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On February 14 2012 06:24 Grayboosh wrote: How many baneling hits does it take to kill a morphing baneling cocoon?
It takes 3 for the 50 health cocoon at 20 damage each as it looses it's light attribute.
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which and how many total units in the game can do the "/cheer" and "/dance" command? pretty sure its only tier 1 but am i wrong?
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Does the bonus pool start at the reset or when you complete your placements? Aka if I wait until the weekend to do my placements does that mean I still accumulate bonus pool until then?
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On February 15 2012 09:28 Mvrio wrote: which and how many total units in the game can do the "/cheer" and "/dance" command? pretty sure its only tier 1 but am i wrong? I don't know the exact units but I know for sure that it is not limited to the Tier 1 units. Units I know off the top of my head: Marine, Zealot, Zergling, High Templar, Ultralisk, Thor
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On February 15 2012 11:03 envisioN . wrote:Show nested quote +On February 15 2012 09:28 Mvrio wrote: which and how many total units in the game can do the "/cheer" and "/dance" command? pretty sure its only tier 1 but am i wrong? I don't know the exact units but I know for sure that it is not limited to the Tier 1 units. Units I know off the top of my head: Marine, Zealot, Zergling, High Templar, Ultralisk, Thor
Only one you forgot was Marauder.
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On February 15 2012 10:59 Condor Hero wrote: Does the bonus pool start at the reset or when you complete your placements? Aka if I wait until the weekend to do my placements does that mean I still accumulate bonus pool until then?
The bonus pool starts acculumating at the same rate for everyone from the start of the season. If you place mid way through the season your bonus pool will be acculumated just as much as someone who did their placement and then never played anymore. Playing more games does not increase your bonus pool.
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Is there a hotkey for auto-repair?
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ALT+A if Grid. I guess it's ALT+R if u are using standard.
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I just got the game 2 days and one of the things I've been focusing on is keybindings.
In particular I'm having issues with control groups... my question is, can you make it so a certain unit will always be a certain hotkey? Like marines will always be on 1? I guess it's just practice maybe, but I'm finding it very clunky to control click a unit, shift 1 and then having to add every new unit to the group from then on
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On February 15 2012 17:32 Zany wrote: I just got the game 2 days and one of the things I've been focusing on is keybindings.
In particular I'm having issues with control groups... my question is, can you make it so a certain unit will always be a certain hotkey? Like marines will always be on 1? I guess it's just practice maybe, but I'm finding it very clunky to control click a unit, shift 1 and then having to add every new unit to the group from then on No, you have to add units manually to your control groups. You'll get used to it, it's really not that hard. You wouldn't want your units to be auto-bound upon being produced in any case, because there are a lot of situations where you want parts of your army to be in different locations.
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Hi guys. Ghost nuke cast range, what is it, is it 13? And as for photon cannons/ spores detection range, what is it? Is it possible that the cannon may detect my ghosts, yet they cannot shoot the ghosts? Or as soon as cannons see ghosts, they can fire at them? I think cannons have 7 range right? But what is their detection range? If the detection range is 8 or above, then the cannons may not shoot my ghosts but my ghosts will be visible to the P army right?
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How do you transfer your workers to your natural (for example FFE). Are there some advantages im not seeing to the half / half split or is Rallying the rest to your natural minerals not just better, once your saturated at yo main
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On February 15 2012 22:58 DontLoseSightOfIt wrote: Hi guys. Ghost nuke cast range, what is it, is it 13? And as for photon cannons/ spores detection range, what is it? Is it possible that the cannon may detect my ghosts, yet they cannot shoot the ghosts? Or as soon as cannons see ghosts, they can fire at them? I think cannons have 7 range right? But what is their detection range? If the detection range is 8 or above, then the cannons may not shoot my ghosts but my ghosts will be visible to the P army right? As far as I know it detects anything in it's sight, which is 11. So yes it would easily be possible for the ghost to be out of firing range, but in detection range of the cannon.
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On February 15 2012 22:58 DontLoseSightOfIt wrote: Hi guys. Ghost nuke cast range, what is it, is it 13? And as for photon cannons/ spores detection range, what is it? Is it possible that the cannon may detect my ghosts, yet they cannot shoot the ghosts? Or as soon as cannons see ghosts, they can fire at them? I think cannons have 7 range right? But what is their detection range? If the detection range is 8 or above, then the cannons may not shoot my ghosts but my ghosts will be visible to the P army right? A little research wouldn't kill you.
Nuke Range: http://wiki.teamliquid.net/starcraft2/Tactical_Nuke Photon cannon vision/firing range: http://wiki.teamliquid.net/starcraft2/Photon_Cannon
And yes, if a photon cannon's vision is greater than its firing range, then there is a band around the cannon in which a Ghost might stand and be detected but not get shot at by the cannon.
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On February 15 2012 23:42 weikor wrote: How do you transfer your workers to your natural (for example FFE). Are there some advantages im not seeing to the half / half split or is Rallying the rest to your natural minerals not just better, once your saturated at yo main This is a subject of some disagreement. The maximum number of minerals that you can get in the shortest amount of time is to transfer workers until you have 16 on minerals at your main, then to rally from your main until you have 16 at your natural. There are reasons you might not want to do this, however, for example if you anticipate needing to pull workers to hold a push.
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On February 15 2012 17:32 Zany wrote: I just got the game 2 days and one of the things I've been focusing on is keybindings.
In particular I'm having issues with control groups... my question is, can you make it so a certain unit will always be a certain hotkey? Like marines will always be on 1? I guess it's just practice maybe, but I'm finding it very clunky to control click a unit, shift 1 and then having to add every new unit to the group from then on
You can set your rally point of barracks to an area and then ctrl click or double click marines. This selects all the marines in the area, so you can use this as opposed to shift clicking.
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Is there a build order floating around for the 4 immortal push thats been wrecking terrans in the GSL recently?
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Where can I find bronze/silver player to play custom games with them?
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If u have workers/army in the same group is there a way to shift click or something just once on just the workers and ull automatically just get the workers or do you have to shift and indivudually click each unit u dont want in the group? I thought i saw polt do it on his stream im not sure
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Should I play after what i scout, or should i always have a build which i decide before I search for a game or at the start of the game?
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