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Forum Index > StarCraft 2 Strategy
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bungleman
Profile Joined March 2012
United States1 Post
April 12 2012 17:10 GMT
#12041
When dropping marines from a medivac, is it better to wait for all eight marines to hit the ground before attacking, if the drop is spotted? Obviously, if you're not spotted, then you should wait for your entire force to land. But what if you drop just in range of a supply depot?
vorxaw
Profile Joined April 2011
Canada245 Posts
April 12 2012 21:58 GMT
#12042
On April 13 2012 02:10 bungleman wrote:
When dropping marines from a medivac, is it better to wait for all eight marines to hit the ground before attacking, if the drop is spotted? Obviously, if you're not spotted, then you should wait for your entire force to land. But what if you drop just in range of a supply depot?


assuming you are harassing their mineral line, i would just do a moving drop over their workers, then you dont have this problem to begin with, all start attacking right away anyways, however, i would wait until they are all out to stim, just preference
vorxaw
Profile Joined April 2011
Canada245 Posts
April 12 2012 22:02 GMT
#12043
question about tank splash

If I am tanking a hatchery/cc/nexus, and i have some units standing right next to the building, do they get splashed? Since tank splash is obviously smaller than a hatchery, then doesnt this depend on where on the hatchery the tank is hitting? Is that random?
ChoboDane
Profile Joined January 2012
Denmark98 Posts
April 12 2012 22:29 GMT
#12044
Does anyone know where I can find vod/replay of Beastyqt doing marine banshee thor composition vs Protoss?

Thanks in advance
HighLach
Profile Joined December 2011
United States132 Posts
April 12 2012 22:47 GMT
#12045
In regards to ZvT, If i have to choose between the armor and attack air upgrades, which are more effective for broodlords?
How2getMaster
Profile Joined August 2011
Germany124 Posts
April 13 2012 00:30 GMT
#12046
Always go for the attack Upgrade!
DiamondToss looking for a team :)
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
April 13 2012 00:55 GMT
#12047
Sometimes in pro games, I see zerg players build an extractor and immediately cancel it, usually around 10 supply. Can someone please explain?
Taeja the one true Byunjwa~
Artline
Profile Joined September 2011
177 Posts
Last Edited: 2012-04-13 01:00:26
April 13 2012 00:58 GMT
#12048
On April 13 2012 09:55 PinheadXXXXXX wrote:
Sometimes in pro games, I see zerg players build an extractor and immediately cancel it, usually around 10 supply. Can someone please explain?


Making an extractor reduces your supply by 1 because a drone (1 supply) is converted into a building. This allows you to make 1 more drone. Then you cancel the extractor so you have 11/10 supply (becomes red). This method is used to squeeze out one more drone before your second overlord pops

On April 13 2012 06:58 vorxaw wrote:
Show nested quote +
On April 13 2012 02:10 bungleman wrote:
When dropping marines from a medivac, is it better to wait for all eight marines to hit the ground before attacking, if the drop is spotted? Obviously, if you're not spotted, then you should wait for your entire force to land. But what if you drop just in range of a supply depot?


assuming you are harassing their mineral line, i would just do a moving drop over their workers, then you dont have this problem to begin with, all start attacking right away anyways, however, i would wait until they are all out to stim, just preference


I'd rather drop all the marines at one location than move drop because it can be hard to pick them all up when scattered, especially against zerg.
Mvrio
Profile Joined July 2011
689 Posts
April 13 2012 01:06 GMT
#12049
On April 13 2012 09:30 How2getMaster wrote:
Always go for the attack Upgrade!

but also get ground melee attack for the broodlings, mathematically it pays off well for how long they last
On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
Mvrio
Profile Joined July 2011
689 Posts
April 13 2012 01:08 GMT
#12050
when I get a hatch in their natural, cancel,then go for a quick evo chamber does the hatch have to be a certain percentage done making for enough creep or can it be instant?
On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
envisioN .
Profile Joined February 2011
United States552 Posts
April 13 2012 01:17 GMT
#12051
On April 13 2012 10:08 Mvrio wrote:
when I get a hatch in their natural, cancel,then go for a quick evo chamber does the hatch have to be a certain percentage done making for enough creep or can it be instant?

I believe that it has to have been building for a little before there will be enough creep to make an evo. How long I'm not sure
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Artline
Profile Joined September 2011
177 Posts
April 13 2012 02:55 GMT
#12052
On April 13 2012 10:08 Mvrio wrote:
when I get a hatch in their natural, cancel,then go for a quick evo chamber does the hatch have to be a certain percentage done making for enough creep or can it be instant?


