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On June 20 2012 08:31 zezamer wrote: Can I somehow change my color in ladder games ? I don't like green t.t Not with what they give you, I'm sure you could find a mod edit to change that. By green do you mean green on the minimap or the actual units looking green? If you're always green and the opponent is always red, you have a setting on that auto does that; which you can change with one of the 3 buttons next to the minimap (i think it's the bottom one..)
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On June 20 2012 08:23 AmericanUmlaut wrote:Show nested quote +On June 20 2012 07:27 Apollo_Shards wrote: As a zerg, what are the major timings I should be worried about Protoss and Terran hitting?
I think you might be looking for the complicated questions, complicated answers thread. To explain: Your question is so general as to be meaningless. How many bases does the Protoss or Terran have? What have you scouted? How many bases do you have? What build are you doing? For example, if Protoss FFEs, you take a fast third in response, and Protoss goes into a fast third off of four gates and a robo, you should be worried about a 3-Colossus timing, but that timing simply doesn't exist if you went for aggression instead of taking a fast third.
Like at 7 minutes is when x hits from Toss.
Just a few big timings and when they hit.
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Can anyone upload replay(s) of recent pvz 2 base mana style immortal push? At least master level games would be pretty good.
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On June 20 2012 14:08 Apollo_Shards wrote:Show nested quote +On June 20 2012 08:23 AmericanUmlaut wrote:On June 20 2012 07:27 Apollo_Shards wrote: As a zerg, what are the major timings I should be worried about Protoss and Terran hitting?
I think you might be looking for the complicated questions, complicated answers thread. To explain: Your question is so general as to be meaningless. How many bases does the Protoss or Terran have? What have you scouted? How many bases do you have? What build are you doing? For example, if Protoss FFEs, you take a fast third in response, and Protoss goes into a fast third off of four gates and a robo, you should be worried about a 3-Colossus timing, but that timing simply doesn't exist if you went for aggression instead of taking a fast third. Like at 7 minutes is when x hits from Toss. Just a few big timings and when they hit.
Then again it's pretty open ended. At the 7 min mark, you have multiple timings that could hit around that time depending of the opener. I will try to list them all but i might miss a few - 4 gate off 1 base ( typical out dated 4 gate) = hits at best 5:45, worst 6:30+ - 6+ gates with +1 timing off FFE, = hits by the 8th min mark, right after WG finishes - Double starport into void/phoenix (does any1 do this anymore?!?) = hits around 8:30-9 that's about all i see lately but 7 min timings in PvZ are kind of rare at the moment
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On June 20 2012 23:43 Maxamix wrote:Show nested quote +On June 20 2012 14:08 Apollo_Shards wrote:On June 20 2012 08:23 AmericanUmlaut wrote:On June 20 2012 07:27 Apollo_Shards wrote: As a zerg, what are the major timings I should be worried about Protoss and Terran hitting?
I think you might be looking for the complicated questions, complicated answers thread. To explain: Your question is so general as to be meaningless. How many bases does the Protoss or Terran have? What have you scouted? How many bases do you have? What build are you doing? For example, if Protoss FFEs, you take a fast third in response, and Protoss goes into a fast third off of four gates and a robo, you should be worried about a 3-Colossus timing, but that timing simply doesn't exist if you went for aggression instead of taking a fast third. Like at 7 minutes is when x hits from Toss. Just a few big timings and when they hit. Then again it's pretty open ended. At the 7 min mark, you have multiple timings that could hit around that time depending of the opener. I will try to list them all but i might miss a few - 4 gate off 1 base ( typical out dated 4 gate) = hits at best 5:45, worst 6:30+ - 6+ gates with +1 timing off FFE, = hits by the 8th min mark, right after WG finishes - Double starport into void/phoenix (does any1 do this anymore?!?) = hits around 8:30-9 that's about all i see lately but 7 min timings in PvZ are kind of rare at the moment
Alright, sorry about that, I think I ask in the other thread. Thank you for trying to answer though. Appreciate it.
