I looked everywhere, I couldn't find it

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Xyst
Turkey66 Posts
May 08 2012 08:03 GMT
#12481
I looked everywhere, I couldn't find it ![]() | ||
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AmericanUmlaut
Germany2590 Posts
May 08 2012 08:08 GMT
#12482
On May 08 2012 17:01 TheExodus wrote: Show nested quote + On May 08 2012 06:42 phyren wrote: short answer: yes, it is too low. long answer: it kinda depends on your build, if you are going 3 base or 2 base all in or w/e. In the games I've been looking at there's been a lot of PvZ, where I usually do a 3-gate expand. I suppose the way to increase probe count is to queue new probes just before the current one is finished instead of instaswitching to nexus and building when the last one is done, and also chronoing better? What would be a decent number of probes at 10 minutes with a 3-gate expand? I usually end up with about the same expand timings when I go 3-gate+robo in the other matchups. Yeah, you should always be queing a new worker before the last one finishes. Even assuming you respond instantly and can start a new worker in zero time, you're still losing about a fifth of a second of production time just because of the delay between when you hear the "worker done" signal and the fastest your brain can respond to that input. Since you're not going to have optimal response time and you take some amount of time to press the buttons to queue a worker, that's probably closer to half a second, which adds up in a hurry. | ||
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rems
Netherlands186 Posts
May 08 2012 08:42 GMT
#12483
Do people really turn around the camera or is there another trick? P.s. I know about shift spamming the worker to keep it focussed. it's awesome! | ||
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AmericanUmlaut
Germany2590 Posts
May 08 2012 09:18 GMT
#12484
On May 08 2012 17:42 rems wrote: How do you attack an SCV constructing a building when it is not in your sight? Do people really turn around the camera or is there another trick? P.s. I know about shift spamming the worker to keep it focussed. it's awesome! If you attack move near the building, and the SCV is in range, then it will be targeted before the building because it has a higher attack priority. Of course, this only works if there are no other units nearby, in which case you do sometimes need to rotate the camera. | ||
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rems
Netherlands186 Posts
May 08 2012 09:22 GMT
#12485
On May 08 2012 18:18 AmericanUmlaut wrote: Show nested quote + On May 08 2012 17:42 rems wrote: How do you attack an SCV constructing a building when it is not in your sight? Do people really turn around the camera or is there another trick? P.s. I know about shift spamming the worker to keep it focussed. it's awesome! If you attack move near the building, and the SCV is in range, then it will be targeted before the building because it has a higher attack priority. Of course, this only works if there are no other units nearby, in which case you do sometimes need to rotate the camera. Thanks! ![]() | ||
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Spyridon
United States997 Posts
May 08 2012 09:36 GMT
#12486
1) My biggest problem atm is I'm again unfamiliar with timings and viable strategies in the current metagame. I've tried to look up some guides but most are outdated. Would be great if anyone knew ofany Zerg guides that list some currently viable build orders & timings? 2) I know there used to be some custom maps that assisted practice, such as build order testers and AI's, and I assume there may be some new ones out there. Any advice on some custom maps that may help me train? | ||
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AmericanUmlaut
Germany2590 Posts
May 08 2012 09:38 GMT
#12487
On May 08 2012 18:36 Spyridon wrote: 2) I know there used to be some custom maps that assisted practice, such as build order testers and AI's, and I assume there may be some new ones out there. Any advice on some custom maps that may help me train? YABOT and SALT are the two that I'm familiar with, they're both quite useful. | ||
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TheExodus
293 Posts
May 08 2012 09:41 GMT
#12488
On May 08 2012 17:08 AmericanUmlaut wrote: Show nested quote + On May 08 2012 17:01 TheExodus wrote: On May 08 2012 06:42 phyren wrote: short answer: yes, it is too low. long answer: it kinda depends on your build, if you are going 3 base or 2 base all in or w/e. In the games I've been looking at there's been a lot of PvZ, where I usually do a 3-gate expand. I suppose the way to increase probe count is to queue new probes just before the current one is finished instead of instaswitching to nexus and building when the last one is done, and also chronoing better? What would be a decent number of probes at 10 minutes with a 3-gate expand? I usually end up with about the same expand timings when I go 3-gate+robo in the other matchups. Yeah, you should always be queing a new worker before the last one finishes. Even assuming you respond instantly and can start a new worker in zero time, you're still losing about a fifth of a second of production time just because of the delay between when you hear the "worker done" signal and the fastest your brain can respond to that input. Since you're not going to have optimal response time and you take some amount of time to press the buttons to queue a worker, that's probably closer to half a second, which adds up in a hurry. With properly managed chrono my quick calculations say I should be able to have 55-60 probes at 10 minutes with a 3-gate expand, which would net me 500-700 minerals more per minute. Could this really be right? | ||
