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ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2012-09-19 17:26:57
September 19 2012 17:25 GMT
#14121
On September 20 2012 02:16 Maxamix wrote:
Show nested quote +
On September 19 2012 22:49 ArtyK wrote:
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



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)



Yes, i didnt say that hallucination was bad, but that it was not the best choice ^^
Of course scouting is easier, but everything else makes it less viable in my opinion, and pros seems to be thinking the same way, at least on streams or tournaments that i watched.

I also forgot to say that you will not even get hallucination before an eventual observer after ffe, because of warpgate and the amout of chronos you have.

As far as denying hallucinated phoenix goes, its almost impossible but still, if you are careful with your observers, it will last a lot longer (+detect and cost no energy).
So im still pretty sure that observer is better before the zerg gets a lot of bases, then hallu become really powerful ^^

EDIT : Monk says it better in way less words
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Chandra
Profile Joined July 2011
United States123 Posts
Last Edited: 2012-09-19 18:24:37
September 19 2012 18:13 GMT
#14122
On September 19 2012 22:49 ArtyK wrote:
Show nested quote +
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

I meant the cost in comparison to the cost of a scouting observer, which is 25/75. So if I were to get hallucination instead of a second observer for scouting purposes it would be an extra 75/25, which doesn't seem like that big of an investment to me. I wasn't asking if hallucination could allow me to skip a robo all together. Just if it could adequately replace the role of the scouting observer (I always get an observer to post outside my third/natural for detection and army scouting regardless). In my own PvZs I like going for colossus timings, so I feel like I can't really dedicate a whole lot of robo time to replacing lost observers, so hallucination just seems more convenient to me. I haven't seen a lot of pros use hallucination scouting, hence my question, but I guess there are some that do, as Monk pointed out. I think I'll try it out.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
September 20 2012 11:04 GMT
#14123
Is sc2 playable at 9 frames per second?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
ArtyK
Profile Joined June 2011
France3144 Posts
September 20 2012 14:37 GMT
#14124
On September 20 2012 03:13 Chandra wrote:
Show nested quote +
On September 19 2012 22:49 ArtyK wrote:
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

I meant the cost in comparison to the cost of a scouting observer, which is 25/75. So if I were to get hallucination instead of a second observer for scouting purposes it would be an extra 75/25, which doesn't seem like that big of an investment to me. I wasn't asking if hallucination could allow me to skip a robo all together. Just if it could adequately replace the role of the scouting observer (I always get an observer to post outside my third/natural for detection and army scouting regardless). In my own PvZs I like going for colossus timings, so I feel like I can't really dedicate a whole lot of robo time to replacing lost observers, so hallucination just seems more convenient to me. I haven't seen a lot of pros use hallucination scouting, hence my question, but I guess there are some that do, as Monk pointed out. I think I'll try it out.




Okay ^^

But i said that hallucination delays tech, having a robo or not, sentrys still need energy, and you can even scout his tech with probes if you manage to hide them.

If your question was as simple as replacing obs by hallu, i think you could have found it yourself in game, thats why i just figured i could be more precise with my answer

Anyway, i need to be more word/efficient ^_^
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Belial88
Profile Blog Joined November 2010
United States5217 Posts
Last Edited: 2012-09-21 01:53:22
September 21 2012 01:52 GMT
#14125
edit
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
vorxaw
Profile Joined April 2011
Canada245 Posts
September 21 2012 06:52 GMT
#14126
why do spores, spines, cannons all have 1 armour, but turrets have 0?
Orek
Profile Joined February 2012
1665 Posts
September 21 2012 07:46 GMT
#14127
On September 21 2012 15:52 vorxaw wrote:
why do spores, spines, cannons all have 1 armour, but turrets have 0?


spine has +2.
Strictly speaking, turret has 0 just because Blizzard designed so.
The fact that building armor upgrade exists might have something to do with it. Turret had 0 armor in broodwar as well.
If you are talking in the context of balance, take it to Designated Balance Discussion Thread
ArtyK
Profile Joined June 2011
France3144 Posts
September 21 2012 16:21 GMT
#14128
On September 21 2012 16:46 Orek wrote:
Show nested quote +
On September 21 2012 15:52 vorxaw wrote:
why do spores, spines, cannons all have 1 armour, but turrets have 0?


spine has +2.
Strictly speaking, turret has 0 just because Blizzard designed so.
The fact that building armor upgrade exists might have something to do with it. Turret had 0 armor in broodwar as well.
If you are talking in the context of balance, take it to Designated Balance Discussion Thread


Also remember that you can repair them
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Gomox
Profile Joined December 2010
32 Posts
September 21 2012 17:21 GMT
#14129
What is a solid opening as a Protoss in 2on2? (playing with a Zerg)
Chandra
Profile Joined July 2011
United States123 Posts
September 21 2012 17:28 GMT
#14130
Say I want to copy a build order from a pro player, but they're using an opening that's much more greedy than I'm comfortable with (in my current case blind 17 nexus, 17 forge in PvZ). Given this, what are the most important factors in adapting said build order for a less greedy opening? Should I focus more on specific timings, specific supplys, or other indicators (i.e. % warp gate being done, etc.)?
o0StatiK
Profile Joined September 2012
United States10 Posts
September 21 2012 17:33 GMT
#14131
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 believe warpgates are auto-hotkeyed to "W". What you can do is hit 'W', which will select all your warpgates, then hit the hotkey of the unit that you want to warp in. Hold down Shift and click near the power grid. Hope this helps :D


My question is this. Whenever I'm playing, when should I know to go a certain unit if an opponent is going a certain unit. For example, if Z is going say Roach/ling, what unit should I focus on building as a Protoss? I feel that may be my biggest weakness in the game. I will build just...anything.

