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On February 16 2012 04:24 kc wrote: 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
If you have workers and multiple different types of army units selected, then hold Ctrl + click a worker wire frame and you will be left with only the workers selected.
If you have workers and multiple different types of army units selected, then hold Ctrl + Shift + click a worker, and you will be left with everything but the workers.
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On February 16 2012 04:28 Es3ftw wrote: 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?
Why scout if you aren't going to use the information obtained ? That's what your scouting for, to see if what your opponent is doing requires an adjustment to what you are doing.
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On February 16 2012 04:47 Kaitlin wrote:Show nested quote +On February 16 2012 04:28 Es3ftw wrote: 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? Why scout if you aren't going to use the information obtained ? That's what your scouting for, to see if what your opponent is doing requires an adjustment to what you are doing.
Who said I'm not going to use the information? My question was if i should either scout and then decide what to do after what I see, or should i just have a plan for the whole game before i play? because day 9 always talk about scouting without scouting where you look at your opponents units and then decide what to do, and other players for example my friends who is diamond and master, tells me that you must always have a plan before you play the game.
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What would counter mass crawler? Fast expand, turtle with crawlers, rinse and repeat. Overlords poop in preperation to securing an expansion. Bang for the buck crawlers are more efficient than most other offensive unit. As a structure it doesn't count against the 200 limit and each would need to be destroyed before you lose.
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On February 16 2012 06:01 borg286 wrote: What would counter mass crawler? Fast expand, turtle with crawlers, rinse and repeat. Overlords poop in preperation to securing an expansion. Bang for the buck crawlers are more efficient than most other offensive unit. As a structure it doesn't count against the 200 limit and each would need to be destroyed before you lose.
Any siege unit like a tank, broodlord and colossus destroys these buildings because the buildings do not have enough range to attack.
But really, mobility is the key when your opponent goes for this sort of style. Harass wherever you can. If they are turtling too hard, expand more than them. If you can make more stuff than them and trade semi-well, you've already won the game.
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On February 16 2012 05:36 Es3ftw wrote:Show nested quote +On February 16 2012 04:47 Kaitlin wrote:On February 16 2012 04:28 Es3ftw wrote: 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? Why scout if you aren't going to use the information obtained ? That's what your scouting for, to see if what your opponent is doing requires an adjustment to what you are doing. Who said I'm not going to use the information? My question was if i should either scout and then decide what to do after what I see, or should i just have a plan for the whole game before i play? because day 9 always talk about scouting without scouting where you look at your opponents units and then decide what to do, and other players for example my friends who is diamond and master, tells me that you must always have a plan before you play the game.
I would suggest doing both. Have a plan for your first 15 or so supply that can hold off any cheese, and have a lategame plan (what your perfect army would look like in the lategame). If you scout things like tech, allins, pressure, and expansions, react accordingly. A perfect example of this is building an overseer when you scout a DT shrine, or cutting probes when you see your opponent barrelling down the front with 20 SCVs in the mix.
Day9 is talking about something completely different; when you are using what your opponent has to understand what he CAN be doing. This helps you understand which of the above may be coming. For example, you know that if he delays gas, he cannot have a banshee up very quickly. This means that he can have a faster expansion up, and a lot of marines early on, but he can only be teching slowly. This is reading your opponent smartly; even though your opponent could just be bad and delay his gas 10 minutes, he can't break the rules of the game and build a reaper without vespene.
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should I worry about my slow apm? that is if my macro, micro etc. is better than my opponent but my apm is way slower than all of my opponents who I beat.
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On February 16 2012 08:24 PinheadXXXXXX wrote: should I worry about my slow apm? that is if my macro, micro etc. is better than my opponent but my apm is way slower than all of my opponents who I beat. I made masters with 50apm several seasons ago back with the old apm thingy.
Don't worry about it at all. Just focus on your mechanics, awareness, etc. APM is an indication on how well you do these things but there are exceptions. My friend in diamond has terrible awareness but has over 150apm (indicated by sc2gears) and not surprisingly lots of it is redundant. Mine is around 120 now but I have a very low redundancy rate.
