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AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
July 15 2012 21:50 GMT
#13381
On July 16 2012 06:41 iTopher wrote:
Do stalkers have a higher priority attacking air units or ground units?.

For example:
zerg has a roach/corrupter ball
toss stalker collosus

Do the stalkers auto target corrupters or roaches first?

If both are in range, I'm pretty sure it's the Roaches. My understanding is that units give higher priority to units that can hit them than to units that cannot, so corrupters would be lower priority than anything with a ground attack. I haven't rigorously tested that, though, so I might be wrong.
The frumious Bandersnatch
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-07-15 21:56:46
July 15 2012 21:55 GMT
#13382
On July 16 2012 06:50 AmericanUmlaut wrote:
Show nested quote +
On July 16 2012 06:41 iTopher wrote:
Do stalkers have a higher priority attacking air units or ground units?.

For example:
zerg has a roach/corrupter ball
toss stalker collosus

Do the stalkers auto target corrupters or roaches first?

If both are in range, I'm pretty sure it's the Roaches. My understanding is that units give higher priority to units that can hit them than to units that cannot, so corrupters would be lower priority than anything with a ground attack. I haven't rigorously tested that, though, so I might be wrong.


You're correct, both have an (Wiki)Attack Target Priority of 20 but since the Stalker can be attacked by the Roach they will target them first if able to, even if the Roach isn't actually in range to return fire.

They don't take it in account that the Colossus can be attacked when making that consideration either, the units are essentially selfish.

Edit: Also, I have tested it.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
A2340
Profile Joined July 2012
Canada106 Posts
July 16 2012 01:45 GMT
#13383
What are the most important things that I should study in my replays (as Zerg), in order of importance? I know that injections, unit production, creep spread, map awareness and scouting (I don't think that I'm leaving anything out) are sort of universally agreed upon as the most important things for a Zerg to have, but how would you rank them? I'm sure that this sort of question gets asked a lot, and it's pretty generic, but I really don't know the answer.
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2012-07-16 06:52:39
July 16 2012 06:37 GMT
#13384
On July 16 2012 10:45 WahMyNose wrote:
What are the most important things that I should study in my replays (as Zerg), in order of importance? I know that injections, unit production, creep spread, map awareness and scouting (I don't think that I'm leaving anything out) are sort of universally agreed upon as the most important things for a Zerg to have, but how would you rank them? I'm sure that this sort of question gets asked a lot, and it's pretty generic, but I really don't know the answer.

I could give you a better list if I knew which league you are in. But this feels important to me as a Master player.

1) Injects.
2) Solid builds with a timing around minute 12 for every match up. This can be a macro timing or pressure timing. But you got to know for every build that you do the best outcome around minute 12. If you are a learning player it is better to learn a pressure build first, because if you do a lot of optimal attacks around minute 12 you will learn what an enemy can have around that time. So when you learn to macro, you know what your opponent has around the 12 minute mark and you can be greedy but also safe. I learned scouting by trowing armies towards my opponents and then seeing what they got. So in your replay, check what the opponent has, if that was optimal, check your army, and if that was optimal. I feel that if you play perfect for the first 12 minutes, you can win every game under diamond.
3) map control with zerglings/overlords. This means tower vision, enemy expansion vision, drop vision and most important, that zergling that warns you for an incoming attack.
4) 48 drones on 2 bases. 4 gasses always taken before minute 7:30, even if you go 3 hatcheries. Upgrades, tech is important. Keep that gas low! Check your gas timings on the replay. Did you keep gas low?
5) Infestors. Learn to use them. Maybe hasn't to do much with your replay...
6) Upgrades. Army upgrades. If you have enough apm, get overlord speed and burrow for cutesy plays. 150 minerals can always be spared to put those 2 evo chambers down.
7) >1000 minerals = macro hatch. First in main, second in natural. Check in replay if you could keep up with your mineral income.
8) Creep spread. Maybe a higher priority against Terran. My creepspread is pretty good against Terran, but I don't find it as important anymore, seems like marine tank timings on 2 bases got out of style.

