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On May 23 2012 02:22 [Aot]_Aether wrote: When going expanding off 1 rax, against zerg, how do I be agressive and safe at the same time? Should I go for medivacs, or should I go for tanks? Should I drop an additional 2 rax, or an additional 3?
excellent question, i use marine king's style of early bio aggression, day 9 covers it in one of his dailies which i will link below. ill give you a rough overview of the build as well.
12rax 18cc +2rax +2gas 1 ebay 1 tech lab get +1 weapons combat shield factory (standard timing 6:40 to 7:00)-->take third gas at nat add 2 reactors starport (reactor on fact for double medi) +1 armour, stim
***constant scv production**** (more important than marine production) ***constant marine production****
GOOD timings within this build -730 push with 16ish marines when combat shield finishes, mainly to force lings and control creep -10 min push with +1+1 combat stim and medis.(stim and +1 armour will be finishing around the time you engage) dont be afraid to trade with zerg, forcing him to make units means hes not droning or teching too hard!
after your ten minute push feel free to put TL on factory, add second factory, expand, etc. good luck fellow terran.
marine kings aggro tvz style (day 9 daily)
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At how much gas does Terran have to build a techlab to instantly start Combat Shields without excess gas?
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On May 23 2012 13:29 Whatson wrote:Show nested quote +On May 23 2012 13:02 LOLZEY wrote: When I do 6/7-gate +2 blink all-ins in PvZ, I often get crushed by a mass ling defense (like over 30 upgraded lings) and a few roaches. How would you counter this? I find that the zerglings swarm me too fast and even if I try to retreat with my blink stalkers they can still surround me during cooldown and kill my stalkers.
I normally hit at around 8:30-9 minutes with this attack so I don't think it's a timing issue. Would this be a BO loss? Every Protoss all-in needs sentries, FFs just make everything so much better. If you see a crapton of zerglings and very few roaches, start warping in zealots to tank and deal damage. You ideally want to fight in a narrow choke so you can FF the lings in half and take apart the Zerg army piecemeal. I don't think it's a BO loss if you're just facing pure upgraded lings.
Thanks for that. I think that warping in zealots and sentries is something I need to work on when doing pure stalker blink builds. The thing I'm worried about though, is that I have to guess whether the zerg will make roaches or more zerglings next wave, so I have to play reactionary and warp in units that counter the zergs.
Is there a general rule of thumb for # of units protoss units to counter zerg units? (e.g. #+ 1 zealots to counter zerglings, # roaches to counter +1 blink stalkers, ect)
Thanks!
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On May 23 2012 19:22 StiX wrote: At how much gas does Terran have to build a techlab to instantly start Combat Shields without excess gas?
That obviously depends on the number of gas geysers you are mining from. you mine about 2 gas per second from a geyser with 3 workers on it, the techlab takes 25sec to build and takes up 25 gas itself, so to be at 100 gas when it finishes you would have to start at 75 gas if you have just 1 geyser, at 25 if you mine from 2 geysers ( in the 25 seconds of building you mine 50 gas per geyser).
For the numbers on mining, also look at this : http://wiki.teamliquid.net/starcraft2/Resources
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This might be a bit silly, but can't hurt to ask.
I'm aware both is bad, but when producing supply is it worse to overproduce or to get supply blocked? I'm wondering because getting blocked banks minerals that can then be put into more production facilities/tech, but when overproducing supply you will eventually lack minerals.
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So this is a bit general, but in ZvX, at which point in the game should you aim to get an Overseer? Is it purely reactionary? Or if you're macroing/sitting back? How do you incorporate them in a specific moment of your game/build in order to keep them effective?
Don't take this as a fanboy rant, but I remember IdrA using them a lot once he would get Lair up, and he justified it as a better scouting option because Zerg's lacked it otherwise. I'm curious with the new Overlord speed buff, are they effective mid-game to freeze production on certain enemy buildings?
Basically I'm looking for some direction here and when you find it's best to make them, instead of having better tech/army.
thx!
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On May 24 2012 02:03 Metak wrote: This might be a bit silly, but can't hurt to ask.
