• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:32
CET 19:32
KST 03:32
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket12Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
RSL Season 3: RO16 results & RO8 bracket SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays A cwal.gg Extension - Easily keep track of anyone soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
EVE Corporation Stormgate/Frost Giant Megathread Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2336 users

Simple Questions Simple Answers - Page 69

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 67 68 69 70 71 900 Next
Quochobao
Profile Joined October 2010
United States350 Posts
Last Edited: 2011-04-05 05:48:24
April 05 2011 05:04 GMT
#1361
On April 05 2011 12:21 Trakky wrote:
Against 10gate 4gate (not K4g), and I open standard 12 gate 4gate, what should I do to defend? Making sentry wouldn't work because he can warp units up higher. Because of the big maps, getting 2nd gateway and CB units out to attack his base before his WG research finishes wouldn't work.


Getting a forge up and cannon your mineral + essential buildings (try not to make over 3 though)

Search PvP coaching with InControl--he covers it extensively.

EDIT: nvm my advice. Go check out the liquidpedia on Korean 4 gate.
Best or nothing.
TempestMaker
Profile Joined November 2010
Canada37 Posts
April 05 2011 06:32 GMT
#1362
Is there a quick way to select X units out of a group?

For example, say I have a control group with 10 marines in it. If I want to select 9 marines, I simply select the group, then hold shift and click one of the wireframes and I have 9 selected. Likewise, if I just want one of them, I can select the group, then click one of the wireframes, and I now have that one marine selected.

But say I want to quickly select 2 or 3 of the marines from the group. Is there a faster way than
a) selecting them on the map
or
b) selecting the group then shift-removing 7 of the 10?

Thanks!
TempestMaker
Profile Joined November 2010
Canada37 Posts
April 05 2011 06:39 GMT
#1363
On April 05 2011 05:07 ZeroTalent wrote:
Show nested quote +
On April 04 2011 15:47 JDub wrote:
On April 04 2011 15:30 legendkeeper wrote:
How do you make your SCV stop working on a building and move it away when its being harassed by a drone/probe?
I believe the default hotkey is 't', but this is customizable like all hotkeys. So select your scv, press t, then right-click away to get it to move away.


It's "s". Either box-select the scv and press s, or click the building and press "qs" to select the scv then tell it to stop.


Selecting the building and pressing 't', then boxing the scv to move it away also works and can be faster (since you have a bit of time while the scvs disengages from the building to select it before it can move anyway).
buCk-
Profile Joined December 2010
United States47 Posts
April 05 2011 07:35 GMT
#1364
What is a good number of drones to transfer after a 14 hatch?
gronnelg
Profile Joined December 2010
Norway354 Posts
April 05 2011 08:22 GMT
#1365
For example, say I have a control group with 10 marines in it. If I want to select 9 marines, I simply select the group, then hold shift and click one of the wireframes and I have 9 selected. Likewise, if I just want one of them, I can select the group, then click one of the wireframes, and I now have that one marine selected.

But say I want to quickly select 2 or 3 of the marines from the group. Is there a faster way than
a) selecting them on the map
or
b) selecting the group then shift-removing 7 of the 10?

Thanks!

I would go with a. Simply box 2-3 marines (if you don't have the mouse accuracy, you should start practicing).
Lulzez || My stream: http://www.twitch.tv/gronnelg
Cashmere
Profile Joined April 2011
Australia66 Posts
April 05 2011 10:29 GMT
#1366
How does the ladder ranking system work?

I'm currently stuck in the bronze league but I've won 30+ games in a row.

I'm honestly starting to get bored. =/
MuffinCookie
Profile Joined February 2011
China64 Posts
April 05 2011 12:18 GMT
#1367
On April 05 2011 08:53 Bytz wrote:
I've been practicing 14 hatch 14 pool 16 gas pretty consistently over my recent games. With preemptive apologies if this is a nooby question, I was wondering, how much more economical is a 15 hatch or 16 hatch? Is there significant timing differences between these builds in terms of holding relatively early pushes?

