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Simple Questions Simple Answers - Page 617

Forum Index > StarCraft 2 Strategy
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PolishxThunder
Profile Joined May 2011
United States153 Posts
April 28 2012 20:03 GMT
#12321
Terrans - what 3 vetoes do you use? I'm kind of stuck between 4

Cloud Kingdom, Daybreak, Entombed and Taldarim.

User was warned for this post
normalman
Profile Joined May 2011
United Kingdom36 Posts
April 28 2012 20:31 GMT
#12322
What is the best early game gateway composition (i.e. how many marines to sentries to stalkers) against marine maurauder timings? Is it the same when medivacs are added? How should the army be microed, target firings etc. All this in the context of defending at the ramp of a natural expo.
MistSC2
Profile Joined February 2012
Sweden583 Posts
April 28 2012 21:59 GMT
#12323
Is there any chat channel that masters play practice games on EU?
Maru, TY, Clem <3
tuestresfat
Profile Joined December 2010
2555 Posts
April 29 2012 04:45 GMT
#12324
On April 29 2012 05:31 normalman wrote:
What is the best early game gateway composition (i.e. how many marines to sentries to stalkers) against marine maurauder timings? Is it the same when medivacs are added? How should the army be microed, target firings etc. All this in the context of defending at the ramp of a natural expo.

Stalkers - you'll want a few early game because they are good micro units, but not too many as they do far less dps / cost as compared to zealot/sentry. Personally I usually have 6-8 stalkers by the time drops are a threat (9-10mins), and my maxed composition usually consists of ~12 stalkers.

Sentries - if your opponent is hitting you really early then sentries can be pretty useless (depends on the map too). In any other case you'll want to warp in your ideal amount of sentries as soon as you can (when it's safe) so they start stacking energy asap. The ideal amount in PvT is generally around 4-6 sentries. Depending on what build you execute, you may need 6 sentries instead of 4, vice versa, etc.

Zealots - You can see them as a really good mineral dump. When you've gotten your ideal sentry count (or don't have gas to warp them in), and you have a decent stalker force, you should be spamming zealots.

Holding marine/marauder timings is pretty much all about your sentry micro. Guardian shield up (don't forget this, it's really important), and do your best to trap as many units as you can between your forcefields and your zealots. Zealots destroy marine/marauder, but they are vulnerable to micro. You need good forcefields. Later, when you have charge, forcefields are a little less useful/necessary. Stalkers should be focusing marauders if possible, but tbh just focus on getting your forcefields right and a-clicking your stalkers is perfectly fine. When medivacs are added you usually want your stalkers focus firing medivacs while the rest of your army combats the kiting bio force. By that stage however, the Terran army is probably starting to get too large to combat with just upgraded gateway units. You need archons/templar/colossi or you will get rolled.
Efficient
Profile Joined June 2011
Australia32 Posts
Last Edited: 2012-04-29 07:22:34
April 29 2012 07:20 GMT
#12325
This should qualify as a very simple set of questions:

When playing as Terran, the enemy's scouting worker often attacks the SCV building the 1st supply depot or 1st rax.

How do you defend the constructing SCV?

Perhaps there's a way of microing the constructing SCV or I might have to pull my own workers to attack the scout. Recently I've been pulling one SCV to attack the scouting worker. However if I pull too late and the scout gets a few shots off on the constructing SCV then the constructing SCV dies.

Lastly, is it necessary to always pull an SCV to attack the scout as soon as one spots it coming up the ramp regardless of if the scout tries to attack or not?
tuestresfat
Profile Joined December 2010
2555 Posts
April 29 2012 08:31 GMT
#12326
On April 29 2012 16:20 Efficient wrote:
This should qualify as a very simple set of questions:

When playing as Terran, the enemy's scouting worker often attacks the SCV building the 1st supply depot or 1st rax.

How do you defend the constructing SCV?

Perhaps there's a way of microing the constructing SCV or I might have to pull my own workers to attack the scout. Recently I've been pulling one SCV to attack the scouting worker. However if I pull too late and the scout gets a few shots off on the constructing SCV then the constructing SCV dies.

