|
On April 04 2011 11:40 Angelo Corsino wrote: In TvZ, whats a good way to deal with people using alot of infestors and just stopping terran in its tracks and killing all of its bio. Try ghosts. EMP has range 10(just slightly lower than a sieged tank) and zerg usually clumps their infestors. A couple emps on them will drain their mana and give you an opening to stim rush.
Are there certain advantages/disadvantages in damage distribution to clumped ground units while using colossi or templar? As in, what situations are templar more favorable and what situations are colossus more favorable?
I believe the main reason colossi are more popular is because they are less fiddly and more flexible. They can walk up and down cliffs, have excellent range with thermals, and are easy to move up/retreat when needed. Templar do more damage overall, but they are incredibly slow, fragile, and require a expensive research upgrade and a stock of energy before they can do anything. The robo is also a far more useful buidling than the archives, since you get your scout, your dropship and the immortal from it as well as the colossi.
|
In the course of watching pro protoss replays with first person camera enabled, I noticed that they (pro tosses) often upon encountering the enemy army will retreat their death ball back, move their camera to a pylon, warp in a round of gateway units, and then finally engage the enemy. My question: is a retreat in that situation for superior positioning or simply because they wanted to take care of macro so they can give their full attention to the fight? I know its not because they desperately needed another round of units, in most situations I observed the ball consumed the enemy before the new units even joined up.
|
Yes--there is no loss in getting more units + better focus. You can always engage after that.
|
Are there certain advantages/disadvantages in damage distribution to clumped ground units while using colossi or templar? As in, what situations are templar more favorable and what situations are colossus more favorable?
Obvious answer, but colossus is better when units spread in line (bio, or hydra roach in open field), whereas templar is better in more cramped area (natural with buildings, units dropping from medvac etc.)
Adhering to the same logic, you also force field differently--creating circles cramped with units to use psi storm, creating arch to keep units away from colossus/in straight lines.
|
What should I do after scouting an empty toss base? (I'm toss too).
How do I know if it's gonna be cannon rush or proxy gate? Should I immediately put a forge down just in case?
|
On April 04 2011 14:22 HiredGoonThug wrote: In the course of watching pro protoss replays with first person camera enabled, I noticed that they (pro tosses) often upon encountering the enemy army will retreat their death ball back, move their camera to a pylon, warp in a round of gateway units, and then finally engage the enemy. My question: is a retreat in that situation for superior positioning or simply because they wanted to take care of macro so they can give their full attention to the fight? I know its not because they desperately needed another round of units, in most situations I observed the ball consumed the enemy before the new units even joined up.
This is mainly to take care of macro as you stated so they can give their full attention to colossus micro ect. Here is a good way to think about it. 1) You push forward with your ball, taunting your opponent into an engagement Aas a response they move their army into position to engage. 2) You pull back momentarily to macro up. -Your opponent has been adjusting their army/responding to your show of aggression and has not macro'd 3) You engage knowing the relative position of their army (so you are approximately on even ground) -Your opponent engages 4) You execute your micro maneuvers - Your opponent micros as well 5) The engagement finishes and you macro - Your opponent macros
In this scenario you gain 1 extra round of macro over your opponent. This is of course a theoretical scenario but if you think back to whenever you see your opponents force I can assure you 90% of the time you are thinking of what they have, how to engage, and "oh god I am going to get steam rolled", and you are not thinking about macroing.
|
On April 04 2011 14:39 Fede wrote: What should I do after scouting an empty toss base? (I'm toss too).
How do I know if it's gonna be cannon rush or proxy gate? Should I immediately put a forge down just in case?
Yes, throw down a forge in either case. Scout around your base to know exactly what cheese he's going for.
In case of canon rush, build defensive cannon on the side he's encroaching from. (You'll gain an advantage because he had to build extra pylon and cannon before advancing near you)
In case of proxy gates, build 1-2 cannon to cover all your buildings and mineral line. Also reinforce with zealot from gateway. (You'll gain an advantage because he invested in lots of zealots that did no damage, whereas you invested in only minimalist defense and also open up forge upgrade.)
|
How do you make your SCV stop working on a building and move it away when its being harassed by a drone/probe?
|
On April 04 2011 15:08 Quochobao wrote:Show nested quote +On April 04 2011 14:39 Fede wrote: What should I do after scouting an empty toss base? (I'm toss too).
How do I know if it's gonna be cannon rush or proxy gate? Should I immediately put a forge down just in case? Yes, throw down a forge in either case. Scout around your base to know exactly what cheese he's going for. In case of canon rush, build defensive cannon on the side he's encroaching from. (You'll gain an advantage because he had to build extra pylon and cannon before advancing near you) In case of proxy gates, build 1-2 cannon to cover all your buildings and mineral line. Also reinforce with zealot from gateway. (You'll gain an advantage because he invested in lots of zealots that did no damage, whereas you invested in only minimalist defense and also open up forge upgrade.)
Thank you very much =)
|
On April 04 2011 15:30 legendkeeper wrote: How do you make your SCV stop working on a building and move it away when its being harassed by a drone/probe? I believe the default hotkey is 't', but this is customizable like all hotkeys. So select your scv, press t, then right-click away to get it to move away.
|
Hey can anybody recall how long it took for MLG to upload their vods in the past? I'm assuming it will be about the same for MLG Dallas. Its tedious tip-toeing around TL avoiding spoilers ^^
Thanks!
|
The Baneling damage... is it upgrade-able?
|
On April 04 2011 16:50 Flowtax wrote: The Baneling damage... is it upgrade-able?
Yes.
Shortest answer I've posted here lol.
|
On April 04 2011 16:50 Flowtax wrote: The Baneling damage... is it upgrade-able?
Yes.
Shortest answer I've posted here lol.
|
On April 04 2011 13:21 Quochobao wrote: Since no one has answered my question, here it is again...
Why does my battle net profile say I'm not yet ranked, whereas I have recently been promoted into Master (in Season 2)? Does anyone have the same problem?
I got the emblem and everything--it's just the profile and the SC2 signature that keep saying otherwise... Post a screen shot? Do you mean like ranking within your division?
|
When many command centers are set to the same hotkey, what is the rationale behind where the screen is moved when double tapped?
I don't want to use location hotkeys but it's annoying to deal with.
|
On April 04 2011 17:20 FaZ- wrote: When many command centers are set to the same hotkey, what is the rationale behind where the screen is moved when double tapped?
I don't want to use location hotkeys but it's annoying to deal with.
Just tested this on single player since B.NET is down, it brings you to the closest CC in that control group from your current screen.
For example if you are looking at the 12 o'clock on the minimap and you have two CCs bound to CTRL+1, one in the center of the map and one at the 6 o'clock, tapping 1 twice will bring you to the center CC. I believe energy used from CCs/Nexus is spent using the same rule: the closest CC's/Nexus' energy being used first.
This is also true for units, if you have two medivacs on the same hotkey but in different locations, double tapping the hoykey will bring you to the closest Medivac.
|
Is there actually a hotkey for turning the SCV autorepair on/off?
|
how do you set location hotkeys? like in old starcraft, shift+f1, etc.
so when you press a hotkey it takes you to your natural CC for example.
|
how do you set location hotkeys? like in old starcraft, shift+f1, etc.
so when you press a hotkey it takes you to your natural CC for example.
It works the same, but not for the first 4 (or 3?) F keys. You can use F5, F6 etc. You can now however change your hotkey set up, if you want to use the first F keys.
|
|
|
|
|
|