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On April 01 2012 22:14 Ranger13 wrote: For Zerg would having one spine and a few lings be better than having three spines and no lings and more drones to hold of really early pressure I'll seperate this for you. ZvZ IMO, a few lings and a spine is better. This is because speedlings can simply run by your spines if you aren't blocking your ramp, or if your spines are placed badly. This allows the enemy speedlings to pick off queens and make your production abysmal.
TvZ Depends how quickly the pressure is, and also what the pressure is. If it is anything with a siegetank or a medivac, I would say the lings are better. If it is pure bio or hellions, I would say the spines are better. However, you always need a couple of lings to make sure the enemy doesn't just bypass your stationary defences.
TvP This is a strange topic, as we haven't seen a lot of PvZ early pressure builds anymore; just timings off of two bases. So, I'm really not sure about this one.
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On April 01 2012 23:17 coriamon wrote:Show nested quote +On April 01 2012 22:14 Ranger13 wrote: For Zerg would having one spine and a few lings be better than having three spines and no lings and more drones to hold of really early pressure I'll seperate this for you. ZvZ IMO, a few lings and a spine is better. This is because speedlings can simply run by your spines if you aren't blocking your ramp, or if your spines are placed badly. This allows the enemy speedlings to pick off queens and make your production abysmal. TvZ Depends how quickly the pressure is, and also what the pressure is. If it is anything with a siegetank or a medivac, I would say the lings are better. If it is pure bio or hellions, I would say the spines are better. However, you always need a couple of lings to make sure the enemy doesn't just bypass your stationary defences. TvP This is a strange topic, as we haven't seen a lot of PvZ early pressure builds anymore; just timings off of two bases. So, I'm really not sure about this one.
ZvP Ret vs ... Someone, I forget who. The P did a FFE and then out on some LIGHT pressure with 4 gates and won the game because ret cancelled 2 spines which would have easily held off the push 
It was the in the NASTL finals, game one between those two players
In most cases you will have at least one spare queen for creep spread, along with a spine or two that's usually enough to hold until you can get lings out to defend
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where should i scout fist as a forge-expanding Protoss, when playing on a 4 player map?
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I read that many players veto metalopolis, because it is imbalanced vs. zerg. But why is it imba? only reasons i can think of are ling run by + safe expansions and short way for mutas with close air positions
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On April 02 2012 04:08 DrunkenHomer wrote: I read that many players veto metalopolis, because it is imbalanced vs. zerg. But why is it imba? only reasons i can think of are ling run by + safe expansions and short way for mutas with close air positions
Early overlord scout and good muta play on close positions. No easy way to punish an FE.
The map is effectively split in half with lots of space for Zerg counter attacks because of the good air space and the paths down each side of the map
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On April 02 2012 03:31 Herr Kobold wrote: where should i scout fist as a forge-expanding Protoss, when playing on a 4 player map? pylon scout the closest spawn position.
if you don't scout him in time, you have to throw down a blind forge on 13/14 and scout with that probe as well. if you do scout him in time with your pylon probe you can react accordingly (opt to go nexus first, etc).
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When playing protoss do you guys think it's more beneficial to make colossi or HT? I know they are a bit different, but they seem to serve about the same purpose. I'm kind of leaning towards HT. People at low levels dont really move out of storms, but they know to counter colossi pretty easily.
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On April 01 2012 22:14 Ranger13 wrote: For Zerg would having one spine and a few lings be better than having three spines and no lings and more drones to hold of really early pressure
That's very dependent on the situation Spines cost drones while lings cost larva. It depends on which one you are lacking. Another thing to consider is I would rather have a spine as opposed to 4 lings against baneling aggression because I am viable to lose them all, but spines can also be swarmed very easily. 6 pool: 1 spine in mineral line and the rest lings but 12 (+1) roach rush id rather have a bunch of spines
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On April 02 2012 05:23 Synthix wrote: When playing protoss do you guys think it's more beneficial to make colossi or HT? I know they are a bit different, but they seem to serve about the same purpose. I'm kind of leaning towards HT. People at low levels dont really move out of storms, but they know to counter colossi pretty easily.
What I typically see pros do is get three-ish Colossi and then transition to HT. As you said, it's easy to counter lots of colossi, but when there's just a handful of them, it's usually not cost- or supply-effective to start churning out the hard counters like Corruptors or Vikings. Plus, HTs do sooo much damage, though they're obviously more micro-intensive.
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If I am 15-5 in my last 20 games, am I likely to get promoted soon?
