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On June 12 2012 01:09 Trukk wrote: On longer TvZ matches, especially those when the Z player isn't going muta, why don't T just swap a starport onto a tech lab and build a raven to clear out creep instead of using scans?
Some T were doing it a year ago but stopped. You'll be sacrificing tank/medivac production from the gas dump. Especially since you'll be occupying starport production of medivacs which are more important vs infestors if it isn't muta ling/bling. If it's later on, you risk falling behind in viking numbers vs broodlords, but it seems like itd be much more useful earlier when your pushes are most sensitive and scans are less abundant.
It's a trade off and most terrans prefer to spend scans. Could be worked better into a banshee opening. Either way, theres no reason not to do it. It's really just preference/trade-off.
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What are the advantage/disadvantages of 1-1-1 hellion banshee then expand, vs 1rax FE hellion + banshee. I know ForGG usually expands first, while other pros 1-1-1 first.
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On January 27 2011 06:42 canavarr wrote: How do you micro the marines dropped behind the enemy mineral line for harass. (shift clicking all 16 marines to attack workers is an overkill as you only need about 8 (!?) marine shots to kill one worker, and the rest of the shots would be wasted?)
basically the way the AI works is that if your near mostly drones your marines will attack the drones -- alternatively if you are on the side the marines will attack a geyser -- early game you drop on the side of the zerg's base and then stim into/behind the min line and just "A move" Very few situations warrant target firing drones. Also its a waste of APM to control drops extremely specifically.
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Sorry since this is not exactly strategy, but i figure this is the best place to ask it. Does anyone know what time Bliz usually does the season transition for NA? Trying to get that #1 spot, and some guy just jumped ahead of me by 10 points. Idk if I'll need to play after work tonight (which is a problem, wife sleeps in the same room) or I can wait till tomorrow morning. I know its Tue btw, just not sure about usual time. Thanks
Edit: ok the time I found so far is 5am PST, not sure how correct that is though
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On June 12 2012 07:53 Tyrant0 wrote:Show nested quote +On June 12 2012 01:09 Trukk wrote: On longer TvZ matches, especially those when the Z player isn't going muta, why don't T just swap a starport onto a tech lab and build a raven to clear out creep instead of using scans? Some T were doing it a year ago but stopped. You'll be sacrificing tank/medivac production from the gas dump. Especially since you'll be occupying starport production of medivacs which are more important vs infestors if it isn't muta ling/bling. If it's later on, you risk falling behind in viking numbers vs broodlords, but it seems like itd be much more useful earlier when your pushes are most sensitive and scans are less abundant. It's a trade off and most terrans prefer to spend scans. Could be worked better into a banshee opening. Either way, theres no reason not to do it. It's really just preference/trade-off.
Thanks for the reply. It just seemed a bit odd in some games (I forget which) where the T would have creep (blocking a 4th? I just remember this happened once recently in a big game) all the way at his base and still just use scans when he would basically have to clear creep anyways all the way back to Z's base to be able to push safely.
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what time should I scan my opponent's base for each matchup as Terran?
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In ZvT, what is the standard response when the terran sends an early SCV and blocks your natural with a supply depot/expo bay before you can hatch first?
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On June 12 2012 14:17 OneBaseKing wrote: what time should I scan my opponent's base for each matchup as Terran? It depends on what you've scouted so far (edit: it also depends on your own game plan, and whether the information from the scan would change your plan). The best way to know when you should be scouting (including with scans) is to watch replays, and think about whether you would have done something differently that would have given you an advantage if you had known what your opponent was doing. If you would have, then that is a good scan/scout timing to remember for future games.
I'm bad at clock times because I don't use them past about 5:00, but one example would be TvP when Protoss fast expands. The follow-up is usually two more gates and a robo, then either double Forge or fast Colossi, but it can also be mass gates, a twighlight and a robo (indicative of either a blink all-in or DT drops), or a Stargate (rarely). That choice is always going to have been made within a fairly narrow time window, which is a perfect time to drop a scan. You should look at some of your TvP replays against fast expands, and see what you're doing when Protoss commits to one of these paths, and whenever you do that in future games, use that as a trigger that you should scan.
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Hi! I don't know where I can ask about that so I am asking here. Where can I get information about most of the pro tournaments this year? When can I get info about dreamhack, EIM or more like that? Is somewhere a kind of calendar? If u could pls give me links to this.
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On June 13 2012 02:55 H0verMyr wrote: Hi! I don't know where I can ask about that so I am asking here. Where can I get information about most of the pro tournaments this year? When can I get info about dreamhack, EIM or more like that? Is somewhere a kind of calendar? If u could pls give me links to this.
http://www.teamliquid.net/events/
Is this the kind of thing you're after?
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Yea thanks a lot, I won't miss out on any tournamnet now
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On June 12 2012 15:45 AARONHAND wrote: In ZvT, what is the standard response when the terran sends an early SCV and blocks your natural with a supply depot/expo bay before you can hatch first?
