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Simple Questions Simple Answers - Page 598

Forum Index > StarCraft 2 Strategy
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EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
April 07 2012 00:46 GMT
#11941
In TvT, what is the best way to defend against cloaked banshees when you don't have enough marines? Specifically, where and how many turrets should be placed?

I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba).
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
April 07 2012 00:53 GMT
#11942
On April 07 2012 09:46 EngrishTeacher wrote:
In TvT, what is the best way to defend against cloaked banshees when you don't have enough marines? Specifically, where and how many turrets should be placed?

I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba).

umm banshee range is only 6
but to answer your question one per banshee is usually enough, as long as you are on top of moving the marines you have around to respond to theats.
However, if I were you, I would just go marine-tank or something with anti-air, because if the other player builds even a single banshee before your push you are dead.
Taeja the one true Byunjwa~
VKCA
Profile Joined September 2011
Canada391 Posts
April 07 2012 02:45 GMT
#11943
As a zerg, is it viable to go economic pool first (on 13) in every game? I was reading the standard openings for zerg page on the wiki, and it recommended I always go hatch first vs terran. My issue is, whenever I try to go hatch first (vs p or t) I always get my hatch blocked, and then I end up floating soo many minerals by 18 food. So, what am I really loosing by always going pool first?
IamPryda
Profile Joined April 2011
United States1186 Posts
April 07 2012 07:50 GMT
#11944
What is the proper response to an in base hatchery when u are ffeing. Obviously if it finishes before u notice your dead. But alot of times I scout it about half way done and not sure how many probes to pull to kill it or do I just build a cannon near it and let it finish?
Moar banelings less qq
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
April 07 2012 12:06 GMT
#11945
On April 07 2012 07:21 TRaFFiC wrote:
Show nested quote +
On April 07 2012 04:19 KotB wrote:
On April 07 2012 03:55 TRaFFiC wrote:
Assuming you target several of your own units on one enemy unit. Do they keep firing at the enemy unit after it's dead (wasted shots)? Or would they stop shooting until they got into range of the next unit?


Thanks in advance for replies. ;D


You're asking about something called "Overkill." Units that fire a visible projectile, like Marauders, Stalkers, or Roaches (among others), can overkill an enemy unit. Units that don't have a visible projectile -- Marines, Tanks, Immortals, etc. -- don't have this problem and are said to have "Smart Fire" and will only shoot at a unit if that shot is needed to kill it.

Thanks for the reply. This is new to me. Which leads me to another question...

Can you tell if a unit is overkilled (perhaps by counting extra projectiles)?

Also, have any pros come up with a standard on how to micro these situations? Seems to me it could make a big difference if you only selected exactly enough to kill the enemy unit.

There isn't any kind of signal from the game that a unit has been overkilled, but you can see the unit die and see more shots hit it afterward.

It's too situational for a standard solution to exist. In small fights, it can be useful to try to only use up as many shots as you need on any given target, but in larger battles there are more impactful places to spend your APM.
The frumious Bandersnatch
Geiko
Profile Blog Joined June 2010
France2053 Posts
April 07 2012 12:12 GMT
#11946
On April 07 2012 16:50 IamPryda wrote:
What is the proper response to an in base hatchery when u are ffeing. Obviously if it finishes before u notice your dead. But alot of times I scout it about half way done and not sure how many probes to pull to kill it or do I just build a cannon near it and let it finish?


2 cannons directly next to it timed so that they finish right after the hatchery finishes. And get a fast zealot too.
geiko.813 (EU)
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
April 07 2012 12:14 GMT
#11947
On April 07 2012 21:12 Geiko wrote:
Show nested quote +
On April 07 2012 16:50 IamPryda wrote:
What is the proper response to an in base hatchery when u are ffeing. Obviously if it finishes before u notice your dead. But alot of times I scout it about half way done and not sure how many probes to pull to kill it or do I just build a cannon near it and let it finish?


2 cannons directly next to it timed so that they finish right after the hatchery finishes. And get a fast zealot too.


Agreed. I also pull probes to get some damage in before the hatch finishes.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
EasyDee
Profile Joined November 2010
Canada5 Posts
April 07 2012 15:39 GMT
#11948
I have a quick question
Does the overseer spell contaminate stop a planetary from shooting?
word
Kambing
Profile Joined May 2010
United States1176 Posts
April 07 2012 15:40 GMT
#11949
On April 08 2012 00:39 EasyDee wrote:
I have a quick question
Does the overseer spell contaminate stop a planetary from shooting?


