Simple Questions Simple Answers - Page 649
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Prime Directive
United States186 Posts
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OneBaseKing
Afghanistan412 Posts
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Farkinator
United States283 Posts
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tehemperorer
United States2183 Posts
On June 15 2012 04:01 Farkinator wrote: Why do players not maynard their workers in Starcraft 2? But they do... If you don't see maynarding, it could be low level game or, high level, if the main isn't saturated there's no point to maynard workers because you are losing mining time in transit. Only maynard from CC/Hatch/nexi if the mineral patches/gas are taken up by the right amount of workers already. | ||
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Farkinator
United States283 Posts
On June 15 2012 04:31 tehemperorer wrote: But they do... If you don't see maynarding, it could be low level game or, high level, if the main isn't saturated there's no point to maynard workers because you are losing mining time in transit. Only maynard from CC/Hatch/nexi if the mineral patches/gas are taken up by the right amount of workers already. Actually, almost no one maynards their workers anymore (at least every Zerg player I've been watching recently). I guess you don't need to transfer because mining ai is better than Brood War's? | ||
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OneBaseKing
Afghanistan412 Posts
On June 15 2012 04:01 Farkinator wrote: Why do players not maynard their workers in Starcraft 2? Not sure if trolling or noob. What the heck u talking bout, players maynard all the time | ||
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rd
United States2586 Posts
On June 15 2012 04:36 Farkinator wrote: Actually, almost no one maynards their workers anymore (at least every Zerg player I've been watching recently). I guess you don't need to transfer because mining ai is better than Brood War's? Players will either maynard or rally both hatches to a newer base after saturating their main/natural. They both have pros and cons that pretty much leave them equal. It doesn't really matter which, but players still definitely maynard. One way or another they HAVE to move workers to a new expansion. | ||
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AmericanUmlaut
Germany2590 Posts
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Dash27
United States51 Posts
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Farkinator
United States283 Posts
On June 15 2012 04:37 OneBaseKing wrote: Not sure if trolling or noob. What the heck u talking bout, players maynard all the time By Maynarding, I mean as soon as your expansion finishes you send 6 or so drones to the natural to get it up and running. Lately I've been seeing people finish saturating their main and subsequently rallying the workers to the new base instead of grabbing workers right away. I was watching MLG and almost no one maynarded throughout the entire competition (DRG surely did not, neither did Protosses). Are there any stats to back up which one is better, or is it insignificant? | ||
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rd
United States2586 Posts
On June 15 2012 05:02 Dash27 wrote: I have picked 1 gate fast expand as my protoss build to practice. Many players at my level on ladder seem to do 1 base all ins. Is it smarter for me to try and get fast and crisp enough to defend the 1 base play or adapt the build to expand later if I scout quick aggression? Depends on the match-up; 1 gate fe is good in PvT and not much else. At some point though you need to learn to scout/hold all-ins, so it'd be beneficial to swallow the losses and get valuable experience. Against certain all-ins I wouldn't just arrogantly drop the nexus regardless though, 1 gate fe is versatile enough to be able to react. | ||
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.Mthex-
United States168 Posts
On June 15 2012 03:01 Prime Directive wrote: Can someone tell me exactly how to micro-manage an infestor / broodlord army? Possibly versus different types of hypothetical late-game Protoss armies? I am having a lot of trouble understanding how to hold off a protoss ground army with just my infestors and broodlings. Should I have other units mixed in here as well too? Thanks in advance. make sure you're keeping in mind the position of your infestors, too often players run them to their death, make sure they are always under the broodlords. Fungal approaching armies, inbetween fungals spam infested terrans--- rinse repeat. | ||
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.Mthex-
United States168 Posts
On June 15 2012 03:47 OneBaseKing wrote: When do I scan my opponent's base for each matchup? I know vs Terran, it's around 6:30. But I don't vs Zerg and toss. against zerg that would also be a good timing, I know that the all in builds I have are started at 6, but by 6:30 it would be fairly obvious--- | ||
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OneBaseKing
Afghanistan412 Posts
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PassiveAce
United States18076 Posts
Thanks guys ![]() | ||
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OneBaseKing
Afghanistan412 Posts
On June 15 2012 12:41 PassiveAce wrote: So I havnt been playing for a while and I wanted to ask where people look for pro replays nowadays. Thanks guys ![]() Um... I got like hundreds of replays from a tournament replay pack like the IPL replay pack. I still haven't even finished half. | ||
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Dingobloo
Australia1903 Posts
On June 15 2012 12:41 PassiveAce wrote: So I havnt been playing for a while and I wanted to ask where people look for pro replays nowadays. Thanks guys ![]() Best place are the event replay packs in my opinion, the latest big name ones would likely be the TSL4 KR Qualifiers, then the | ||
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Snoodles
401 Posts
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jabberjaw
225 Posts
On June 15 2012 12:41 PassiveAce wrote: So I havnt been playing for a while and I wanted to ask where people look for pro replays nowadays. Thanks guys ![]() I use http://www.sc2replays.eu/ they have individual replays, and they also link replay packs from various tournaments, eu/na/kr etc. and their replay search function has an advanced part so you can be super specific with what types of replays you're looking for. mech vs bio, 4 gate, etc etc. | ||
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RyanRushia
United States2748 Posts
On June 16 2012 03:01 Snoodles wrote: Something I've noticed from a few terran pros who intended to 1rax FE, is that when they scout 1 gate nexus protoss, they pull some SCVs and marine/bunker rush. I've also seen them do this against forge first. Is this the best course of action in that situation? What's the best timing to hit? the benefit of the marine/bunker rush is that you can attempt to contain/bring down protoss expo fast. the timing is simply have your scouting scv begin a bunker outside vision range of the building nexus, and rally units to it it's not necessarily the BEST course of action, as it can be all-in, but it's strong and can be very difficult to stop as protoss if they don't scout it/let the bunker go up | ||
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