Can someone point me to a thread with viable protoss counter to 1/1/1 siege tank all in? I was searching the forums but didn't found any thread was certified as 'ok' against 1/1/1. Can someone point me in correct way? Thanks!
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garar
Poland1 Post
Can someone point me to a thread with viable protoss counter to 1/1/1 siege tank all in? I was searching the forums but didn't found any thread was certified as 'ok' against 1/1/1. Can someone point me in correct way? Thanks! | ||
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Mavvie
Canada923 Posts
On September 17 2012 22:33 garar wrote: Hello! Can someone point me to a thread with viable protoss counter to 1/1/1 siege tank all in? I was searching the forums but didn't found any thread was certified as 'ok' against 1/1/1. Can someone point me in correct way? Thanks! Read the OP here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=251528 It covers the 1-1-1 and a lot of other stuff. If you can't find answers to future questions then go ahead and ask there! | ||
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Stardroid
United Kingdom159 Posts
Thanks for any help | ||
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TriZ
Belgium379 Posts
I was wondering if it's possible to give a group of highlighted units a certain command without having to only select those units. Say I have some marines and marauders, can I actually keep the marines and marauders selected but the marines highlighted within this selection and only give them a certain command (move/attack/attackmove/hold pos/..) So the marauders would just keep attacking but the marines would run even though I still have all of them selected. Is this possible? EDIT: This was possible in Warcraft 3 (called subgroups) Thanks to the poster below for confirming not being available in SC2. | ||
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AmericanUmlaut
Germany2591 Posts
On September 18 2012 06:12 TriZ wrote: I've been looking around on the internet and in-game but I couldn't find this anywhere and I'm starting to wonder if it's even possible at all. I was wondering if it's possible to give a group of highlighted units a certain command without having to only select those units. Say I have some marines and marauders, can I actually keep the marines and marauders selected but the marines highlighted within this selection and only give them a certain command (move/attack/attackmove/hold pos/..) So the marauders would just keep attacking but the marines would run even though I still have all of them selected. Is this possible? No, commands issued are issued to all selected units, you have to deselect the ones you want to keep doing what they were doing before. | ||
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colossusFTW
United States45 Posts
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LovE-
United States1963 Posts
On September 18 2012 06:35 colossusFTW wrote: might sound dumb but can any fellow brotoss help me out and tell me how to hot key warpgate units so i can hit key and click instead of individually hitting one unit to warp out and having to do this for every warp gate? I don't quite understand your question.. Could you rephrase? | ||
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Vocis
United States5 Posts
On September 18 2012 06:35 colossusFTW wrote: might sound dumb but can any fellow brotoss help me out and tell me how to hot key warpgate units so i can hit key and click instead of individually hitting one unit to warp out and having to do this for every warp gate? The closest you can get to a short cut here is remap your mouse wheel to left click, so you can just slide your mouse and roll your mouse wheel. I think I answered your question. | ||
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vorxaw
Canada245 Posts
On September 18 2012 06:35 colossusFTW wrote: might sound dumb but can any fellow brotoss help me out and tell me how to hot key warpgate units so i can hit key and click instead of individually hitting one unit to warp out and having to do this for every warp gate? select all warpgates, assign them a hotkey, say ctrl+5, then you just hit 5 and shift+whatever unit+spam click it out until all your gates are on cool down, is that what you mean? | ||
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SRamsey
United States2 Posts
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gronnelg
Norway354 Posts
On September 18 2012 06:35 colossusFTW wrote: might sound dumb but can any fellow brotoss help me out and tell me how to hot key warpgate units so i can hit key and click instead of individually hitting one unit to warp out and having to do this for every warp gate? You have to select all warpgates (either by control group, or warpgate hotkey [W by default]), then click the hotkey (e.g. z for zealot), then press shift, and then start left clicking to warp in the units. If you dont press shift, you have to go z click z click, etc. Edit: Right, I see I was a bit late with answering this ^^ | ||
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guitarizt
United States1492 Posts
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ApocAlypsE007
Israel1007 Posts
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Chandra
United States123 Posts
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ArtyK
France3143 Posts
On September 19 2012 02:08 ApocAlypsE007 wrote: In PvT, how to spot and defend Last Shadow's 6 rax build? I think by the time my Obs comes to his base it's already too late. I ve never encountered this build, but you need to poke at his natural with a stalker, or even try to pressure him before 7-8 minutes with few units, of course without commiting. Then count how many marines/bunkers he has...the problem is that he can hide them, and even if youre pretty sure 6 rax is incoming, marines only still could mean banshee after expand, or even a regular build ![]() As i ve never seen this build except in the day9 daily, and knowing the fact that ladder is bo1 against an unknown opponent most of the time, i don't think there is an good way to scout it easily before the push comes out. But with a stalker in front of his natural, you wont be caught of guard by something that can probably be hold with force fields and stalkers, as he does not have stim or combat shield. With proper force fields, stalker micro, and if too much marines, pulling some probes out will help you! (he commits a lot into this push because of a delayed tech, so if you think your army is not enough...) But i think guardian shield is THE thing that you will need against that kind of early pressure, especially when his marines have no stim or shield... If hes playing standard he wont have stim until 8:45 approximately, thats why i said you could apply some pressure before this (although 6 rax push comes out earlier), as you will either have the choice of commiting or to come back home with no loss, and you can force some mistakes, like additionnal bunkers (that he doesnt want, it delays his push) In general applying pressure against terran before 8:45 is good, but probably less useful if you wanna hide your unit composition, or if you think the terran will push even earlier (if he has no expo, good sign :p) First time i answer a strategy related question on TL GOOD ANSWER? | ||
