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Simple Questions Simple Answers - Page 684

Forum Index > StarCraft 2 Strategy
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Joneleth
Profile Joined July 2012
Denmark90 Posts
August 08 2012 12:04 GMT
#13661
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.
Rape is such an ugly word, lets call it surprise sex!
Maxamix
Profile Joined January 2012
Canada165 Posts
August 08 2012 13:41 GMT
#13662
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)
gronnelg
Profile Joined December 2010
Norway354 Posts
August 08 2012 17:02 GMT
#13663
During this summer I've found less tournaments available. Is this only because of the summer vacation, or is it permanent?
Lulzez || My stream: http://www.twitch.tv/gronnelg
sc2proxy
Profile Joined August 2012
United States11 Posts
August 08 2012 20:23 GMT
#13664
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
probes and pylons
hubrid
Profile Joined August 2012
United States6 Posts
Last Edited: 2012-08-08 22:51:50
August 08 2012 22:50 GMT
#13665
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
Nothing's impossible, even the word itself says "I'm possible".
proxyShark
Profile Joined September 2011
31 Posts
August 09 2012 02:24 GMT
#13666
I know there is a thread somewhere explaining how to best Baneling Bust a Forge Fast Expand. What build is optimal?
Havik_
Profile Joined November 2011
United States5585 Posts
August 09 2012 02:28 GMT
#13667
How many viable one base all ins are there in PvZ??
"An opinion is only as good as the evidence that backs it up."- William O'Malley, S.J.
proxyShark
Profile Joined September 2011
31 Posts
August 09 2012 02:30 GMT
#13668
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?
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
August 09 2012 04:36 GMT
#13669
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
Getting back into sc2 O_o
rofllocktree
Profile Joined May 2012
Netherlands45 Posts
August 09 2012 08:59 GMT
#13670
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

immanentblue
Profile Joined January 2011
Denmark110 Posts
August 09 2012 11:50 GMT
#13671
Can someone explain the format of the sc2 OSL. i am trying to get into it, but liquipedia is not very helpfull, and it seems quite confusing...
Maxamix
Profile Joined January 2012
Canada165 Posts
August 09 2012 14:16 GMT
#13672
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)
Tooasten
Profile Joined June 2012
Sweden7 Posts
August 09 2012 15:39 GMT
#13673
does upgrades improves spells and abilities
for exemple do storm deal more damage with protos atack upgrade than without
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
August 09 2012 16:56 GMT
#13674
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.
Getting back into sc2 O_o
PersonDudeGuy
Profile Joined April 2011
Canada47 Posts
August 09 2012 17:49 GMT
#13675
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?
Double hellion openings ftw
Dirichlet
Profile Joined April 2011
21 Posts
August 10 2012 00:48 GMT
#13676
What is the animation on a hatchery/lair when it is researching something? I cannot for the life of me tell the difference between a researching one and a non researching one
HardCorey
Profile Blog Joined May 2010
United States709 Posts
August 10 2012 00:54 GMT
#13677
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.
Don't Worry, Be Happy.
NewDawn
Profile Joined March 2012
Canada120 Posts
August 10 2012 01:00 GMT
#13678
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.
이지은 | 송지은 | 정은지 | 홧팅 ~ !
Tvk
Profile Joined April 2011
Latvia62 Posts
August 10 2012 02:27 GMT
#13679
Can anyone please provide me links to MMM+Raven's TvZ builds, with replays and build order + timings
Thanks.
hubrid
Profile Joined August 2012
United States6 Posts
August 10 2012 03:29 GMT
#13680
On August 09 2012 13:36 Mavvie wrote:
Show nested quote +
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


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?
Nothing's impossible, even the word itself says "I'm possible".
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