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Simple Questions Simple Answers - Page 7

Forum Index > StarCraft 2 Strategy
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Fist
Profile Joined October 2010
Netherlands235 Posts
January 30 2011 12:10 GMT
#121
You should just always be making scv's. Litteraly always untill you have like 75 scvs. Not per cycle of units, just constant keep producing them
Have you ever realized just how insignificant your existence on this planet really is?
The Irate Turk
Profile Blog Joined January 2011
285 Posts
January 30 2011 12:35 GMT
#122
When you have a sole marine guarding a small ramp (lost temple, steps of war etc) what is the actual micro required to kill a scouting SCV/ Drone or Probe?

Is it possible to kill a Drone given they sometimes regenerate?

A replay would be great!!!!!!!!!!!!
Kaitlin
Profile Joined December 2010
United States2958 Posts
January 30 2011 16:54 GMT
#123
Q: What is the 'Flyer Helper" and how does it work ?
Kaitlin
Profile Joined December 2010
United States2958 Posts
January 30 2011 17:08 GMT
#124
On January 30 2011 20:26 ForlornGhost wrote:
Hello, i am new to terran and wish to play SC2 more intensely. On what food should i begin a fast expand (building my 2nd command centre). Also should i make 1 SVC per cycle of T1/2 units?

I have always been very confused about the term always make SVC's

And lastly if i tech up early what is a good steady 2nd refinery food count to begin building?

Sorry if these are silly questions


As the poster a few above said, "always make SCV's" means exactly that. The command center is constantly producing them, regardless of what else is going on. There are exceptions based on specific builds for higher level play, but while learning the game, an idle command center is bad. The rest of your questions depend on the strategy and build you are using. There isn't "one" best answer. That information can be found with the specific build orders you research here:

http://wiki.teamliquid.net/starcraft2/Terran_Strategy
horsman
Profile Blog Joined June 2010
Canada45 Posts
January 30 2011 17:10 GMT
#125
On January 31 2011 01:54 Kaitlin wrote:
Q: What is the 'Flyer Helper" and how does it work ?


a small circle is projected below each of the flying units so that you can see the actual 2d position of those units. This is important for things like fungal growth, psi storm, and knowing the actual distance to the enemy.
BertiliO
Profile Joined January 2011
Sweden134 Posts
January 30 2011 18:39 GMT
#126
Some people have a letter in brackets in the thread name/topic, what does that mean?

ie: [D] "insert topic"
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
January 30 2011 20:28 GMT
#127
In the Game, it is possible to change a Warp Gate back into a Gateway.
Why would this be useful?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
January 30 2011 20:30 GMT
#128
On January 31 2011 05:28 Exstasy wrote:
In the Game, it is possible to change a Warp Gate back into a Gateway.
Why would this be useful?


It's not.
vahgar.r24
Profile Joined October 2010
India465 Posts
January 30 2011 20:43 GMT
#129
On January 31 2011 05:30 Anihc wrote:
Show nested quote +
On January 31 2011 05:28 Exstasy wrote:
In the Game, it is possible to change a Warp Gate back into a Gateway.
Why would this be useful?


It's not.



In late games it is, when u wanna rally ur units automatically to ur main force..warp gates require micro
Somethings are just worth fighting for
noD
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-01-31 03:26:12
January 31 2011 03:24 GMT
#130
After about 6 months w/o playing T I decided to go back to roots, I have been 2 rax feing into whatever ....
Problem is most of the times the poke itself kills the game, so my question is: is there anything even more aggressive than 2 rax ? (plz dont answer 3 rax =P)
edit: by 2 rax fe I mean 12 / 14 rax into fe with 7-9 marines then expand (tho they never stop being made, but as soon as money is enough for workers + supply + marines + expansion i add 2 more raxes ...
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
January 31 2011 03:31 GMT
#131
On January 26 2011 19:24 Ulfsark wrote:
Questions and Answers in regards to Yonkid's post in spoiler.


