Simple Questions Simple Answers - Page 684
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Joneleth
Denmark90 Posts
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Maxamix
Canada165 Posts
On August 08 2012 21:04 Joneleth wrote: Why do casters always freak out when a player takes a gold expo, it does mine 40% more per block, but theres only 6 blocks compared to the normal 8, which means 8x5=40 per turn, 6x7=42 per turn. Unless the player would othervise be unable to make 4 workers more, its extremely limited how much extra income you get and it mines out faster. It requires less workers to get a better income which mean you can get more into your army supply. You also have to remember that every little thing counts for the pros and they try to be as sharp as humanly possible so an additionnal 4 supply in their army for specialist units could do the difference in a big engaement (think of a clutch storm / EMP / FG) | ||
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gronnelg
Norway354 Posts
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sc2proxy
United States11 Posts
On August 09 2012 02:02 gronnelg wrote: During this summer I've found less tournaments available. Is this only because of the summer vacation, or is it permanent? I'm not exactly sure from your post which kind of tournaments you're talking about whether you mean participatory or professional tournaments. If it is the former, you could look into http://playhem.com/ to play in tournaments for your league or just practice head-to-head games. If it is the latter, my best suggestion would be to get a GomTV season pass ![]() | ||
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hubrid
United States6 Posts
Answer can be in the form: Early Z expo finishes: ~X:XX Normal Z expo finishes: ~X:XX Late Z expo finishes: ~X:XX | ||
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proxyShark
31 Posts
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Havik_
United States5585 Posts
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proxyShark
31 Posts
On August 09 2012 11:28 Havik_ wrote: How many viable one base all ins are there in PvZ?? I know there is a thread somewhere explaining how to best Baneling Bust a Forge Fast Expand. What build is optimal? | ||
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Mavvie
Canada923 Posts
On August 09 2012 07:50 hubrid wrote: When I play TvZ (with me as T) I've been practicing punishing a poorly timed/defended Z expansion with a small group of marines/maruaders + 2 hellions. However, I'm not certain on the timing of this early push. I try to hit immediately when the expo finishes, thus before any spines are up. About what time does an optimal Z expo finish, what timing is considered a fast Z expo, and what is a late Z expo? To have just a quick knowledge of these estimated times as reference, I think I could be much better at timing this push. Thanks. Answer can be in the form: Early Z expo finishes: ~X:XX Normal Z expo finishes: ~X:XX Late Z expo finishes: ~X:XX You'll never be able to hit before a Zerg's expo finishes. If you mean third, then there's a bunch of timings. But unless you're doing a REALLY fast 1base all in, it'll never be in time. A 15 hatch (which is standard, a Zerg should always 15 hatch) the only way for Terran to pressure before it finishing is with 2rax/bunkers/proxy rax with bunkers. 1 base reactor hellions pop ~5:30, which is when many zergs are already taking their third. Sorry this isn't the form you asked for, but it's probably more helpful. Hatch first finishes: 3:45 15p/16h finishes: 4:15 14g/14p/21h finishes: 5:30 You'll never have units in time to kill a 15h or 15p/16h, and a 14/14 is a build that gets fast ling sped/bane nest so GL pressuring someone who opens 14/14 Sorry, but stick to 2base all-ins that hit when Zerg takes a greedy third ![]() | ||
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rofllocktree
Netherlands45 Posts
I wan't to practise control group hot keys and ability hotkeys as well. Some kind of mod for this? thx | ||
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immanentblue
Denmark110 Posts
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Maxamix
Canada165 Posts
On August 09 2012 11:28 Havik_ wrote: How many viable one base all ins are there in PvZ?? i'll count them off the top of my head, there might be more but that's the ones i see on ladder... sometimes... - 4 gates/4gates +1 charge timing push - 3 gates robo, warp prisim w/ sentry Forcefield off (could be done off 2 bases so it's not an all in) - DT expand off 1 base - Blink stalker harass (usefull on maps where you can easily abuse the ledges) | ||
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Tooasten
Sweden7 Posts
for exemple do storm deal more damage with protos atack upgrade than without | ||
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Mavvie
Canada923 Posts
On August 10 2012 00:39 Tooasten wrote: does upgrades improves spells and abilities for exemple do storm deal more damage with protos atack upgrade than without No. | ||
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PersonDudeGuy
Canada47 Posts
Since i go reactor hellion expo in all matchups i often have some damaged hellions and am wondering, is it simply inefficient to pull 2-3 workers and repair a bunch of hellions? | ||
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Dirichlet
21 Posts
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HardCorey
United States709 Posts
On August 10 2012 02:49 PersonDudeGuy wrote: Why do i almost never see pro players repair their units? The few times i see it are in mass repair of 1 thor for a hold, or perhaps on a few medivacs/banshees Since i go reactor hellion expo in all matchups i often have some damaged hellions and am wondering, is it simply inefficient to pull 2-3 workers and repair a bunch of hellions? Some pro players repair their units more than others. Its overall still pretty common though. Its definitely a smart thing to do, and pulling 2 scvs to repair is a small cost for fresh units. Its not like you even have to micro it since you can just pull 2 and right click to put on auto-repair or shift queue the few hurt ones. Yeah, so no huge reason not to repair. However I think it should come as a second thought after macro. | ||
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NewDawn
Canada120 Posts
On August 09 2012 17:59 rofllocktree wrote: How can I practise my unit control when I have a few different units together? (terran) I wan't to practise control group hot keys and ability hotkeys as well. Some kind of mod for this? thx You can try the Micro Trainers (custom maps) and Unit Testers. Make/Pick your scenarios and then micro them out. Just as a tip, keep your spellcasters / vikings on different hotkeys. Ie. 1 - MMM, 2 - Vikings, 3 - Ghosts. It really helps give you better control. I have lost countless games because I used to put ghosts and MMM on the same key. Stim was impossible q-q. | ||
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Tvk
Latvia62 Posts
![]() Thanks. | ||
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hubrid
United States6 Posts
On August 09 2012 13:36 Mavvie wrote: You'll never be able to hit before a Zerg's expo finishes. If you mean third, then there's a bunch of timings. But unless you're doing a REALLY fast 1base all in, it'll never be in time. A 15 hatch (which is standard, a Zerg should always 15 hatch) the only way for Terran to pressure before it finishing is with 2rax/bunkers/proxy rax with bunkers. 1 base reactor hellions pop ~5:30, which is when many zergs are already taking their third. Sorry this isn't the form you asked for, but it's probably more helpful. Hatch first finishes: 3:45 15p/16h finishes: 4:15 14g/14p/21h finishes: 5:30 You'll never have units in time to kill a 15h or 15p/16h, and a 14/14 is a build that gets fast ling sped/bane nest so GL pressuring someone who opens 14/14 Sorry, but stick to 2base all-ins that hit when Zerg takes a greedy third ![]() Wow, no this is really useful! Quick question then, is it viable to stay economically even with Z if you are one base behind? Like if Z is grabbing his third, as T, I'm not really forced to either all in push or match his 3rd expo, right? I can sit back on 2 and stay even? Basically, can T be one expo behind Z, is that standard? | ||
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