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Simple Questions Simple Answers - Page 555

Forum Index > StarCraft 2 Strategy
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Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
February 14 2012 14:47 GMT
#11081
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.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Mvrio
Profile Joined July 2011
689 Posts
February 15 2012 00:28 GMT
#11082
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?
On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
February 15 2012 01:59 GMT
#11083
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?
envisioN .
Profile Joined February 2011
United States552 Posts
February 15 2012 02:03 GMT
#11084
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
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
HardCorey
Profile Blog Joined May 2010
United States709 Posts
February 15 2012 03:49 GMT
#11085
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.
Don't Worry, Be Happy.
HardCorey
Profile Blog Joined May 2010
United States709 Posts
February 15 2012 03:50 GMT
#11086
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.
Don't Worry, Be Happy.
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
February 15 2012 05:54 GMT
#11087
Is there a hotkey for auto-repair?
Playing Protoss = Opponent owned
Krosta
Profile Joined September 2010
Norway437 Posts
February 15 2012 07:40 GMT
#11088
ALT+A if Grid. I guess it's ALT+R if u are using standard.
Zany
Profile Joined February 2012
Ireland1 Post
February 15 2012 08:32 GMT
#11089
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
AmericanUmlaut
Profile Blog Joined November 2010
Germany2596 Posts
February 15 2012 12:35 GMT
#11090
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.
The frumious Bandersnatch
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-02-15 13:58:52
February 15 2012 13:58 GMT
#11091
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?
Regarding the imbalance, hilarious to see Zergs defending themselves....
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 15 2012 14:42 GMT
#11092
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
cleecks
Profile Joined March 2011
Netherlands109 Posts
February 15 2012 15:00 GMT
#11093
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.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2596 Posts
February 15 2012 15:37 GMT
#11094
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.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2596 Posts
February 15 2012 15:39 GMT
#11095
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.
The frumious Bandersnatch
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
February 15 2012 15:48 GMT
#11096
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.
Playing Protoss = Opponent owned
Jaziek
Profile Joined July 2011
United Kingdom27 Posts
February 15 2012 18:32 GMT
#11097
Is there a build order floating around for the 4 immortal push thats been wrecking terrans in the GSL recently?
mazSackO
Profile Joined February 2012
Germany1 Post
February 15 2012 19:21 GMT
#11098
Where can I find bronze/silver player to play custom games with them?
kc
Profile Joined August 2006
Canada212 Posts
February 15 2012 19:24 GMT
#11099
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
Es3ftw
Profile Joined April 2011
Norway7 Posts
February 15 2012 19:28 GMT
#11100
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?
''Just fucking do it'' - djWHEAT
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