+ Show Spoiler +
On January 26 2011 19:12 Yonkid wrote:
I have a few questions:

1. I saw some people doing a gather trick on replays on youtube. I heard that it increases your mineral gain by 8% or something - is it still doable, or is it already removed?

2. Are overseers faster than overlords, despite the upgrade? I mean, is a speed upgraded overseer faster than an overlord with speed and the same without speed?

3. Is sending in 1 speedling into the enemy base a reliable scout? Sometimes I need a very quick scout of his wall, so I sacrifice a speedling to get some tech knowledge. Is it worth the exchange? Or should I send in an overseer instead?

4. As Zerg, if I want to get metabolic boost as soon as the pool goes out, when do I need to put up an extractor? Like, how many seconds before/after putting up a pool?

5. For a baneling bust, what ratio of ling/bane should I have?



I don't play zerg but I will try and answer the best that i can

1. This has been removed.

2.I believe overseers are faster than overlords both without and without speed upgrades for both.

3. A ling can be a good way to scout his army composition and also you can see how strong the wall in is.

4. I believe you get the extractor as soon as the pool goes down, but I may be mistaken. Day 9 always mentions it so I should know but sadly I don't

5. I suppose it depends on the wall in. I guess enough that you can lose some banelings and stiff break through, and maybe have several left over for more damage once inside their base.




U neeed to put ur extractor 1 drone befor ur pool


So or example 13 extractor make 1 drone wait until it finishes then pool
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
Allred
Profile Joined November 2010
United States352 Posts
January 31 2011 04:24 GMT
#132
On January 31 2011 05:43 vahgar.r24 wrote:
Show nested quote +
On January 31 2011 05:30 Anihc wrote:
On January 31 2011 05:28 Exstasy wrote:
In the Game, it is possible to change a Warp Gate back into a Gateway.
Why would this be useful?


It's not.



In late games it is, when u wanna rally ur units automatically to ur main force..warp gates require micro




also i think there was a thread a while ago, if i decide to go find it i will post a link, but basically i think the idea behind changing back if you have to use you can warp in stalkers etc change to gateway chrono it so it changes quicker and then build templar out of it while then change it back to warpgate warp in a stalker repeat- something like that- if anyone knows the actual technique feel free to post it-but its the general idea abusing the fact templar have a long cool down time or something like that
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-01-31 04:44:20
January 31 2011 04:43 GMT
#133
On January 31 2011 13:24 Allred wrote:
Show nested quote +
On January 31 2011 05:43 vahgar.r24 wrote:
On January 31 2011 05:30 Anihc wrote:
On January 31 2011 05:28 Exstasy wrote:
In the Game, it is possible to change a Warp Gate back into a Gateway.
Why would this be useful?


It's not.



In late games it is, when u wanna rally ur units automatically to ur main force..warp gates require micro




also i think there was a thread a while ago, if i decide to go find it i will post a link, but basically i think the idea behind changing back if you have to use you can warp in stalkers etc change to gateway chrono it so it changes quicker and then build templar out of it while then change it back to warpgate warp in a stalker repeat- something like that- if anyone knows the actual technique feel free to post it-but its the general idea abusing the fact templar have a long cool down time or something like that


the cool down is 5 seconds less than the actual build time on a gateway, so whatever the build time for a templar is, it will be 5 seconds less to warp in another one. So no, there is no benefit in reverting back to Gateway EXCEPT when your at 200/200 and want to queue up units but I honestly see no benefit in that, better to just lay down extra gates and remacro as you lose units. Also, better to use a warp prism than actual pylons at 200/200.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
January 31 2011 04:58 GMT
#134
On January 29 2011 05:39 Lysenko wrote:
Are there any high-level Zerg players you can recommend who frequently use overlord drop harass aggressively, particularly a more general style than the baneling drops that FruitDealer popularized?

(I'm interested in looking up some replays to study and would like to see a few players' approaches.)

I've heard Machine talk about using baneling drops lategame vs Protoss, havent seen it in action though.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-01-31 05:08:33
January 31 2011 05:07 GMT
#135
On January 28 2011 23:16 iplayalot wrote:
is there a way to bind units to letters? i'd like to have all of my queens bound to the letter W, is this possible?

