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Simple Questions Simple Answers - Page 695

Forum Index > StarCraft 2 Strategy
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amd098
Profile Blog Joined January 2011
Korea (North)1366 Posts
August 24 2012 17:19 GMT
#13881
hey what happened to alt + click to ping on minimap? i played a few customs and i have to alt g + click to ping, was that changed?
North Korea is best Korea!
JesterEric
Profile Joined August 2012
United States26 Posts
August 25 2012 03:06 GMT
#13882
Don't know if this has been asked, but why don't more pro players make more immortals? (like 15-20 in the late game)
I transition into losing my whole F***ing base a lot.
Raggamuffinoo
Profile Joined August 2011
United Kingdom117 Posts
August 25 2012 03:30 GMT
#13883
On August 25 2012 12:06 JesterEric wrote:
Don't know if this has been asked, but why don't more pro players make more immortals? (like 15-20 in the late game)


One obvious reason is that Immortals and Colossus share a similar cost in terms of minerals and gas per build time. The colossus is a much more cost efficient use of the robotics facility, they take up less space in a deathball due to the footprint allowing units underneath and they are one of few units able to engage against a superior concave.
dont quote me
Vladoks
Profile Joined November 2010
Germany136 Posts
August 25 2012 03:44 GMT
#13884
hey! just was watching mlg and theres a zvz on and i asked myself if u can use changelings to kill enemy banelings? like just drop them and when the opponent attacks a changeling with a group he has banelings in.. so if the banes are closest does he waste them on a changeling?
JesterEric
Profile Joined August 2012
United States26 Posts
August 25 2012 04:24 GMT
#13885
On August 25 2012 12:30 Raggamuffinoo wrote:
Show nested quote +
On August 25 2012 12:06 JesterEric wrote:
Don't know if this has been asked, but why don't more pro players make more immortals? (like 15-20 in the late game)


One obvious reason is that Immortals and Colossus share a similar cost in terms of minerals and gas per build time. The colossus is a much more cost efficient use of the robotics facility, they take up less space in a deathball due to the footprint allowing units underneath and they are one of few units able to engage against a superior concave.


I don't know, I'd hardly call the 150 resource difference "similar cost" and with the supply cost I could have 9 immortals but only 6 Colossus. They both do about the same damage with the only big difference that the immortal does 50 to armored, but with an extra 200 gas and 200 mins the colossus gets a +3 range which equals out the difference (depending on your situation.)

I understand the foot print note, however in my opinion it's heavily canceled out because the Colossus can be attacked by air to air weapons, which makes them susceptible to being sniped by good micro. However the ability to scale 1 level up or down is very nice depending on your situation, but I don't think the immortal is anything to scoff at considering it tends to not die easily.

Would it be fair to say the Colossus is only conditionally better? Where as the Immortal always has an important role in an army?
I transition into losing my whole F***ing base a lot.
Raggamuffinoo
Profile Joined August 2011
United Kingdom117 Posts
August 25 2012 05:22 GMT
#13886
On August 25 2012 13:24 JesterEric wrote:
Show nested quote +
On August 25 2012 12:30 Raggamuffinoo wrote:
On August 25 2012 12:06 JesterEric wrote:
Don't know if this has been asked, but why don't more pro players make more immortals? (like 15-20 in the late game)


One obvious reason is that Immortals and Colossus share a similar cost in terms of minerals and gas per build time. The colossus is a much more cost efficient use of the robotics facility, they take up less space in a deathball due to the footprint allowing units underneath and they are one of few units able to engage against a superior concave.


I don't know, I'd hardly call the 150 resource difference "similar cost" and with the supply cost I could have 9 immortals but only 6 Colossus. They both do about the same damage with the only big difference that the immortal does 50 to armored, but with an extra 200 gas and 200 mins the colossus gets a +3 range which equals out the difference (depending on your situation.)

I understand the foot print note, however in my opinion it's heavily canceled out because the Colossus can be attacked by air to air weapons, which makes them susceptible to being sniped by good micro. However the ability to scale 1 level up or down is very nice depending on your situation, but I don't think the immortal is anything to scoff at considering it tends to not die easily.

Would it be fair to say the Colossus is only conditionally better? Where as the Immortal always has an important role in an army?


What I am trying to impress upon you is: 1 colossus is possibly 3 times more cost/supply efficient than an immortal.

Immortals build quickly with chronoboost (35 seconds), a colossus can take as little as 55 seconds. For the resources and time spent building you could afford a colossus for every two immortals.

The main key with colossus is splash damage, if you are massing immortals, you will need some archons/storm in order to trade even slightly cost efficiently with stimmed bio/speedlings.

Also the unit footprint, to have 20 immortals on todays map pool you would have to engage in the widest area and any need to return through chokes to defend drops would be so slow to assemble.
dont quote me
TbMMaize
Profile Joined December 2011
Germany18 Posts
August 25 2012 10:30 GMT
#13887
anyone know some good pvz gate expand builds?
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
August 25 2012 12:25 GMT
#13888
On August 25 2012 19:30 TbMMaize wrote:
anyone know some good pvz gate expand builds?


