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Forum Index > StarCraft 2 Strategy
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reDDevil7
Profile Joined February 2011
South Africa72 Posts
April 10 2012 14:34 GMT
#12001
Could someone send me replays or build orders please. Would be much appreciated.
"To dream the impossible dream, to fight the unbeatable foe, to bear with unbearable sorrow, to run where the brave dare not go."
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 10 2012 14:58 GMT
#12002
On April 10 2012 23:34 reDDevil7 wrote:
Could someone send me replays or build orders please. Would be much appreciated.


You could use the search button or (Wiki)Strategy to find both!
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
April 10 2012 20:44 GMT
#12003
Is the 3 Base 3 Collosus vs 3 Hatch build the new standard go to macro build for PvZ?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318708

I'm learning a new PvZ build to focus on improving my macro but I don't want to learn something that won't help me do that.
Maggost
Profile Joined August 2011
Venezuela296 Posts
April 10 2012 21:11 GMT
#12004
Is really neccesary to follow up builds? because i always start to build when i think in that time.

(Low gold zerg btw).
Quote
CoBull
Profile Joined December 2011
United States1 Post
April 10 2012 22:48 GMT
#12005
Is the game more fun at higher leagues, or more stressful?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
April 10 2012 22:53 GMT
#12006
On April 11 2012 07:48 CoBull wrote:
Is the game more fun at higher leagues, or more stressful?

Both. When everything comes together, it's just fuckin' awesome. Nothing is more humbling than drawing semi pros/pros on ladder and actually at least PLAYING them... it's fun man.

The stress is when you rage/care too much. It's SO much fun when you're better.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
MadeOfPotato
Profile Joined February 2012
United States30 Posts
April 10 2012 23:51 GMT
#12007
Two questions, one strategy, one no so strategy.

Strategy question first: Should a terran build more than one bunker when playing a protoss to fend off possible stalker agression, or just stick with one?

Non-Strategy Question: Is it easier to get promoted at the beginning of a season, or is it the same difficulty as getting promoted in the middle of the saeson? I assume it's the prior of the two, but why?
darksamurai
Profile Joined April 2012
United States2 Posts
April 11 2012 00:12 GMT
#12008
What is the strongest opening for Protoss against Random when it is revealed you're going against Zerg?
ligand
Profile Joined February 2011
United States53 Posts
April 11 2012 06:54 GMT
#12009
Why does a newly built Command Center give the Terran extra supply but a newly built Nexus or Hatchery does not?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 11 2012 07:14 GMT
#12010
On April 11 2012 05:44 Dujek wrote:
Is the 3 Base 3 Collosus vs 3 Hatch build the new standard go to macro build for PvZ?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318708

I'm learning a new PvZ build to focus on improving my macro but I don't want to learn something that won't help me do that.

That's an excellent build for practicing macro. I personally find my macro suffers when I do Stargate builds because of the multitasking that Phoenix require, if you have that problem and want a build that doesn't require you to devote as much attention to your units, I'd suggest the 4-gate robo into a fast third that's discussed in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=320894.

The question of what is "standard" in PvZ is currently a bit of an open question, but either of those builds is certainly good enough that you can take on Masters-league players with them if you execute them well.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 11 2012 07:18 GMT
#12011
On April 11 2012 15:54 ligand wrote:
Why does a newly built Command Center give the Terran extra supply but a newly built Nexus or Hatchery does not?

Mu.

This is a term I learned from "Zen and the Art of Motorcycle Maintenance." It means something like "unask the question," and is the appropriate response to questions that are founded on untrue premises.

Another way of saying it would be, why don't you try building a Nexus or a Hatchery and watch what happens to your supply.

+ Show Spoiler +
You get eleven supply for a CC, ten for a Nexus and two for a Hatch.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 11 2012 07:25 GMT
#12012
On April 11 2012 08:51 MadeOfPotato wrote:
Two questions, one strategy, one no so strategy.

Strategy question first: Should a terran build more than one bunker when playing a protoss to fend off possible stalker agression, or just stick with one?

Non-Strategy Question: Is it easier to get promoted at the beginning of a season, or is it the same difficulty as getting promoted in the middle of the saeson? I assume it's the prior of the two, but why?

I think you're fine with just one bunker in the early game unless you suspect a 4-gate. I do a lot of early Stalker pressure in PvT, and once a Bunker is up, I find that I really have to pull back.

May I direct you to the League and Ladder guide for your second question? http://www.teamliquid.net/forum/viewmessage.php?topic_id=195273 My understanding from that would be that, if your MMR has passed the threshold for promotion or demotion in the previous season, but the system hadn't promoted you yet because of the confidence interval, then you will get promoted or demoted in your placement match into the league in which your MMR is. After that, getting promotions and demotions is equally difficult regardless of when in the season it is.
The frumious Bandersnatch
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
April 11 2012 08:45 GMT
#12013
On April 11 2012 16:14 AmericanUmlaut wrote:
Show nested quote +
On April 11 2012 05:44 Dujek wrote:
Is the 3 Base 3 Collosus vs 3 Hatch build the new standard go to macro build for PvZ?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318708

I'm learning a new PvZ build to focus on improving my macro but I don't want to learn something that won't help me do that.