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What should I do if I open ZvZ with ling baneling, but my opponent opens roaches? Roaches seem to utterly destroy any form of direct confrontation against ling baneling, and block the ramp, so runbys aren't an option either
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I know fungals do not stack. (if you spam 5 fungals rapid fire, it just resets the timer everytime you do it).
But do chronoboosts stack? Can you spam chronoboosts rapid fire instead of waiting for each to end? Or does it just reset like fungals?
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On April 02 2012 09:56 KingOctavious wrote:Show nested quote +On April 02 2012 05:23 Synthix wrote: When playing protoss do you guys think it's more beneficial to make colossi or HT? I know they are a bit different, but they seem to serve about the same purpose. I'm kind of leaning towards HT. People at low levels dont really move out of storms, but they know to counter colossi pretty easily. What I typically see pros do is get three-ish Colossi and then transition to HT. As you said, it's easy to counter lots of colossi, but when there's just a handful of them, it's usually not cost- or supply-effective to start churning out the hard counters like Corruptors or Vikings. Plus, HTs do sooo much damage, though they're obviously more micro-intensive.
That's a lot of tech and i feel that by doing both i would be spreading myself too thin. Especially for just a couple colossi. It just doesn't seem worth it to me.
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On April 02 2012 10:50 retrobmx63 wrote: I know fungals do not stack. (if you spam 5 fungals rapid fire, it just resets the timer everytime you do it).
But do chronoboosts stack? Can you spam chronoboosts rapid fire instead of waiting for each to end? Or does it just reset like fungals?
It does not stack. You'd be wasting a bunch of energy.
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As a silver random, what 3 builds should I use? According to Destiny I should only have one build per race until platinum.
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On April 02 2012 12:47 Toadise wrote: As a silver random, what 3 builds should I use? According to Destiny I should only have one build per race until platinum. For Zerg, go 14gas 14pool 21 hatch (basically a speedling expand). Macro and transition into anything that you want.
For Protoss, just 4 gate.
For Terran, go for a standard orbital command opening. Transition into marine tank against zerg or terran, and bio against protoss.
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On April 02 2012 10:29 FierceBagelZ wrote: What should I do if I open ZvZ with ling baneling, but my opponent opens roaches? Roaches seem to utterly destroy any form of direct confrontation against ling baneling, and block the ramp, so runbys aren't an option either
ZvZ, roach player is giving up map control, just take an earlier 3rd while transitioning and counter attack when they move out
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On April 02 2012 10:27 PinheadXXXXXX wrote: If I am 15-5 in my last 20 games, am I likely to get promoted soon?
Hard to say, but don't count on it. A winstreak doesn't do all that much for promotion. You need to be matched against players of a higher league and keep a good winrate (50% or better) against them. Once you've had that for a while, you will get promoted.
A 15-5 series will boost your MMR, which will cause you to be matched against higher level players more regularly, but you first need to keep up a good score against them for your MMR to settle in the range of the higher league.
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On April 02 2012 12:47 Toadise wrote: As a silver random, what 3 builds should I use? According to Destiny I should only have one build per race until platinum.
You would need 9 builds, as Random.
TvZ - Reactor Hellion FE into Marine/Tank TvT - Reaper FE (1 Reaper) into Marine/Tank TvP - No Gas FE into 4 Rax
ZvT - 15 hatch, 15 gas, 14 pool ZvZ - 14 gas, 14 pool ZvP - 14 pool -> expansion
PvT - 1 gate expansion into 3 gate robo, into 5 gate robo double forge PvP - 3 gate robo, expansion PvZ - forge FE into 6/7 gate +2 blink allin
Those builds are playable even on higher levels and not just something you can use in silver, thus you are better of being a bit stressed training them instead of winning, but not actually learning something.
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On April 02 2012 12:47 Toadise wrote: As a silver random, what 3 builds should I use? According to Destiny I should only have one build per race until platinum.
Polt 2 rax against P. Hellion expand against Z. Against T you could try 1 rax FE into marine medivac but its quite an extensive buildorder. 1-1-1 should do nicely I suppose. The real point of practicing one build is so that you can start to understand the matchups. Watching games also helps of course. If you can macro and make good enough decisions you can start learning more build orders to learn more styles. edit: Oh damn didnt realise you were random -_-
Thats far too many BOs to focus on. For random I suggest learning the mechanics and getting a feel for the units of each race, good complementing unit groups and just understanding the matchups overall.
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