Lastly, is it necessary to always pull an SCV to attack the scout as soon as one spots it coming up the ramp regardless of if the scout tries to attack or not?

It's a little situational and the priority goes as follows:
1. Do not lose an SCV
2. Do not delay your barracks (aka don't pull off the scv building it)
3. Do not pull SCVs off mining

Ideally you are able to satisfy all 3 points, but you can't always. As such, if you can't save the SCV building the barracks it is better to pull it off and hault barracks production for a couple of seconds (hopefully no longer).

Sometimes his probe won't go after your barracks, instead he'll opt to go to your mineral line to check for gas. In such case you can obviously ignore his probe. In the event your barracks is near completetion and the probe clearly will not snipe your barracks, simply ignore his probe.

If your barracks is at your wall and the probe starts attacking it, immediately pull two SCVs. In the event you are forced to pull the SCV building the barracks, one of the two SCVs you just pulled will continue making it, while the other attacks the probe. If you get there in time, one SCV can repair the one building the barracks, preventing the probe from sniping it, while the other attacks the probe.

If your barracks is near your command center you can usually just pull one SCV and chase away the probe since you will be able to react in time (if you need to pull another SCV).
Drowzee
Profile Joined June 2011
40 Posts
Last Edited: 2012-04-29 09:55:18
April 29 2012 09:49 GMT
#12327
simple question:
is it possible to defend a 4rax marine scv all-in (no gas) when going 1gate fe as protoss?
im struggling so hard with this. i scout no gas so i go 1gate fe. stalker scouts bunker at his natural so i have to expect a command center (which isn't the case). when i see him move along the middle of the map with his whole supply i have like 1 zealot, 1 sentry, 1 stalker and just completing 3 gateways.
to constant warp in sentries and constant force field my ramp don't work for me, because i don't have enough gas,

so: is it possible to defend with 1gate fe?

edit: platinum - low diamond range
ArcticRaven
Profile Joined August 2011
France1406 Posts
April 29 2012 10:16 GMT
#12328
In ZvP, when should i get my hive after a 3-hatch build ?
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
VoirDire
Profile Joined February 2009
Sweden1923 Posts
April 29 2012 10:55 GMT
#12329
On April 29 2012 19:16 ArcticRaven wrote:
In ZvP, when should i get my hive after a 3-hatch build ?

With the first 100 gas. About ~7:00.
Prillan
Profile Joined August 2011
Sweden350 Posts
April 29 2012 11:30 GMT
#12330
On April 29 2012 19:55 VoirDire wrote:
Show nested quote +
On April 29 2012 19:16 ArcticRaven wrote:
In ZvP, when should i get my hive after a 3-hatch build ?

With the first 100 gas. About ~7:00.

I think he both need a lair and an infestation pit before that ^^
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
VoirDire
Profile Joined February 2009
Sweden1923 Posts
April 29 2012 12:11 GMT
#12331
On April 29 2012 20:30 Prillan wrote:
Show nested quote +
On April 29 2012 19:55 VoirDire wrote:
On April 29 2012 19:16 ArcticRaven wrote:
In ZvP, when should i get my hive after a 3-hatch build ?

With the first 100 gas. About ~7:00.

I think he both need a lair and an infestation pit before that ^^

Oh, yea :D I read Lair, sorry.

My way of doing it is when P manages to get his 3rd up, first take a 4th and then tech to hive.
haaz
Profile Joined May 2010
157 Posts
Last Edited: 2012-04-29 12:33:24
April 29 2012 12:32 GMT
#12332
When should I stop making scvs if playing mech style?
How many scvs do I need?

on 2 bases: ?
on 3 bases: ?
on 4 bases: ?
on >4 bases: ?
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
VoirDire
Profile Joined February 2009
Sweden1923 Posts
April 29 2012 15:42 GMT
#12333
On April 29 2012 21:32 haaz wrote:
When should I stop making scvs if playing mech style?
How many scvs do I need?

on 2 bases: ?
on 3 bases: ?
on 4 bases: ?
on >4 bases: ?

Around ~65 if 3 bases or more. Then you can sack 4-5 SCVs for every extra orbital command you have when you're maxed.