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Often, as a lower league player, I find myself floating minerals. When this happens, is it ok to go over the "standard" amount of produciton facilities on your current numnber of bases (like 7 rax on 2 bases instead of the standard 4 or 5) in order to keep my money low?
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On June 21 2012 04:12 PinheadXXXXXX wrote: Often, as a lower league player, I find myself floating minerals. When this happens, is it ok to go over the "standard" amount of produciton facilities on your current numnber of bases (like 7 rax on 2 bases instead of the standard 4 or 5) in order to keep my money low?
Yes, just spend it. First upgrades, then more production.
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On June 21 2012 04:12 PinheadXXXXXX wrote: Often, as a lower league player, I find myself floating minerals. When this happens, is it ok to go over the "standard" amount of produciton facilities on your current numnber of bases (like 7 rax on 2 bases instead of the standard 4 or 5) in order to keep my money low?
In this precise state, i would recommend it for the lower leagues, because you will miss inject / warp in / re-queing so yeah if you start floating mins it's ok to get more production facility, but if you over make them, you will be starving. The thing is to balance it all, and the best would be not to miss any production cycle, but if your going to miss some, get some more to compensate for that, but as you climb in the ladder, you should reduce them to the optimal ammount because you won't be missing less production cycle...
if that makes sence...
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In 2v2 (TTvPZ) how can we stop the toss cannon rushing before our ramp while the Z just masses lings and gives vision? It's so hard to build bunkers that a) can shoot everything that walks up the ramp b) doesn't have repairing SCVs in cannon range and he might still just kill one depot and run by.
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On June 21 2012 05:44 Hero1 wrote: In 2v2 (TTvPZ) how can we stop the toss cannon rushing before our ramp while the Z just masses lings and gives vision? It's so hard to build bunkers that a) can shoot everything that walks up the ramp b) doesn't have repairing SCVs in cannon range and he might still just kill one depot and run by.
a bunker with a marauder in it has the same range as a cannon, any scvs repairing from behind should be safe.
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On June 21 2012 05:52 scudst0rm wrote: a bunker with a marauder in it has the same range as a cannon, any scvs repairing from behind should be safe.
true but he starts building his cannons when my 1st marine is like 2/3 done and I don't wanna stop marine production before my bunker is full. I usually add another rax in my back but building a rauder there is just too late. I think I have to find the sweet spot where marines in the bunker can still shoot the entire ramp but repairing SCVs are not in cannon range.
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What comes out better purely economically in a gasless 1 rax expo, CC before second depot or after?
I've seen high level players advocate for both sides with the people saying you should build your second depot first claiming that if you do everything perfectly then you wind up delaying an SCV thereby negating any economic gain while leaving yourself a bit more vulnerable.
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On June 21 2012 11:01 Plethora wrote: What comes out better purely economically in a gasless 1 rax expo, CC before second depot or after?
I've seen high level players advocate for both sides with the people saying you should build your second depot first claiming that if you do everything perfectly then you wind up delaying an SCV thereby negating any economic gain while leaving yourself a bit more vulnerable.
Equal on econ, but cc before depot isn't as safe.
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United States8476 Posts
On June 21 2012 16:50 TheExodus wrote:Show nested quote +On June 21 2012 11:01 Plethora wrote: What comes out better purely economically in a gasless 1 rax expo, CC before second depot or after?
I've seen high level players advocate for both sides with the people saying you should build your second depot first claiming that if you do everything perfectly then you wind up delaying an SCV thereby negating any economic gain while leaving yourself a bit more vulnerable. Equal on econ, but cc before depot isn't as safe. CC before depot is slightly more economical than depot before CC. It's about a 1-2 scv difference.
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On June 21 2012 16:52 NrGmonk wrote:Show nested quote +On June 21 2012 16:50 TheExodus wrote:On June 21 2012 11:01 Plethora wrote: What comes out better purely economically in a gasless 1 rax expo, CC before second depot or after?