This is my opinion. And probably the reasoning isn't clear, but in my head it sounds correct .
I had a good night of sleep.
Schaudenfraud
Profile Blog Joined April 2012
United States38 Posts
July 16 2012 07:22 GMT
#13385
How do i get my damned scvs to auto repair my bunker? What I do is i click a few of them, put them on the bunker, and then right click the autocast, but then they just stop doing it. What's the right way to do this?
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2012-07-16 14:09:14
July 16 2012 14:08 GMT
#13386
On July 16 2012 16:22 Schaudenfraud wrote:
How do i get my damned scvs to auto repair my bunker? What I do is i click a few of them, put them on the bunker, and then right click the autocast, but then they just stop doing it. What's the right way to do this?

You have to place your scvs outside the bunker, put autocast repair on, and when your bunker is missing hitpoints your scvs will repair your bunker. Your scvs need to be idle for this to work.
Because I am not a terran, I am not certain if they go repair when they are standing on holdposition but too far from the bunker. Maybe someone else can confirm that?

I don't 100% understand your question though.
I had a good night of sleep.
Scruffythejanitor
Profile Joined July 2012
Sweden3 Posts
July 16 2012 14:34 GMT
#13387
Does high level terran players use scan early(6min~) to see opponent tech. If so, at what time(vs zerg,terran,protoss), if not, why ? fail to see how a mule can be worth more than being able to anticipate potential all-ins.
quarkral
Profile Joined July 2012
58 Posts
Last Edited: 2012-07-16 19:16:55
July 16 2012 19:16 GMT
#13388
Why do drones paired on a mineral occasionally unpair? Like I put force two drones to mine a close mineral patch, and they get in sync properly. However after like 3 trips, one of them wanders off.
I'm guessing this has something to do with larva eggs messing up the drone pathing? But when I morph a larva with a drone on top of it, most of the time there's no effect.

I don't know if this happens with other race's workers, I've just noticed it with drones.
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2012-07-16 21:43:22
July 16 2012 21:42 GMT
#13389
On July 17 2012 04:16 quarkral wrote:
Why do drones paired on a mineral occasionally unpair? Like I put force two drones to mine a close mineral patch, and they get in sync properly. However after like 3 trips, one of them wanders off.
I'm guessing this has something to do with larva eggs messing up the drone pathing? But when I morph a larva with a drone on top of it, most of the time there's no effect.

I don't know if this happens with other race's workers, I've just noticed it with drones.

When you force your drone to a mineral patch, and it isn't postioned optimal when it starts mining, it starts a bit on the side of the patch, then after this drone returned his cargo he will have started too late. Therefore, the drone after him will go to another patch because it has to wait too long.
What also happens is when an additional drone comes from an egg, and joins the cycle, he might end up being the only mining that patch after he returned cargo.

What you want to do is put 4 drones on the closest 2 patches, rally next 2 eggs to an empty patch, and then put your rally to a long distance patch (best is the closest mineral from your eggs) and stop microing workers.
I had a good night of sleep.
A2340
Profile Joined July 2012
Canada106 Posts
July 17 2012 00:56 GMT
#13390
On July 16 2012 23:34 Scruffythejanitor wrote:
Does high level terran players use scan early(6min~) to see opponent tech. If so, at what time(vs zerg,terran,protoss), if not, why ? fail to see how a mule can be worth more than being able to anticipate potential all-ins.

It's situational, and depends on the players. If they see, for example, that a Zerg hasn't taken a 3rd when they should for macro play, they might drop a scan in the main to see the gas count (and if they're lucky, a Lair/Roach Warren/Baneling nest morphing). It's more complicated than just using a scan at a set time vs every race.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
July 17 2012 07:39 GMT
#13391
On July 17 2012 06:42 Koshi wrote:
Show nested quote +
On July 17 2012 04:16 quarkral wrote:
Why do drones paired on a mineral occasionally unpair? Like I put force two drones to mine a close mineral patch, and they get in sync properly. However after like 3 trips, one of them wanders off.
I'm guessing this has something to do with larva eggs messing up the drone pathing? But when I morph a larva with a drone on top of it, most of the time there's no effect.

