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HerbMac
Profile Joined April 2012
Wales19 Posts
May 08 2012 18:56 GMT
#12501
How on earth do I hold a 4gate with a raxFE?
VoirDire
Profile Joined February 2009
Sweden1923 Posts
May 08 2012 22:24 GMT
#12502
On May 09 2012 03:56 HerbMac wrote:
How on earth do I hold a 4gate with a raxFE?

Follow up the rax-fe with 2 more barracks and build constant marines out of them.

If he hasn't put down an expansion by 5 min, build 2 more bunkers, then surround bunkers with scvs on autorepair.
b0rt_
Profile Joined October 2011
Norway931 Posts
May 08 2012 22:47 GMT
#12503
What's a better build than 14/14 in zvz? I'd like to 15 hatch but if they early pool I'm dead. If they 15 hatch then I'm behind since I'm still bad at speedling bane pressure.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
May 09 2012 00:36 GMT
#12504
On May 09 2012 07:47 b0rt_ wrote:
What's a better build than 14/14 in zvz? I'd like to 15 hatch but if they early pool I'm dead. If they 15 hatch then I'm behind since I'm still bad at speedling bane pressure.

It's one of those rock-paper-scissors types of situation. You have to accept that generally 10p>15h>14p>10p.

You don't have to do baneling pressure with a 14/14 opening vs 15h though. You can take lings of gas when you have speed started, expand on 20 and just poke with your initial zerglings. With speed completed before him you can check his tech and deny him scouting yours and use your information advantage to catch up in economy.
aQuaSC
Profile Joined August 2011
717 Posts
May 09 2012 11:49 GMT
#12505
Hi. I'm a frustrated, unable to understand the game low (sometimes low, sometimes high) diamond protoss. Is playing random (literally I never played any other race more than two-three games since the start of beta lol) going to help me out to get the game sense? Or something like that?
TL+ Member
tuestresfat
Profile Joined December 2010
2555 Posts
May 09 2012 13:39 GMT
#12506
On May 09 2012 20:49 aQuaSC wrote:
Hi. I'm a frustrated, unable to understand the game low (sometimes low, sometimes high) diamond protoss. Is playing random (literally I never played any other race more than two-three games since the start of beta lol) going to help me out to get the game sense? Or something like that?

You just need to know what the other races are capable of to improve your game sense, playing them would certainly help but you don't have to.

It's not necessary to break into masters but it can help. Plus playing other races is a lot of fun, especially if you're frustrated.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
May 09 2012 17:20 GMT
#12507
What's the minimum amount of sentries that lets you forcefield a ramp forever?

I'd imagine there's a number where the energy refilling on all sentries happens faster than the energy spending from each forcefield.
TheExodus
Profile Joined November 2011
293 Posts
May 09 2012 17:30 GMT
#12508
On May 10 2012 02:20 howLiN wrote:
What's the minimum amount of sentries that lets you forcefield a ramp forever?

I'd imagine there's a number where the energy refilling on all sentries happens faster than the energy spending from each forcefield.


If the ramp can be blocked off with a single FF, 5.
Epsilon_zero
Profile Joined October 2011
United States4 Posts
May 09 2012 20:50 GMT
#12509
In PvT what is the fastest time you can get a void ray out if you expand with one gate instead of a forge?
phiinix
Profile Blog Joined February 2011
United States1169 Posts
May 10 2012 03:12 GMT
#12510
On May 10 2012 05:50 Epsilon_zero wrote:
In PvT what is the fastest time you can get a void ray out if you expand with one gate instead of a forge?

depends on type of 1 gate fe, and what's being cut. But other than that, lets do some math. Standard expand timing is at 5:00, say put down 2nd gas immediately after, it'll be done by 5:30, by 6ish you can probably throw down the stargate. It'll be done at 7, and then it takes 60 seconds to build a void ray. so 1 chrono it'll be out by 7:50, 2 chrono by 7:40. realistically I wouldn't expect it to do anything until 8min. This is of course, assuming he goes 1 gas fe, and is getting SOME gas units, such as warp gate tech, a stalker, and maybe a sentry
ChiknAdobo
Profile Joined November 2010
United States208 Posts
May 10 2012 03:55 GMT
#12511
Do roaches and queens really do the same DPS http://wiki.teamliquid.net/starcraft2/Roach http://wiki.teamliquid.net/starcraft2/Queen or am I looking at this wrong. If this is right then with the added range with the new patch wouldn't queens be more effective than roaches? I guess queens are more mins then roaches but they do get more health plus transfuse energy.
ZERg
Snoodles
Profile Joined March 2012
401 Posts
May 10 2012 03:57 GMT
#12512
On May 10 2012 12:55 ChiknAdobo wrote:
Do roaches and queens really do the same DPS http://wiki.teamliquid.net/starcraft2/Roach http://wiki.teamliquid.net/starcraft2/Queen or am I looking at this wrong. If this is right then with the added range with the new patch wouldn't queens be more effective than roaches? I guess queens are more mins then roaches but they do get more health plus transfuse energy.


