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Simple Questions Simple Answers - Page 573

Forum Index > StarCraft 2 Strategy
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mind0killer
Profile Joined April 2011
United States26 Posts
March 03 2012 00:42 GMT
#11441
Not sure if there is a simple answer for this question, but I'll go ahead and ask here first:

What is a good transition versus a 2-base hellion + thor timing when opening 15 hatch > +1/+1 speedling > quick third base?
fear is the mind killer
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-03-03 02:23:26
March 03 2012 00:57 GMT
#11442
Mech TvP.....

I know the Immobility of mech is such a huge issue, and P can exploit that even more with...blink stalkers around the map harassing etc.

Now, I know people will say to put missile turrets, sensor tower and PF. I use sensor tower in my every game, its good, but still, when they blink up, its all over. PF? I think PF is such a huge investment in mid-game when they already have blink stalkers.

If this is late game then yes, It is ok, I can put PF everywhere. But this is only mid game, so how exactly do yuo stop blink stalkers?

EDIT:


Seriously...I think 90% of Ts are having problems with P...


Just curious, which is the better tech to go in TvP - Bio or Mech?

With Bio, 1 small mistake and your dead since they are so vulnerable to Colossi and Storms...

With mech, you are so immobile.
Regarding the imbalance, hilarious to see Zergs defending themselves....
Ansinjunger
Profile Joined November 2010
United States2451 Posts
March 03 2012 01:01 GMT
#11443
On March 01 2012 07:32 Forbidden17 wrote:

On March 01 2012 05:53 lorkac wrote:
I'm a Terran player who wants to switch to Protoss. (not becaus of imba--TvP is my best matchup actually)

What mechanics should I focus on learning first?

Chrono timings, forcefields, warp ins, etc....

"all of them" is not an answer I want because I'm trying to focus during my ladder games to fix individual problems at a time.

I guess hitting your warp-ins would be the biggest concern since it's a very different mechanic than queuing units. It's also less forgiving in that there is no time in between cooldown that you can 'spend' your resources, so you can only make use of your warpgates the second after the go off cooldown, whereas for barracks you can just queue an additional marine when the one currently building is, say, 90% done or whenever it is you have the allocated resources.


I'd add that you generally need to build pylons extra early, even though they build faster than supply depots, due to warp gate.

That reminds me of one of the things about terran that shout-casters need to remember as well: If a terran has say 70/70 supply they're not supply blocked, even briefly, if all of their unit producing structures are still making units and supply depots finish before the next round of units begins. That's just good timing.
DreamChaser
Profile Blog Joined February 2011
1649 Posts
Last Edited: 2012-03-03 02:23:36
March 03 2012 02:13 GMT
#11444
How can you quickly bind multiple buildings? I know its ctrl+ shift+# but it seems really awkward for me cause then i have to take my hands off my mouse (right handed) to bind like anything past 6
Plays against every MU with nexus first.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
March 03 2012 05:48 GMT
#11445
On March 03 2012 11:13 DreamChaser wrote:
How can you quickly bind multiple buildings? I know its ctrl+ shift+# but it seems really awkward for me cause then i have to take my hands off my mouse (right handed) to bind like anything past 6

Well you have 3 options since I don't suggest you move your hand off of your mouse,

use your pinky for ctrl or shift and pointer for 6-7 or 8 however far you can reach, then use your thumb for 8 and 9

or

use your ctrl and shift on the right side of your keyboard with your left hand

or

or re-bind whatever you cant reach to something else that you can reach, for me I don't use location keys so I changed F1-F4 to 7-0 so now I can ctrl+F1 then double tap 7 to use that control group. Same for ctrl+F2 and then tap 8
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
nekigosu
Profile Joined June 2011
17 Posts
Last Edited: 2012-03-03 07:17:10
March 03 2012 07:16 GMT
#11446
If i am going for an Overlord drop, how do i drop my banelings,roaches and lings at the same time while the Overlords are moving?

I am asking because if i press the key "D", the overlords just stop moving. But i want the overlords to keep moving while dropping banelings,roaches and lings.