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AmericanUmlaut
Germany2590 Posts
May 08 2012 09:43 GMT
#12489
On May 08 2012 18:41 TheExodus wrote: Show nested quote + On May 08 2012 17:08 AmericanUmlaut wrote: On May 08 2012 17:01 TheExodus wrote: On May 08 2012 06:42 phyren wrote: short answer: yes, it is too low. long answer: it kinda depends on your build, if you are going 3 base or 2 base all in or w/e. In the games I've been looking at there's been a lot of PvZ, where I usually do a 3-gate expand. I suppose the way to increase probe count is to queue new probes just before the current one is finished instead of instaswitching to nexus and building when the last one is done, and also chronoing better? What would be a decent number of probes at 10 minutes with a 3-gate expand? I usually end up with about the same expand timings when I go 3-gate+robo in the other matchups. Yeah, you should always be queing a new worker before the last one finishes. Even assuming you respond instantly and can start a new worker in zero time, you're still losing about a fifth of a second of production time just because of the delay between when you hear the "worker done" signal and the fastest your brain can respond to that input. Since you're not going to have optimal response time and you take some amount of time to press the buttons to queue a worker, that's probably closer to half a second, which adds up in a hurry. With properly managed chrono my quick calculations say I should be able to have 55-60 probes at 10 minutes with a 3-gate expand, which would net me 500-700 minerals more per minute. Could this really be right? Sounds plausible to me, though I don't have the time to check the numbers. Just find some replays of high-level players doing 3-gate expands (you might have to look for old replays since it's not a common build any more), and see what they have at 10 minutes. | ||
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Genome852
United States979 Posts
May 08 2012 11:45 GMT
#12490
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AmericanUmlaut
Germany2590 Posts
May 08 2012 13:05 GMT
#12491
On May 08 2012 20:45 Genome852 wrote: What happened to kyrix? Nothing, as far as I can tell. He is in the Code B bracket for the most recent tournament, so he's evidently still trying to get back into GSL, and he's still listed as being on ZeNEX on TLPD. He played in the ESV Korean Weekly in February and got knocked out in the first round 2-1 by Naama. | ||
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Snoodles
401 Posts
May 08 2012 14:16 GMT
#12492
On May 08 2012 18:41 TheExodus wrote: Show nested quote + On May 08 2012 17:08 AmericanUmlaut wrote: On May 08 2012 17:01 TheExodus wrote: On May 08 2012 06:42 phyren wrote: short answer: yes, it is too low. long answer: it kinda depends on your build, if you are going 3 base or 2 base all in or w/e. In the games I've been looking at there's been a lot of PvZ, where I usually do a 3-gate expand. I suppose the way to increase probe count is to queue new probes just before the current one is finished instead of instaswitching to nexus and building when the last one is done, and also chronoing better? What would be a decent number of probes at 10 minutes with a 3-gate expand? I usually end up with about the same expand timings when I go 3-gate+robo in the other matchups. Yeah, you should always be queing a new worker before the last one finishes. Even assuming you respond instantly and can start a new worker in zero time, you're still losing about a fifth of a second of production time just because of the delay between when you hear the "worker done" signal and the fastest your brain can respond to that input. Since you're not going to have optimal response time and you take some amount of time to press the buttons to queue a worker, that's probably closer to half a second, which adds up in a hurry. With properly managed chrono my quick calculations say I should be able to have 55-60 probes at 10 minutes with a 3-gate expand, which would net me 500-700 minerals more per minute. Could this really be right? A terran, who doesn't have chronoboost, should have 50 SCV in 10 minutes, so that sounds right for protoss. | ||
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Conti
Germany2516 Posts
May 08 2012 15:58 GMT
#12493