I don't know if this happens with other race's workers, I've just noticed it with drones.

When you force your drone to a mineral patch, and it isn't postioned optimal when it starts mining, it starts a bit on the side of the patch, then after this drone returned his cargo he will have started too late. Therefore, the drone after him will go to another patch because it has to wait too long.

This is one of the reasons it can happen, but workers (not just Drones) can get unpaired occasionally even if they've been paired up for a while. I suspect that there is a random variable involved in mining similar to the one used in unit attacks, and that if one worker finishes mining particularly quickly and the next worker takes a particularly long time, the first worker returns and finds the mineral patch occupied.

An important note on this subject: No one in the entire world is good enough for this to really matter in any but the most rare cases. It's something fun to do at the beginning of the game, and if you don't screw it up you'll get a tiny but more money in the very early game, but even for a professional player, the advantage gained is so miniscule that it only makes a difference in the rarest of games.
The frumious Bandersnatch
sjurjh
Profile Joined August 2011
Norway11 Posts
July 17 2012 07:47 GMT
#13392
Hi.

I am searching for recent (after queen buff) tournament replays from NesTea or DRG but can't seem to find any. I have tried searching TL.net, drop.sc and google. Could you provide me with a link or a search site?

Cheers!
gronnelg
Profile Joined December 2010
Norway354 Posts
July 17 2012 07:50 GMT
#13393
In zvp, at what time should toss be taking his 3rd and 4th gas. i.e., at what time should I go like "uh oh, something is coming, since there is no gas at the natural.".
Lulzez || My stream: http://www.twitch.tv/gronnelg
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2012-07-17 09:15:26
July 17 2012 09:06 GMT
#13394
On July 17 2012 16:50 gronnelg wrote:
In zvp, at what time should toss be taking his 3rd and 4th gas. i.e., at what time should I go like "uh oh, something is coming, since there is no gas at the natural.".

I don't know that you should focus too much on the P his gasses, if you don't see gas that means something of course, just like fast 2 gasses might mean double stargate but either way you don't have enough information with only seeing gas. If you don't see gas on his natural around 7:00-7:30 then something gateway heavy is coming. But an all-in like blink stalkers is still possible when they only take 3 gasses. I am just saying that an all-in is possible on 2 - 3 - 4 gasses for P.
More importantly I find that with FFE, warpgate always finishes at the 8 minute mark. From there toss can do a couple nasty builds.
1) You got 4gate +1
2) 6 gate +1 / 8 gate
3) Blink / Sentry immortal / 2 stargates

1) Hits really fast (08:00) and isn't an all-in. Because I open with the Stephano build I really have issues with this build, if executed properly. Optimally you want to have your Roach warrand placed on 06:30 so you have 3 roaches to dance around your hatchery while waiting for a batch of zerglings. But I go Roach warrand on 07:00 and then lair-->meta boost-->+1 ranged. And I get too much damage, let P get an easy third and then I mostly die to his next timing.
You don't want that.

2) This build hits much later (09:00-09:30), and you can easily stop it by making 1 batch of zerglings yourself at 08:30 and deny that forward pylon, overlords placement is critical. Zerg macro benchmark is the 08:00 minute, so you should have those 60 drones (22+22+16) already. After that first batch of zerglings I make a million roaches anyway to denie that 3rd.

3) These builds hit as a truck after 11:00. The reason why I stopped doing gazillion roaches on 12:00 is because it is counterable with that sentry immortal push and is messy against blink stalkers. P just defends with it and later moves out with 4 immortals and enough forcefields. With that very important 08:00 minute macro benchmark, I have began doing Hydras, this probably won't work on the highest level, but supporting hydras stop blink stalkers and sentry/immortal and any form of air play. Just don't make more than 10 of them. Get your 2-1 going fast and get that spire if they are smart enough not to push and go for collosus.

tldr: Only watching gas doesn't help you deduce/conclude if P will all-in you. Z doesn't really have to preemptively react to P.


