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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"
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