Also, how many Sentries is enough? Another downfall to my game is that I feel like I'll forget about sentries, or not build enough. What's the optimal amount?
NA SC2 info. StatiK.907
ArtyK
Profile Joined June 2011
France3144 Posts
September 21 2012 17:57 GMT
#14132
On September 22 2012 02:33 o0StatiK wrote:
Show nested quote +
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 believe warpgates are auto-hotkeyed to "W". What you can do is hit 'W', which will select all your warpgates, then hit the hotkey of the unit that you want to warp in. Hold down Shift and click near the power grid. Hope this helps :D


My question is this. Whenever I'm playing, when should I know to go a certain unit if an opponent is going a certain unit. For example, if Z is going say Roach/ling, what unit should I focus on building as a Protoss? I feel that may be my biggest weakness in the game. I will build just...anything.

Also, how many Sentries is enough? Another downfall to my game is that I feel like I'll forget about sentries, or not build enough. What's the optimal amount?



Well this game is a lot about countering what you scout from your opponent
Just make units you feel are the best

So againts roach gling obviously : immortals+sentrys will be really good, with stalkers/ zelots (depends on if zerg have more roaches or glings)

In any matchup, never make more than 10 sentries, in pvp 1 is enough for guardian shield, in pvt no more than 5-6, and pvz : 10 max
The key is to make them early, gain energy, and try to not waste ff/gs, because you don't wanna spend 100 to 1000 gas on sentries when you need to tech and more expensive units like colossus, 2 sentries is already a looooooooooooooot of gas!

Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
vorxaw
Profile Joined April 2011
Canada245 Posts
September 21 2012 18:21 GMT
#14133
On September 22 2012 01:21 ArtyK wrote:
Show nested quote +
On September 21 2012 16:46 Orek wrote:
On September 21 2012 15:52 vorxaw wrote:
why do spores, spines, cannons all have 1 armour, but turrets have 0?


spine has +2.
Strictly speaking, turret has 0 just because Blizzard designed so.
The fact that building armor upgrade exists might have something to do with it. Turret had 0 armor in broodwar as well.
If you are talking in the context of balance, take it to Designated Balance Discussion Thread


Also remember that you can repair them


thanks guys, lol no, this difference is not big enough to warrant balance discussion, just something i noticed when checking out exact building times for structures
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-09-21 20:47:50
September 21 2012 20:46 GMT
#14134
On September 22 2012 02:28 Chandra wrote:
Say I want to copy a build order from a pro player, but they're using an opening that's much more greedy than I'm comfortable with (in my current case blind 17 nexus, 17 forge in PvZ). Given this, what are the most important factors in adapting said build order for a less greedy opening? Should I focus more on specific timings, specific supplys, or other indicators (i.e. % warp gate being done, etc.)?


Worker count as opposed to supply, generally, as some builds might cut units harder than others. Check his saturations as he adds on gas, infrastructure, tech, and upgrades, etc. You'll have to cut elsewhere however if you want to hit the same timings while devoting resources away from economy (defense).
GrandpaGnome
Profile Joined May 2012
Australia5 Posts
September 22 2012 14:33 GMT
#14135
Please pardon me if this has already been answered.

When should I stop producing Scvs?
rd
Profile Blog Joined July 2010
United States2586 Posts
September 22 2012 14:36 GMT
#14136
On September 22 2012 23:33 GrandpaGnome wrote:
Please pardon me if this has already been answered.

When should I stop producing Scvs?


60-70
Monsyphon
Profile Blog Joined August 2011
Canada190 Posts
September 22 2012 15:19 GMT
#14137
On September 22 2012 02:28 Chandra wrote:
Say I want to copy a build order from a pro player, but they're using an opening that's much more greedy than I'm comfortable with (in my current case blind 17 nexus, 17 forge in PvZ). Given this, what are the most important factors in adapting said build order for a less greedy opening? Should I focus more on specific timings, specific supplys, or other indicators (i.e. % warp gate being done, etc.)?


Itd be nice to know what build it is so I could help you better
JJThompson
Profile Joined September 2012
Poland7 Posts
September 22 2012 16:24 GMT
#14138
Hi folks, I have a simple question about SC2 interface:

Is it possible to make unit menu on the bottom-right disabled for mouse click? It will help me a lot in mastering my hotkey usage.

Thank you for your time. Cheers!
Benramin567
Profile Joined June 2012
Sweden46 Posts
September 22 2012 16:39 GMT
#14139
Is it better to have 4 medivacs vs 2 Collossus or 2 medivacs and 2 vikings?
Don't ask if you don't know
jabberjaw
Profile Joined October 2010
225 Posts
September 22 2012 22:24 GMT
#14140
I'd choose 4 medivacs as the 2 vikings arent going to do much damage versus the colossus and will be killed by the stalkers. However, if the Toss is doing a 2 base colossus all-in, 2 vikings is more useful.
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