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bapestarr
Profile Joined March 2011
United States1 Post
March 31 2011 17:53 GMT
#1221
if i accidentally hotkeyed a building to one of my unit hotkeys how would i go about removing said building from that hotkey?
i play fighting games
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
March 31 2011 17:55 GMT
#1222
On April 01 2011 02:53 bapestarr wrote:
if i accidentally hotkeyed a building to one of my unit hotkeys how would i go about removing said building from that hotkey?


Shift clicking the icon of the building and then rehotkeying the control group right away.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Topazas
Profile Joined March 2010
Lithuania86 Posts
March 31 2011 18:04 GMT
#1223
When is the best time to start learning more builds?
I know Bronze to Gold is purely about macro, so if I'm plat now, should I start learning and practising more builds? or I should simply continue practising macro?
underdawg
Profile Joined January 2011
United States399 Posts
March 31 2011 18:25 GMT
#1224
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?
underdawg
Profile Joined January 2011
United States399 Posts
March 31 2011 18:27 GMT
#1225
On April 01 2011 02:55 Synystyr wrote:
Show nested quote +
On April 01 2011 02:53 bapestarr wrote:
if i accidentally hotkeyed a building to one of my unit hotkeys how would i go about removing said building from that hotkey?


Shift clicking the icon of the building and then rehotkeying the control group right away.

i thought i heard somewhere about some option that would make it more difficult to accidentally hotkey your stuff? or did i make that up? so sick of accidentally rehotkeying my whole army to my production hotkey...
DarkPaladin
Profile Joined November 2010
1 Post
March 31 2011 18:29 GMT
#1226
Does Practice League have MMR?
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
March 31 2011 18:33 GMT
#1227
On April 01 2011 03:29 DarkPaladin wrote:
Does Practice League have MMR?


I dont think so, you get your MMR when doing your placement matches. Anyway, practice league will get you bad habits because of the rocks, you'll progress faster by placing in a lower league from the start and learning the game properly
Romanes eunt domus
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2011-03-31 18:36:51
March 31 2011 18:35 GMT
#1228
On April 01 2011 03:27 underdawg wrote:
Show nested quote +
On April 01 2011 02:55 Synystyr wrote:
On April 01 2011 02:53 bapestarr wrote:
if i accidentally hotkeyed a building to one of my unit hotkeys how would i go about removing said building from that hotkey?


Shift clicking the icon of the building and then rehotkeying the control group right away.

i thought i heard somewhere about some option that would make it more difficult to accidentally hotkey your stuff? or did i make that up? so sick of accidentally rehotkeying my whole army to my production hotkey...


Not that I can think of...the methods of hotkeying are:

Ctrl+# (creates new control group with selected units)
Shift+# (adds selected units to control group)
Clicking one of the control group tabs on the UI (same as Ctrl+#)

If it's not one of those, I don't know what else to tell ya.

On April 01 2011 03:29 DarkPaladin wrote:
Does Practice League have MMR?


Nope, no MMR there

MMR will start to accumulate once you start playing placement matches (which will place you in the proper league) and change as you play more ladder games.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
underdawg
Profile Joined January 2011
United States399 Posts
March 31 2011 19:02 GMT
#1229
there should be an undo hotkey hotkey lol
MuffinCookie
Profile Joined February 2011
China64 Posts
March 31 2011 22:44 GMT
#1230
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.
Zoom out, and then zoom back in.
underdawg
Profile Joined January 2011
United States399 Posts
Last Edited: 2011-03-31 22:48:40
March 31 2011 22:47 GMT
#1231
On April 01 2011 07:44 MuffinCookie wrote:
Show nested quote +
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.

yeah probably just numbers. splash is good, but marauders would be less likely to be out of position, and you don't have to, y'know, siege them.

one more: what is the reasoning behind pros throwing down like 2-3 rax/gates at a time? obviously they have developed a little bit of a trust fund in order to throw them all down at once. so that they have synced up production cycles? that's gonna get out of wack unless you are only building 1 unit out of em. usually i only do that when i'm like "oh damn i have 500 minerals." should i be trying to copy them? is it so that scouts see less?
JabbaDaButt
Profile Joined December 2010
United States77 Posts
April 01 2011 01:10 GMT
#1232
Show nested quote +
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?
There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.


It also has something to do with their attack speed. If you have a bunch Marauders group and more than half of them shoots at just one zergling, that's a lot of wasted shots, and they'll have to wait out their slow fire rate, they just overkill things too often.
"Marines, the counter to Banelings." -IdrA
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 01 2011 01:17 GMT
#1233
On April 01 2011 07:47 underdawg wrote:

one more: what is the reasoning behind pros throwing down like 2-3 rax/gates at a time? obviously they have developed a little bit of a trust fund in order to throw them all down at once. so that they have synced up production cycles? that's gonna get out of wack unless you are only building 1 unit out of em. usually i only do that when i'm like "oh damn i have 500 minerals." should i be trying to copy them? is it so that scouts see less?


Pros throw down extra rax/gates when they are "ready" to use them. It's either 1 of 2 reasons:

1. They have minerals saved up and are going for an aggressive push (i.e. 4gate) but with their current economy they won;t be able to sustain constant production from all buildings.

2. They have just significantly increased their economy (i.e taken an expansion) and can now afford to constantly produce out of more structures.


It's all about how many structures you can afford to constantly produce out of, or else its a bursted push.
Micro your Macro
JabbaDaButt
Profile Joined December 2010
United States77 Posts
April 01 2011 01:18 GMT
#1234
one more: what is the reasoning behind pros throwing down like 2-3 rax/gates at a time? obviously they have developed a little bit of a trust fund in order to throw them all down at once. so that they have synced up production cycles? that's gonna get out of wack unless you are only building 1 unit out of em. usually i only do that when i'm like "oh damn i have 500 minerals." should i be trying to copy them? is it so that scouts see less?


