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On August 10 2012 12:29 hubrid wrote:Show nested quote +On August 09 2012 13:36 Mavvie wrote: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? Yup, typically Zergs are ahead by one base. Except ZvT is the one matchup where it can be very difficult to take a third if Terran makes hellion/banshee. I actually recommend this, and it's pretty safe from all ins. 1 rax FE -> double gas -> reactor hellion and banshee Just make sure to scout early game to avoid cheese! Typically, Terrans have trouble because if they play greedy they die to an all in, and if they play safe but zerg DOESN'T all-in, they lose the macro game. Hellions in theory enable you to scout all-ins so you can get bunkers up in time.
Here's a build I'm looking at that could be fun: Fast tank 3OC TvZ
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So if I don't play any games at all for a very long time, will i eventually get demoted to bronze?
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On August 11 2012 02:29 Whatson wrote: So if I don't play any games at all for a very long time, will i eventually get demoted to bronze? No, I don't think so. If you play another placement after like a 5 season hiatus and win against a higher rank, there is not reason you would be?
Someone confirm this though.
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On August 11 2012 00:44 Mavvie wrote:Yup, typically Zergs are ahead by one base. Except ZvT is the one matchup where it can be very difficult to take a third if Terran makes hellion/banshee. I actually recommend this, and it's pretty safe from all ins. 1 rax FE -> double gas -> reactor hellion and banshee Just make sure to scout early game to avoid cheese! Typically, Terrans have trouble because if they play greedy they die to an all in, and if they play safe but zerg DOESN'T all-in, they lose the macro game. Hellions in theory enable you to scout all-ins so you can get bunkers up in time. Here's a build I'm looking at that could be fun: Fast tank 3OC TvZ Exactly, that's the problem I've been having. Can't macro to match the Z, but reactor hellions and banshees as distractions while hitting his front or something with a bio ball and just messing with him constantly like that is a good idea.
That build looks pretty fun, btw. =D
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On August 11 2012 02:51 hubrid wrote:Show nested quote +On August 11 2012 02:29 Whatson wrote: So if I don't play any games at all for a very long time, will i eventually get demoted to bronze? No, I don't think so. If you play another placement after like a 5 season hiatus and win against a higher rank, there is not reason you would be? Someone confirm this though.
After 2 season without playing any 1v1 or random team games you will have to redo the 5 placement matches, so you won't be demoted to bronze
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Is it more efficient to make a drone first or split first?
I'm sure this has been answered before but I have no idea what page it is so a page # would be great too.
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On August 11 2012 06:23 PieTaster wrote: Is it more efficient to make a drone first or split first?
I'm sure this has been answered before but I have no idea what page it is so a page # would be great too. Drone first
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On August 11 2012 06:23 PieTaster wrote: Is it more efficient to make a drone first or split first?
I'm sure this has been answered before but I have no idea what page it is so a page # would be great too. It's been proven that: 1) splitting makes no difference at all, and 2) Zerg should send workers to mine and then make a drone, while for Protoss and Terran it's the other way around However, it's really a miniscule difference. You won't win or lose a game because of it
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Usually, I click base, make harvester, quickly click again, box, split. Works for me. I rally after.
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Can anyone recommend me any aggressive openers that can lead well into macro games and could win the game straight away? I play Terran and sorry if it has been asked many times, but I didn't scroll other pages.
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On August 11 2012 11:48 zeonax wrote: Can anyone recommend me any aggressive openers that can lead well into macro games and could win the game straight away? I play Terran and sorry if it has been asked many times, but I didn't scroll other pages.
TvZ 2 rax TvP 2 rax reactor/techlab TvT 111
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I finished the campaign on brutal but did not get the sarah kerrigan avatare or the information in my profile. I only finished 22/25 missions it says in the mission archive and sarrah kerrigan is 29 missions on brutal. So I went to missions archives and finished the 3 other missions but it still shows 22/25, why? How do I get the avatare and profile update the easiest from here?
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Why are probes not penalized for building structures? Drones mutate, thereby the Zerg loses a worker and mining time. SCVs have to be present when a structure is building, costing the Terran mining time and leaving the SCV susceptible to harass.
Probes only lose mining time (much less than SCVs and drones). Are they penalized in a more complex way, perhaps?
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Hi, I have a question about the kind of opening I should use. I only recently bought SC2 and I wanna start playing Multiplayer but so far I've only been practicing against the AI.
