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Xiron
Profile Joined August 2010
Germany1233 Posts
March 27 2011 11:33 GMT
#1101
Everyone's saying the SCII scene is exploding right now, but where can i actually see this explosion? I wonder if its just exaggerated or it is indeed a fast growing scene?
"The way of life can be free and beautiful. But we have lost the way. " - Charlie Chaplin
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
Last Edited: 2011-03-27 11:55:39
March 27 2011 11:52 GMT
#1102
On March 27 2011 20:33 Xiron wrote:
Everyone's saying the SCII scene is exploding right now, but where can i actually see this explosion? I wonder if its just exaggerated or it is indeed a fast growing scene?

Look outside your window, if the E-sports gods are willing you're going the actual explosion of an SC2 icon, set to the theme of WCG's "Beyond The Game".

But seriously; The so called explosion, are the insane amounts of both big events (NASL, GSL, TSL, IGN-SL(?), IEM etc.) and smaller local or online ones. This coupled with the fact that we have several "oldschool" players just getting into the competitive scene, documents how SC2 is still gaining momentum (competitively). I don't have alot of data in terms of active players / spectators, but if we look at things like TSL, it's reasonable to assume that SC2 has quite "public" following.

But were not quite there yet, in terms of noticing SC2 in your daily life (outside of the community) - since E-sports is still quite a niche market.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
March 27 2011 12:00 GMT
#1103
On March 27 2011 16:38 tainted muffin wrote:
In PvT why do a lot of pros get a reactor on their first barracks instead of a tech lab?


A: Extra DPS from the marines makes it less vunerable to early game pressure/pushes such as 4 gate, voidray etc. and it allows for a more solid pressure in the early game as well. It's a more robust build to go reactor first.

It is vunerable to a chronobosted gateway where they do a quick push with 1 zealot and 1 stalker in close spots.
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
March 27 2011 12:01 GMT
#1104
On March 24 2011 11:40 squirm wrote:
I know this may seem like a dumb question but here goes.

during a ZvT.
how do you overcome a ramp block when they hav MMM and tanks at top?


A: You don't. Expand and tech more if they are turtling.
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
Mythito
Profile Joined January 2011
Canada230 Posts
March 27 2011 13:15 GMT
#1105
On March 27 2011 03:08 iChau wrote:
What is 1a2a3a? I can't find any accurate answers on google besides the fact that it's something about keyboards and control groups.


people usually have their attacking units on the 1, 2 and 3 control groups, and 'a' is the hotkey for attack, so it's basically saying you can just run all your units into their base without using spells/focus fire/regrouping/anything else strategic


On March 27 2011 17:31 waffling1 wrote:
Show nested quote +
On March 27 2011 16:23 underdawg wrote:
On March 27 2011 16:21 waffling1 wrote:
Question:
if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)

if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold?

well they drop all mules there

and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules


the issue isn't with any of that. mules is only for terran. But for all races, i assert that you want to xfer saturate that gold immediately (2 per patch at least). my concern is economics, not safety, hence the assumption to preclude any discussion on safety. again repair has nothing to do with the question either. i'm talking about income income income.

"mx - b" is the theme idea. if xfering gives you a higher m (i.e. rate), it's totally worth the loss in mining time while xfering, "b", and we know that b is small relative to mx in the long run.

sorry it wasn't really a question, i know this to be true and what i'm really wondering is why top level player's don't realize this.

Xfering to natural is a residual habit from BW, but they forget the basis on which that was true in BW - 2nd worker on a patch incurred a wait time, so xfering excess workers resulted in a higher efficiency for those xfered workers. In other words, for those drones xfered in BW, the mining rate, m, was higher at the natural, rather than at the crowded main. In SC2, the improved mining efficiency per worker by xfering is only true for the 3rd worker. (xfering to natural only has the effect that you mine out your main later, thereby sustaining a higher income rate way later in the game at the sacrifice of income in the early game. and it's debatable whether that is worth the sacrifice in money now, with all the variation and mis-mAcro that happens by the time your main runs out. - but this is another topic). the REAL KEY REASON for xfering is that the mining rate for the workers trasnfered is higher at the new base FOR THOSE WORKERS. this is true for the 3rd workers on a blue patch, and 12 workers going to a gold base.



what a huge generalisation.. i would bet almost all pros O* xfer their workers to a gold, and if they don't it's because there is too much action going on at that point of the game and they can't be bothered, or like was mentioned, terran can just throw down 12 mules which is easier and makes up for bad macro, similarily zerg can just make a big batch of drones all at once and direct them all to the gold and 25 seconds later it's fully saturated.