Best one out there is FFE>4 gate robo

your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas
TbMMaize
Profile Joined December 2011
Germany18 Posts
August 25 2012 23:11 GMT
#13889
On August 25 2012 21:25 Monsyphon wrote:
Show nested quote +
On August 25 2012 19:30 TbMMaize wrote:
anyone know some good pvz gate expand builds?


Best one out there is FFE>4 gate robo

your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas


Thats not an Gate Expand?!That´s an normal Forge Fast Expand.I want to play an GATE EXPAND
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
August 26 2012 00:08 GMT
#13890
On August 26 2012 08:11 TbMMaize wrote:
Show nested quote +
On August 25 2012 21:25 Monsyphon wrote:
On August 25 2012 19:30 TbMMaize wrote:
anyone know some good pvz gate expand builds?


Best one out there is FFE>4 gate robo

your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas


Thats not an Gate Expand?!That´s an normal Forge Fast Expand.I want to play an GATE EXPAND

He thought you meant taking a third. There's a reason every pro Protoss player does FFE; it's the best opening. Period.
The only time a gateway expand is used is extreme metagaming, f.ex. Oz opens gate-nexus-gate-core for some powerful aggression, but that's gimmicky; if your opponent opens 14/14 you simply lose.

Gate expands don't work. They suck for pressure, suck for economy, and suck for tech. Aka they suck in every way possible, only getting a slight tech advantage over FFE

just open ffe ffs.

Then either do a 2base all in or 4gate robo -> third, doing what he said. No need to use caps and bad grammar.
Getting back into sc2 O_o
TbMMaize
Profile Joined December 2011
Germany18 Posts
Last Edited: 2012-08-26 01:01:13
August 26 2012 00:53 GMT
#13891
On August 26 2012 09:08 Mavvie wrote:
Show nested quote +
On August 26 2012 08:11 TbMMaize wrote:
On August 25 2012 21:25 Monsyphon wrote:
On August 25 2012 19:30 TbMMaize wrote:
anyone know some good pvz gate expand builds?


Best one out there is FFE>4 gate robo

your comp is mainly snetries and immortals to defend vs roach/ling but if you scout mutas with obs you go twilight, extra gates, and make stuff to defend againstmutas


Thats not an Gate Expand?!That´s an normal Forge Fast Expand.I want to play an GATE EXPAND

He thought you meant taking a third. There's a reason every pro Protoss player does FFE; it's the best opening. Period.
The only time a gateway expand is used is extreme metagaming, f.ex. Oz opens gate-nexus-gate-core for some powerful aggression, but that's gimmicky; if your opponent opens 14/14 you simply lose.

Gate expands don't work. They suck for pressure, suck for economy, and suck for tech. Aka they suck in every way possible, only getting a slight tech advantage over FFE

just open ffe ffs.

Then either do a 2base all in or 4gate robo -> third, doing what he said. No need to use caps and bad grammar.


Puzzle does it all the time against Zerg an TITAN does it too!And i think i know how to play with FFE.I just want to know some Gate Expansion Builds because i dont have any Replays of TITAN or Puzzle.
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
August 26 2012 09:07 GMT
#13892
Well, theres that gateway>forge build that people use to get faster tech in favour of a later natural..
So gateway expands arent totally dead
worldpeace30
Profile Joined July 2012
United States106 Posts
August 26 2012 09:32 GMT
#13893
what's the best build order trainer.
Negative32x
Profile Joined August 2012
United Kingdom4 Posts
August 26 2012 09:50 GMT
#13894
best build order trainer i think is when you go to arcade type YABOT in caps and pick the sakuras one, some of the others just load up to blank screen
worldpeace30
Profile Joined July 2012
United States106 Posts
Last Edited: 2012-08-26 10:00:36
August 26 2012 10:00 GMT
#13895
there is no sakuras one
SneakMind
Profile Joined July 2012
United States13 Posts
August 26 2012 11:16 GMT
#13896
hey guys I'd appreciate it if you could tell me what I did wrong here
http://drop.sc/243446
Never say die!
worldpeace30
Profile Joined July 2012
United States106 Posts
August 26 2012 13:00 GMT
#13897
how do I deselect a unit from my main ball of units? I remember it was something with shift...
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
August 26 2012 13:02 GMT
#13898
On August 26 2012 22:00 worldpeace30 wrote:
how do I deselect a unit from my main ball of units? I remember it was something with shift...


Shift click on the unit to remove it from the selected unit. Shift and control click on a unit or it's portrait to remove all units of the same type from selection. Rebind the control group after if you want them permanently removed from the group.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
worldpeace30
Profile Joined July 2012
United States106 Posts
August 26 2012 13:47 GMT
#13899
On August 26 2012 22:02 Iyerbeth wrote:
Show nested quote +
On August 26 2012 22:00 worldpeace30 wrote:
how do I deselect a unit from my main ball of units? I remember it was something with shift...


Shift click on the unit to remove it from the selected unit. Shift and control click on a unit or it's portrait to remove all units of the same type from selection. Rebind the control group after if you want them permanently removed from the group.



Thank you very much. I have the power now

Any other tips on micro?
TbMMaize
Profile Joined December 2011
Germany18 Posts
August 26 2012 15:58 GMT
#13900
On August 25 2012 19:30 TbMMaize wrote:
anyone know some good pvz gate expand builds?


anyone?
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