|
On July 21 2012 02:45 H0verMyr wrote: Hi. I see that many players send half of their workers to expansion but others set rally point at exp and sending workers there from two buldings. What is better and more cost effectiv?
It depends if you are oversaturated or not. If you have + 16 workers on minerals, it is better to transfer the excess to your newly created expantion. If you are not oversaturated, both technique are VERY close to the same if not exactly the same.
|
A lot of people (ok mostly day9) seem to recommend putting your Nexus on 4, having other buildings after that and using 1-3 for units. But it doesn't seem like you need that many building hotkeys and you could potentially use more than 3 unit hotkeys. I'm thinking about moving my Nexus to 5 and using 1-4 for units but I wanted to ask what other people liked and why the default recommendation seems to be to put the Nexus on 4. I don't want to switch and realize that I was missing something and have to switch back.
Thanks guys.
|
On July 21 2012 05:28 Dynamoe wrote: A lot of people (ok mostly day9) seem to recommend putting your Nexus on 4, having other buildings after that and using 1-3 for units. But it doesn't seem like you need that many building hotkeys and you could potentially use more than 3 unit hotkeys. I'm thinking about moving my Nexus to 5 and using 1-4 for units but I wanted to ask what other people liked and why the default recommendation seems to be to put the Nexus on 4. I don't want to switch and realize that I was missing something and have to switch back.
Thanks guys.
I use nexus/command center/hatchery on 1, units 2-4. Hotkeys are entirely preference. You could always use 1-3 for units, 4 for nexus, then hotkey additional units on 5, 6-0 buildings etc.
Also I remember that daily. He mentioned hotkeying a Nexus on 4 so that it lines up on the keyboard with E and C for probes and chronoboost. I don't remember if he also tried to make a point that it's more efficient that way, cause it isn't. Hitting your nexus on 4 and making a probe requires you to lift your finger and move to another key, whereas you can hit the two keys much faster with two separate fingers (ring on 1, pointer on e, etc.)
|
On July 20 2012 22:20 Nyarly wrote:Show nested quote +On July 20 2012 21:54 Toastie.NL wrote:On July 20 2012 21:38 Nyarly wrote: Can you put broodlings inside a nydus worm to attack with them on another location? Will the timer decrease inside the worm ?
Why aren't zergs making hatchs everywhere when they have an excess amount of minerals ? It can be useful for larvaes before you decide to mine there and if you want to take the base later on, you'll already have an hatch up. Spreading yourself out without getting an advantage from it is like asking the opponent if he wants 300 miners. You only need 2 macrohatches MAX regardless. Thank you and Iyerbeth. About the hatches, your opponent has to scout them and you can decide to defend them too. I agree that it might get sniped easily but i was talking about when you have an excess amount of mineral, when 300 minerals lost isn't that much of a big deal, like when you have 1.5 in the bank and you're maxed out. Or are zergs really mineral dependant throughout the whole game ?
It's obviously style- dependant, but I highly dislike taking risks for no rewards (which is what you are doing here).
As long as you have a strong lategame army and enough larvae to remax fast and strongly (60-80) you are fine. You can reach this number with 4 hatches, but the more the better. Being on 4 base with 2 macro hatches is just enough.
YOu can take that one base further out, but Zerg lategame armies are typically immobile and your extra hatches just give your opponent another target for attack. After for hatches you won't be injecting the new ones anyways, so you are investing 300 minerals in a hatchery which gives you 3 larvae per 45 seconds (injected hatch gives slightly more than 7) but also makes you more susceptible to attacks, spreads your army more thinly and pulls money away from your remax and spine defenses.
I think it is better to use 300 minerals and a drone to create 2 spine crawlers and bank some more money.
But, offcourse, this is my opinion. When you want to get extra hatches, be my guest
|
On July 21 2012 05:54 rd wrote:Show nested quote +On July 21 2012 05:28 Dynamoe wrote: A lot of people (ok mostly day9) seem to recommend putting your Nexus on 4, having other buildings after that and using 1-3 for units. But it doesn't seem like you need that many building hotkeys and you could potentially use more than 3 unit hotkeys. I'm thinking about moving my Nexus to 5 and using 1-4 for units but I wanted to ask what other people liked and why the default recommendation seems to be to put the Nexus on 4. I don't want to switch and realize that I was missing something and have to switch back.
Thanks guys. I use nexus/command center/hatchery on 1, units 2-4. Hotkeys are entirely preference. You could always use 1-3 for units, 4 for nexus, then hotkey additional units on 5, 6-0 buildings etc. Also I remember that daily. He mentioned hotkeying a Nexus on 4 so that it lines up on the keyboard with E and C for probes and chronoboost. I don't remember if he also tried to make a point that it's more efficient that way, cause it isn't. Hitting your nexus on 4 and making a probe requires you to lift your finger and move to another key, whereas you can hit the two keys much faster with two separate fingers (ring on 1, pointer on e, etc.) I learned the 'The Core' setup. It is amazing!
