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moQbara
Profile Blog Joined January 2012
Romania76 Posts
May 02 2012 10:10 GMT
#12381
Besides more practice, do you have any suggestions to help me improve the following macro mechanics:

- stop forgetting probe production. Sometimes I just forget, other times it just "feels better" to bank resources for another round of warpins - only to end up losing because overall I had too little cash to constantly produce units;
- stop randomly spending chronoboost;

Did you guys use some technique to help with this or simply played more?
I am a noob
-Kira
Profile Blog Joined March 2012
352 Posts
Last Edited: 2012-05-02 12:55:03
May 02 2012 12:54 GMT
#12382
Not a strategy question, but it would be silly to make new thread for it:

Is there a way to view replays from other angles than those available in the game through shifting and zooming? Like with map editor or something? Talking specificly about replays. Thanks.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
Last Edited: 2012-05-02 13:30:49
May 02 2012 13:29 GMT
#12383
On May 02 2012 21:54 -Kira wrote:
Not a strategy question, but it would be silly to make new thread for it:

Is there a way to view replays from other angles than those available in the game through shifting and zooming? Like with map editor or something? Talking specificly about replays. Thanks.

No.

To elaborate: It would have to be on a map that supported it. I'm pretty sure, for example, that you can use all of the zoom features from Peepmode maps when watching replays on those maps, but you can't do that with games played on standard maps.
The frumious Bandersnatch
MessInTheRuins
Profile Joined August 2011
Germany35 Posts
May 02 2012 15:03 GMT
#12384
Zerg Player here.

I die to marine marauder tank-aggression a lot these days. Normally I open with hatch first and go pool etc etc.
When I see T go expand aswell, I immediately take a third. But somehow, I cant hold the push (consists of mostly marines, marauders and 2-3 tanks) and dont know what to use against MMT (with medvacs ofc). All I have is zerglings and roaches but those dont do very well. What should I build to hold off the push?
LordImmortala
Profile Joined October 2011
Korea (South)41 Posts
May 02 2012 16:18 GMT
#12385
As a zerg, when should i start my overlord when i am under 50 pop?
Think differently. Try unique compositions.
LordImmortala
Profile Joined October 2011
Korea (South)41 Posts
May 02 2012 16:22 GMT
#12386
On May 03 2012 00:03 MessInTheRuins wrote:
Zerg Player here.

I die to marine marauder tank-aggression a lot these days. Normally I open with hatch first and go pool etc etc.
When I see T go expand aswell, I immediately take a third. But somehow, I cant hold the push (consists of mostly marines, marauders and 2-3 tanks) and dont know what to use against MMT (with medvacs ofc). All I have is zerglings and roaches but those dont do very well. What should I build to hold off the push?

Plat zerg here.

What i usually do against this bullshit, (and it hapens often too)is usually have my bane speed at the time, so imake six spines atmay natural, make 20banes, and just rushes to the terran army soon as i see the terran unsieged. (you should constantly send 2,3lings tosee if the terran is sieged)
Think differently. Try unique compositions.
TheExodus
Profile Joined November 2011
293 Posts
May 02 2012 17:01 GMT
#12387
I'm looking to see if there's a TvP BO for what I ran into yesterday, where the terran had 2 medivacs and some M&Ms dropping into my main after 7.30.

It was, I believe

11 - rax
15 - rax
17 - factory
21 - starport

but I can't seem to find anything remotely like it on liquipedia... This was in bronze, so it's possible he just botched his intended BO, but he still managed to ruin my economy quite a bit, so I'm quite interested in seeing it described somewhere.

Does someone have a link to this BO?
Snoodles
Profile Joined March 2012
401 Posts
Last Edited: 2012-05-02 17:02:47
May 02 2012 17:02 GMT
#12388
How exactly do you pair harvesters on close mineral patches early on? Any time I try to force one, he just runs away to an unused patch, wasting seconds of mining time.