I have never heard of a 16 hatch before, but assuming that the pool hasn't started yet, with 15 hatch, you may not have as many drones, but you'll get the hatchery earlier; and because you don't have as many drones, you have room to make units to defend.

16 hatch, you would have all these drones, but I think it's risky, because the spawning pool is so late, and it would be harder to defend HOWEVER if 16 hatch is a pool first build, then I think the advantage is you have more drones before you start expanding.
Zoom out, and then zoom back in.
valheru
Profile Joined January 2011
Australia966 Posts
April 05 2011 12:25 GMT
#1368
If I do a 1 rax FE with marauder and shells and snipe maybe a stalker should I be able to hold a 4-gate if I went rax with the marauder and shells then the CC followed by 2 more rax to produce marines and have 2 bunkers on a map like xel'naga?

I think that I can but I would like clarification assume ordinary four gate.
I reject your reality and substitute my own
closey
Profile Joined October 2010
Hong Kong272 Posts
April 05 2011 12:34 GMT
#1369
On April 05 2011 17:22 gronnelg wrote:
Show nested quote +
For example, say I have a control group with 10 marines in it. If I want to select 9 marines, I simply select the group, then hold shift and click one of the wireframes and I have 9 selected. Likewise, if I just want one of them, I can select the group, then click one of the wireframes, and I now have that one marine selected.

But say I want to quickly select 2 or 3 of the marines from the group. Is there a faster way than
a) selecting them on the map
or
b) selecting the group then shift-removing 7 of the 10?

Thanks!

I would go with a. Simply box 2-3 marines (if you don't have the mouse accuracy, you should start practicing).


This. I have a crippled hand yet I still am capable of doing it fluently (you get to practice this when transferring workers to gas every game anyways). You have no excuse for not being able to do it!
Rock, Paper, Scissors
MuffinCookie
Profile Joined February 2011
China64 Posts
April 05 2011 13:19 GMT
#1370
On April 05 2011 19:29 Cashmere wrote:
How does the ladder ranking system work?

I'm currently stuck in the bronze league but I've won 30+ games in a row.

I'm honestly starting to get bored. =/

Chances are that you are being placed against players of lower skill than you. If you can beat players of higher skill, then the matchmaking system will start to re-evaluate your standing vs. other players, and will start to place you against other players until it knows your skill level for good. If this new skill level is at, say, the silver league, then you will be promoted.

Play more games.
Zoom out, and then zoom back in.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 05 2011 13:20 GMT
#1371
On April 05 2011 16:35 buCk- wrote:
What is a good number of drones to transfer after a 14 hatch?


Usually 4-6 is a good number, depending on how many workers you have. You don't want to send tooooo many.

On April 05 2011 19:29 Cashmere wrote:
How does the ladder ranking system work?

I'm currently stuck in the bronze league but I've won 30+ games in a row.

I'm honestly starting to get bored. =/


http://www.teamliquid.net/forum/viewmessage.php?topic_id=195273

On April 05 2011 21:25 valheru wrote:
If I do a 1 rax FE with marauder and shells and snipe maybe a stalker should I be able to hold a 4-gate if I went rax with the marauder and shells then the CC followed by 2 more rax to produce marines and have 2 bunkers on a map like xel'naga?

I think that I can but I would like clarification assume ordinary four gate.


You should be able to, so long as you don't overcommit with your early push and lose any unnecessary units. You'll want to start Stim as soon as Shells finish so that you stand a better chance.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Intense
Profile Joined March 2010
Australia50 Posts
April 05 2011 13:27 GMT
#1372
Protoss related. I'm trying to alter my keybinds so they are as efficient as possible. I've hit a bit of a wall. Right now, I've got my nexus on 5 and every other expansion one up. So, expansion at 6, third at 7 etc. So when I go to make probes, I'll do 5E 6E 7E. The reason I do it this way is so I can often check the progress of each worker and know when to build the next one so I don't que.

