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On June 13 2012 23:43 dynwar7 wrote:Show nested quote +On June 13 2012 21:51 AmericanUmlaut wrote: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... >< You're getting confused by the fact that the unit of measurement given in SC2 for attack speed is seconds per shot, rather than shots per second.
A Marine's attack speed is given as .86 seconds per shot. That's the same as saying that his attack speed is 1.163 shots per second. Similarly, you could say that you walk 5 km/h, or 0.2 h/km - they're the same speed, just written differently. If we increase the Marine's attack speed by 50%, then the number of shots fired in a given should be 150% of what it normally would be, which comes out to 1.744 shots/second, which you can also write as 0.573 seconds per shot.
Does that help?
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Can a hallucinated Warp Prism enter Phasing Mode?
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On June 14 2012 00:23 JesMaz wrote: Can a hallucinated Warp Prism enter Phasing Mode? Is it really so much work to hallucinate a Warp Prism and check for yourself? o.O
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On June 14 2012 00:55 AmericanUmlaut wrote:Show nested quote +On June 14 2012 00:23 JesMaz wrote: Can a hallucinated Warp Prism enter Phasing Mode? Is it really so much work to hallucinate a Warp Prism and check for yourself? o.O
I did think the same, but for the sake of answering, no they can't. They do benefit from warp prism speed upgrade though.
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I did think the same, but for the sake of answering, no they can't. They do benefit from warp prism speed upgrade though.
Oh man that is a real bummer. I wonder if Blizzard would consider patching that. Thanks for your help.
PS: I don't have access to SC2 currently!
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It's 50% faster, not 100% faster. So 50% faster would actually be .57 compared to 100%. 100% faster means 2 times as fast, which would be .43
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What's the basic difference between DRG's ZvP and Stephano's ZvP? Are they opposites, as Gretorp suggested? (Sorry if this is too complex.)
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As Protoss: If I only use 1 hotkey for units and i wish to add a High Templar to that control group, how can i eliminate high templar being selected 1st when i press the the hotkey ?
In short: how can i have my sentry always the 1st spell caster in my control group to assist in faster FF before i use bigger spells.
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I just came back to the game and am a diamond protoss. What are the main builds for the 3 matchups? Previously I did PvZ-->FFE 4gate +1 zealots, PvT 1 Gate FE, PvP 11 gate 3 gate pressure
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On June 14 2012 13:22 Gheddie wrote: As Protoss: If I only use 1 hotkey for units and i wish to add a High Templar to that control group, how can i eliminate high templar being selected 1st when i press the the hotkey ?
In short: how can i have my sentry always the 1st spell caster in my control group to assist in faster FF before i use bigger spells. You can't, you have to use tab to switch to sentries if you also have HTs in the same group.
You really shouldn't only use only one hotkey for units.
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On June 14 2012 13:43 CardinalSC wrote: I just came back to the game and am a diamond protoss. What are the main builds for the 3 matchups? Previously I did PvZ-->FFE 4gate +1 zealots, PvT 1 Gate FE, PvP 11 gate 3 gate pressure Those are all still fine. 4-gate +1 pressure seems to be getting a bit less effective, since Zergs are getting better at being active on the map to stop pylons, and having Roaches out in time, but I think it's still a viable opening to force units. 1-Gate FE into 3 gates and a robo is still the bread and butter PvT build. PvP, a properly executed 11-gate 3-gate attack will kill an awful lot of diamond-level Protoss (including me ).
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On June 13 2012 23:32 manti wrote: 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.
Either way is honestly fine. There are 2 ways to do Ling/bane/muta in ZvT. Ground heavy or muta heavy, they play out a little differently but are still effective.
So to answer your question.. it depends on what you're trying to do.
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Not sure if this is a simple question or just a stupid question but:
Whenever a new season starts, it's like my skill level drops or something - I have trouble beating lower ranked people (compared to those I vsed before the new season) e.g. 1-2 days ago I was beating mid to high diamonds comfortably but just now I had trouble beating a platinum. Thought it was just bad luck but it happens every time a new season starts
Is it actually just my skill level dropping randomly or something to do with the new season? (KR/TW Server if that changes anything?)
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At which time does a scan in TvZ has likely a 100% chance to see an allin coming based on how much gas is mined (how much is that, too?)?
Thanks alot.
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On June 14 2012 00:05 AmericanUmlaut wrote:Show nested quote +On June 13 2012 23:43 dynwar7 wrote:On June 13 2012 21:51 AmericanUmlaut wrote: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... >< You're getting confused by the fact that the unit of measurement given in SC2 for attack speed is seconds per shot, rather than shots per second. A Marine's attack speed is given as .86 seconds per shot. That's the same as saying that his attack speed is 1.163 shots per second. Similarly, you could say that you walk 5 km/h, or 0.2 h/km - they're the same speed, just written differently. If we increase the Marine's attack speed by 50%, then the number of shots fired in a given should be 150% of what it normally would be, which comes out to 1.744 shots/second, which you can also write as 0.573 seconds per shot. Does that help?