Also, I'm super paranoid about pools, cannons, and roach rushes so I 9-scout every game(I'm terran). So I send one SCV to scout at the exact same time I start building my depot. Is this hurting my economy too much?
TheExodus
Profile Joined November 2011
293 Posts
May 02 2012 17:36 GMT
#12389
On May 03 2012 02:02 Snoodles wrote:
How exactly do you pair harvesters on close mineral patches early on? Any time I try to force one, he just runs away to an unused patch, wasting seconds of mining time.


Keep right-clicking, forcing him to stay on the patch until the other harvester leaves. They'll end up in perfect rythm.
Hulavuta
Profile Blog Joined December 2011
United States1252 Posts
May 02 2012 22:24 GMT
#12390
On Entombed Valley as zerg, where should I put my third hatch vs a Forge Expand if we spawned close positions? (right to left close positions) Is it safe to put it at the natural third, or is that too close to danger?

Here's a map for reference: http://wiki.teamliquid.net/starcraft/images2/8/86/Entombed_Valley.jpg
Done with Team Liquid for a while. Don't expect to find me here.
LF9
Profile Joined November 2009
United States537 Posts
May 03 2012 07:50 GMT
#12391
As a Protoss going FFE in PvZ, should I put down my Forge, Nexus, and optional cannon down at 17 supply or 18? I generlly go 17, and if this is optimal, then at 17/18, which is more efficient; probe first then pylon, or pylon first and probe immediately after? And is there and reason I should consider taking my gasses before either of these? I just want to know what is 100% optimal. Currently, I'm going 17 Nexus, 17 Gateway, 17 Cannon, followed by pylon in main, followed by 18th probe, followed by 2x assimilators. But I'm often wondering if it's better to go 18 Nexus, given that when doing so, I literally hit 400 minerals JUST as the builder probe arrives at my natural mineral line, and I can then make a probe and pylon after to squeeze out more economy, and put my cannon down before my gate as a safety measure to compensate for greed. I figure I can always put down another gate to plug the wall and just cancel it if I'm threatened, but I hate tono so. Anyone with specific expertise in all the nuances of the sub-20 supply phase of the FFE that coukdnoffer me definitive or situational advice would be extremely helpful!
TheRealzz
Profile Joined November 2010
150 Posts
May 03 2012 10:02 GMT
#12392
Hi your basic Lowly Diamond player here,

I play a 10pool against Protoss as most times they are playing FFE build as follows:

10-pool
10-ovie
11-extrator trick
14-lings

hatch@14
--------------
So my plan to do as much dmg and delay 2nd as much as possible.

In cases where I do dmg 3-4 probes + 2nd delay. I see that the advantage economically is small, I am droning the whole time behind this.
+++++++++++++++++++++++++++++++

Q: When and how often should I scout ? I am scouting every inject as a way to force myself to scout and improve, but when do pros scout ? Are they using the in game clock and checking at a certain time ?
In general if my opponent is P/T when and how are pros making this a must ?

Also if anyone knows some more effective ways of micro ? I have hp bars on I box units and select dmg'd out. Is there any other ways I can improve my micro other than what I am doing ?

+++++++++++++++++++++++++++++++

Sorry I'm sure someone may have asked; I thought I'd use simple Q&A. Thanks in advance.
One-base play is aggression ?
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
May 03 2012 10:30 GMT
#12393
Heya guys. I was just wondering, does Tasteless still cast SC:BW at the moment alongside the GSL?
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
May 03 2012 10:34 GMT
#12394
On May 03 2012 16:50 LF9 wrote:
As a Protoss going FFE in PvZ, should I put down my Forge, Nexus, and optional cannon down at 17 supply or 18? I generlly go 17, and if this is optimal, then at 17/18, which is more efficient; probe first then pylon, or pylon first and probe immediately after? And is there and reason I should consider taking my gasses before either of these? I just want to know what is 100% optimal. Currently, I'm going 17 Nexus, 17 Gateway, 17 Cannon, followed by pylon in main, followed by 18th probe, followed by 2x assimilators. But I'm often wondering if it's better to go 18 Nexus, given that when doing so, I literally hit 400 minerals JUST as the builder probe arrives at my natural mineral line, and I can then make a probe and pylon after to squeeze out more economy, and put my cannon down before my gate as a safety measure to compensate for greed. I figure I can always put down another gate to plug the wall and just cancel it if I'm threatened, but I hate tono so. Anyone with specific expertise in all the nuances of the sub-20 supply phase of the FFE that coukdnoffer me definitive or situational advice would be extremely helpful!


