Simple Questions Simple Answers - Page 63
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tuestresfat
2555 Posts
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FYRE
New Zealand314 Posts
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closey
Hong Kong272 Posts
On April 01 2011 15:10 FYRE wrote: i see many zerg pros put all their hatcheries on one hotkey, how do i make this work with making units at specific hatches and spawn larva? If you put all hatcheries in 1 hotkey, your best bet is to actually go to that hatchery and select all larva on screen...until you decide to actually hotkey that hatchery separately. Sorry I can't be of much help. | ||
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closey
Hong Kong272 Posts
On April 01 2011 14:11 tuestresfat wrote: Why is "Fastest Map", a really popular map in Brood War, now basically never played in sc2? Are the new customs that much more fun?... I personally still really like fastest for sc2, but no1 ever joins it public anymore. A game without the zergs to bully is boring. On this map the zergs will have around 10-20 queens if they want to keep up with the production rate of Terrans and Protoss, so it's unavoidable the zergs will avoid this map. | ||
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Chinesewonder
Canada354 Posts
On April 01 2011 14:11 tuestresfat wrote: Why is "Fastest Map", a really popular map in Brood War, now basically never played in sc2? Are the new customs that much more fun?... I personally still really like fastest for sc2, but no1 ever joins it public anymore. I think its because the whole game moves faster now anyway. In BW everything was so slow, you couldn't call down mules, inject, had only 1 gas per expansion, so everything moved slow. The appeal of fastest was not having to wait around on 1-2 gas, slow worker production, slow unit production. The pros you see in BW make it look easy to macro up so fast, but that is balls hard. SC2 kind of catered to this laziness with the ability to macro faster making the game alot more fun. so the appeal of fastest maps isnt so great anymore. | ||
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underdawg
United States399 Posts
i am using MMMVG + tank...not sure if it's optimal. sure can't upgrade mech along with infantry + air | ||
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ALPINA
3791 Posts
Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. | ||
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FingerMouse
3 Posts
Hotkey question. I am sure that a few months ago, I was able to build say 4 gates and hotkey them to say 5. I could then tab between the gates on that hotkey, and select units to produce. Now, it seems I can place 4 gates under a hotkey, but not cycle through them by pressing tab! Is it just me? Am I imagining I was ever able to do the former? Am I doing something wrong. Noobish question, but that's coz I am a noob. Any ideas greatly appreciated. Thanks. | ||
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Kyamo
Canada129 Posts
On April 01 2011 19:59 FingerMouse wrote: Hello Hotkey question. I am sure that a few months ago, I was able to build say 4 gates and hotkey them to say 5. I could then tab between the gates on that hotkey, and select units to produce. Now, it seems I can place 4 gates under a hotkey, but not cycle through them by pressing tab! Is it just me? Am I imagining I was ever able to do the former? Am I doing something wrong. Noobish question, but that's coz I am a noob. Any ideas greatly appreciated. Thanks. I think tabbing works when you have different types of buildings (or units) on the same hotkey. So if you have a gateway and a robo on the same hotkey you should be able to tab between them, but if it is all gateways on the hotkey there is no need to tab since it will automatically distribute the units you build among them. | ||
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Kyamo
Canada129 Posts
On April 01 2011 12:15 falstag wrote: 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. Cancelling gives you back only 75% of the cost, so you do lose money in the 2nd scenario where the building has been started. But you are correct about the travelling worker being killed, in that case the building isn't started and all the money is returned. | ||
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MuffinCookie
China64 Posts
On April 01 2011 19:08 Alpina wrote: My Q: Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. Then it must be because pros want to get a quick +2 melee attack upgrade. In which case a baneling would instantly kill any number of drones or probes within the attack splash area. But not SCV's (because they have 45 hp, instead of 40 hp or 20 shields 20 hp). | ||
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ALPINA
3791 Posts
On April 01 2011 23:30 MuffinCookie wrote: Then it must be because pros want to get a quick +2 melee attack upgrade. In which case a baneling would instantly kill any number of drones or probes within the attack splash area. But not SCV's (because they have 45 hp, instead of 40 hp or 20 shields 20 hp). I am pretty sure they are not getting +2 for killing workers lol If anyone knows I would like to know ![]() | ||
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Isaac
United States810 Posts
1. how much rax, factory, starport can you support on 2 bases in a tvt/tvz going for marine tank viking, medivac i see some gsl games but i cant really tell without a replay. sry nvm i just have one question | ||
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Kontemptuous
Australia132 Posts
On April 01 2011 19:08 Alpina wrote: My Q: Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. I think it's because the fact of the matter is zerglings and banelings are more expendable (in ZvT), so they'd rather get +1 attack so they deal damage faster rather than having weak units that die a little less easier. Of course +1 carapace is good so zerglings can't get 1-shot by tanks in siege mode, but against bio and in the early game, it's almost always better to have a lot of units that deal more damage faster than it is to have a lot of units that die a tiny bit slower, since bio attacks so fast anyway. | ||
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CaptainCharisma
New Zealand808 Posts
I have played only Terran to get up to gold league in 1v1, 2v2, 3v3 and 4v4. If I switch to Zerg ONLY in 4v4s, will this affect my 1v1 rankings, or 2v2 and 3v3 for that matter. I don't want to hurt my 1v1 rank for the sake of experimentation in 4v4s. Thanks, I hope this is simple enough ![]() | ||
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JabbaDaButt
United States77 Posts
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henreiman
United States407 Posts
On April 02 2011 15:04 JabbaDaButt wrote: When a Zealot is charging, is it faster than a speedling on creep? Don't think so, but not positive, sorry. But if you are essentially asking whether a charging zeal will hit a retreating speedling on creep, the answer is yes - the last patch made it so that when the charge animation occurs, zeals will always get at least one hit in. | ||
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crystyxn
Romania254 Posts
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Aequos
Canada606 Posts
On April 02 2011 15:14 henreiman wrote: Don't think so, but not positive, sorry. But if you are essentially asking whether a charging zeal will hit a retreating speedling on creep, the answer is yes - the last patch made it so that when the charge animation occurs, zeals will always get at least one hit in. Zealot charging is 6 movement speed, speedling on creep is about 7, so a zealot will not "catch" a speedling that runs from it. The patch only makes it so that if a zealot does reach melee range it is able to make a swing, it still will not always hit marauders with slow (which reduces their movement speed to 3 while charging, while the stimmed marauders have about 3.2) or units that can outrun it. | ||
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henreiman
United States407 Posts
On April 02 2011 15:24 crystyxn wrote: whats the ideal marine marauder medivac production on 2 bases? (how many rax and what addon) Depends on your saturation. But by about two full base saturation, I tend to have 5 rax, 4 tech lab 1 reactor, and a reactored starport. This also funds a few ghosts, double ebay upgrades, and SCV production (which I'll continue until ~70 SCVs). If I start to float money, I'll add on another reactored rax and then one more tech lab rax. However, I prefer to expo first. Edit: that's my TvP style, heavier on the marauders unless I see them going for stargate, in which case I might do 2 reactor and 3 tech lab OR double reactored starport. If you're talking TvZ MMM, can't help you much (sorry). | ||
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