Terran/Toss can easilly get away with just 2 unit producing hotkeys. Main Building + Upgrade Facilities on one key, rax/gates/robo etc on another. You have 8 keys for army leftover.
Just some samples of splitting army comps: Terran: MMM - Ghost - Tanks - Vikings - drop medivacs - hitsquads - Hellions Protoss: Zealot Archon - Stalkers - HT - Collosus - Warp Prisms - Observers - Pylon Probe Zerg: 3 Hotkeys for Zerglings (easy drop def & flanking) - Infestors - Mutalisk - Queens - Roaches
And there's always the option to bind everything to one key for being more quickly accesible, as well as splitting it.
The sky is the limit when you have 8 keys available!
|
On July 21 2012 03:11 Maxamix wrote:Show nested quote +On July 21 2012 02:45 H0verMyr wrote: Hi. I see that many players send half of their workers to expansion but others set rally point at exp and sending workers there from two buldings. What is better and more cost effectiv?
It depends if you are oversaturated or not. If you have + 16 workers on minerals, it is better to transfer the excess to your newly created expantion. If you are not oversaturated, both technique are VERY close to the same if not exactly the same. 16 workers on minerals is optimum saturation.
Mostly the reason for not sending half the workers away is the fact that the natural is at a higher risk of pressure (and thus losing workers) so it is safer to keep them in the main.
|
How do you deal with a Terran going for mass banshee (as protoss)? I tried going HT/blink stalker, but my micro wasn't good at all.
Replay: http://drop.sc/225543
|
On July 21 2012 06:31 meepkeN wrote:How do you deal with a Terran going for mass banshee (as protoss)? I tried going HT/blink stalker, but my micro wasn't good at all. Replay: http://drop.sc/225543 Mass Banshee gets beaten handilly by Phoenix play, REALLY handilly. Furthermore, Stalkers can deal with lower numbers and HT can threaten with Feedback (meaning no cloak, probably) and Storm is extraordinarilly powerfull against air units that love to clump.
Also consider having 2 Sentries with Guardian Shield, it reduces a Banshees shot with 4 damage/attack !
|
Hello, mid master's Zerg here.
ZvP. I always did the standard 3 hatch build, still do. However, lately I see some zergs go for triple queen (2 done 1 building) THEN take their third hatch (~35 supply) rather than 1 queen third hatch at 21-25 supply. I tested both and I get the same amount of drones (60-65 at 8min) and the only difference from what I can tell is that I have better creep spread with the 35 supply third hatch build. Is it this 35 hatch 3 queen build better? Is there something I'm overlooking? (I suppose the 35 hatch can be at more risk to stalker / zealot 4 gate pressures from FFE since the spine is later?)
|
Hello Plat Terran Here, i would like to know how to stop nexus first in TVP, i just feel im behind when they do it. If i try to take a fast third they can scout it and after that come with some 2 base all-ins or something ...
If possible explanation with replay would be apreciate.
|
What are some things I can do to begin to involve myself in the StarCraft community? (I hope that is simple enough, just looking for simple ideas... forums I should look at, threads I should look at, sites I should join, clans that are looking for people... I am totally clueless about this and have been asking around to no avail) Thanks - Flag
|
On July 21 2012 16:42 Flaghnom wrote: What are some things I can do to begin to involve myself in the StarCraft community? (I hope that is simple enough, just looking for simple ideas... forums I should look at, threads I should look at, sites I should join, clans that are looking for people... I am totally clueless about this and have been asking around to no avail) Thanks - Flag
What do you mean? - Contribute to the SC2 community and produce content for other users? - Read and enjoy the drama in the SC2 community?
|
On July 21 2012 06:31 meepkeN wrote:How do you deal with a Terran going for mass banshee (as protoss)? I tried going HT/blink stalker, but my micro wasn't good at all. Replay: http://drop.sc/225543
I'm not a high-level player, so I don't have the game understanding to give you a more detailed answer but having played many such games from the Terran perspective at about silver to high gold level I would say you simply didn't have sufficient anti-air. Unit-for-unit, a banshee beats a stalker because of the banshee's damage per second output. They are also easier to deploy (don't collide with each other, don't need to circle around obstacles etc.), all in all, stalkers can indeed get slaughtered by banshees in group scenarios if the stalkers don't have serious numerical advantage. Here the Terran player was also committed to making his banshees from a certain point in game, perhaps from the beginning (might have been his game plan, basically). An answer to that is basically scouting him, figuring his plan out and responding with a proportional counter (not expecting to get away with not investing a lot in it). Can't really do much with a standard-issue good for all situations army. Like the other poster said, phoenixes are optimal vs banshees (plus, banshees, as an air-to-ground unit, can't defend themselves from phoenixes), then when you've dealt with banshees you can pretty much do to the Terran player the same thing he had been doing to you with his banshees (e.g. go exterminate his mineral line, go kill addons on his ports, then ports themselves, or just lift his marauders in a frontal push if you have like 10 phoenixes and no better idea as to what to do with them). If you want to use HT against banshees, you will need great micro and perhaps a lot of experience, trial and error etc. before you're good at it. But I can tell you that HT can be devastating against banshees if, as a skyterran, I run into a Toss with great HT control (feedback for isolated ones, esp. with high energy, storm when they stack, which they often do because of non-collision). The other source of death in mass numbers for my air are blink stalkers. Toss upgrades also have or may have something to do with it (and I'd expect a Terran committed to banshees to be researching air upgrades, I generally have to armouries from an early point if I go that route). You'd need to go to Liquipaedia and calculate the how many shots to kill before and after upgrades. Plus, regardless if you answer with HT, phoenixes or stalkers, you always need detection. A single unprotected observer won't work against a human with vikings or thors on his mix, who will just scan and focus-fire-down the observer to cloak his banshees and melt your army (which is not as easy as it sounds but it doesn't take a master Terran to do successfully). But if you asked me to summarise all of this in two words, I'd say "proportional response". (Which does include timely shutting down his air production if you can do it before he gets a critical mass of air.)