Get some lings out and and destroy it, and then place the hatch. you're not that far behind
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On June 12 2012 16:54 AmericanUmlaut wrote:Show nested quote +On June 12 2012 14:17 OneBaseKing wrote: what time should I scan my opponent's base for each matchup as Terran? It depends on what you've scouted so far (edit: it also depends on your own game plan, and whether the information from the scan would change your plan). The best way to know when you should be scouting (including with scans) is to watch replays, and think about whether you would have done something differently that would have given you an advantage if you had known what your opponent was doing. If you would have, then that is a good scan/scout timing to remember for future games. I'm bad at clock times because I don't use them past about 5:00, but one example would be TvP when Protoss fast expands. The follow-up is usually two more gates and a robo, then either double Forge or fast Colossi, but it can also be mass gates, a twighlight and a robo (indicative of either a blink all-in or DT drops), or a Stargate (rarely). That choice is always going to have been made within a fairly narrow time window, which is a perfect time to drop a scan. You should look at some of your TvP replays against fast expands, and see what you're doing when Protoss commits to one of these paths, and whenever you do that in future games, use that as a trigger that you should scan.
I've tried that before, but pro replays are so damn inconsistent for scouting times. They're mostly coin-flips
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If you put down double engineering bay as Terran and start double upgrades, on how many gasses do you have to be so that you can go engie bay's -> double ups-> fact -> armory -> double ups again?
EDIT: What i mean is that your armory finishes at the same time your +1's and you have enough gas for +2 +2
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On June 12 2012 14:17 OneBaseKing wrote: what time should I scan my opponent's base for each matchup as Terran?
As said it does depend on what you and your opponent are doing, but an easy place to start, I like 1 rax FE's in all my matchups and will scan when the orbital finishes at my natural if I'm unsure of what they're doing.
Something around 6 minutes will usually tell you what their going for, but you can also hide SCVs and run them into the natural to try and save a scan. Also, I usually SCV scout after depot or rax depending on the MU and map.
On June 12 2012 08:16 Snoodles wrote: What are the advantage/disadvantages of 1-1-1 hellion banshee then expand, vs 1rax FE hellion + banshee. I know ForGG usually expands first, while other pros 1-1-1 first.
1 Rax FE gets your CC out earlier and can hold off the 111 pushes so long as you scout what he's doing and react appropriately. Then, you should have more workers and a better economy.
If you go 111 before expo, you will have a bigger army, but have to do damage or play from behind (slightly).
It depends on your play style and what you prefer...do you like playing defensively or aggressively...
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About stimpack.
On wiki teamliquid site it says that it takes 10 hp off marines and 20 for marauders, which is correct.
Lasts 15 seconds, I think its correct too.
However, it says movement+attack speed increased by 50%. Well, marines initial speed is 0.86 sec. Then when I use stim why does it say -0.29? If its 50% shouldn't it say 0.43, which is half of 0.86?
Same goes for marauders. Their attack speed is 1.5. When stim is used, it becomes -0.5, why not -0.75?
So its not really 50% is it?
Thanks everyone
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On June 13 2012 21:48 dynwar7 wrote: About stimpack.
On wiki teamliquid site it says that it takes 10 hp off marines and 20 for marauders, which is correct.
Lasts 15 seconds, I think its correct too.
However, it says movement+attack speed increased by 50%. Well, marines initial speed is 0.86 sec. Then when I use stim why does it say -0.29? If its 50% shouldn't it say 0.43, which is half of 0.86?
Same goes for marauders. Their attack speed is 1.5. When stim is used, it becomes -0.5, why not -0.75?
So its not really 50% is it?
Thanks everyone The attack speed is the amount of time between attacks - a Marine fires every .86 seconds. If you reduced the attack speed to .43, you would be increasing the Marine's attack speed by 100%, not by 50%. The same applies to the Marauder.
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Does anyone know MKP's build he was using at MLG? No banshee or blue flame. Fast 3rd and Fast double upgrades.
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In ZvT, because Spire and Mutas are so slow to get out, should I just always tech quickly to Mutas in case T goes for Air/Mech, and then refocus on ling/bling if he went Bio?
I've always seen it done the other way round, but I'm beginning to think that maybe it's easier to switch from Mutas to Ling/Bling or Roaches or whatever since you've already massed some Gas and Mutas can easily be used for harass, air or not.
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On June 13 2012 21:51 AmericanUmlaut wrote:Show nested quote +On June 13 2012 21:48 dynwar7 wrote: About stimpack.
On wiki teamliquid site it says that it takes 10 hp off marines and 20 for marauders, which is correct.
Lasts 15 seconds, I think its correct too.
However, it says movement+attack speed increased by 50%. Well, marines initial speed is 0.86 sec. Then when I use stim why does it say -0.29? If its 50% shouldn't it say 0.43, which is half of 0.86?
Same goes for marauders. Their attack speed is 1.5. When stim is used, it becomes -0.5, why not -0.75?
So its not really 50% is it?
Thanks everyone The attack speed is the amount of time between attacks - a Marine fires every .86 seconds. If you reduced the attack speed to .43, you would be increasing the Marine's attack speed by 100%, not by 50%. The same applies to the Marauder.
Thank you very much, But I still dont quite get this. Well, it says 50% faster.
So if default is 0.86 per second, then what is 50% of 0.86? 0.43
Is it not this simple? Sorry..my math is not working right now... ><
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