|
On February 17 2012 09:27 TheNikeTan wrote: sorry for the vague.
in PvZ is FFE 6gatelvl1 push/all-in dead now? whenever i get my first warp in ~8:00 the zerg seems to have unmanageable amounts of roaches/lings, even if they had expanded to a 3rd. this happened many games.. just wondering if this is not possible to do anymore. when it fails i usually just transition into 2stargate and expand off of voids
Really depends on what rating in masters you're queuing within. It should not beat a 3 hatch roaching player who cuts drones early to produce roaches around the time of a 6 gate. A 6 gating player will still have the capacity to forcefield and put themselves into the clutch position of being between the third and reinforcements.
It can still work, it just takes better control. All you have to do is kill the third. Then make extra sentries if you lost them, a cannon or two, and begin teching/probing/preparing for a third, cause you're now even (unless you made probes early/killed a lot of drones in which case you're ahead).
|
ZvT, what is the most cost efficient method of breaking down Terran wall-in? (talking very early game, but not 6-pool early)
|
On February 17 2012 23:33 Nibirue wrote: ZvT, what is the most cost efficient method of breaking down Terran wall-in? (talking very early game, but not 6-pool early) banelings or roaches but you really shouldnt try. Just deny their 2nd base instead and get a massive army lead.
|
On February 17 2012 16:25 IstgG wrote: how do i beat an 8pool as ZvZ it has happened to me so many times now. i watch replay and i cant fend off the first 6 lings without being below in resources. and the opponent always transitions out so perfectly. the 8pool is very discouraging reason to play starcraft for me now.. You need to explain the situation a little more clearly.
What is your opening? Why are you below in resources? How is your drone micro? You shouldn't lose any workers with good micro.
|
Really simple; is it posible to wall of at the bottom of the ramp in Korhal Compound? For some reason I keep failing at it
|
Which upgrades affect auto turrets? Are there any upgrades that increase the damage done by auto-turrets, or just range/armor?
|
On February 18 2012 03:47 whoopingchow wrote: Which upgrades affect auto turrets? Are there any upgrades that increase the damage done by auto-turrets, or just range/armor?
Auto-Turret
Edit: They don't gain damage from any attack upgrades.
|
Do spore crawlers detect when they begin to root or finish rooting? For some reason, I think it's when they start to root, but that just doesn't seem right.
|
|
|
correct me if i am wrong but this is the catz/destiny 7pool overlord build to stop ffe http://www.sc2replayed.com/replay-videos/18011 just want to make sure i was right for laughing at him for calling my 5 gate a faggot allin build after beating him after what i figured was a 6/7 pool
|
On February 18 2012 02:18 milodon wrote: Really simple; is it posible to wall of at the bottom of the ramp in Korhal Compound? For some reason I keep failing at it yeah you can block it with barracks/supply depot or pylon and forge
|
Hi guys
How/what is your secret of securing a 3rd base SAFEly? My priority is safety, then perhaps time (securing 3rd quite soon)
My strategy involves something with heavy gas investment...so that is why I need to take my 3rd base gases....with this, I can feel much more confident in executing my strategies.
Normally with 2 bases, I can defend both fairly well. But with 3rd base....it gets hard because the concave/space for the enemy to attack 1 of my bases is so much bigger.
So, what is your secret of securing a 3rd SAFEly?
Thank you!
|
On February 18 2012 22:10 DontLoseSightOfIt wrote: Hi guys
How/what is your secret of securing a 3rd base SAFEly? My priority is safety, then perhaps time (securing 3rd quite soon)
My strategy involves something with heavy gas investment...so that is why I need to take my 3rd base gases....with this, I can feel much more confident in executing my strategies.
Normally with 2 bases, I can defend both fairly well. But with 3rd base....it gets hard because the concave/space for the enemy to attack 1 of my bases is so much bigger.
So, what is your secret of securing a 3rd SAFEly?
Thank you! Starcraft is hard; there is no easy answer to this question. Especially because you haven't told us what your race or your opponent's race is, what map you're playing on, or what your strategies are.
|
On February 18 2012 22:10 DontLoseSightOfIt wrote: Hi guys
How/what is your secret of securing a 3rd base SAFEly? My priority is safety, then perhaps time (securing 3rd quite soon)
My strategy involves something with heavy gas investment...so that is why I need to take my 3rd base gases....with this, I can feel much more confident in executing my strategies.