That's an excellent build for practicing macro. I personally find my macro suffers when I do Stargate builds because of the multitasking that Phoenix require, if you have that problem and want a build that doesn't require you to devote as much attention to your units, I'd suggest the 4-gate robo into a fast third that's discussed in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=320894.

The question of what is "standard" in PvZ is currently a bit of an open question, but either of those builds is certainly good enough that you can take on Masters-league players with them if you execute them well.


Thank you very much,

I bet my macro will slip as soon as I try to control the phoenix but that's just something else I can improve on thanks for your input.
Zeme
Profile Joined May 2010
Finland8 Posts
April 11 2012 10:24 GMT
#12014
In ZvZ I and my opponent both open 14/14. My opponent doesnt stop mining gas and doesnt expand so I find it obvious he is going for ling bane push. My question is: Is it okay at higher levels(masters+) to throw down my expansion at 21 even though I know my opponent is going for this push?
IPS.Blue
Profile Joined January 2004
Germany309 Posts
April 11 2012 11:36 GMT
#12015
On April 09 2012 06:16 uoeahtns wrote:
There has already been a lot of talk about mouse accuracy, mouse dpi, etc. and the general consensus is to use the mouse dpi that feels right/you are most accurate with. However, looking at things realistically, the higher the dpi, the faster you will be, and the lower dpi, the more precise you will be.

While there are advantages and disadvantages to both, is it possible to achieve 100% precision with, let's say, 3500 dpi? What about 5600?

I will not ask about lower dpi because it is pretty straightforward that the less you have to move the faster you will be. However, there is a limit to precision, and having a lower dpi does not make your ability to have 100% precision better; it makes achieving higher precision easier.


It is possible to achieve "100 % precision" with 3500 or 5600 CPI, but it will cost you significantly more time (compared to lower CPI values) to achieve that precision. Further more, such high CPI values can cause hand injuries.


More detail:
+ Show Spoiler +

1. Why is it possible to achieve "100 % precision" with astronomical CPI values such as 5600?
As long as your PC or your mouse do not "cheat" (windows is set at 6/11; your mouse does not interpolate (the Sensei interpolates above 5xxx CPI)), you can achieve "100 % precision", e. g. aim at every pixel on your screen. Why should you not use 5600 CPI even if you could theoretically be 100 % precise with it? Because humans (I really don't know if there are exceptions) won't be able to move their hand fast when aiming at a small target (hello ghost surrounded by 50 marines) with a 5600 CPI mouse. Further more, it can cause injuries. See this excellent explanation of MisterFred: + Show Spoiler +
When I'm talking about micro-movements its generally a problem for very high sensitivity users attempting high precision tasks. Moving your hand a centimeter is not a micro-motion. Moving your hand a fraction of a millimeter is. It doesn't have a ton to do with mouse shape or grip, although I would guess claw grippers might be a tad more susceptible too it (moving the mouse with shifts of the finger rather than moving the entire hand while the grip remains steady? I don't claw grip). Basically, if a small motion is still difficult, it's bad. Essentially the reason is that if you're trying hard to point the mouse exactly where it needs to be, your hand will generally tense up (and often stay tensed up). With a continuously tensed hand shifting ever so slightly very often, it's a recipe for repetitive stress syndromes.

I'm not the most eloquent person, so I'll use the example I like best: minesweeper. Take a gaming mouse, set it to some ridiculously high DPI (let's say 5000 - 3200 is enough for me to notice) and try to play minesweeper on the large board. For most people, it's really freaking hard. They'll keep over-shooting or under-shooting boxes because fine muscle control is quite hard. To compensate, most people will instinctively grip their mouse harder and keep it gripped very hard whenever they move the mouse. Eventually you realize you've been white-knuckle gripping the mouse the entire game of minesweeper and your hand is really tired. Much more tired, in fact, than if you used a lower DPI and moved the mouse far more in total difference, but in a more relaxed manner. That's an extreme example, but it illustrates the concept well.

On the other end of the spectrum, set the DPI as low as it can go and even the windows sensitivity down. Big, sweeping gestures are needed to get the cursor from one end of the computer screen to the other, but stopping on any one individual pixel (or minesweeper box) is, relatively, much easier. And even if your arm is working harder, your hand is much more relaxed.

So if you're trying out various DPI settings, I'd recommend playing minesweeper for half an hour or so (when its feeling healthy, don't stress it if its not, lol, get off the computer) and seeing if your hand gets tired. If it does, the sensitivity (or, I suppose, mouse shape) is too high. Dial down the DPI, try again a few hours later, and your hand will probably feel much less tired.


2. What should you do instead?
Choose the lowest sensitivity (or mouse speed) at which you are "fast enough". What does "fast enough" mean? Well, it doesn't make much sense, if you have to lift of your mouse 4 times, only to click on the mini map and return to the center of the screen.
So how much CPI are we talking? Depending on the resolution of your LCD (the more pixels you got, the more CPI you need) and the size of hand (the bigger your hand, the more can you utilize a mouse) your CPI should roughly be at 400-1xxx (maybe 2xxx if you have really small hands and a giant LCD).

