Simple Questions Simple Answers - Page 619
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Snoodles
401 Posts
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Hulavuta
United States1252 Posts
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Boiler Bandsman
United States391 Posts
On May 02 2012 00:41 Snoodles wrote: If you're a terran getting 4gated, how do you prioritize what units to kill first? Sentries first or zealots? Stalkres? All of this applies to all gateway pressure, not just 4gates. That said, it depends on the situation. When the toss is coming in for the kill, you want to go for zealots first, then any sentries with guardian shield you can reach easily, then stalkers, then the rest of the sentries. The reason for this is that zealots have raw dps that you just can't take, and guardian shield knocks your marine damage back by 33%. After that, the stalkers are the main dps in the protoss army. The sentries won't be able to run away because of their speed, and do they have hardly any damage output, so if you clean up the stalkers you'll get the sentries too. Once the initial surge of the push abates and you feel like it's headed for the long game, try to snipe sentries while still avoiding zealot hits. Sentries are gas-intensive, and they also gain power as they build energy. Sniping them early on prevents this, and also forces the toss to make a gas choice between replenishing his sentries and teching. | ||
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Iyerbeth
England2410 Posts
On May 02 2012 01:31 Hulavuta wrote: Is it realistic to have creep spread to my third by the time it's time to take it in ZvT or ZvP? ZvP: If you're doing a fast third (like he FFE's, you respond with a third) then no, but otherwise absolutely, yes. On most maps it'd only be 2-4 from your natural to your third, so that really isn't long, especially if you have a creep Queen out (which can be used for your third if you'd like). ZvT: Hellion harass is pretty much standard these days, and against a Terran who knows what they're doing you will have to figth to extend your creep, moving crawlers forwards and protecting your tumours with Queens or Lings/Roaches. With no pressue and a standard third timing though, on most maps you should be able to get very close to connected by the time you take it. | ||
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MrCash
United States1504 Posts
On May 02 2012 00:33 Attribute wrote: Repair has easily calculable times and costs. To repair a unit to full health from 1 HP, it takes 25% of the minerals and gas that it cost to build the unit. If the unit is only 50% damaged, then it only costs half of what it would to repair it from 1 HP. The Repair time from 1HP is the same as the unit's build time and also scales based on how damaged the unit is. Having multiple SCV's working just increases the rate at while repairing is done, there is no penalty for doing so. See the Liquipedia page on Repair. You really didn't seem to read the post at all. The whole point is that article is not universally correct. Depending on how many SCVs are repairing, the cost doesn't stay the same. The time it takes to repair is not the only thing that changes when you add SCVs to repair, the cost goes up as well. Also that calculation doesn't seem to apply to everything. For example the PF costs more gas to repair than mineral. The CC cost is 400, upgrade is 150/150. It costs more than double the gas to repair than minerals. This is true regardless of how many SCVs are repairing. | ||
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Mossen
43 Posts
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AyahuascaSage
31 Posts
On May 02 2012 05:47 Mossen wrote: Is there a setting, mod or custom map that will enable me to zoom out the camera more? Whenever I start the game I feel like I'm playing at 640x480. The visible battle area just isn't big enough. I have no idea about normal play on Bnet but it seems like the type of play modification that could be banned, however I remember playing some icjug maps that allowed you to zoom out as spectator but even then I don't think you could when you were playing. | ||
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PinheadXXXXXX
United States897 Posts
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InvincibleRice
United States38 Posts
What is the fastest possible: banshee -cloaked banshee banshee from 13gas -cloakshee from 13gas 3hellion drop Simple question: What is the advantage of a low ground walloff as T? At what point (in terms of marines sent) does a 12/14 2rax in TvZ become allin? | ||
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ibo422
Belgium2844 Posts