Yeah but if Queens were any slower off creep they would be going backwards, and you can only make 1 per hatch at a time.
ChiknAdobo
Profile Joined November 2010
United States208 Posts
May 10 2012 04:03 GMT
#12513
I dont think creep would be that big of a problem with extra queens but the biggest challenge would be slow production like you mentioned.
ZERg
AmericanUmlaut
Profile Blog Joined November 2010
Germany2598 Posts
May 10 2012 08:39 GMT
#12514
On May 10 2012 12:55 ChiknAdobo wrote:
Do roaches and queens really do the same DPS http://wiki.teamliquid.net/starcraft2/Roach http://wiki.teamliquid.net/starcraft2/Queen or am I looking at this wrong. If this is right then with the added range with the new patch wouldn't queens be more effective than roaches? I guess queens are more mins then roaches but they do get more health plus transfuse energy.

Yeah, as combat units Queens are superior to Roaches (same DPS, more HP, anti-air attack, and Transfuse). Their complete immobility off of creep and the fact that they don't spawn from larva are the reasons they can't be viably massed.
The frumious Bandersnatch
PMIgrinder
Profile Joined February 2012
United States9 Posts
Last Edited: 2012-05-10 17:14:45
May 10 2012 17:13 GMT
#12515
In PvP, if I'm defending a 4-gate (with 3-gate robo, let's say), I'm at the ramp, what should i be warping in? stalkers? sentries and zealots? or something else? What about away from the ramp?
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2012-05-10 18:08:05
May 10 2012 18:00 GMT
#12516
Why do people say that units with low damage attacks but high speed get hurt by armor upgrades more then units with big attacks. Or that units with 2 attacks are affected more?
i.e.
Unit A (immortal type unit) had 1 single attack every 4 seconds and does 100 damage. 10% armor increase - unit does 90 dmg in 4 secs.
Unit B (marine type unit) has 5 single attacks every 4 seconds and does 100 damage in that time. 10% armor increase - each attack does 18 instead of 20 damage, and in 5 secs he still does 90 damage.
Unit C (queen type) has 5 dual attacks (10 + 10 dmg per attack) and does 100 damage over 4 seconds. 10% armor increase = it only does 9 damage per each of its attack, 18 per round of attacks = 90 total damage after 5 dual attacks over 4 secs.

Obv damage numbers are simplified.. But i just keep seeing people say that armor affects marines more or queens/phoenixes more. I really dont get it.
Only possible reason i see is that perhaps high damage units dont get affected because they are overkilling as is. So even after armor increase they still kill in say 2 shots. Lower damage per hit units will need extra hits.
But if this is the logic, same can be said in reverse right? What if armor increase means that now immortal's 2 attacks leave the target with 5 life left. Then the immo will have to waste an entire slow attack to kill it.
Sorry if my examples gave you a headache;o
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
TheExodus
Profile Joined November 2011
293 Posts
Last Edited: 2012-05-10 18:08:13
May 10 2012 18:07 GMT
#12517
Well, the armor upgrades isn't in percentages, but in absolute numbers.

Take away 1 damage from an immortal doing 100 damage per shot and it's 99 damage remaining.
Take away 1 damage from a marine doing 10 damage per shot 10 times as fast, and it's 90 damage remaining.
iokke
Profile Blog Joined May 2010
United States1179 Posts
Last Edited: 2012-05-10 18:09:25
May 10 2012 18:08 GMT
#12518
On May 11 2012 03:07 TheExodus wrote:
Well, the armor upgrades isn't in percentages, but in absolute numbers.

Take away 1 damage from an immortal doing 100 damage per shot and it's 99 damage remaining.
Take away 1 damage from a marine doing 10 damage per shot 10 times as fast, and it's 90 damage remaining.


is this true?
I thought only guarding shield is in absolute number, rest is % based, which is why GS rocks marines
Crop circles are Chuck Norris' way of telling the world that sometimes corn needs to lie the f*** down. rerereredit.. I never get it right the 1st time
TheExodus
Profile Joined November 2011
293 Posts
May 10 2012 18:09 GMT
#12519
No, +1 armor is +1 armor, no percentages involved
TheExodus
Profile Joined November 2011
293 Posts
May 10 2012 18:11 GMT
#12520
And GS is great against marines because it's an insta +2 armor upgrade.
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