On July 21 2012 06:42 Toastie.NL wrote:Also consider having 2 Sentries with Guardian Shield, it reduces a Banshees shot with 4 damage/attack  !
Or that (banshees deliver their damage in two less powerful shots instead of a single big one, so damage reduction, including armour, works well against them).
|
Hi guys 
I am looking for agressive gas openings beside 2rax and 1-1-1 in tvp, is there anything not outdated? I don't mind to get a ~7min expo or sth other delayed in order to pressure early. I just do not want to give the protoss all the fleixbility that he wants by going 1rax fe all the time (or cc first).
Thanks alot for pointing me to those sites
|
On July 22 2012 05:32 Enemyy wrote:Hi guys  I am looking for agressive gas openings beside 2rax and 1-1-1 in tvp, is there anything not outdated? I don't mind to get a ~7min expo or sth other delayed in order to pressure early. I just do not want to give the protoss all the fleixbility that he wants by going 1rax fe all the time (or cc first). Thanks alot for pointing me to those sites 
This: http://www.teamliquid.net/forum/viewmessage.php?topic_id=197990. March 2011, so not particularly new but not obsolete due to patches either. Except last time I played (February this year) and several months before, Tosses seemed to get enough zealots to make life significantly harder with this build. Also, it's a timed push, so you give Toss a lot of flexibility until ~6:30-7:30 when he attacks you or between ~11:00-13:00 when you go attack him. There's a two-base version too. Or just open one-base twoport and survive the consequences (air used to be my standard proposition in TvP, generally wanted to keep Toss busy while taking nat and 3rd, then more air with upgrades, which wasn't cost-effective but tended to work if execution was good). Or play with one-base three-rax builds, I guess.
|
When is the next tourney where ex-BW players will begin to qualify?
|
On July 21 2012 05:28 Dynamoe wrote: A lot of people (ok mostly day9) seem to recommend putting your Nexus on 4, having other buildings after that and using 1-3 for units. But it doesn't seem like you need that many building hotkeys and you could potentially use more than 3 unit hotkeys. I'm thinking about moving my Nexus to 5 and using 1-4 for units but I wanted to ask what other people liked and why the default recommendation seems to be to put the Nexus on 4. I don't want to switch and realize that I was missing something and have to switch back.
Thanks guys.
Depends on the race, I use the same for all 3 4 Hatcheries/nexus/cc 3 Queens/production 1-2 Armies 1 usually the main army (roaches/lings) 2 spec units (infestors/mutas/banes)
This seems to work pretty well for me and alot of high level players as well (stephano uses the same hotkeys)
Also no need for 4 army hotkeys as the amount of control necessary to have all of those control groups is more than actually tabbing through your unit groups, also makes.
|
How do you make units unload from medivac/overlord when you have more than one medivac/overlord selected?
|
On July 22 2012 17:51 Hellfury wrote: How do you make units unload from medivac/overlord when you have more than one medivac/overlord selected? You can click D and click on location, or click D and click on every dropship and it will unload while moving.
|
On July 21 2012 05:28 Dynamoe wrote: A lot of people (ok mostly day9) seem to recommend putting your Nexus on 4, having other buildings after that and using 1-3 for units. But it doesn't seem like you need that many building hotkeys and you could potentially use more than 3 unit hotkeys. I'm thinking about moving my Nexus to 5 and using 1-4 for units but I wanted to ask what other people liked and why the default recommendation seems to be to put the Nexus on 4. I don't want to switch and realize that I was missing something and have to switch back.
Thanks guys.
I actually used 5 for nexus from the beginning... It's up to you ti decide wath is better, as it's really subjective and depends on the race. Here is mine.
1 - main army 2 - T3 unit to micro(ht or colossi, if both are in game, ht) 3 - stargate units or blinkers 4 - scout probe, then observer 5 - Nexus 6 - Robo/Stargate 7 - X 8 - X 9 - Forge 0 - Gates
So u usually need no more than 3 hotkeys for your army, just take one more if u think u need it(as I do for observer/scout)
I prefer however to have nexus on 5, so u can easily press 5-E and 5-C
|
|
|
|
|
|