How do i do that?
Moi
Profile Joined June 2011
Canada2 Posts
March 03 2012 08:24 GMT
#11447
On March 03 2012 16:16 nekigosu wrote:
If i am going for an Overlord drop, how do i drop my banelings,roaches and lings at the same time while the Overlords are moving?

I am asking because if i press the key "D", the overlords just stop moving. But i want the overlords to keep moving while dropping banelings,roaches and lings.

How do i do that?

You order a move command on your overlord and you press "D" (Unload) ON them.
Keep Pushing
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
March 03 2012 09:13 GMT
#11448
On March 03 2012 14:48 TheGreenMachine wrote:
Show nested quote +
On March 03 2012 11:13 DreamChaser wrote:
How can you quickly bind multiple buildings? I know its ctrl+ shift+# but it seems really awkward for me cause then i have to take my hands off my mouse (right handed) to bind like anything past 6

Well you have 3 options since I don't suggest you move your hand off of your mouse,

use your pinky for ctrl or shift and pointer for 6-7 or 8 however far you can reach, then use your thumb for 8 and 9

or

use your ctrl and shift on the right side of your keyboard with your left hand

or

or re-bind whatever you cant reach to something else that you can reach, for me I don't use location keys so I changed F1-F4 to 7-0 so now I can ctrl+F1 then double tap 7 to use that control group. Same for ctrl+F2 and then tap 8


or

you can be fancy like me and force your left hand to turn 90+ degrees counter-clockwise. I remember 6-8 by muscle memory and hotkey 9-0 with pinky+thumb (yeah, pinky on ctrl and thumb on 0). I do this because my right ctrl does not allow for hotkeying for some strange reason.
Cracy
Profile Joined October 2011
Poland221 Posts
March 03 2012 09:24 GMT
#11449
Hi there,
It was bothering me for quite some time and I still don't have the answer.

To execute the builds and micro the army you have to almost continuously change your screen vision. As a big part of my problem is that I don't always remember about the chrono or building a new well buildling I guess it would be much easier if instead of just spam clicking control groups I would regularly take a look at my bases. Am I right?

If so, I was wondering what method people are using for these? Cycling bases or screen saving hot keys?

How do you deal with this?
Thanks.
Oderint dum probent
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-03-03 11:28:01
March 03 2012 11:26 GMT
#11450
On March 03 2012 09:04 badDogma wrote:
Hi, protoss player here. I'm experimenting with other races and I had a question about TvT. I constantly hear that you have to make vikings to keep control of the air. Why is this? It seems like such a waste to build vikings to kill his vikings when I can have a bigger ground army. Just let his vikings fly around doing nothing.

So what's the reason for getting "air control" in TvT and can I just build a bigger ground army and crush him instead?


Generally it's all because of Siege Tanks and Medivacs. Regardless of your build you're almost certainly going to end up with one or both of these units supporting your army and air control helps with both.

If your army has Siege Tanks and no Vikings, and your opponent has Tanks with Vikings, his Siege Tanks effectively have a longer range than yours and you'll be forced to engage or continually fall back and lose all positioning.

If your army has Medivacs and your opponent has air control, your Medivacs are essentially forefit as you're going to find it hard to preven the range 9 Vikings just picking them off, and then you basically can't do any drop play and every Stim is goin to hurt you.

Realistically the bigger ground army is quite often going to lose to the better supported one, whether it be Tanks or/and Medivacs and so, you end up with Vikings being requied. If you have some specific timing where you can push regardless then of course it can work out, but for general macro play as the game goes on, you need them.

Edit: Though you are right, about them potentially flying around as wasted supply, so you don't want massive numbers doing nothing, but you don't need massive numbers to maintain air control usually.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
dynwar7
Profile Joined May 2011
1983 Posts
March 03 2012 11:27 GMT
#11451
Does anybody have a list of top 10 units that do the most DPS from highest to lowest? I heard Marines do best DPS per second is this true?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
March 03 2012 11:56 GMT
#11452
Hi , gold level zerg here, my question is about Banelings. If your doing burrowed baneling bombs is it better to unburrow them or just detonate them straight out? Also, if your sending banes into his mineral line should you detonate or just a move ? Thanks alot for all help !
https://twitter.com/LucodaSC2
Baselcs
Profile Joined February 2012
Belgium12 Posts
Last Edited: 2012-03-03 12:17:15
March 03 2012 12:09 GMT
#11453
On March 03 2012 20:27 DontLoseSightOfIt wrote:
Does anybody have a list of top 10 units that do the most DPS from highest to lowest? I heard Marines do best DPS per second is this true?