You could set up hotkeys for a control group, like shift+w to appen queens into control group 0, and then hit w to select group 0...

Other than that, no.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
Last Edited: 2011-01-31 05:23:23
January 31 2011 05:15 GMT
#136
On January 31 2011 03:39 BertiliO wrote:
Some people have a letter in brackets in the thread name/topic, what does that mean?

ie: [D] "insert topic"

It refers to the type of thread
D stands for a discussion thread
G is a guide
H is a help thread
Q is a question thread

Some people like to make up their own...
read more about them here:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=113479

On January 31 2011 12:24 noD wrote:
After about 6 months w/o playing T I decided to go back to roots, I have been 2 rax feing into whatever ....
Problem is most of the times the poke itself kills the game, so my question is: is there anything even more aggressive than 2 rax ? (plz dont answer 3 rax =P)
edit: by 2 rax fe I mean 12 / 14 rax into fe with 7-9 marines then expand (tho they never stop being made, but as soon as money is enough for workers + supply + marines + expansion i add 2 more raxes ...

By "kills the game" do you mean you are losing or you are winning?

If you are losing, then you need to work on micro and decision making.
If you are winning, I don't see what the problem is.

On January 30 2011 21:35 The Irate Turk wrote:
When you have a sole marine guarding a small ramp (lost temple, steps of war etc) what is the actual micro required to kill a scouting SCV/ Drone or Probe?

Is it possible to kill a Drone given they sometimes regenerate?

A replay would be great!!!!!!!!!!!!

It is possible to kill workers of all three races with "scoot and shoot" micro or whatever people call it these days. If you play dota at any decent level you will be very familiar with the concept (in dota its called animation cancelling).

Basically you move your marine the direction that the worker is moving the moment after it shoots, and repeat as fast as you possibly can without cancelling shots by doing it too fast or wasting shooting time by doing it too slow.

Check out top level terran replays, 99% will display some usage of this micro, and often in the way you are describing (first marine vs scout).

Good replay site: http://www.sc2rep.com
more weight
theBlues
Profile Blog Joined April 2010
El Salvador638 Posts
January 31 2011 05:35 GMT
#137
Is there a way to display alerts but that whenever I click them nothing happens? I tend to click on them during heavy micro moments and they send me off the screen making me lose battles I should win.
Change a vote, and change the world
Tudi
Profile Joined January 2011
Romania127 Posts
January 31 2011 09:43 GMT
#138
Say I have 5 hatches and I want to make 5 queens simultaneously, is there an easy way to queue them up 1 per hatch? If I simply select the control group containing my 5 hatches and spam Q it will queue all 5 queens on the first hatch. I do not have individual hotkeys for each hatchery since I usually enter late-game with 5-6 of them.
Kaitlin
Profile Joined December 2010
United States2958 Posts
January 31 2011 10:55 GMT
#139
I think I heard something about if you're attacking workers, the game doesn't warn your opponent ? Only if you hit buildings or your army is engaged ? Is this true ? If so, is this the reason for all this 'hold position in mineral line' i've been reading ? Making sure the unit doesn't attacking anything but workers and go unnoticed as long as possible ?
Bagonad
Profile Joined November 2010
Denmark173 Posts
January 31 2011 13:37 GMT
#140
On January 31 2011 18:43 Tudi wrote:
Say I have 5 hatches and I want to make 5 queens simultaneously, is there an easy way to queue them up 1 per hatch? If I simply select the control group containing my 5 hatches and spam Q it will queue all 5 queens on the first hatch. I do not have individual hotkeys for each hatchery since I usually enter late-game with 5-6 of them.


I believe what you're doing is queing all 5 queens at your lair/hive, since that is part of your hatchery hotkey, it counts as a seperate building from your hatcheries, like planetary fortresses and orbital commands.

An easy way to solve this is pressing q once on your lair/hive, then pressing tab to select you hatcheries, then press q 4 times and you should be golden.
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