I saw this strategy on Liquipedia; Wall-In at Natural.
I like this strategy because it's defensive and it stops early rushes, at least that's what it says. Because I've only been playing for a little while, I'm having a hard time setting up my base AND getting small army's out at the beginning of the game to harass. Mostly because I forget doing one thing, while I'm doing the other. Like building Pylons or Probes while attacking.
My question: Should I practice this strategy so that I can use it in matches, or should I practice a more aggressive strategy to try and kill my opponent while he's building his base.
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On August 11 2012 22:38 Ccx55 wrote: Why are probes not penalized for building structures? Drones mutate, thereby the Zerg loses a worker and mining time. SCVs have to be present when a structure is building, costing the Terran mining time and leaving the SCV susceptible to harass.
Probes only lose mining time (much less than SCVs and drones). Are they penalized in a more complex way, perhaps?
The only explanation I can think of is: Drones mutate but Zerg buildings cost less, SCV's have to work on a building but Terrans have the ability to call down MULES, who make up for a lot of the economy. Protoss have CB but they have to choose whether to use it for probes, units, upgrades...
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Is there anyway to watch older replays without logging in/logging out over and over? I remember it used to be possible to drag a replay onto sc2 and it would start without making you log in. Now it always makes you log in, only to log out.
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Anyone knows an good AllIn as Protoss vs Terran?
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On August 12 2012 01:49 TbMMaize wrote: Anyone knows an good AllIn as Protoss vs Terran? There's always the 4gate My personal favourite though, is the 1gate->robo->3gate all in You make non-stop immortals, 1 observer to spot the high ground, then a few sentries and zealots, then pure stalkers. You do a simple double gas opening into 1gate robo, adding on 2 more gates when you can afford it. Stop at 26 probes, you need all the money you can get (even if it's not "optimal" to go past 22 on one base). I main Zerg at low masters, but my Protoss all ins aren't half bad. Immortals eat buildings (yes, all buildings, even bunkers and ultralisks) and marauders alive, zealot/sentry tears up marines, stalkers are shit but you're Protoss so you always make stalkers.
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On August 12 2012 01:42 Kentisc wrote:Show nested quote +On August 11 2012 22:38 Ccx55 wrote: Why are probes not penalized for building structures? Drones mutate, thereby the Zerg loses a worker and mining time. SCVs have to be present when a structure is building, costing the Terran mining time and leaving the SCV susceptible to harass.
Probes only lose mining time (much less than SCVs and drones). Are they penalized in a more complex way, perhaps? The only explanation I can think of is: Drones mutate but Zerg buildings cost less, SCV's have to work on a building but Terrans have the ability to call down MULES, who make up for a lot of the economy. Protoss have CB but they have to choose whether to use it for probes, units, upgrades...
True, but the Zerg still loses the worker (which doesn't only cost money, but time and larvae as well), as well as the mining time of said worker. Terran also has to choose whether to use their OC on their economy, scouting or supply, which is all very vital. Additionally, the Terran also loses the mining time.
Although I agree what you said about CB perhaps prioritizing units or upgrades, that doesn't fit in with early-game when no units or upgrades are available.
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On August 12 2012 01:01 Komamru wrote:Hi, I have a question about the kind of opening I should use. I only recently bought SC2 and I wanna start playing Multiplayer but so far I've only been practicing against the AI. I saw this strategy on Liquipedia; Wall-In at Natural. I like this strategy because it's defensive and it stops early rushes, at least that's what it says. Because I've only been playing for a little while, I'm having a hard time setting up my base AND getting small army's out at the beginning of the game to harass. Mostly because I forget doing one thing, while I'm doing the other. Like building Pylons or Probes while attacking. My question: Should I practice this strategy so that I can use it in matches, or should I practice a more aggressive strategy to try and kill my opponent while he's building his base.
Vs zerg it's good having a wall at your natural, to prevent you from losing to a lot of speedlings. http://wiki.teamliquid.net/starcraft2/Forge_Fast_Expansion_(vs._Zerg) or if you want to go for Gate - Nexus: http://wiki.teamliquid.net/starcraft2/Gate_Nexus_YufFE_(vs._Zerg)
Against the other races you don't see it very often, except in certain situation, eg when your opponent goes for zealots&archons in pvp, then you want to create a wall.
But you can always go for a one base build and be aggressive. And if you aren't familiar with all the match-ups, I'd recommend you to look through some build orders (liquipedia). This may help you as well: + Show Spoiler +
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