Simple Questions Simple Answers - Page 662
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Survivor61316
United States470 Posts
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Iyerbeth
England2410 Posts
On July 05 2012 09:02 Survivor61316 wrote: Can overlords poop creep around an enemies building? Yes, but it doesn't do anything except prevent Terran addons (tech lab/reactor) being built there or landing buildings. | ||
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dynwar7
1983 Posts
I saw someone playing in the korean ladder before, so after the game, this streamer from TL wanted to see who he was playing against. So he just simply typed the enemy's name to the lower right box here on TL "Search player/league". My question is, what if it is a korean name? You cannot copy/paste from SC2 interface, can you? If you can then its no problem...but I just would love to know if you can copy paste if its a korean name, and therefore you can search in that box down there? | ||
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NVRLand
Sweden203 Posts
Does zergs position impact on their economy? Larvae always pops south of the hatchery, right? A zerg would benefit more from spawning a south location (Think Daybreak, the one in the south-west will have their drones pop a lot closer to the minerals than the guy in the north-east (if he's a zerg)) I guess it's a minimal difference but since pros are stacking workers on mineral patches to gain a smaaall eco lead, wouldn't this be something to look into? | ||
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Maxamix
Canada165 Posts
On July 05 2012 21:23 NVRLand wrote: I have been thinking about something for a while now... Does zergs position impact on their economy? Larvae always pops south of the hatchery, right? A zerg would benefit more from spawning a south location (Think Daybreak, the one in the south-west will have their drones pop a lot closer to the minerals than the guy in the north-east (if he's a zerg)) I guess it's a minimal difference but since pros are stacking workers on mineral patches to gain a smaaall eco lead, wouldn't this be something to look into? You are right, larvae always spawn south of the hatch and it will cost you a little (about 1 sec) for every worker created. But i don't think this actually means we are at a disadvantage because we can get so many workers at once... | ||
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Iyerbeth
England2410 Posts
On July 05 2012 22:24 Maxamix wrote: You are right, larvae always spawn south of the hatch and it will cost you a little (about 1 sec) for every worker created. But i don't think this actually means we are at a disadvantage because we can get so many workers at once... In a ZvZ it could potentially be a minor issue though. There was a thread on the subject a little while back. http://www.teamliquid.net/forum/viewmessage.php?topic_id=288989 | ||
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Mavvie
Canada923 Posts
Why don't zergs look into getting +1 carapace instead? It doesn't finish in time for timing attacks, but unless it's a blink stalker all-in, you can hold equal upgrades for carapace vs. ground weapons, which definitely benefits the zerg, at least more than +1 melee would ![]() | ||
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Verror
261 Posts
The 2nd would be that it unlocks +2, also seems like kind of a silly reason, but you can see them often add another evo and go for lopsided upgrades (2/1, 3/2) and since theyre thinking of the later game, not an allin, they want to get their useful upgrades up as fast as possible, especially the melee upgraders, since brood lords get such a massive dps increase from +melee attack upgrades. | ||
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Verror
261 Posts
So my question is 1) How am I doing this? and 2) Assuming its some Key combo I'm hitting, Is there some way to get around hitting it on accident? thx! | ||
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Iyerbeth
England2410 Posts
On July 06 2012 04:41 Verror wrote: I keep randomly making all my rally points reset, it's like the building has just been made and I've never set one. It happens (or at least I notice it) most often as zerg and all my units just stop at the hatchery instead of being rallied out. So my question is 1) How am I doing this? and 2) Assuming its some Key combo I'm hitting, Is there some way to get around hitting it on accident? thx! You're probably accidentally setting the rally point on to a unit or building that dies. Most commonly you'll do this by accidentally adding your army and Hatcherys to the same hotkey and then ordering the group to attack a unit or building specifically and when it dies until you reset a new rally point you'll get what you described. | ||
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wcr.4fun
Belgium686 Posts
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JWBS
England24 Posts
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Mavvie
Canada923 Posts
On July 06 2012 12:58 JWBS wrote: Can anyone upload a replay to this site? I want some advice on my latest game but I can't see how to upload here or find any faq on it or anything like that. I uploaded to sc2replayed yesterday but the site is down today. You can use drop.sc to upload replays. | ||
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Mavvie
Canada923 Posts