http://wiki.teamliquid.net/starcraft2/Unit_Statistics


On March 03 2012 20:56 LucoxP wrote:
Hi , gold level zerg here, my question is about Banelings. If your doing burrowed baneling bombs is it better to unburrow them or just detonate them straight out? Also, if your sending banes into his mineral line should you detonate or just a move ? Thanks alot for all help !


You detonate banelings while burrowed, just wait until the marines walk over them.

Detonating in the mineral line depends. It's safe to manually detonate 2 banelings you have selected, but you're prone to micro mistakes and accidentally detonating all banelings.
I usually run them into a mineral line, then attack move for a millisecond and then move again. Banelings not in the line will usually not explode and banelings touching drones will explode.
snively
Profile Blog Joined August 2011
United States1159 Posts
Last Edited: 2012-03-03 16:22:38
March 03 2012 16:16 GMT
#11454
How large is the splash damage for an archon?

edit: as in, if there are a bunch of zerglings clumped together, how many will be hit?
My religion is Starcraft
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-03-03 19:38:13
March 03 2012 19:36 GMT
#11455
On March 04 2012 01:16 snively wrote:
How large is the splash damage for an archon?

edit: as in, if there are a bunch of zerglings clumped together, how many will be hit?


I don't know the actual answer, or even if there is a consistant answer, but this might help you work out the kind of numbers so I'll post it anyway.

(Wiki)File:Splash damage.jpg

(Zergling size is at the top of the image)
♥ Liquid`Sheth ♥ Liquid`TLO ♥
b0rt_
Profile Joined October 2011
Norway931 Posts
Last Edited: 2012-03-03 19:42:52
March 03 2012 19:42 GMT
#11456
What's the best way to practice infestors? A custom map like the sandbox? I'm still shaky with them, usually I'll fungal marines then forget to use infested terrans plus won't move my infestors out of harms way/burrow way too late.
snively
Profile Blog Joined August 2011
United States1159 Posts
March 03 2012 22:33 GMT
#11457
On March 04 2012 04:36 Iyerbeth wrote:
Show nested quote +
On March 04 2012 01:16 snively wrote:
How large is the splash damage for an archon?

edit: as in, if there are a bunch of zerglings clumped together, how many will be hit?


I don't know the actual answer, or even if there is a consistant answer, but this might help you work out the kind of numbers so I'll post it anyway.

(Wiki)File:Splash damage.jpg

(Zergling size is at the top of the image)


wow thanks. So it looks like the splash will hit pretty much anything directly touching the target and not much else.
Unless its clumped mutas, of course.

thanks for the pic
My religion is Starcraft
vorxaw
Profile Joined April 2011
Canada245 Posts
March 04 2012 00:41 GMT
#11458
Saw from DRG v Genius that zerg always go fast 3base, is this viable for terran to do against toss?
garsh0p
Profile Joined February 2010
United States30 Posts
March 04 2012 00:48 GMT
#11459
What's a standard PvP blink/ob opening?
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2012-03-04 04:14:21
March 04 2012 00:52 GMT
#11460
On March 04 2012 09:41 vorxaw wrote:
Saw from DRG v Genius that zerg always go fast 3base, is this viable for terran to do against toss?


Not really, or at least not in the same way, the reason it works in ZvP is because of the forge fast expand, which implies a period of passivity from the protoss, the timing of the 3rd hatch from zergs is early enough that it has time to begin paying off by the time any pressure hits it.

There are some interesting 3 orbital builds going around, but they're generally much more orthodox, they usually start with a 1 rax expand, then the normal 4 barracks, getting addons, and then instead of taking extra gas and going up to medivacs, they build a third orbital and proceed as you might expect, this does rely on having very good reads though, as any kind of collossus play will cause you a severe headache as you've delayed your starport tech

Hope this helps.
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