You can cancel right away, the creep generated is instant.
Synthix
Profile Joined December 2011
10 Posts
April 13 2012 03:01 GMT
#12053
In a protoss ball, is there some option to enable to allow multiple spellcasters in the same group? For instance, i keep my army on 1, i'd like to press 1, and put up forcefields as well as press b and be able to blink.

Is this possible?
DoubleDare
Profile Joined October 2010
Canada48 Posts
April 13 2012 03:05 GMT
#12054
Can someone lay out the exact difference between defensive 4 gate and offensive 4 gate?

I love taldarim for all matchups, but since I never really knew/cared about varieties of 4 gate I just vetoed it.
If there is a forum post or something explaining this in more depth go ahead and slap my wrist and link it to me, liquipedia and SC2 Strategy failed me.
Chilltosis forever. P{HuK, TAiLs, WhiteRa} Z{Sen, Nestea}
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
April 13 2012 03:16 GMT
#12055
On April 13 2012 11:55 Artline wrote:
Show nested quote +
On April 13 2012 10:08 Mvrio wrote:
when I get a hatch in their natural, cancel,then go for a quick evo chamber does the hatch have to be a certain percentage done making for enough creep or can it be instant?


You can cancel right away, the creep generated is instant.


In the same thread, what's the best way to achieve a block using this method?

Build hatch - then ESC, select drone, b, v?

It has to be fairly quick right?

Artline
Profile Joined September 2011
177 Posts
April 13 2012 03:42 GMT
#12056
On April 13 2012 12:16 BoxingKangaroo wrote:
Show nested quote +
On April 13 2012 11:55 Artline wrote:
On April 13 2012 10:08 Mvrio wrote:
when I get a hatch in their natural, cancel,then go for a quick evo chamber does the hatch have to be a certain percentage done making for enough creep or can it be instant?


You can cancel right away, the creep generated is instant.


In the same thread, what's the best way to achieve a block using this method?

Build hatch - then ESC, select drone, b, v?

It has to be fairly quick right?



You have about a 2 second timing window during which you can press the keys b and v. No need to select the drone as when you cancel the hatchery, the drone will be selected.
MrTortoise
Profile Joined January 2011
1388 Posts
April 13 2012 09:09 GMT
#12057
What exactly are people spending all their APM on at the start of the game?

It looks like just selecting and deselecting to me ... but that doesnt count.
What commands / actions are they using?

MrTortoise
Profile Joined January 2011
1388 Posts
April 13 2012 09:11 GMT
#12058
On April 13 2012 12:01 Synthix wrote:
In a protoss ball, is there some option to enable to allow multiple spellcasters in the same group? For instance, i keep my army on 1, i'd like to press 1, and put up forcefields as well as press b and be able to blink.

Is this possible?



hit tab to cycle through group sof units by type in a selection
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 13 2012 09:25 GMT
#12059
On April 13 2012 12:05 DoubleDare wrote:
Can someone lay out the exact difference between defensive 4 gate and offensive 4 gate?

I love taldarim for all matchups, but since I never really knew/cared about varieties of 4 gate I just vetoed it.
If there is a forum post or something explaining this in more depth go ahead and slap my wrist and link it to me, liquipedia and SC2 Strategy failed me.

The difference is subtle, but basically it's like this: During an offensive 4-gate, the player's units are inside your base. During a defensive 4-gate, his units are inside his base. This is one of the few reads that you can get by scouting your own front.

You can usually tell a player intends to do the offensive version if you catch him trying to plant a proxy pylon. If he's planning to defend, he'll be on his side of the map trying to prevent your proxy pylon. If he's planning to defensive 4-gate from the beginning, it's possible he'll get a 13 gate instead of a 12 gate, and he'll probably pump out a couple more Probes.
The frumious Bandersnatch
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
April 13 2012 09:28 GMT
#12060
On April 13 2012 18:09 MrTortoise wrote:
What exactly are people spending all their APM on at the start of the game?

It looks like just selecting and deselecting to me ... but that doesnt count.
What commands / actions are they using?


Selecting Probes, selecting Nexus, right-clicking minerals, I tend to spam my location hotkeys in a cycle, then select my nexus and spam "build Probe" so that my fingers get used to jumping up to the F-keys and back quickly. That's basically it. Selecting units does show in APM, it doesn't show in EAPM (though the two are reversed at the moment because of a bug). As far as I can tell, my location hotkey spam doesn't show up in either.
The frumious Bandersnatch
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