I know that I shouldn't let it come to that in the first place, but if my enemy's smart there's not a whole lot I can do, or is there? I'm just looking for basic pointers, not complex strategies, because I have basically zero clue as to how to react once I see the terran turtling. | ||
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TheExodus
293 Posts
May 08 2012 17:07 GMT
#12494
On May 09 2012 00:58 Conti wrote: Are there any general, basic strategies for Zerg to deal with a heavily turtling Terran (2-3 base) who masses thors? I'm talking about guys who build 10 turrets per base and spam tanks before they start to mass thors. I never have an idea what to do in those situations, and no matter what I try, no Zerg army seems to be able to deal with 10 thors + SCVs + tanks. I know that I shouldn't let it come to that in the first place, but if my enemy's smart there's not a whole lot I can do, or is there? I'm just looking for basic pointers, not complex strategies, because I have basically zero clue as to how to react once I see the terran turtling. Once you see him turteling, expand to every base on the map, get all upgrades and get ready to spawn a TON of shit continously, which isn't a problem since you're on a million bases and have a gazillion larvae and resources. | ||
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nojok
France15845 Posts
May 08 2012 17:13 GMT
#12495
Thank you in advance. PS : I did reasearch but so many outdated things | ||
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Conti
Germany2516 Posts
May 08 2012 17:24 GMT
#12496
On May 09 2012 02:07 TheExodus wrote: Show nested quote + On May 09 2012 00:58 Conti wrote: Are there any general, basic strategies for Zerg to deal with a heavily turtling Terran (2-3 base) who masses thors? I'm talking about guys who build 10 turrets per base and spam tanks before they start to mass thors. I never have an idea what to do in those situations, and no matter what I try, no Zerg army seems to be able to deal with 10 thors + SCVs + tanks. I know that I shouldn't let it come to that in the first place, but if my enemy's smart there's not a whole lot I can do, or is there? I'm just looking for basic pointers, not complex strategies, because I have basically zero clue as to how to react once I see the terran turtling. Once you see him turteling, expand to every base on the map, get all upgrades and get ready to spawn a TON of shit continously, which isn't a problem since you're on a million bases and have a gazillion larvae and resources. That's what I thought I had to do, but so far every time I tried he ended up killing my natural while I was remaxing, and before anything useful spawned he was about to kill my main. Maybe I wasn't greedy enough yet, though! Thanks for the tip. | ||
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RyanRushia
United States2748 Posts
May 08 2012 17:25 GMT
#12497
On May 09 2012 02:13 nojok wrote: I am plat terran. I had lot of success doing 1 1 1 going to siege their expansion for TvT and then put my one and then transitionning to mech. However it does not work very well today, is it the opening or is it me? People manage to defend their early expansion more often now. I want to go mech in TvT and I want to know if I can stick to this opening or I should go for a safer one. Thank you in advance. PS : I did reasearch but so many outdated things i know players like Heart like to do a similar 1base push before expoing, but they do it without having siege on their tanks so that it's slightly faster and can get an additional tank or banshee depending on what's needed | ||
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nojok
France15845 Posts
May 08 2012 17:29 GMT
#12498
On May 09 2012 02:25 RyanRushia wrote: Show nested quote + On May 09 2012 02:13 nojok wrote: I am plat terran. I had lot of success doing 1 1 1 going to siege their expansion for TvT and then put my one and then transitionning to mech. However it does not work very well today, is it the opening or is it me? People manage to defend their early expansion more often now. I want to go mech in TvT and I want to know if I can stick to this opening or I should go for a safer one. Thank you in advance. PS : I did reasearch but so many outdated things i know players like Heart like to do a similar 1base push before expoing, but they do it without having siege on their tanks so that it's slightly faster and can get an additional tank or banshee depending on what's needed But you don't have that many marines and there are quite often 1 rax gasless expand into 3 rax marines then tech from my opponents and I feel severely outnumbered if I have no siege. I'll try to find heart's replays. Thank you Maybe I should skip starport when I see no gas from 1st scv & see the expansion but my tanks are really weaker when they don't have that viking spotter. | ||
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haaz
157 Posts
May 08 2012 17:45 GMT
#12499
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Iyerbeth
England2410 Posts
May 08 2012 18:24 GMT
#12500
On May 09 2012 02:45 haaz wrote: Does storm stack? Nope. | ||
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