also xfering is not just a 'residual habit' from broodwar, you said yourself it mines out the main later, and that's really really important and THAT is why pros do it, not cuz it's a residual habit.
Did everything just taste purple for a second?
ppjjmm
Profile Joined December 2010
United States39 Posts
Last Edited: 2011-03-27 13:35:41
March 27 2011 13:32 GMT
#1106
Why should you transfer drones to expo?
be extremly subtle, even to the point of formlessness. be exremely mysterious, even to the point of soundlessness and you will be the director of your opponents fate
MuffinCookie
Profile Joined February 2011
China64 Posts
March 27 2011 14:22 GMT
#1107
On March 27 2011 22:32 PStaiN wrote:
Why should you transfer drones to expo?

So you can immediately start mining from the expansion and boost your economy.

15 drones at one base and 15 drones at another base will mine more than 30 drones in one base over time. We maynard (transfer) workers from a base with higher saturation to a base of lower (or no) saturation to reap the benefits of having an expansion. That expansion is a loss in resources until it pays for itself.

This is especially true for us Zergs because we are a macro race, and we need all the economy we can get to instantly spawn armies and roll over enemies.

Ok that's all I have to say.
Zoom out, and then zoom back in.
Jimbizzle
Profile Joined January 2011
England34 Posts
March 27 2011 14:24 GMT
#1108
Why do I see people like TLO forcing workers to mine on certain mineral patchs really early in the game, and what sort of benefits does he gain?
If you never try, you never fail.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
March 27 2011 14:30 GMT
#1109
On March 27 2011 23:24 Jimbizzle wrote:
Why do I see people like TLO forcing workers to mine on certain mineral patchs really early in the game, and what sort of benefits does he gain?


He does this on the mineral patches that are closer than filling all the patches first. I don't know exact numbers but I know something around 100 more minerals at the 7min mark then doing it the "regular" way. :D
Flying, sOs, free, Light, Soulkey & ZerO
MuffinCookie
Profile Joined February 2011
China64 Posts
Last Edited: 2011-03-27 14:35:02
March 27 2011 14:33 GMT
#1110
On March 27 2011 23:24 Jimbizzle wrote:
Why do I see people like TLO forcing workers to mine on certain mineral patchs really early in the game, and what sort of benefits does he gain?

I've seen it as just a habit he has, but my guess is he wants to saturate that one mineral patch fully before mining off of the untouched ones.

Maybe it's because he doesn't want to mine out all the patches at the same time later in the game, but one at a time, so he can still mine from his main and maybe transfer other drones to expansions.

Zoom out, and then zoom back in.
vahgar.r24
Profile Joined October 2010
India465 Posts
March 27 2011 15:16 GMT
#1111
Why do most pros go for roach mass army vs a stalker+sentry ball when stalkers do bonus damage to roach and outrage them ? Why not go speedlings + Hydralisk?
Somethings are just worth fighting for
iChau
Profile Joined December 2010
United States1210 Posts
March 27 2011 15:22 GMT
#1112
On March 28 2011 00:16 vahgar.r24 wrote:
Why do most pros go for roach mass army vs a stalker+sentry ball when stalkers do bonus damage to roach and outrage them ? Why not go speedlings + Hydralisk?


It's because roaches are cost-efficient. If you stutter step with roaches far enough to have most of the roaches shooting, you'll probably win even if the protoss has decent forcefields. Also, speedlings/hydralisks dies to colossi, and are only effective vs heavy immortals or 15 nex/forge fe.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
vahgar.r24
Profile Joined October 2010
India465 Posts
March 27 2011 17:40 GMT
#1113
On March 28 2011 00:22 iChau wrote:
Show nested quote +
On March 28 2011 00:16 vahgar.r24 wrote:
Why do most pros go for roach mass army vs a stalker+sentry ball when stalkers do bonus damage to roach and outrage them ? Why not go speedlings + Hydralisk?


It's because roaches are cost-efficient. If you stutter step with roaches far enough to have most of the roaches shooting, you'll probably win even if the protoss has decent forcefields. Also, speedlings/hydralisks dies to colossi, and are only effective vs heavy immortals or 15 nex/forge fe.


Thanks but then bonus damage was introduced for a reason..if not being used then -.-..