On July 06 2012 04:37 Verror wrote: In response to Mavvie, Id say theres 2 reasons. The first is the obvious one, carapace costs more, so that delays whatever else you want to spend your gas on, even if its just a small amount, at pro levels of play every second counts. The 2nd would be that it unlocks +2, also seems like kind of a silly reason, but you can see them often add another evo and go for lopsided upgrades (2/1, 3/2) and since theyre thinking of the later game, not an allin, they want to get their useful upgrades up as fast as possible, especially the melee upgraders, since brood lords get such a massive dps increase from +melee attack upgrades. I can understand a fast +1 melee, but not +1 missile. In the lategame, if you're still making roaches, they're probably doing something silly like chargelot archon in their lategame, which is kind of stupid. In fact, none of the ranged zerg units are useful lategame, except the queen. So you want melee/carapace upgrades as fast as possible, but I don't see why you wouldn't get +1 carapace first. Sure, it costs 50/50 more, but that's only a few seconds of mining time, and it makes it so that your lings can actually be useful against zealots too. | ||
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Nuclease
United States1049 Posts
On July 06 2012 11:28 wcr.4fun wrote: do banelings detonating above a burrowed unit do damage? because in zvz end game, some banelings rolling in on your outskirt expansions can decimate your drone line, spinecrawlers can't really change that since they only kill a few of the banelings before they're in reach of the drones. if it doesn't do damage, it would be helpful to burrow your drones.. Yes, such an explosion will harm burrowed units such as drones. | ||
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AmericanUmlaut
Germany2590 Posts
On July 06 2012 23:50 Nuclease wrote: Yes, such an explosion will harm burrowed units such as drones. This is a specific application of the general principle that splash damage hits cloaked units. The same principle means that you can storm banshees, or kill DTs by attacking nearby units with tanks or colossi. | ||
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tehemperorer
United States2183 Posts
On July 06 2012 23:36 Mavvie wrote: I can understand a fast +1 melee, but not +1 missile. In the lategame, if you're still making roaches, they're probably doing something silly like chargelot archon in their lategame, which is kind of stupid. In fact, none of the ranged zerg units are useful lategame, except the queen. So you want melee/carapace upgrades as fast as possible, but I don't see why you wouldn't get +1 carapace first. Sure, it costs 50/50 more, but that's only a few seconds of mining time, and it makes it so that your lings can actually be useful against zealots too. Talking about fast missle vs fast melee: 1. Typical protoss pushes involve +1 attack. Fast +1 melee will not pay off as much since lings are 2 shot by zealots with +1. 2. Solution: Get +1 carapace right? Could be a good choice though it's more expensive. Gives your units more durability, but more on this in a moment. 3. Option: Get +1 missle. Roaches already have an edge on zealots that is dependent not on attack or armor but on move speed and range. What roaches don't have is a definite edge on stalkers, and +1 attack helps give the advantage to roaches. Let's then put this in a game situation. Game situation: If you're Zerg and you push with +1 melee, you might do well. What if Protoss has forcefields though? How good is +1 melee when the only units you can hit stuff with are ranged? How often does Protoss NOT have sentries in their composition? Similarly, if Protoss uses forcefields on you and only a few of your units can hit Protoss, how useful is armor in that situation? Sure, you last longer, but against a good Protoss position armor just means you die slower because you can't maximize your damage output due to blocked pathing, and +1 armor on a roach doens't mean anything when they're being shot by immortals; against lings +1 armor doesn't mean much because their hitpoints are so low. Also, later in the game, +1 armor won't make sense because most damage from Protoss will come from Colossi (whats +1 armor against 30 damage plus splash unupgraded?) or from Archons (35 unupped and splash) or even high templar (ignores armor)? Now what about +1 ranged? It has good synergy with early and midgame units (used by staple units like roach, hydra, queen) and maximizes your damage since typically ranged units are the only ones doing damage across force field barriers. Since you are up against protoss units which are the most durable units in the game, you want to kill the units as fast as you can and not leave any to regenerate shields and ranged attack is the only guarantee you can do that most of the time (as compared to melee attackers being blocked off). The power of the Zerg army is in numbers, and if +1 melee and +1 armor can be shutdown by force fields, +1 ranged is the way to go when you're trying to swing the number of units fielded by each side ratio in your favor as quick as you can. It makes sure the units that do the most damage and are almost always guaranteed hits are getting the upgrades. | ||
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tehemperorer
United States2183 Posts
On July 01 2012 19:09 Fencar wrote: 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. Main reason is that you can use reactors as a 2nd anything: starport, factory, barracks. Spend 50/50 and you can reactor your factory for faster hellions instead of paying 300/200 for the same thing. This is after pure marine is no longer a viable option (as the game goes on). | ||
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rd
United States2586 Posts
On July 06 2012 03:21 Mavvie wrote: In both roach/ling and muta/ling style, pros always get +1 missiles or +1 melee, while protoss gets their own +1 attack. Both these styles involve using lings, and lings are nigh useless against +1 zealots. So, my question is: Why don't zergs look into getting +1 carapace instead? It doesn't finish in time for timing attacks, but unless it's a blink stalker all-in, you can hold equal upgrades for carapace vs. ground weapons, which definitely benefits the zerg, at least more than +1 melee would ![]() I see +1 carapace first pretty often. Both in pro games and on ladder. Feels like it's personal preference. | ||
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MockHamill
Sweden1798 Posts
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