Heya,

I think the best build to go for when FFE'ing is the early forge with constant scouting. It allows you to easily defend early pools which is often what Zergs are trying to exploit when they expect you to expand, if you can shut it down your in a really good position.

What i like to do is go for standard 9 pylon on the low ground, and scout. Rally your 13th probe to the natural and keep building probes, by the time its done and gets there you should have enough to drop the forge on 13/14 supply and then get back to mining. A nice note to know when to bring your probe for building the Nexus is when the forge is just finishing. Should be around 16. Then go for 16 Cannon 16 Gate 16 Pylon, 18 Double gas and your set From there its all you.

GL
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
May 03 2012 10:35 GMT
#12395
On May 03 2012 07:24 Hulavuta wrote:
On Entombed Valley as zerg, where should I put my third hatch vs a Forge Expand if we spawned close positions? (right to left close positions) Is it safe to put it at the natural third, or is that too close to danger?

Here's a map for reference: http://wiki.teamliquid.net/starcraft/images2/8/86/Entombed_Valley.jpg


If you are going for Roaches or an early play on the ground i would suggest toward the opponent to allow for a more aggressive creep spread and a little bit more control over the path that he will attack you. If your trying something defensive then i guess the base further away and defend at your natural.
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
May 03 2012 10:41 GMT
#12396
@TheRealzz
+ Show Spoiler +
On May 03 2012 19:02 TheRealzz wrote:
Hi your basic Lowly Diamond player here,

I play a 10pool against Protoss as most times they are playing FFE build as follows:

10-pool
10-ovie
11-extrator trick
14-lings

hatch@14
--------------
So my plan to do as much dmg and delay 2nd as much as possible.

In cases where I do dmg 3-4 probes + 2nd delay. I see that the advantage economically is small, I am droning the whole time behind this.
+++++++++++++++++++++++++++++++

Q: When and how often should I scout ? I am scouting every inject as a way to force myself to scout and improve, but when do pros scout ? Are they using the in game clock and checking at a certain time ?
In general if my opponent is P/T when and how are pros making this a must ?

Also if anyone knows some more effective ways of micro ? I have hp bars on I box units and select dmg'd out. Is there any other ways I can improve my micro other than what I am doing ?

+++++++++++++++++++++++++++++++

Sorry I'm sure someone may have asked; I thought I'd use simple Q&A. Thanks in advance.


In all honestly players are much better at defending earlier attacks as there are less decisions to be made and therefore less scope to mess up I'm Masters and I die so badly to Stephano's 12Min roach push so try that if you want to get some damage done.

On the other hand, when early pooling you must be scouting pretty much all the time. Keep a ling or 2 outside his base, at the third and towers to keep a good eye on movements around the map. Sac a ling every few mins to check his composition as you can often see a colossus or void ray beam without losing an overlord to scout which is always a plus.

After that I guess Overseers and speed overlords to scout. A key timing for Toss to attack is around 17-19mins on Max stalker colossus so watch out for that if your playing very passive. Blink stalker all in comes around 8-10 mins depending on the variant.
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
Last Edited: 2012-05-03 10:44:03
May 03 2012 10:43 GMT
#12397
On May 02 2012 19:10 moQbara wrote:
Besides more practice, do you have any suggestions to help me improve the following macro mechanics:

- stop forgetting probe production. Sometimes I just forget, other times it just "feels better" to bank resources for another round of warpins - only to end up losing because overall I had too little cash to constantly produce units;
- stop randomly spending chronoboost;

Did you guys use some technique to help with this or simply played more?


Try to get into a rhythm with building probes. Unfortunatly it will only improve with more play but you can always check the clock and see every 20 seconds you need to check your Nexus. Having all of them hotkeys on one key to build is easy as you can just tap for example, 5 E,E,E, and your done for 20 seconds.