Remember that everything that I wrote down is from the perspective of a very low Master league player.
I had a good night of sleep.
frito
Profile Joined June 2009
Canada33 Posts
July 17 2012 16:47 GMT
#13395
I am confused about how to defend a 6-pool when using a yufFE

The wiki says to produce a zealot, but is the idea that I also throw down a forge to make a little zealot sized choke in my main ramp? In the YufFE you place a pylon down at your natural, so do I also just let that die if a 6-pool is coming?
TbMMaize
Profile Joined December 2011
Germany18 Posts
July 17 2012 19:56 GMT
#13396
Anyone has a guide of a 1 gate FE into 3 Gate Pressure vs Terran?
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
July 17 2012 20:07 GMT
#13397
On July 18 2012 04:56 TbMMaize wrote:
Anyone has a guide of a 1 gate FE into 3 Gate Pressure vs Terran?


Does this (Wiki)1 Gate FE 3 Gate Pressure (PvT) or the page it links to help? As a bad Zerg player I know nothing about PvT and I can't judge if the page is useful or not.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
TbMMaize
Profile Joined December 2011
Germany18 Posts
July 17 2012 20:17 GMT
#13398
On July 18 2012 05:07 Iyerbeth wrote:
Show nested quote +
On July 18 2012 04:56 TbMMaize wrote:
Anyone has a guide of a 1 gate FE into 3 Gate Pressure vs Terran?


Does this (Wiki)1 Gate FE 3 Gate Pressure (PvT) or the page it links to help? As a bad Zerg player I know nothing about PvT and I can't judge if the page is useful or not.


I want some Replays too so i searched for a guide but thanks anyway
Kolbenito
Profile Joined November 2011
United States4 Posts
July 17 2012 21:34 GMT
#13399
Hello, I am a new Protoss player looking for a safe macro build that is up to date. I had been practicing 3gate Robo, but am told this is old and I should look for a more up to date Macro Protoss build. Any suggestions would be great, I am mostly finding all-in/cheese builds which isn't going to help me nail down mechanics as well.

Thanks!
Mrgglrggl
quarkral
Profile Joined July 2012
58 Posts
July 17 2012 21:45 GMT
#13400
On July 17 2012 16:39 AmericanUmlaut wrote:
Show nested quote +
On July 17 2012 06:42 Koshi wrote:
On July 17 2012 04:16 quarkral wrote:
Why do drones paired on a mineral occasionally unpair? Like I put force two drones to mine a close mineral patch, and they get in sync properly. However after like 3 trips, one of them wanders off.
I'm guessing this has something to do with larva eggs messing up the drone pathing? But when I morph a larva with a drone on top of it, most of the time there's no effect.

I don't know if this happens with other race's workers, I've just noticed it with drones.

When you force your drone to a mineral patch, and it isn't postioned optimal when it starts mining, it starts a bit on the side of the patch, then after this drone returned his cargo he will have started too late. Therefore, the drone after him will go to another patch because it has to wait too long.

This is one of the reasons it can happen, but workers (not just Drones) can get unpaired occasionally even if they've been paired up for a while. I suspect that there is a random variable involved in mining similar to the one used in unit attacks, and that if one worker finishes mining particularly quickly and the next worker takes a particularly long time, the first worker returns and finds the mineral patch occupied.

An important note on this subject: No one in the entire world is good enough for this to really matter in any but the most rare cases. It's something fun to do at the beginning of the game, and if you don't screw it up you'll get a tiny but more money in the very early game, but even for a professional player, the advantage gained is so miniscule that it only makes a difference in the rarest of games.


I mostly just do it in the beginning cause there's nothing else to do. However when my workers unpair several times in a row after re-pairing them each time, it actually hurts my net mineral income, and my natural/overlords/etc. get delayed a bit. So maybe I should just stop doing this?
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