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On February 16 2012 05:36 Es3ftw wrote:Show nested quote +On February 16 2012 04:47 Kaitlin wrote:On February 16 2012 04:28 Es3ftw wrote: 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? Why scout if you aren't going to use the information obtained ? That's what your scouting for, to see if what your opponent is doing requires an adjustment to what you are doing. Who said I'm not going to use the information? My question was if i should either scout and then decide what to do after what I see, or should i just have a plan for the whole game before i play? because day 9 always talk about scouting without scouting where you look at your opponents units and then decide what to do, and other players for example my friends who is diamond and master, tells me that you must always have a plan before you play the game. I think it's a bit of a preference on where you draw the line, but generally most players walk into a game knowing what they'll be doing, and only deviate when it would be prudent to do so. I walk into every game knowing exactly how I want it to go down and only deviate when in face of an all-in I wouldn't be able to hold otherwise.
Not supply for supply, but general themes like: PvT 1Gate FE -> Fast Colossus -> double upgrades -> blink/charge -> 3rd base -> archon/storm
You can walk into a game with a general plan like that, but ofc if you scout say, a 1/1/1, you obviously have to react accordingly
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Hey,noob question:if i have 2-2 marines and my armory(and/or engineer bay) gets destroyed do i lose my upgrades?
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On February 16 2012 09:38 I_like_hydras wrote: Hey,noob question:if i have 2-2 marines and my armory(and/or engineer bay) gets destroyed do i lose my upgrades?
No. You keep the upgrades that are done researching. If a building is killed while it is in the middle of researching an upgrade, the upgrade does not finish and subsequently you don't have it. Once you already have an upgrade researched it does not go away.
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On February 16 2012 09:38 I_like_hydras wrote: Hey,noob question:if i have 2-2 marines and my armory(and/or engineer bay) gets destroyed do i lose my upgrades?
Nah, you keep any upgrades. Edit: Ninja'd.
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Ok,thanks guys
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does anyone know how to make a good guide? i have been working on a guide but i don't know how to make it look all nice and stuff with hidden content and what not. thanks
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is it a bug that when i have multiple command centers selected, and i press "lift" they all lift?
its like not smart casted.... is that a bug?
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what is the bread n butter build for TvT??
a pretty safe build for a standart game, like reactor hellion expand against zerg
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On February 16 2012 10:14 Allred wrote: does anyone know how to make a good guide? i have been working on a guide but i don't know how to make it look all nice and stuff with hidden content and what not. thanks Pictures are always nice in guides, as long as the guide isn't FLOODED with pictures. Also, if you are dividing your guide into several sections, use the spoiler tag to separate things of different topics.
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Hi guys, after watching pros play.....most of the time their main screen is on the units doing aggression. They only look at their bases to build things, check things, add ons, mules and that is it! Am I right? After they do this they change back to their hellions/or whatever harass squads they have and harass. So in other words pros spend most of their time on their units, instead of looking at their own base? THat way they can be much more aggressive instilling fear on the opponent and also gives them map control right?
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On February 16 2012 10:39 Aewawa wrote: what is the bread n butter build for TvT??
a pretty safe build for a standart game, like reactor hellion expand against zerg A 1 rax expand into 3 rax plus double gas plus factory(s) into siege tank production works quite nicely ir you can hold off any agression, especially on a large map with tight choke into the natural. It will work on almost any map though, but something like Metalopolis.
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On February 16 2012 11:26 DontLoseSightOfIt wrote: Hi guys, after watching pros play.....most of the time their main screen is on the units doing aggression. They only look at their bases to build things, check things, add ons, mules and that is it! Am I right? After they do this they change back to their hellions/or whatever harass squads they have and harass. So in other words pros spend most of their time on their units, instead of looking at their own base? THat way they can be much more aggressive instilling fear on the opponent and also gives them map control right? The pros do this because they have built up the multi-tasking ability to be looking at their units and STILL never miss a probe/scv/inject. These things are much more important to your overall game, but once you can do them without constantly looking at your base, then it is better to control your units. However, if you can't do these things perfectly while controlling your units, it is better to be doing those things perfectly and not harassing than it is to be doing those things imperfectly while harassing.
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