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On July 01 2012 18:03 Navane wrote: Why do people use barracks with reactors? A second barracks costs 150 minerals, 65 gameseconds + an scv, but allows your original barracks to keep producing. The reactor costs 50/50 and 50 gameseconds. The difference comes down to:
100 mins, 15 seconds +1 scv VS 50 gas + inabillity to build marines for 60 gameseconds
I tought gas was scarce? Can anyone enlight when to go for more rax and when to add reactors? Gas for Terran is not the same as gas for Protoss or Zerg. Bio builds are based around the Marine, and building units and structures to support said Marine so that it can out-DPS the other army.
As for Reactors specifically, they take up less space and for each one you build it's enough minerals for two more Marines, or if you build four instead of 4 more Barracks, that's enough to build a CC. Last, building a Barracks means 70+ seconds of an SCV not mining when including travel time between the mineral line and the Barracks, which makes about 50 mineral mining deficit; yet another Marine that will be delayed.
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I feel like terran is disadvantaged because they build constant units and workers, instead of the two others race which are more impulsive things so they can have bigger army and bigger economy. So my question is what is the answer to the more the game is advanced the more terran is weak ?
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On July 02 2012 01:28 Sprite825 wrote: I feel like terran is disadvantaged because they build constant units and workers, instead of the two others race which are more impulsive things so they can have bigger army and bigger economy. So my question is what is the answer to the more the game is advanced the more terran is weak ? Terran doesn't get progressively weaker as the game goes on IMO. It's more that people use compositions from the mid-game and expect them to work in the late-game, so they die.
In TvP for example, you need a Ghost for every HT at minimum, plus two more for every Archon if possible, and then if you can afford it, even more to EMP the Protoss' main army. You also want 3 vikings per Colossus, or if you have the money, a total of 14+ Vikings to 1-shot Colossus. You also need to remember your Vehicle weapon upgrades if you're going Bio-Mech, like in TvZ, or your Ship upgrades if you're going something that involves air units, like Bio in TvP which has Vikings. Especially if you're making Vikings.
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zvt, can anyone give me pointers on how to scout mech. I feel by the time I have overseers out which is usually a lot later than zvz zvp that it's hard to tech switch, like starting roach upgrades.
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I'm wondering why ultras feel so much stronger now in zvt? A few months ago people would joke that if you made ultras you wanted to lose....seems to coincide with the queen buff but I don't understand how that might affect the late game? Insight appreciated...
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On July 02 2012 23:03 Daniel C wrote: I'm wondering why ultras feel so much stronger now in zvt? A few months ago people would joke that if you made ultras you wanted to lose....seems to coincide with the queen buff but I don't understand how that might affect the late game? Insight appreciated...
They were seeing more use before then, especially from Stephano and DRG.
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On July 01 2012 11:34 AKomrade wrote: On a 1 Rax FE, is it more economical to transfer workers or to just max one mineral line at a time?
Now I'm not a Terran player, but I have played random so if someone else wants to make sure this is correct.
You want to have 16 (2 scvs per patch) mining in your main before you maynard over any extras to maximize mining efficiency. Also with MULES, you should right-click them to the patches further in the back, otherwise in the front they die carrying back the last mineral load and you lose it.
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On July 02 2012 23:03 Daniel C wrote: I'm wondering why ultras feel so much stronger now in zvt? A few months ago people would joke that if you made ultras you wanted to lose....seems to coincide with the queen buff but I don't understand how that might affect the late game? Insight appreciated... People learned to use them not by themselves, but with a lot of Zerglings and Infestors to root and DPS the Terran army.
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I'm not sure if this belongs in the strategy forum exactly. But I figured it was a simple question/answer so I'll start here.
Question 1: Is there such thing as a custom map that is a faster game speed than the actual game? I think it'd be interesting to try to perform macro builds at literally 2x the speed, or 4x or w.e. Is this possible? Easy?
Question 2: Is there a visual difference to a medivac, overlord, or warp prism, when it's loaded vs unloaded? Like there is for a bunker. Should there be?(i say yes)
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Q2: No. That's blizzard's choice.
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when i watch some games on streams the banelings have a stronger color. I wonder if there is something i download to get it? The bane lings are glowing.