All the newbie guides talk about Build orders like 15 Hatch 14 pool and they infact follow BO's to a tee in the replays(sc2rep.com etc). But am having a hard time in ladder to copy these builds , its always get units asap and prepare for defence? Im right now silver zerg and Ive realized that nearly every game on ladder (EU atleast) is just about who rushes whom the fastest- either 3 rax agression or 4 warpgate . Think about it top replays the 2 guys will always safely expand at about 6 mns here in low ladder u get $#%$# if u spend 400k on a new CC..please help me fig this out!!

Somethings are just worth fighting for
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 27 2011 19:24 GMT
#1114
On March 25 2011 20:50 3nickma wrote:
Is it really true that I can't bind my custom hotkeys to my mouse buttons?

I've got a Razer DeathAdder Left-Hand edition mouse.


What exactly do you mean ? As in, "not allowed" ? Or, not possible ? I'm sure it's possible, as I've read elsewhere that the two buttons on the side are referred to in the hotkey setup as something like Back Mouse Button and Forward Mouse Button. I don't think Blizzard would have those in there if you weren't allowed to use them. I think the DeathAdder allows "macros" to be setup. As far as I've read, Blizzard is of the opinion that 1 click = 1 action is ok. 1 click = more than one action is not ok. Hopefully, this answered your question.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2011-03-27 22:26:53
March 27 2011 22:26 GMT
#1115
On March 27 2011 17:41 MuffinCookie wrote:
Show nested quote +
On March 27 2011 17:31 waffling1 wrote:
On March 27 2011 16:23 underdawg wrote:
On March 27 2011 16:21 waffling1 wrote:
Question:
if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)

if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold?

well they drop all mules there

and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules


the issue isn't with any of that. mules is only for terran. But for all races, i assert that you want to xfer saturate that gold immediately (2 per patch at least). my concern is economics, not safety, hence the assumption to preclude any discussion on safety. again repair has nothing to do with the question either. i'm talking about income income income.

"mx - b" is the theme idea. if xfering gives you a higher m (i.e. rate), it's totally worth the loss in mining time while xfering, "b", and we know that b is small relative to mx in the long run.

sorry it wasn't really a question, i know this to be true and what i'm really wondering is why top level player's don't realize this.

Xfering to natural is a residual habit from BW, but they forget the basis on which that was true in BW - 2nd worker on a patch incurred a wait time, so xfering excess workers resulted in a higher efficiency for those xfered workers. In other words, for those drones xfered in BW, the mining rate, m, was higher at the natural, rather than at the crowded main. In SC2, the improved mining efficiency per worker by xfering is only true for the 3rd worker. (xfering to natural only has the effect that you mine out your main later, thereby sustaining a higher income rate way later in the game at the sacrifice of income in the early game. and it's debatable whether that is worth the sacrifice in money now, with all the variation and mis-mAcro that happens by the time your main runs out. - but this is another topic). the REAL KEY REASON for xfering is that the mining rate for the workers trasnfered is higher at the new base FOR THOSE WORKERS. this is true for the 3rd workers on a blue patch, and 12 workers going to a gold base.

Following up on the "mx - b" idea, could you possibly graph this? Or is this not slope-intercept form?


you can't graph expressions :L
WeMade FOX would be a deadly SC2 team.
MuffinCookie
Profile Joined February 2011
China64 Posts
March 27 2011 22:36 GMT
#1116
On March 28 2011 07:26 lyAsakura wrote:
Show nested quote +
On March 27 2011 17:41 MuffinCookie wrote:
On March 27 2011 17:31 waffling1 wrote:
On March 27 2011 16:23 underdawg wrote:
On March 27 2011 16:21 waffling1 wrote:
Question:
if maynarding (transfering workers to a natural) is good, why don't pro's transfer 12 workers to saturate the gold? ( assuming the gold is not at risk of dying, and is relatively safe compared with the other bases)

if transferring to regular minerals is good, then isn't transferring to higher yield minerals should be better because the rate is higher while the cost of transferring (mining time) is the same whether u xfer to natural or gold?

well they drop all mules there

and they do transfer workers, i think. esp if it's a PF...you don't want to repair with only mules


the issue isn't with any of that. mules is only for terran. But for all races, i assert that you want to xfer saturate that gold immediately (2 per patch at least). my concern is economics, not safety, hence the assumption to preclude any discussion on safety. again repair has nothing to do with the question either. i'm talking about income income income.

"mx - b" is the theme idea. if xfering gives you a higher m (i.e. rate), it's totally worth the loss in mining time while xfering, "b", and we know that b is small relative to mx in the long run.

sorry it wasn't really a question, i know this to be true and what i'm really wondering is why top level player's don't realize this.