This is obviously a bit of hassle considering I'm using 3 hotkeys and it becomes problematic if I make more than 3 bases. Now, my problem and question is, I see in replays pro's setting all their nexus's to 1 hotkey. But it makes me wonder how do they build workers and time them correctly one after the other without queing with this method? As having the 2 nexus's on 1 hotkey doesn't show the progress of the worker being built but it just has the little white squares showing how many are qued.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 05 2011 14:07 GMT
#1373
On April 05 2011 22:27 Intense wrote:
Protoss related. I'm trying to alter my keybinds so they are as efficient as possible. I've hit a bit of a wall. Right now, I've got my nexus on 5 and every other expansion one up. So, expansion at 6, third at 7 etc. So when I go to make probes, I'll do 5E 6E 7E. The reason I do it this way is so I can often check the progress of each worker and know when to build the next one so I don't que.

This is obviously a bit of hassle considering I'm using 3 hotkeys and it becomes problematic if I make more than 3 bases. Now, my problem and question is, I see in replays pro's setting all their nexus's to 1 hotkey. But it makes me wonder how do they build workers and time them correctly one after the other without queing with this method? As having the 2 nexus's on 1 hotkey doesn't show the progress of the worker being built but it just has the little white squares showing how many are qued.


I use one hotkey for all of my CCs. If you are good, you should always have your cycle of workers finish at the same time and start again. The progress bar will still show for one command center, but that should mean it's the same for all the other CCs too. Game sense helps a lot here too, as you kind of know how long it takes for a worker to build intuitively. A 2 Worker queue isn't too substantial either, as you should prioritize workers being constantly made at all times over pretty much everything else anyways.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
April 05 2011 14:46 GMT
#1374
(related to the income tab when watching replays)

1) if you have a standard 8 crystal base being fully saturated (>3 per crystal), how much mineral income does this equate to?

2) what income difference would there be to having 24 workers mining minerals off one base, compared to having them split to 12 workers each working off two bases? if there's no easy mathematical answer, then just roughly?
iNbluE
Profile Joined January 2011
Switzerland674 Posts
April 05 2011 14:51 GMT
#1375
On April 05 2011 19:29 Cashmere wrote:
How does the ladder ranking system work?

I'm currently stuck in the bronze league but I've won 30+ games in a row.

I'm honestly starting to get bored. =/


Your MMR is currently skyrocketing. You will be promoted when you start to lose games (because the system will know you belong to this level). It avoids promotions when unsure about your level.
ლ(╹◡╹ლ)
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 05 2011 15:38 GMT
#1376
On April 05 2011 23:46 jimbob615 wrote:
(related to the income tab when watching replays)

1) if you have a standard 8 crystal base being fully saturated (>3 per crystal), how much mineral income does this equate to?

2) what income difference would there be to having 24 workers mining minerals off one base, compared to having them split to 12 workers each working off two bases? if there's no easy mathematical answer, then just roughly?


1. About 800 minerals per minute.

2. The two base 12/12 worker split would be marginally ahead of the 1 base 24 worker base because of how saturation works. Optimal saturation is 3 workers per patch, but there is a diminishing return of income after the saturation point of 2 workers per patch. By splitting the workers up and not hitting this DR, you optimize your income with that amount of workers. Ideally, you want to have every base with enough SCVs to mine 2 per patch.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Quochobao
Profile Joined October 2010
United States350 Posts
April 05 2011 15:42 GMT
#1377
On April 05 2011 22:27 Intense wrote:
Protoss related. I'm trying to alter my keybinds so they are as efficient as possible. I've hit a bit of a wall. Right now, I've got my nexus on 5 and every other expansion one up. So, expansion at 6, third at 7 etc. So when I go to make probes, I'll do 5E 6E 7E. The reason I do it this way is so I can often check the progress of each worker and know when to build the next one so I don't que.