No.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
April 07 2012 23:21 GMT
#11950
How should I defend against doom drops as terran? Often in T v T's the terran doom dropps with like 5 medivac loads of stuff. How should I defend against this?
Taeja the one true Byunjwa~
phiinix
Profile Blog Joined February 2011
United States1169 Posts
April 07 2012 23:51 GMT
#11951
On April 08 2012 08:21 PinheadXXXXXX wrote:
How should I defend against doom drops as terran? Often in T v T's the terran doom dropps with like 5 medivac loads of stuff. How should I defend against this?

sensor tower
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
April 08 2012 03:57 GMT
#11952
On April 07 2012 09:53 PinheadXXXXXX wrote:
Show nested quote +
On April 07 2012 09:46 EngrishTeacher wrote:
In TvT, what is the best way to defend against cloaked banshees when you don't have enough marines? Specifically, where and how many turrets should be placed?

I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba).

umm banshee range is only 6
but to answer your question one per banshee is usually enough, as long as you are on top of moving the marines you have around to respond to theats.
However, if I were you, I would just go marine-tank or something with anti-air, because if the other player builds even a single banshee before your push you are dead.


Thanks for the response, but "just go 'x' build instead of 'y' build" isn't good advice.

Even the earliest gas-first banshee builds don't hit (arrive at your mineral line) until the ~7 minute mark. My 4 reapers+2 hellions+medivac push usually hits much earlier than that and does disgusting amounts of damage to rines+scvs when my T opponent goes for banshees.

Problem is, without enough marines, well-micro'ed banshees are a nightmare. They can hit your mineral line from so many different angles, and once you waste money on 3+ turrets per mineral line the banshees can still pick off gases / stray units / supply depots.

Maybe I just have really bad turret placement, but even with 2 turrets per mineral line a single banshee can just hold position and still hit scvs.
MatthewRock
Profile Joined April 2012
Poland11 Posts
April 08 2012 12:22 GMT
#11953
Should I first make drone then pull my drones to minerals, or first take drones to minerals and make drone after it?
Kekekekekekeke
MekTypro
Profile Joined July 2010
France360 Posts
Last Edited: 2012-04-08 13:13:50
April 08 2012 13:13 GMT
#11954
Does anyone know what the button "New User" in the battle.net log in menu is for ?

Does it reset all your stats and gives you a new account ? Is that what people use for their smurfs ?

Thx

EDIT : Sorry if not the proper thread/forum :x
lordsaul
Profile Joined December 2010
13 Posts
April 08 2012 14:06 GMT
#11955
I recall a build editor type map that allowed you to get the AI to send defined waves of units at set times. I thought it was Yabot, but I guess not. Anyone know what that map/editor is? I'd like to test some builds against early pressure.
Forbidden17
Profile Joined December 2011
666 Posts
April 08 2012 14:33 GMT
#11956
On April 08 2012 21:22 MatthewRock wrote:
Should I first make drone then pull my drones to minerals, or first take drones to minerals and make drone after it?

make the drone first. the priority is larva, and your hatchery will not produce additional larva if it has 3 or more idle.
Drowzee
Profile Joined June 2011
40 Posts
April 08 2012 14:38 GMT
#11957
how to pull workers when getting dropped by helions?
around nexus, to natural mineralline, in gas? any tips on how to improve pulling workers are apreciated. died so many times because of losing like 20 workers off a single drop because i have no idea how to pull them taking as less damage as possible
ZeroClick
Profile Joined March 2012
Brazil63 Posts
April 08 2012 15:34 GMT
#11958
What the fastest way to transfer my workers from gas to minerals? If I try box select, usually I get only 2, and one is holding gas. Another is inside the geyser... I need box select again or click the lonely worker and pay attention in the gas-holding worker... I've found that I lost a lot of precious time just microing that!
ErrantMind
Profile Joined March 2012
United States63 Posts
April 08 2012 18:45 GMT
#11959
On April 08 2012 23:33 Forbidden17 wrote:
Show nested quote +
On April 08 2012 21:22 MatthewRock wrote:
Should I first make drone then pull my drones to minerals, or first take drones to minerals and make drone after it?

make the drone first. the priority is larva, and your hatchery will not produce additional larva if it has 3 or more idle.



Every second a worker is idle is ~0.65 minerals lost. I assume a delayed worker is the same opportunity cost as an idle worker. As a low-level player, it takes me about 5 game seconds to get my first worker going after putting my first 6 to mining.
I would rather have the 5 second mineral loss from 1 (~3.25 minerals) worker than from 6 (~19.5 minerals)

That said I play Terran, and I don't know how the opportunity cost of a hatchery not producing larva is calculated.
ErrantMind
Profile Joined March 2012
United States63 Posts
April 08 2012 18:51 GMT
#11960
What are some good maps to train skills on by myself? (Macro, Micro, Build Orders, other things i should be learning)

I've been using:
Unit Test Solo-by Link
YABOT Metalopolis-by xor
Multitasking Trainer v.0941 Easy Edit-by Inadan
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