 1raxFE -> 4rax TvP build, but I've been finding that as I get higher in diamond, the 10-11 minute +1/CS/Stim/Conc. push can get easily zoned out by FFs and then I can't really pressure because of slower medivacs. Would 1raxFE -> 3rax + faster medivacs be a better macro build?
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On February 11 2012 12:31 coriamon wrote:Show nested quote +On February 11 2012 11:54 looken wrote: are those 5-7-gate timing push strategies that came quite into fashion the new "4-gate" simply better? Explain? Are you asking if they are the new "four-gate?" Are you asking if the 5-7 gate timings are better than the 4 gate? well from my own (limited) experience, but mainly from what i see in tournaments, it seems like those strategies are kind of a 2-base "4-gate", simply with more tech and/or (obviously) more gates, depending on which build you do. but from how it is played and how you have to defend it, it reminds me alot of the 4 gate how it was several months ago, exept that it looks much much stronger.
i dont know if i should have opend a seperate thread about this, but i felt like it would end in a huge balance/flame-war. so i thought i'd just ask here
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What's the fastest way to reset the game for any map?
By reset mean doing something that "-r" does in YABOT maps.
I want to be able to do it in ladder maps (single player).
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On February 11 2012 13:38 HermiT wrote: If your SCV scouts 3gate robo (no expo) around 5-5:30, are there any telltale signs to distinguish between warp prism play and immortal bust? Or should I scan around 6?
Also, I've been following drewbie's 1raxFE -> 4rax TvP build, but I've been finding that as I get higher in diamond, the 10-11 minute +1/CS/Stim/Conc. push can get easily zoned out by FFs and then I can't really pressure because of slower medivacs. Would 1raxFE -> 3rax + faster medivacs be a better macro build? Warp prism plays are fairly hard to distinguish in that you can load a variety of different units to drop the T, so gas timings and chrono's could mean many different things. I prefer to keep a few marines patrolling in the back if I have vision in front of my base, just in case. Immortal busts can be characterized as more stalker heavy due to gas expenditure on immortals, so keep an eye out for that.
Have you considered doing a demuslim style 4rax (I believe, dont quote me on it) marine push to kill sentries, allowing for a sick mmm push later in the game if you are having difficulties with sentries? If not, don't engage against an army that can zone you, use drop play and harassment to gain an advantage going into the mid/late game.
In terms of the 3rax faster medivacs vs 4rax, I prefer 3rax personally in that drops are faster, but it is difficult to argue which one is technically better for macro. One gives you more infantry, one gives you tech. I think it is best to play the game by scouting to see what your opponent is up to. Say you scout a 1gate fe into 5gate robo or something along those lines, having a faster starport allows for more medivacs earlier and a faster switch into viking production to counter colo's(make sure to scout robo bay tho )
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