Normally with 2 bases, I can defend both fairly well. But with 3rd base....it gets hard because the concave/space for the enemy to attack 1 of my bases is so much bigger.
So, what is your secret of securing a 3rd SAFEly?
Thank you! So apparently you're looking for an answer that doesn't take into consideration what race you are, or what race your opponent is. In that case, I can only provide a really vague answer which is to simply take your 3rd the moment you confirm your opponent is not doing an all-in / pressure that you can't hold otherwise.
|
Sorry, I am a Terran. Well, I would love to know for Zerg and Protoss. So the timing of getting 3rd base differs?
|
On February 18 2012 22:59 DontLoseSightOfIt wrote: Sorry, I am a Terran. Well, I would love to know for Zerg and Protoss. So the timing of getting 3rd base differs? Yes, and even knowing your race, this isn't a simple question with a simple answer. If you scout an all-in, you can't ever take a third. If you scout a fast expand PvT, you can try taking a very fast third.
Like I said before: Starcraft is hard. If it were easy to know when it was safe to expand, we would tell you, but it's really not. PvZ offers a great example, in that there is actually a window when Z is getting Mutalisks when it is safe to expand to a third, but then it's not safe to expand any more once the Mutalisks show up. It's not even as easy as saying "after X time", it's more like "on big maps, when you did strategy A, if your opponent is playing like B, then there is a good timing to expand after you get C", where C is usually tech or a wave of units.
A rough rule, to turn this into a simple answer, is pretty much what the guy before me said. You are safe to expand if your opponent can't kill you before the expansion pays for itself and starts benefiting you. That can be because you just won a battle and know you can't be attacked, or because you just got a tech (like getting a first Colossus in a standard PvT) that makes your army significantly more cost efficient, so that you can still defend even if you don't invest all your money into units.
When expansions are safe is something you learn by experience. Generally a good build that isn't all-in off of one or two bases has a third timing built into it, which is usually (but not always) such that you hit a timing of some kind, move out with an army, and expand behind the attack. The logic is that your army just got a bunch stronger, allowing you to do (or at least threaten) a bunch of damage, and your opponent is forced to defend until the pressure lets up, which pins his army in his base and keeps your third safe.
The best way to know when to expand is really just to experiment with it. Try expanding every 5 minutes every game, no matter what, and see how that goes. You'll get a feel for what situations make an expansion unsafe. Watch some pro games and see when they expand (in a lot of games, every 5 minutes is actually pretty close to the mark), and figure out what they're doing that makes the expansion safe. Are they getting a tech right before they expand? Did they just kill a bunch of enemy units?
|
protoss player here
i've restarted to play after a frustration break of 14 weeks and was seeded in diamond (and i lose SO much because my skill dropped much, i think) many of my losses result in stupid battles, i shouldnt have taken. but how do i know which fight to take and which fight to run away from?
i have problems calculating the odds of the battle with factors like positioning, unit mixes, upgrades on the fly. if i watch the replay i totally know why i should have avoided a fight. but ingame i seem to cant handle the situation right. are there any advices on this topic?
|
Masters Protoss here
How do I defend against a hydra timing after I forge fe? it seems like they can just shred my walls and that I cant get aoe in time. Also kiind of the same problem but hydra ling timings too and nydus hydra ling seems to counter forge fe even if they dont get the nydus in my base?
|
Might have already been asked but what's the best way to do the marine stutter-step micro?
|
On February 19 2012 04:49 Drowzee wrote: protoss player here
i've restarted to play after a frustration break of 14 weeks and was seeded in diamond (and i lose SO much because my skill dropped much, i think) many of my losses result in stupid battles, i shouldnt have taken. but how do i know which fight to take and which fight to run away from?
i have problems calculating the odds of the battle with factors like positioning, unit mixes, upgrades on the fly. if i watch the replay i totally know why i should have avoided a fight. but ingame i seem to cant handle the situation right. are there any advices on this topic? Unfortunately, not a simple question with a simple answer. All of the factors that you mention are important, and you need to just get a lot of experience to understand what fights you can win.
|
|
|
|
|
|