I'm aware both is bad, but when producing supply is it worse to overproduce or to get supply blocked? I'm wondering because getting blocked banks minerals that can then be put into more production facilities/tech, but when overproducing supply you will eventually lack minerals. imo its better to overprduce supply since its minerals your going to spend on supply anyway so in the long run it doesnt hurt to have 20 more supply hanging around then you need but it does hurt to be supply blocked since you have less workers/units to work with
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On May 24 2012 02:15 Forikorder wrote:Show nested quote +On May 24 2012 02:03 Metak wrote: This might be a bit silly, but can't hurt to ask.
I'm aware both is bad, but when producing supply is it worse to overproduce or to get supply blocked? I'm wondering because getting blocked banks minerals that can then be put into more production facilities/tech, but when overproducing supply you will eventually lack minerals. imo its better to overprduce supply since its minerals your going to spend on supply anyway so in the long run it doesnt hurt to have 20 more supply hanging around then you need but it does hurt to be supply blocked since you have less workers/units to work with I agree, but I would warn you not to get complacent with overproducing supply depots. It is better for your learning to get supply blocked a few times and learn to time them correctly, rather than sit at 100/140 food every game.
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On May 24 2012 02:03 Metak wrote: This might be a bit silly, but can't hurt to ask.
I'm aware both is bad, but when producing supply is it worse to overproduce or to get supply blocked? I'm wondering because getting blocked banks minerals that can then be put into more production facilities/tech, but when overproducing supply you will eventually lack minerals. It is better to overproduce. If you overproduce you lose the ability to spend 100 minerals now, but if you under produce you likely delay the ability to spend 400ish resources.
While this is true on one base, as you add bases it becomes more and more true.
On one base 100 minerals is about 9 seconds of production. By 3 bases it is only 3 seconds of production.
Meanwhile a supply block costs 25ish seconds of production which is much worse.
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Can someone please tell me how to deal with mass air/turtle ZvP? Just had a game where he goes for fast void ray, securing his 3rd (because Hydras can't deny), mass cannons (can't take on cannon walls with hydras and combined armies, therefore cannot kill 3rd) - then goes in to carriers and mothership ? I get max on corruptor and hydra, A-Move his sky ball and kill maybe a single carrier. I try everything (hydra infestor corruptor queen) and can only make small dents meanwhile he takes the entire map and abuses pylon warp ins to deny my expansions where as I can not engage his cannon walls with carriers camping over them). http://drop.sc/185245
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I like the status bar for units a lot when I just have one CC under my hotkey, but when I have 2 CC's under my hotkey, I can just see blocks and no more bars with how far the unit is. Is there a way to change this(mod?) and is this legal?
cheers
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On May 24 2012 09:06 rofllocktree wrote: I like the status bar for units a lot when I just have one CC under my hotkey, but when I have 2 CC's under my hotkey, I can just see blocks and no more bars with how far the unit is. Is there a way to change this(mod?) and is this legal?
cheers not possible a mod that does this would not be legal either, as it provides u with extra info that the opponent wouldnt also have
ya it would be nice though, especially for upgrade buildings, forexample if the little white boxes are taller, and fillup like a glass or something
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On May 24 2012 02:34 DarKcS wrote:Can someone please tell me how to deal with mass air/turtle ZvP? Just had a game where he goes for fast void ray, securing his 3rd (because Hydras can't deny), mass cannons (can't take on cannon walls with hydras and combined armies, therefore cannot kill 3rd) - then goes in to carriers and mothership ? I get max on corruptor and hydra, A-Move his sky ball and kill maybe a single carrier. I try everything (hydra infestor corruptor queen) and can only make small dents meanwhile he takes the entire map and abuses pylon warp ins to deny my expansions where as I can not engage his cannon walls with carriers camping over them). http://drop.sc/185245 ...Ever tried fungals + infested Terrans + your corruptor hydra queen ball?
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On May 24 2012 09:06 rofllocktree wrote: I like the status bar for units a lot when I just have one CC under my hotkey, but when I have 2 CC's under my hotkey, I can just see blocks and no more bars with how far the unit is. Is there a way to change this(mod?) and is this legal?
cheers
No way to change it, but a couple of options are:
1) Assign unused control groups with the individual buildings you want the status bar for. 2) Set camera locations and fly through them checking the status bar over the actual building. 3) Fly though the 'Cycle Base Camera' to the same effect as #2. 4) Just make a habit of having one worker queued, i.e. two white dots, so you are always no more than 17 seconds ahead. It's not perfect for the extreme early game, but then that early, you either only have one base, or can use #1 above.
