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Simple Questions Simple Answers - Page 552

Forum Index > StarCraft 2 Strategy
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Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
February 10 2012 06:00 GMT
#11021
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
Forbidden17
Profile Joined December 2011
666 Posts
February 10 2012 08:04 GMT
#11022
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.
dynwar7
Profile Joined May 2011
1983 Posts
February 10 2012 13:09 GMT
#11023
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..?
Regarding the imbalance, hilarious to see Zergs defending themselves....
sep121
Profile Joined February 2012
United States11 Posts
February 10 2012 22:25 GMT
#11024
PvT

how do i counter/stay alive vs marine marauder medivacs before i have high temps or collossus?
SonOfBoxer
Profile Joined December 2011
Korea (South)62 Posts
February 10 2012 22:31 GMT
#11025
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
No Pain, No Gain.
Tribuno
Profile Joined August 2011
Italy261 Posts
February 10 2012 22:59 GMT
#11026
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.
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
February 10 2012 23:56 GMT
#11027
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/
♥ Liquid`Sheth ♥ Liquid`TLO ♥
badDogma
Profile Joined August 2010
United States106 Posts
February 11 2012 00:08 GMT
#11028
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.
A genius cannot defeat someone who works hard. Someone who works hard cannot defeat someone who enjoys their work. -- Rain
Kui
Profile Joined February 2011
United Kingdom88 Posts
February 11 2012 00:10 GMT
#11029
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
"I told you I was ill." -Written on Spike Milligan's Gravestone.
sep121
Profile Joined February 2012
United States11 Posts
February 11 2012 01:15 GMT
#11030
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.
envisioN .
Profile Joined February 2011
United States552 Posts
February 11 2012 01:17 GMT
#11031
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.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
looken
Profile Joined September 2011
727 Posts
Last Edited: 2012-02-11 03:00:03
February 11 2012 02:54 GMT
#11032
are those 5-7-gate timing push strategies that came quite into fashion the new "4-gate" simply better?
"Jingle Bells, Tasteless smells" Artosis 17.12.15
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2012-02-11 03:17:15
February 11 2012 03:07 GMT
#11033
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.
coriamon
Profile Joined August 2011
244 Posts
February 11 2012 03:31 GMT
#11034
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?
MadeOfPotato
Profile Joined February 2012
United States30 Posts
Last Edited: 2012-02-11 03:42:24
February 11 2012 03:41 GMT
#11035
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?
Forbidden17
Profile Joined December 2011
666 Posts
February 11 2012 03:47 GMT
#11036
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
HermiT
Profile Blog Joined December 2011
United States11 Posts
February 11 2012 04:38 GMT
#11037
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?
looken
Profile Joined September 2011
727 Posts
February 11 2012 04:41 GMT
#11038
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
"Jingle Bells, Tasteless smells" Artosis 17.12.15
dama
Profile Joined August 2011
19 Posts
Last Edited: 2012-02-11 05:15:02
February 11 2012 05:13 GMT
#11039
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).
infinitely
Profile Joined December 2010
Canada89 Posts
February 11 2012 06:38 GMT
#11040
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 )
Don't forget your detection!
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