On April 30 2012 17:15 tuestresfat wrote: Preferably you scout this a lot earlier than that. Pay attention when you scout his base, look for any SCV cuts, count his SCVs and see if it's at a reasonable number (he should have 14 mining when the barracks completes / orbital starts). Park a unit outside his base to see his push out asap. Assuming you scout this last minute as you described: It largely depends on the type of 1gate fe you chose. There are so many variants, some more greedy than others. Ultimately the answer to your question is Stalkers, and good micro. Engage him as soon as you can with your Stalkers and kite the hell out of him. Note: Marines and SCVs both have 45hp, but one does significantly more damage. Focus fire appropriately where possible. Some micro tips: 1. When you are forced to pull all your probes (make sure you do this preemptively, not after all your units are dead!), try to get a mineral walk on him to surround his marines. His SCVs are just tanks, marines are the dps units. 2. If possible, cancel your nexus and full wall your ramp with gateways. Shoot him from behind your wall with Stalker/Sentry. 3. If you already have a Sentry out, use the forcefield to buy you time. Don't try to get another Sentry out, get as many Stalkers as possible. Basically, as soon as you know what's up (including scouting this absolutely last minute) do not warp in Sentries, you want Stalkers. Thank you for the indepth reply. I do indeed warp in more sentries with the thought "to buy myself more time" and can't kite 5 marines & 8+ scvs with 1-2 stalkers. I might try 1 gate expo again soon. ![]() | ||
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Schaudenfraud
United States38 Posts
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Mattson
Canada188 Posts
Do you set mwheelup and down to mouse 1 or just mwheel up? | ||
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TheCasualGamer
New Zealand15 Posts
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Dingobloo
Australia1903 Posts
On May 02 2012 13:17 TheCasualGamer wrote: I know this is a really newbie question, and I apologise for that, but when you are zerg, what do the two rally points from your hatchery do? I've never actually known a use for them, I've always just set them out of habit and watching other people do it. One is for drones, the other is for units, the drone one will only be set if you click on a mineral patch, the unit one will be set if you press anywhere else. | ||
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Mattson
Canada188 Posts
On May 02 2012 13:17 TheCasualGamer wrote: I know this is a really newbie question, and I apologise for that, but when you are zerg, what do the two rally points from your hatchery do? I've never actually known a use for them, I've always just set them out of habit and watching other people do it. The yellow one is your drone rally point. When you have a hatchery selected, press G, and then click a mineral patch and all drones from that hatchery will go to where ever they're rallied. It's helpful. | ||
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Snoodles
401 Posts
On May 02 2012 02:24 Boiler Bandsman wrote: All of this applies to all gateway pressure, not just 4gates. That said, it depends on the situation. When the toss is coming in for the kill, you want to go for zealots first, then any sentries with guardian shield you can reach easily, then stalkers, then the rest of the sentries. The reason for this is that zealots have raw dps that you just can't take, and guardian shield knocks your marine damage back by 33%. After that, the stalkers are the main dps in the protoss army. The sentries won't be able to run away because of their speed, and do they have hardly any damage output, so if you clean up the stalkers you'll get the sentries too. Once the initial surge of the push abates and you feel like it's headed for the long game, try to snipe sentries while still avoiding zealot hits. Sentries are gas-intensive, and they also gain power as they build energy. Sniping them early on prevents this, and also forces the toss to make a gas choice between replenishing his sentries and teching. Thanks boiler bandsman. I intuitively go for sentries because i know they cost 100 gas but I didn't realize that I should kill zealots first. Hopefully my armies will live longer now! | ||
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cyrexMF
Latvia2 Posts
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phiinix
United States1169 Posts
On May 02 2012 14:32 cyrexMF wrote: 9 pylon. Which probe should i take,at the mineral line or outgoing?Why sometimes probe whants to take minerals and only then build gateway etc.? #1: when you have 100 minerals. It's really not that important. #2: Small thing, but where ever the probe builds the gateway, it will be close to the nexus then the mineral field, so it saves a little bit of time. Neither of these will affect your game btw. | ||
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MessInTheRuins
Germany35 Posts
tl;dr: cannot A-left click a scv in a building because its changing positions, how can I attack him? | ||
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Iyerbeth
England2410 Posts
On May 02 2012 18:04 MessInTheRuins wrote: When I encounter a SCV building something, I sometimes cannot [A]ttack him to stop him from constructing. Is there any way via hotkeys to get my drone to attack the SCV? tl;dr: cannot A-left click a scv in a building because its changing positions, how can I attack him? When you can a click on it, hold shift and spam attack move on it. As it moves, the drone will continue to attack it regardless, so long as it can get to the location. On May 02 2012 12:55 Schaudenfraud wrote: How many drones should i put on a pylon on my nat considering that i went 14-16 hatch then 14 pool and it seems like the probe ran away? If you're worried about cannons, 4 per Pylon, if you think it's just to block you or force you to pull, then just wait for lings. Realisticially though, in ZvP a 15 pool first and expand with your lings coming faster is safer and since you can get an earlier Queen, it doesn't really hurt your eco. | ||
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