If you dont know what to chronoboost i use this flow chart: (presuming you dont need more probes and are not being rushed)

Upgrades>Robo/Stargate>Gateways
Crazyseal
Profile Joined February 2011
United Kingdom259 Posts
May 03 2012 10:45 GMT
#12398
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.


Unfortunately you cannot and it would count as a hack in real games as you would have a massive advantage over other plays. What you can do is get a 16:3 monitor which gives you a better field of view over a 14.
TheRealzz
Profile Joined November 2010
150 Posts
May 03 2012 11:38 GMT
#12399
On May 03 2012 19:41 Crazyseal wrote:
@TheRealzz
+ Show Spoiler +
On May 03 2012 19:02 TheRealzz wrote:
Hi your basic Lowly Diamond player here,

I play a 10pool against Protoss as most times they are playing FFE build as follows:

10-pool
10-ovie
11-extrator trick
14-lings

hatch@14
--------------
So my plan to do as much dmg and delay 2nd as much as possible.

In cases where I do dmg 3-4 probes + 2nd delay. I see that the advantage economically is small, I am droning the whole time behind this.
+++++++++++++++++++++++++++++++

Q: When and how often should I scout ? I am scouting every inject as a way to force myself to scout and improve, but when do pros scout ? Are they using the in game clock and checking at a certain time ?
In general if my opponent is P/T when and how are pros making this a must ?

Also if anyone knows some more effective ways of micro ? I have hp bars on I box units and select dmg'd out. Is there any other ways I can improve my micro other than what I am doing ?

+++++++++++++++++++++++++++++++

Sorry I'm sure someone may have asked; I thought I'd use simple Q&A. Thanks in advance.


In all honestly players are much better at defending earlier attacks as there are less decisions to be made and therefore less scope to mess up I'm Masters and I die so badly to Stephano's 12Min roach push so try that if you want to get some damage done.

On the other hand, when early pooling you must be scouting pretty much all the time. Keep a ling or 2 outside his base, at the third and towers to keep a good eye on movements around the map. Sac a ling every few mins to check his composition as you can often see a colossus or void ray beam without losing an overlord to scout which is always a plus.

After that I guess Overseers and speed overlords to scout. A key timing for Toss to attack is around 17-19mins on Max stalker colossus so watch out for that if your playing very passive. Blink stalker all in comes around 8-10 mins depending on the variant.



Thanks for the advice; I guess I like the aspect of ling micro with base macro etc. I will look into Stephano style, I'm sure its been played alot though. Thanks.
One-base play is aggression ?
tuestresfat
Profile Joined December 2010
2555 Posts
May 03 2012 14:29 GMT
#12400
On May 03 2012 16:50 LF9 wrote:
As a Protoss going FFE in PvZ, should I put down my Forge, Nexus, and optional cannon down at 17 supply or 18? I generlly go 17, and if this is optimal, then at 17/18, which is more efficient; probe first then pylon, or pylon first and probe immediately after? And is there and reason I should consider taking my gasses before either of these? I just want to know what is 100% optimal. Currently, I'm going 17 Nexus, 17 Gateway, 17 Cannon, followed by pylon in main, followed by 18th probe, followed by 2x assimilators. But I'm often wondering if it's better to go 18 Nexus, given that when doing so, I literally hit 400 minerals JUST as the builder probe arrives at my natural mineral line, and I can then make a probe and pylon after to squeeze out more economy, and put my cannon down before my gate as a safety measure to compensate for greed. I figure I can always put down another gate to plug the wall and just cancel it if I'm threatened, but I hate tono so. Anyone with specific expertise in all the nuances of the sub-20 supply phase of the FFE that coukdnoffer me definitive or situational advice would be extremely helpful!

On most maps you should be going nexus first, there are very few maps in the pool where it wouldn't be safe to do so. Not going nexus first is just throwing away economy.

I've seen a lot of variants it just depends how greedy you think you can be:
16 Nexus
17 Forge
17 Gateway
17 Pylon
18 Cannon
^is the one I use. You will find plenty of slight variants but honestly it's not the biggest deal in the world.
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