This is obviously a bit of hassle considering I'm using 3 hotkeys and it becomes problematic if I make more than 3 bases. Now, my problem and question is, I see in replays pro's setting all their nexus's to 1 hotkey. But it makes me wonder how do they build workers and time them correctly one after the other without queing with this method? As having the 2 nexus's on 1 hotkey doesn't show the progress of the worker being built but it just has the little white squares showing how many are qued.


Bind all nexuses to one hotkey. When you hit the hotkey, look at the icon of each nexus, you can see how many are being queued at each.

Since probe costs only 50 min, you can always afford to start a cycle of probe at ALL nexuses at once. Plus, queuing two is actually more efficient since it allows you to focus on other things.

Unless you have 300 APM to spare--then my advice obviously would not apply =)
Best or nothing.
ReNhoSoft
Profile Joined November 2010
Mexico69 Posts
April 05 2011 17:00 GMT
#1378
Is it worth it to double scout in Tal'Darim Altar on a PvZ match?
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
April 05 2011 17:05 GMT
#1379
On April 06 2011 02:00 ReNhoSoft wrote:
Is it worth it to double scout in Tal'Darim Altar on a PvZ match?


No, it pretty much is a bad idea to double scout on all maps unless you are EXTREMELY paranoid of something. As P, a 9 scout after pylon should be able to get you to the opponent's base soon enough to scout anything major.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Mashes
Profile Blog Joined October 2010
Canada441 Posts
April 05 2011 20:25 GMT
#1380
this isn't really a strategy question, but I didn't really want to open another thread just to ask. What are some good sites to upload replays? Preferably one with lots of game info after uploading (build orders etc.etc.)
"life of lively to live to life of full life thx to shield battery"
Prev 1 67 68 69 70 71 900 Next
Please log in or register to reply.
Live Events Refresh
Next event in 12h 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 296
Harstem 294
UpATreeSC 115
IndyStarCraft 93
BRAT_OK 59
MindelVK 23
StarCraft: Brood War
Britney 40744
Rain 2928
Calm 2759
BeSt 394
firebathero 179
Dewaltoss 74
Leta 45
Backho 42
scan(afreeca) 40
Mind 35
[ Show more ]
ToSsGirL 32
HiyA 15
JulyZerg 12
ivOry 6
Dota 2
Gorgc6576
qojqva1969
League of Legends
rGuardiaN29
Counter-Strike
pashabiceps719
fl0m531
Other Games
FrodaN1413
XaKoH 594
B2W.Neo582
DeMusliM420
crisheroes353
mouzStarbuck175
Sick146
RotterdaM122
C9.Mang052
Trikslyr48
SteadfastSC19
Organizations
Dota 2
PGL Dota 2 - Main Stream23670
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Dystopia_ 1
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• intothetv
• Kozan
StarCraft: Brood War
• FirePhoenix9
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4905
• WagamamaTV363
• Ler94
League of Legends
• Nemesis3931
• TFBlade970
Other Games
• imaqtpie594
• Shiphtur224
Upcoming Events
RSL Revival
12h 58m
Classic vs MaxPax
SHIN vs Reynor
herO vs Maru
WardiTV Korean Royale
17h 28m
SC Evo League
17h 58m
IPSL
22h 28m
Julia vs Artosis
JDConan vs DragOn
OSC
22h 28m
BSL 21
1d 1h
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
1d 12h
Wardi Open
1d 19h
IPSL
2 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
2 days
StRyKeR vs Artosis
OyAji vs KameZerg
[ Show More ]
OSC
2 days
OSC
2 days
Monday Night Weeklies
2 days
OSC
3 days
Wardi Open
3 days
Replay Cast
4 days
Wardi Open
4 days
Tenacious Turtle Tussle
5 days
The PondCast
5 days
Replay Cast
6 days
LAN Event
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.