There is an alternative: If you don't want to move your arm around that much (Although keep in mind: that is healthy for you! Lazily resting your hand on your table kills your hand!), you can use more CPI, until the amount of hand movement is acceptable for you. However: You should make sure you are still able to handle the most precise movements the game demands (feedbacking/EMPing things, clicking the minimap).

The question of whether "choose the lowest sensitivity, with wich you are fast enough" is better than "choose the highest sensitivity, with which your are able to handle the smallest motions (without tensing up)" if difficult. Personal preference, playing style, race and other factors do play a role.
MadeOfPotato
Profile Joined February 2012
United States30 Posts
April 11 2012 11:56 GMT
#12016
On April 11 2012 16:18 AmericanUmlaut wrote:
Show nested quote +
On April 11 2012 15:54 ligand wrote:
Why does a newly built Command Center give the Terran extra supply but a newly built Nexus or Hatchery does not?

Mu.

This is a term I learned from "Zen and the Art of Motorcycle Maintenance." It means something like "unask the question," and is the appropriate response to questions that are founded on untrue premises.

Another way of saying it would be, why don't you try building a Nexus or a Hatchery and watch what happens to your supply.

+ Show Spoiler +
You get eleven supply for a CC, ten for a Nexus and two for a Hatch.


I read this during my philosophy class. Found the reference to Mu and Zen and the Art of Motorcycle Maintenance" ironic. Good answer too. XD
Darkomicron
Profile Joined November 2010
Netherlands216 Posts
April 11 2012 12:16 GMT
#12017
On April 11 2012 06:11 Maggost wrote:
Is really neccesary to follow up builds? because i always start to build when i think in that time.

(Low gold zerg btw).


It's good to think ahead, but it's most important to learn macroing with certain opening builds. Once you start scouting you can develop your follow up builds better. Because if you scout colossi as a zerg, it's only logical to follow up with corruptors in your build. If you're on 3 base with roach ling on lair tech, just keep doing what you do and try to scout. You're still playing 'in the same moment' but if you scout something, react, and then you're basically doing a follow up to your build. The earlier you scout, the better you can follow up and react.
"Night will fall, and so will you"
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2012-04-11 15:17:08
April 11 2012 15:08 GMT
#12018
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 11 2012 15:14 GMT
#12019
On April 12 2012 00:08 Th1rdEye wrote:
Okay guys, so i made a thread about this and it got close because this is apparently a simple fucking question with one answer, So give me that one simple answer that is 100% correct and that requires no discussion please

High masters zerg here..I am having a hard time wrapping my head around whether or not to attack a pylon when protoss blocks me with my drones

For example, I go 14 pool and go for 16 hatch. I send out 2 drones to try to kill probe, make hatch.. Most times, toss makes pylon.

Now, I can just run away and go mine......or attack the pylon?

I tend to want to attack the pylon with my 2 drones, however I am sacrificing mining time. But on the up side, by the time my zerglings pop, the pylon is in yellow HP. The 2 drones also prevent the toss from pylon blocking my ramp/making a cannon near the pylon/possibly stop a gateway from going down for a cancel.

I have found that if I ignore the pylon and wait for lings, it can take even longer to kill especially when they make a gateway or core to cancel....

Am i really wrong for attacking it with my 2 drones right when he puts it down? I do not drone scout vs protoss, and most times you need atleast one drone pulled at your ramp to guard for pylon blocks.. so is this really putting me that far behind?

TL;DR: Simple question: Is the cost of mining time lost for 2 drones attacking a pylon in your natural worse than waiting for zerglings and sending the drones to mine, at a cost of a slower kill on the pylon and a slower hatch (potentially even slower if they make a core from that initial pylon that you could have had in red HP by the time your lings came)

edit: A smart protoss will not let you take your third base as your natural, and I feel that maynarding that far is even worse and since I do not drone scout, they possibly could play 1 base and having a natural as your third will do you no good


Remember, this is a SIMPLE QUESTION SIMPLE ANSWER, so there is no debate, no wrong answer, no discussion, just a 100% true answer to my question...no polls, no arguments, no disagreements...just one answer.. good luck ... and you better be 100% correct with your answer because this thread is the END ALL for debates like this apparently...

p.s. i made a poll about this and it was 50/50 for the answers... go figure... sounds real simple to me

I answered your question in your thread right before it was closed. Your tone is totally unnecessary. Go away.
The frumious Bandersnatch
tuukster
Profile Joined April 2010
Finland114 Posts
April 11 2012 16:19 GMT
#12020
PvZ, I go for 3gate expand, the zerg goes for a quick third (planting it around 5:00), and at that point I have 1 gate ready and 2 building. What should I do?

Seems like zergs don't even care if you go for FFE or 1-3gate expand. Sticking with the 3gate expand would set me way behind economically, but going for a fast attack could still be denied by mass lings.
Failing to prepare is preparing to fail.
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