Xfering to natural is a residual habit from BW, but they forget the basis on which that was true in BW - 2nd worker on a patch incurred a wait time, so xfering excess workers resulted in a higher efficiency for those xfered workers. In other words, for those drones xfered in BW, the mining rate, m, was higher at the natural, rather than at the crowded main. In SC2, the improved mining efficiency per worker by xfering is only true for the 3rd worker. (xfering to natural only has the effect that you mine out your main later, thereby sustaining a higher income rate way later in the game at the sacrifice of income in the early game. and it's debatable whether that is worth the sacrifice in money now, with all the variation and mis-mAcro that happens by the time your main runs out. - but this is another topic). the REAL KEY REASON for xfering is that the mining rate for the workers trasnfered is higher at the new base FOR THOSE WORKERS. this is true for the 3rd workers on a blue patch, and 12 workers going to a gold base.

Following up on the "mx - b" idea, could you possibly graph this? Or is this not slope-intercept form?


you can't graph expressions :L

I'm sure you can graph worker mining rates though.
Zoom out, and then zoom back in.
MuffinCookie
Profile Joined February 2011
China64 Posts
March 27 2011 22:45 GMT
#1117
On March 28 2011 02:40 vahgar.r24 wrote:
Show nested quote +
On March 28 2011 00:22 iChau wrote:
On March 28 2011 00:16 vahgar.r24 wrote:
Why do most pros go for roach mass army vs a stalker+sentry ball when stalkers do bonus damage to roach and outrage them ? Why not go speedlings + Hydralisk?


It's because roaches are cost-efficient. If you stutter step with roaches far enough to have most of the roaches shooting, you'll probably win even if the protoss has decent forcefields. Also, speedlings/hydralisks dies to colossi, and are only effective vs heavy immortals or 15 nex/forge fe.


Thanks but then bonus damage was introduced for a reason..if not being used then -.-..

All the newbie guides talk about Build orders like 15 Hatch 14 pool and they infact follow BO's to a tee in the replays(sc2rep.com etc). But am having a hard time in ladder to copy these builds , its always get units asap and prepare for defence? Im right now silver zerg and Ive realized that nearly every game on ladder (EU atleast) is just about who rushes whom the fastest- either 3 rax agression or 4 warpgate . Think about it top replays the 2 guys will always safely expand at about 6 mns here in low ladder u get $#%$# if u spend 400k on a new CC..please help me fig this out!!


3 rax agression or 4 warpgate are not rushes. These are agressive builds, where the goal is to get a relatively large-sized force in a early fashion in order to either transition into the mid-game or end the game.

Rushes attack much earlier then these builds. Ever heard of 6 pool? Cannon rush? 2 rax? THOSE are rushes.

If you feel that you can't get the defenses you need to survive in the game, just stay on one base. You might not be able to expand, but if everyone is trying to end the game quickly, then chances are they're not going to expand either.

14 gas 14 pool. If you can, 21 hatch. When pool pops, get a queen, scout lings, ling speed, and pull drones off gas. This is the time where you determine when you need defenses, or what exactly you need to defend from (like banshees or void rays). The golden rules is to mass drones until you feel slightly uncomfortable, and then mass lings/get spines/etc. Have fun.
Zoom out, and then zoom back in.
yjin
Profile Joined April 2010
United States22 Posts
March 27 2011 23:39 GMT
#1118
You know how hydras and roaches have melee attacks? So for example if I research +1 ranged attack a hydra, and it gets close to, say, a zergling, and does the melee attack. Is the change just cosmetic, or does the upgrade not apply?
A troll at heart.
Allred
Profile Joined November 2010
United States352 Posts
March 27 2011 23:50 GMT
#1119
On March 27 2011 23:24 Jimbizzle wrote:
Why do I see people like TLO forcing workers to mine on certain mineral patchs really early in the game, and what sort of benefits does he gain?



i sometimes do this when i am doing semi cheese builds, especially pvp if i am korean 4 gating. several times this has allowed me to get my pylon cyber and gateway up 3 seconds quicker than my opponenets where we were both trying to do the same build as each other. ultimately i think i ended up winning because my zealots got to his base before his got to mine because of it.
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
underdawg
Profile Joined January 2011
United States399 Posts
March 28 2011 00:22 GMT
#1120
do you guys agree with day9 that you should normally not get siege right away? he seems to think you should get siege mode when you're about to push out, not when you get your first tank...but isn't 1 sieged tank much better than 1 unsieged tank for defending, which is always useful? he has said this several times.
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