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On May 24 2012 11:59 Whatson wrote:Show nested quote +On May 24 2012 02:34 DarKcS wrote:Can someone please tell me how to deal with mass air/turtle ZvP? Just had a game where he goes for fast void ray, securing his 3rd (because Hydras can't deny), mass cannons (can't take on cannon walls with hydras and combined armies, therefore cannot kill 3rd) - then goes in to carriers and mothership ? I get max on corruptor and hydra, A-Move his sky ball and kill maybe a single carrier. I try everything (hydra infestor corruptor queen) and can only make small dents meanwhile he takes the entire map and abuses pylon warp ins to deny my expansions where as I can not engage his cannon walls with carriers camping over them). http://drop.sc/185245 ...Ever tried fungals + infested Terrans + your corruptor hydra queen ball?
If you watched replay I had 8 infestors fungal and IT but ze fungals they do nuthing, nuthing!
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On May 24 2012 02:14 dezmathio wrote: So this is a bit general, but in ZvX, at which point in the game should you aim to get an Overseer? Is it purely reactionary? Or if you're macroing/sitting back? How do you incorporate them in a specific moment of your game/build in order to keep them effective?
Don't take this as a fanboy rant, but I remember IdrA using them a lot once he would get Lair up, and he justified it as a better scouting option because Zerg's lacked it otherwise. I'm curious with the new Overlord speed buff, are they effective mid-game to freeze production on certain enemy buildings?
Basically I'm looking for some direction here and when you find it's best to make them, instead of having better tech/army.
thx!
At 50 gas you may as well get one immediately after your lair is complete and try to scout with both the changeling and the overseer itself, just try not to lose it.
Realistically unless you're a pro the only time its not worth geting an overseer immediately after lair is if you have a very specific build in the works or you know 100% what your opponent is doing already, in which case get it when you are no longer 100% sure.
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On May 24 2012 18:11 MacGuffinSC wrote:Show nested quote +On May 24 2012 02:14 dezmathio wrote: So this is a bit general, but in ZvX, at which point in the game should you aim to get an Overseer? Is it purely reactionary? Or if you're macroing/sitting back? How do you incorporate them in a specific moment of your game/build in order to keep them effective?
Don't take this as a fanboy rant, but I remember IdrA using them a lot once he would get Lair up, and he justified it as a better scouting option because Zerg's lacked it otherwise. I'm curious with the new Overlord speed buff, are they effective mid-game to freeze production on certain enemy buildings?
Basically I'm looking for some direction here and when you find it's best to make them, instead of having better tech/army.
thx! At 50 gas you may as well get one immediately after your lair is complete and try to scout with both the changeling and the overseer itself, just try not to lose it. Realistically unless you're a pro the only time its not worth geting an overseer immediately after lair is if you have a very specific build in the works or you know 100% what your opponent is doing already, in which case get it when you are no longer 100% sure.
I'm actually surprised how many zergs never bother getting an overseer until I've wiped their army once with a mothership, DTs or blink+observer... Tosses always get an observer ASAP, terrans have scans, but zergs just seem to never build mobile detectors until it's too late.
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So, I always hear the casters say that dropping a scan instead of a MULE costs the player money, or rather that it's "losing" money. I know that you won't get the money as fast, but isn't that kind of a bad expression? It doesn't actually cost anything, you just slow down the mineral income, right?
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On May 24 2012 21:49 lamehater wrote: So, I always hear the casters say that dropping a scan instead of a MULE costs the player money, or rather that it's "losing" money. I know that you won't get the money as fast, but isn't that kind of a bad expression? It doesn't actually cost anything, you just slow down the mineral income, right? Staying on 6 workers all game also doesn't actually "lose" you money, either, you just get it slower than if you have 70. In the context of the game, it's perfectly reasonable to refer to something that reduces your rate of income as having cost you money.
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On May 24 2012 21:49 lamehater wrote: So, I always hear the casters say that dropping a scan instead of a MULE costs the player money, or rather that it's "losing" money. I know that you won't get the money as fast, but isn't that kind of a bad expression? It doesn't actually cost anything, you just slow down the mineral income, right?
If you went to work tomorrow and you got your pay cut, isn't that losing money on future income?
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