It's mostly so that they keep their options open as well as keeping the opponent from scouting what they're doing until the last second. The trust fund allows them to throw down a command center in the event that something that they scout tells them that it would be safe. When I play terran, I know that in the early game, if I throw down 3 racks too early, I will not be able to produce out of them constantly as well as keeping up with supply depots and scv's.

The pros know when their mules or expansions will kick in, that's something that you can try to copy. But depending on the level of the opponents you face, they might not know what their scouting tells them, so that's not quite as important, it certainly won't help you if you're being rushed to save your minerals to drop those racks, it'll be too late by then.
"Marines, the counter to Banelings." -IdrA
closey
Profile Joined October 2010
Hong Kong272 Posts
April 01 2011 01:43 GMT
#1235
On April 01 2011 07:44 MuffinCookie wrote:
Show nested quote +
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.


Also, an experiment showed that marauder slow actually made baneling attacks even MORE devastating as it would slow down only the front few banelings, making them automatically move to the back row----that makes it EVEN HARDER for the banelings to be sniped down before they reach you.
Rock, Paper, Scissors
underdawg
Profile Joined January 2011
United States399 Posts
Last Edited: 2011-04-01 01:48:17
April 01 2011 01:47 GMT
#1236
On April 01 2011 10:43 closey wrote:
Show nested quote +
On April 01 2011 07:44 MuffinCookie wrote:
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.


Also, an experiment showed that marauder slow actually made baneling attacks even MORE devastating as it would slow down only the front few banelings, making them automatically move to the back row----that makes it EVEN HARDER for the banelings to be sniped down before they reach you.

hmmm so should i actually avoid getting concussive? i normally just get it anyway after stim/shield because it's cheap. the only other unit they would be very good against are roaches (and lings but they always have way more lings than you have rauders). ultras can't be slowed, and hydras are so slow anyway (and are never used against T).
MuffinCookie
Profile Joined February 2011
China64 Posts
April 01 2011 02:33 GMT
#1237
On April 01 2011 10:47 underdawg wrote:
Show nested quote +
On April 01 2011 10:43 closey wrote:
On April 01 2011 07:44 MuffinCookie wrote:
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.


Also, an experiment showed that marauder slow actually made baneling attacks even MORE devastating as it would slow down only the front few banelings, making them automatically move to the back row----that makes it EVEN HARDER for the banelings to be sniped down before they reach you.

hmmm so should i actually avoid getting concussive? i normally just get it anyway after stim/shield because it's cheap. the only other unit they would be very good against are roaches (and lings but they always have way more lings than you have rauders). ultras can't be slowed, and hydras are so slow anyway (and are never used against T).

Concussive shells are much more effective against roaches. Slow roaches can be outranged and kited to death by marauders.
Zoom out, and then zoom back in.
closey
Profile Joined October 2010
Hong Kong272 Posts
Last Edited: 2011-04-01 02:42:33
April 01 2011 02:41 GMT
#1238
On April 01 2011 11:33 MuffinCookie wrote:
Show nested quote +
On April 01 2011 10:47 underdawg wrote:
On April 01 2011 10:43 closey wrote:
On April 01 2011 07:44 MuffinCookie wrote:
On April 01 2011 03:25 underdawg wrote:
why aren't marauders with concussive used more against zerg? is it just that you can't make enough marauders to slow down a zerg wave of speedlings and, especially, banelings?

There are going to be so many speedlings running your way that are going to surround you that you may as well not get concussive. That's what I think when I play ZvT anyway.

And speaking of which, there may be a lot of banelings, but this is better countered with splash from siege tanks.


Also, an experiment showed that marauder slow actually made baneling attacks even MORE devastating as it would slow down only the front few banelings, making them automatically move to the back row----that makes it EVEN HARDER for the banelings to be sniped down before they reach you.

hmmm so should i actually avoid getting concussive? i normally just get it anyway after stim/shield because it's cheap. the only other unit they would be very good against are roaches (and lings but they always have way more lings than you have rauders). ultras can't be slowed, and hydras are so slow anyway (and are never used against T).

Concussive shells are much more effective against roaches. Slow roaches can be outranged and kited to death by marauders.


Agreed. What's important is getting the RIGHT units. If he's going baneling, get tanks. If he's going roaches, um...actually you can still get tanks.

Go tanks!
Rock, Paper, Scissors
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
April 01 2011 03:11 GMT
#1239
If you build a hatchery and the drone is killed en route to the place you are building it do you loose the 300 minerals?

Someone was talking about setting banes to take out a CC as it building, but if you can just snipe the worker does it do the same damage? (assuming the other player just throws down the building order from when the workers in his base)
KEKEKE
falstag
Profile Joined November 2010
United States55 Posts
April 01 2011 03:15 GMT
#1240
On April 01 2011 12:11 zergrushkekeke wrote:
If you build a hatchery and the drone is killed en route to the place you are building it do you loose the 300 minerals?

Someone was talking about setting banes to take out a CC as it building, but if you can just snipe the worker does it do the same damage? (assuming the other player just throws down the building order from when the workers in his base)

If the drone is killed, just like when any building currently researching or building units, is killed, then the resources are returned, all that is lost is time. Now if you kill the worker on a terran building,, the building stops but the building itself still exists and the terran must cancel it to get resources back or send another worker. Again, only time is lost.
If he looks weird, its his placement match
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