I've seen high level players advocate for both sides with the people saying you should build your second depot first claiming that if you do everything perfectly then you wind up delaying an SCV thereby negating any economic gain while leaving yourself a bit more vulnerable. Equal on econ, but cc before depot isn't as safe. CC before depot is slightly more economical than depot before CC. It's about a 1-2 scv difference.
Oh, I've never managed to make a difference, but then again, i'm a lowbie I would value that completed wallin higher than one or two extra workers though, but that could again be because I'm a lowbie.
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I want to learn how to fast expand and transition into marine-tank in TvT. Are there any guides/replays available that show some good players fast-expanding then dealing with banshees, reapers, marine-hellion drops, quick tanks etc.? Most times I FE I get crushed by something in the preceding sentence because I don't really know how what buildings to get (and in what order) after the CC. Is there some follow up that is 'safe'? Or is the scouting in this situation too complicated that a player in gold is best off not attempting a TvT FE at all?
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Hi TL
I am so sick of all-ins...basically Z keeps ling bling busting me almost every single game..
Well I dont want to QQ here, so allow me to ask these:
1. How do I get mroe confident in my matchups? I mean in a game vs Z, I saw that he was going to bling bust, so i transferred all my raxes (3) to my natural's ramp. Even just a small change like this, truly enormously messes up my whole plan. Is this simply because I dont have enough practice? Is this because I still havent grasped the build order that I was going to execute properly?
If there is no pressure, it is nice and easy for me, going well and smooth. But as soon as there is a pressure that does not normally happen, such as having to move my raxes for bling bust, I lose my focus....So, will this come with more game-time and experience?
2. For bling bust proper scouting is key right? And to wall, should it be my beloved raxes or just make many bunkers? I think bunkers are good with 100 mins and can be salvaged if not used.
3. Lastly, what do I do vs Protoss who seemingly , 24/7, always try to proxy pylon and pressure me? Simple but I need help here.
Thanks TL I hope to get some answers.
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On June 21 2012 22:46 dynwar7 wrote: Hi TL
I am so sick of all-ins...basically Z keeps ling bling busting me almost every single game..
Well I dont want to QQ here, so allow me to ask these:
1. How do I get mroe confident in my matchups? I mean in a game vs Z, I saw that he was going to bling bust, so i transferred all my raxes (3) to my natural's ramp. Even just a small change like this, truly enormously messes up my whole plan. Is this simply because I dont have enough practice? Is this because I still havent grasped the build order that I was going to execute properly?
If there is no pressure, it is nice and easy for me, going well and smooth. But as soon as there is a pressure that does not normally happen, such as having to move my raxes for bling bust, I lose my focus....So, will this come with more game-time and experience?
2. For bling bust proper scouting is key right? And to wall, should it be my beloved raxes or just make many bunkers? I think bunkers are good with 100 mins and can be salvaged if not used.
3. Lastly, what do I do vs Protoss who seemingly , 24/7, always try to proxy pylon and pressure me? Simple but I need help here.
Thanks TL I hope to get some answers.
1. You're posting the wrong kind of info here imo. Was it 1 base? 2 base? How were you opening? Holding bling busts with a reactor hellion is expand is much different than holding it with a 1 rax fe or cc first, but regardless, if you hold the bust and don't lose a lot of scvs you should be ahead, and you're losing because you don't play well under harass. The fix for this is to just play more and try to adapt; there's no simple soluation
2. bunkers are fine as long as the positioning is good
3. build anther bunker or prevent the pylon from going up
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Thanks for the reply.
So basically the more I play the more confident, and the better I perform under pressure?
I did 1 rax fe and iirc he was on 2 base. I could not use siege tanks because I was going for a different strategy. So the key to bling bust is scouting right? It is tough because sometimes when I scan his main, there is nothing there - he put his bling nest in his natural....
Also, I heard ebay is good for emergency walling. So, is it rax/bunker/or ebay? If it is bunker, should it be empty or full of marines?
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