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On July 02 2012 22:46 b0rt_ wrote: zvt, can anyone give me pointers on how to scout mech. I feel by the time I have overseers out which is usually a lot later than zvz zvp that it's hard to tech switch, like starting roach upgrades. 7-8 minute overlord/overseer scout. you'll be able to see buildings and after that it's pretty obvious
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What is a good layout for building/pylon placement, particularly in the main for Protoss. I figure that you want to keep your tech buildings hidden and warpgates grouped up for organization/macro sake, though I feel I also may be wrong, and would it be a good idea to generally surround my robo/core with gateways or is it not that important. Maybe I am overthinking it but I feel like I place buildings down with no order, and it kinda bothers me, as I feel there may be more effective setups. Btw not talking about walling off in PvZ, just in general.
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On July 03 2012 10:54 Czarkasm wrote: What is a good layout for building/pylon placement, particularly in the main for Protoss. I figure that you want to keep your tech buildings hidden and warpgates grouped up for organization/macro sake, though I feel I also may be wrong, and would it be a good idea to generally surround my robo/core with gateways or is it not that important. Maybe I am overthinking it but I feel like I place buildings down with no order, and it kinda bothers me, as I feel there may be more effective setups. Btw not talking about walling off in PvZ, just in general.
It really depends on the matchup.
There really isn't a "BEST" placement. Because strategies could vary even with the same matchup. Here are some things I think you should think about while you setup your buildings
PvP -Cannon rushes, best to build tight to your nexus if you're being cannoned. + Show Spoiler +You will naturally get your own forge and not let him get cannons in main of your key buildings before getting your own cannons up (gates are not "key") -generally being able to move around your own base for defense is important in all matchups. dont box yourself in, or have areas you can't get to that they can drop in.
PvT 2rax bunker rushes, i'm talking bunker on top of your ramp. But if you put gates right at ramp he can just get vision and kill it., so usually best not to have buildings on the edge near low ground at all. Put buildings somewhere less likely to be dropped and killed, especially key tech. Eventually you will basically have gateways everywhere
PvZ Obviously you want to wall off against zerglings. Zealot doorway is most common. Don't be afraid to make a full wall using a pylon and kill it later. I will often use a gateway instead, and kill the gateway(cybers can be killed and remade, i believe they actually build faster than a gate (and have more hitpoints)
General Tips: Make a line of pylons and build buildings on both sides of that. You can continue to add pylons as the game goes on. If you need to you can put simple breaks in the lines for units to get through. Also an easy way to make everything look neat. Spread tech out to make it harder to scout all of your tech.
I would not box in your robo. If it's completely boxed in you will wait the full build time to find out you need to kill something to let your unit out. (warp prism/obs unaffected) I would put your robo close to the ramp, so immortals can get right out. If you know you're going collosus you can hide it near low ground like on antigua has the double ramp by the smoke.
I can think of more later maybe.. day9time!
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Hey guys, I would not be at all surprised if questions like this have been asked ad nauseum, but I haven't been able to find discussion on this topic, so I will post here.
I am sure I am not the only one who has experienced bad days in their starcraft careers. Days where you just feel slow, can't help but miss every hotkey, misclick constantly, and make decisions no one in their right mind would ever make. I am not talking about tilt necessarily, because for me when this happens I usually don't get too emotionally worked up about. There is no rage or sadness, because I know it's just one of those days. However, I am wondering what I should do on days like these. Is there some way I can get myself back in the zone? Should I keep on practising, or does futher practice mean I risk practising mistakes? Is there some other way I should try practising on days like this rather than just playing games?
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WHen I see pro terrans want to build 2x rax, they normally wait until 300 minerals, why? Doesnt have to be terran, can be gateways etc. Why not build it when you have 150? Why wait until 300?
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On July 03 2012 16:27 dynwar7 wrote: WHen I see pro terrans want to build 2x rax, they normally wait until 300 minerals, why? Doesnt have to be terran, can be gateways etc. Why not build it when you have 150? Why wait until 300?
I actually don't see pro terrans/protoss wait to build the second.
However, the second will start ever so slightly faster from the saved mining time. Plus the convenience of having them synced. Mostly just preference.
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On July 03 2012 20:14 rd wrote:Show nested quote +On July 03 2012 16:27 dynwar7 wrote: WHen I see pro terrans want to build 2x rax, they normally wait until 300 minerals, why? Doesnt have to be terran, can be gateways etc. Why not build it when you have 150? Why wait until 300? I actually don't see pro terrans/protoss wait to build the second. However, the second will start ever so slightly faster from the saved mining time. Plus the convenience of having them synced. Mostly just preference.
No, what I mean is this.
I want to build 2 barracks. I would normally build 1 as soon as I have 150. Then anotehr one when I have 150. But pros seem to wait until 300 to build both. Is it for the slight mining time? If I build as soon as I have 150, that particular SCV could instead be mining right?
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