Thank you for that. I have asked this guy enough, anybody else want to help me? Perhaps include the numbers and the math, so it makes more sense.
Use 0.86 etc. etc I really would love to understand this. Apologies for my bad math..
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On June 14 2012 18:51 dynwar7 wrote:Show nested quote +On June 14 2012 00:05 AmericanUmlaut wrote:On June 13 2012 23:43 dynwar7 wrote:On June 13 2012 21:51 AmericanUmlaut wrote: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... >< You're getting confused by the fact that the unit of measurement given in SC2 for attack speed is seconds per shot, rather than shots per second. A Marine's attack speed is given as .86 seconds per shot. That's the same as saying that his attack speed is 1.163 shots per second. Similarly, you could say that you walk 5 km/h, or 0.2 h/km - they're the same speed, just written differently. If we increase the Marine's attack speed by 50%, then the number of shots fired in a given should be 150% of what it normally would be, which comes out to 1.744 shots/second, which you can also write as 0.573 seconds per shot. Does that help? Thank you for that. I have asked this guy enough, anybody else want to help me? Perhaps include the numbers and the math, so it makes more sense. Use 0.86 etc. etc I really would love to understand this. Apologies for my bad math.. I'll paste the answer I just PMed to dynwar7 just in case there's someone else who's confused by this:
Rate of attack and time between attacks are different ways of expressing the same information. If my rate of attack is 5 attacks per second, that's the same as if my time between attacks is .2 seconds. The second of the two is the way that Blizzard shows attack speed in SC2: Marines' attack speed is .86, which means .86 seconds between attacks.
We can convert seconds per attack to attacks per second by solving 1 attack / .86 sec = X attack / 1 sec: X = 1.163.
Time between attacks and rate of attack are effectively the same thing, but they are different ways of expressing the same information. If you reduce the time between attacks by half, then you are doubling your rate of attack (this should be obvious: I attack twice as often if I go from 1 second per attack to .5 seconds per attack). If you reduce your rate of attack by half, then you double the amount of time between attacks.
And so if we increase the Marine's rate of attack by 50%, then we reduce the amount of time between attacks by 1/3. (1 / 1.5 = .666...) .
I hope this has helped. If not, then I'm afraid you're going to have to just keep thinking about it until it makes sense, I'm not going to be able to spend any more time going over this. Sorry to be blunt, but I can't be devoting my whole work day to teaching you basic algebra .
See you around, ~AmericanUmlaut
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On June 14 2012 17:58 rpdla wrote: Not sure if this is a simple question or just a stupid question but:
Whenever a new season starts, it's like my skill level drops or something - I have trouble beating lower ranked people (compared to those I vsed before the new season) e.g. 1-2 days ago I was beating mid to high diamonds comfortably but just now I had trouble beating a platinum. Thought it was just bad luck but it happens every time a new season starts
Is it actually just my skill level dropping randomly or something to do with the new season? (KR/TW Server if that changes anything?) I suspect that it's mostly psychological, but it's also true that there's most likely a slow upward creep in the skill level of each league over time, as less-serious players are more likely to drop out of the active player over time, and as the remaining player pool gets more experienced. Eventually I expect that the ladder will be like ICCUP, and even getting out of Bronze will require a skill level that we associate with Diamond today.
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On June 14 2012 18:43 Enemyy wrote: At which time does a scan in TvZ has likely a 100% chance to see an allin coming based on how much gas is mined (how much is that, too?)?
Thanks alot. The metagame is changing, so it's hard to tell right now.
What I do know is that if the Z is going for ling speed, they stop mining gas once they start research. If they keep on mining gas, either they forgot to pull the drones off or an all-in is coming (roaches or banelings).
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On June 14 2012 17:58 rpdla wrote: Not sure if this is a simple question or just a stupid question but:
Whenever a new season starts, it's like my skill level drops or something - I have trouble beating lower ranked people (compared to those I vsed before the new season) e.g. 1-2 days ago I was beating mid to high diamonds comfortably but just now I had trouble beating a platinum. Thought it was just bad luck but it happens every time a new season starts
Is it actually just my skill level dropping randomly or something to do with the new season? (KR/TW Server if that changes anything?)
It's possible that it's just the general skill across all leagues increasing, as AmericanUmlaut stated. It could also just be a multitude of other reasons. They could have an equal MMR to yours, which generally means they're actually around your skill level (relatively speaking). Kinda depends on whether or not the platinum players you queue against slightly or completely unfavored, though, and I think you could calculate that MMR if you really wanted to know (at the time of that specific game). Ironically this contradicts how the ladder should function at the beginning of a season, though.
Either way, I wouldn't invest too heavily into their league. Different people have trouble against different kinds of players and can subsequently be held back cause of it. MMR simply can't account for the wide variance across specific thresholds of leagues.
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I am looking for tutorial for improving zerg macro. I tried with day9 but his film was removed or sth like hat. So I plz you guys for some links to zerg's macro strategy
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