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ArtyK
France3143 Posts
On September 19 2012 09:21 Chandra wrote: Why do pros seem to favor observers over hallucinated phoenixes for scouting in PvZ? It seems like it's almost a necessity to get two observers in the matchup if you do all your scouting with observers: one for army splitting and one for scouting the zerg. However if you're going for a third, you'll most likely be getting 6 or so sentries with a lot of energy. Wouldn't it make more sense to just spend the extra 75 min/25 gas to get hallucination? That way you aren't relying on one slow observer for all your scouting, which is susceptible to getting picked off by spores if you aren't really attentive anyway. And you can scout more often, and in multiple places at once if you have enough energy for it. You also get more robo time for immortals if you're so inclined. Am I missing something about the thought process involved in this decision? Maybe i missunderstood what you meant, but isnt hallucination 100/100? Anyway, energy is really REALLY important at this stage of the game, and robo can be used to produce the most powerful unit against roaches, so spending an extra 100/100 might delay your tech too much, and will not provide any dps what so ever...(and has no detection) Im no pro, but i personnaly think hallucination will never be the best choice as protoss before the 10 minute mark against zerg (you can probably use it but it wont make it the most viable strategy), and when its lategame, the pros should get it cause its cheap, and force fields are not that useful anymore, they probably just forget about it, having other things to micro :p For splitting your army when you don't have many observers or when you just lost one, just send one zelot to the closest xel naga, If the zerg kills it but doesnt seem to attack, just send another one (he probably just cleared the xel naga then pull back, and only one zergling will most likely be there) For the non covered paths by the xel naga tower, just plant some pylons or send a probe where his army or runbys will most likely pass through (pylon delays runbys if he a-clicked, and if not, you can warpin units :p) But still, the few times i see this upgrade, some cool idrage moments happens :p | ||
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BisuDagger
Bisutopia19307 Posts
Has anyone tried playing a game without Queens and instead using queen minerals to build hatcheries? Could anyone see an advantage to this? Just a really crazy thought that would most likely provide for some interesting funday monday games. | ||
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Kasu
United Kingdom345 Posts
On September 19 2012 23:38 BisuDagger wrote: Random thought/Question: Has anyone tried playing a game without Queens and instead using queen minerals to build hatcheries? Could anyone see an advantage to this? Just a really crazy thought that would most likely provide for some interesting funday monday games. Queens give 6 larva a minute (with perfect injects). 2 Queens (same cost as 1 hatchery) give 12 larva/minute due to injects. Hatcheries are 4 larva/minute. So unless you're only hitting your injects once every 120 seconds (2 minutes) instead of every 40 seconds, you'll get many more larvae out of the 2 queens. Also, queens' injected larvae can stack up to 19 on a hatchery, whereas hatches stop producing larvae after 3. Additionally queens can be used for defense, creep and transfuse if you run up spare energy. Advantages of hatcheries over queens are... walling off? Harder to kill? Playing without queens would be a huge disadvantage. | ||
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Maxamix
Canada165 Posts
On September 19 2012 22:49 ArtyK wrote: Maybe i missunderstood what you meant, but isnt hallucination 100/100? Anyway, energy is really REALLY important at this stage of the game, and robo can be used to produce the most powerful unit against roaches, so spending an extra 100/100 might delay your tech too much, and will not provide any dps what so ever...(and has no detection) Im no pro, but i personnaly think hallucination will never be the best choice as protoss before the 10 minute mark against zerg (you can probably use it but it wont make it the most viable strategy), and when its lategame, the pros should get it cause its cheap, and force fields are not that useful anymore, they probably just forget about it, having other things to micro :p For splitting your army when you don't have many observers or when you just lost one, just send one zelot to the closest xel naga, If the zerg kills it but doesnt seem to attack, just send another one (he probably just cleared the xel naga then pull back, and only one zergling will most likely be there) For the non covered paths by the xel naga tower, just plant some pylons or send a probe where his army or runbys will most likely pass through (pylon delays runbys if he a-clicked, and if not, you can warpin units :p) But still, the few times i see this upgrade, some cool idrage moments happens :p As a Z i can tell you one advantage hallucination has over observers : Scouting. It is way harder to deny a hallucinated phoenix scout than it is to deny an observer scout (considering you should have lair + OS when hallucination hits. if you are careful queen + os will deny obs scout over a slight portion of your base and will enable you to hide tech (T3 / spire) | ||
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monk
United States8476 Posts
On September 19 2012 09:21 Chandra wrote: Why do pros seem to favor observers over hallucinated phoenixes for scouting in PvZ? It seems like it's almost a necessity to get two observers in the matchup if you do all your scouting with observers: one for army splitting and one for scouting the zerg. However if you're going for a third, you'll most likely be getting 6 or so sentries with a lot of energy. Wouldn't it make more sense to just spend the extra 75 min/25 gas to get hallucination? That way you aren't relying on one slow observer for all your scouting, which is susceptible to getting picked off by spores if you aren't really attentive anyway. And you can scout more often, and in multiple places at once if you have enough energy for it. You also get more robo time for immortals if you're so inclined. Am I missing something about the thought process involved in this decision? The thing is that you always need to somehow open with a robotics facility for potential immortals and mobile detection(observers) in any macro based PvZ. Thus, since observers are so cheap and build rather fast, Protoss just get those anyways along with the robotics facility. Also don't forget that observers are eventually necessary to spot burrowed units and that since they're permanent, are better to spot uni movements so you can properly split your army. You're right, however, that hallucinations generally provide better scouting than observers. One player that employs hallucinations to scout in PvZ is Sase. When doing an immortal expand, he combines both observer and hallucinations to get proper scouting information. | ||
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