You can get away with less mineral mining scvs when going mech instead of bio.
Hulavuta
Profile Blog Joined December 2011
United States1252 Posts
April 29 2012 16:53 GMT
#12334
Why were the back rocks in Shakuras Plateau removed? Was the map really zerg favored or something?

(This question should've been asked a long time ago really but oh well)
Done with Team Liquid for a while. Don't expect to find me here.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
April 29 2012 17:08 GMT
#12335
On April 30 2012 01:53 Hulavuta wrote:
Why were the back rocks in Shakuras Plateau removed? Was the map really zerg favored or something?

(This question should've been asked a long time ago really but oh well)

On the contrary, it was impossible for Zerg to defend two-base timing pushes against Protoss or Terran. You could get a few Siege Tanks or a couple of Colossi and then go kill them, it was utterly silly.
The frumious Bandersnatch
ibo422
Profile Joined April 2012
Belgium2844 Posts
April 29 2012 17:22 GMT
#12336
On April 29 2012 18:49 Drowzee wrote:
simple question:
is it possible to defend a 4rax marine scv all-in (no gas) when going 1gate fe as protoss?
im struggling so hard with this. i scout no gas so i go 1gate fe. stalker scouts bunker at his natural so i have to expect a command center (which isn't the case). when i see him move along the middle of the map with his whole supply i have like 1 zealot, 1 sentry, 1 stalker and just completing 3 gateways.
to constant warp in sentries and constant force field my ramp don't work for me, because i don't have enough gas,

so: is it possible to defend with 1gate fe?

edit: platinum - low diamond range


I could use some advice on this either.
Hulavuta
Profile Blog Joined December 2011
United States1252 Posts
April 29 2012 17:35 GMT
#12337
On April 30 2012 02:08 AmericanUmlaut wrote:
Show nested quote +
On April 30 2012 01:53 Hulavuta wrote:
Why were the back rocks in Shakuras Plateau removed? Was the map really zerg favored or something?

(This question should've been asked a long time ago really but oh well)

On the contrary, it was impossible for Zerg to defend two-base timing pushes against Protoss or Terran. You could get a few Siege Tanks or a couple of Colossi and then go kill them, it was utterly silly.


But isn't it easier to do those kinds of things now that Zerg doesn't have a ramp there?
Done with Team Liquid for a while. Don't expect to find me here.
ArcticRaven
Profile Joined August 2011
France1406 Posts
April 29 2012 17:51 GMT
#12338
On April 29 2012 21:11 VoirDire wrote:
Show nested quote +
On April 29 2012 20:30 Prillan wrote:
On April 29 2012 19:55 VoirDire wrote:
On April 29 2012 19:16 ArcticRaven wrote:
In ZvP, when should i get my hive after a 3-hatch build ?

With the first 100 gas. About ~7:00.

I think he both need a lair and an infestation pit before that ^^

Oh, yea :D I read Lair, sorry.

My way of doing it is when P manages to get his 3rd up, first take a 4th and then tech to hive.


Ok thanks a lot ! But, although this might not be a simple question, why at this moment in particular ?
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
phiinix
Profile Blog Joined February 2011
United States1169 Posts
April 29 2012 17:53 GMT
#12339
On April 30 2012 02:35 Hulavuta wrote:
Show nested quote +
On April 30 2012 02:08 AmericanUmlaut wrote:
On April 30 2012 01:53 Hulavuta wrote:
Why were the back rocks in Shakuras Plateau removed? Was the map really zerg favored or something?

(This question should've been asked a long time ago really but oh well)

On the contrary, it was impossible for Zerg to defend two-base timing pushes against Protoss or Terran. You could get a few Siege Tanks or a couple of Colossi and then go kill them, it was utterly silly.


But isn't it easier to do those kinds of things now that Zerg doesn't have a ramp there?

I wasn't aware that that was the reason they got rid of that map, I thought that they got rid of the rocks because it made for too many base-trade games, and is why they got rid of all the maps with mains that had back doors.
haaz
Profile Joined May 2010
157 Posts
April 29 2012 20:06 GMT
#12340
What are the weakness of playing gas first reactor hellion opening in each matchups?
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
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