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Forum Index > StarCraft 2 Strategy
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Mvrio
Profile Joined July 2011
689 Posts
September 25 2012 02:12 GMT
#14161
do banelings kill larva in 1 hit? or do i need +1 or more banes etc.?
On October 03 2011 Jinsho wrote: Everyone is just a speck of fly dirt on the wall compared to Greg playing at his best :D
gronnelg
Profile Joined December 2010
Norway354 Posts
September 25 2012 06:16 GMT
#14162
On September 25 2012 06:38 rshswe wrote:
Good midgame offensive ZvP starts? o.O

Stephano style attacks a the protoss 3rd are good.
Check out TangSCs epic guide:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=324733
Lulzez || My stream: http://www.twitch.tv/gronnelg
MBH
Profile Joined January 2011
Ireland796 Posts
September 25 2012 12:14 GMT
#14163
Hey guys one quick question:

When do you generally take the second gas in a 1Gate FE in PvT? After you start the Nexus or before?
Wounded31
Profile Joined October 2011
124 Posts
September 25 2012 14:44 GMT
#14164
In TvZ how do you counter a transition from ultras to broodlords?
MKP!
monk
Profile Blog Joined May 2009
United States8476 Posts
September 25 2012 18:55 GMT
#14165
On September 25 2012 21:14 MBH wrote:
Hey guys one quick question:

When do you generally take the second gas in a 1Gate FE in PvT? After you start the Nexus or before?

Depends on the version, but the vast majority of 1 gate FEs take it after the nexus starts. Some take it before you add the 2nd and 3rd gates. Some take it after you add the 2nd and 3rd gates.


On September 25 2012 23:44 Wounded31 wrote:
In TvZ how do you counter a transition from ultras to broodlords?

You have to anticipate the switch and sorta pre-counter with vikings.
Moderator
Slardar
Profile Joined April 2010
Canada7593 Posts
September 25 2012 19:42 GMT
#14166
On September 25 2012 23:44 Wounded31 wrote:
In TvZ how do you counter a transition from ultras to broodlords?


To add onto what Monk said, be aggressive in getting scouts off at this stage of the game. For example:If you have a full marauder/tank army fighting the Zerg and then he shows up with 10 broods and you auto-lose, you're at fault.

Drops are a great way of scouting. Drop the 3rd, Scan the Natural. Drop the Main, Scan the 3rd, scan the army. If you have Drops that aren't being cleaned up you can see what hatches out of the eggs too. I can't emphasize scan enough, Mules are good but if you don't know what you need to build with that money, then it is useless.

Also I could recommend just making a 2nd Starport later on in the game with a reactor as a precautionary measure.
LardMaster
Profile Joined May 2012
United Kingdom123 Posts
Last Edited: 2012-09-25 20:01:31
September 25 2012 20:01 GMT
#14167
Which race is the most creative, or has the most opportunities for creative openings/builds?

Thanks in advance.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
September 25 2012 20:16 GMT
#14168
On September 26 2012 05:01 LardMaster wrote:
Which race is the most creative, or has the most opportunities for creative openings/builds?

Thanks in advance.


Koreans/asians seem to be the most creative because they win the most, but then again I've heard that they often just practice 1 build over and over again that they copied from some pro so maybe they're not that creative. Maybe Americans such as Stephano are the most creative? I mean he came up with an entire build/strategy that everyone uses now in PvZ.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 25 2012 20:42 GMT
#14169
On September 26 2012 05:16 rsvp wrote:
Show nested quote +
On September 26 2012 05:01 LardMaster wrote:
Which race is the most creative, or has the most opportunities for creative openings/builds?

Thanks in advance.


Koreans/asians seem to be the most creative because they win the most, but then again I've heard that they often just practice 1 build over and over again that they copied from some pro so maybe they're not that creative. Maybe Americans such as Stephano are the most creative? I mean he came up with an entire build/strategy that everyone uses now in PvZ.

Just to add to this, I really think that Europeans are the most creative. I mean their ladder is SO much better than the NA ladder, it's really no contest. So they must be creative. However, SEA server isn't bad for creativity because of Canadians such as WhiteRa, TLO, etc.

//
Really any starcraft race has a lot of creative opportunities, if you want to lose. It's best to stick with standard play; there's a reason all the pros do it. IMO all the races have huge variances in their builds. Protoss has a billion and a half 1/2 base all-ins, so do the other races though.
Getting back into sc2 O_o
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
Last Edited: 2012-09-26 02:57:16
September 26 2012 02:53 GMT
#14170
high masters EU protoss here.

1. How big is the difference of a gasless 14 pool into hatch or, hatch first?
2. in PvZ; is it worth it to pylon block the nat (not wall in), when they went 14 pool? (considering i usually can still micro/block the nat with my scouting probe till around 2:50-3:10).
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 26 2012 03:13 GMT
#14171
^
1. I've gotta say it's a huge difference. Like, ~5-10 extra drones at 8:00 assuming you don't cannon rush.
2. Map dependent IMO. If it's Ohana, I always pylon block after 17 nexus; force his first 4 lings to attack the pylon instead of running to your base. No pylon block = zerglings in my main. Other maps that have hard to wall off naturals (antiga, daybreak, TDA, entombed, etc) then pylon block to secure a nexus first, otherwise no real reason (say if you open 13 forge).
It really delays the Zerg -- especially with their queens. If you do gateway pressure and kill another queen you'll have put a huge dent in their production and economy. It's always worth it IMO, but it's way more efficient when combined with nexus first.
Getting back into sc2 O_o
CreX
Profile Joined April 2011
Sweden5 Posts
September 26 2012 10:12 GMT
#14172
..... Maybe Americans such as Stephano are the most creative? I mean he came up with an entire build/strategy that everyone uses now in PvZ...
omg.. Stephano is NOT American lol.
It's the decisions you make, when you have no time to make them, that define who you are.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 26 2012 12:22 GMT
#14173
On September 26 2012 19:12 CreX wrote:
Show nested quote +
..... Maybe Americans such as Stephano are the most creative? I mean he came up with an entire build/strategy that everyone uses now in PvZ...
omg.. Stephano is NOT American lol.

....no shit

It's a joke. Iirc Europeans made fun of americans' naiveness by chanting "USA" at local tourneys or something.
Getting back into sc2 O_o
DrunkenJedi
Profile Joined November 2010
Germany175 Posts
Last Edited: 2012-09-26 15:26:52
September 26 2012 15:26 GMT
#14174
Sorry, it's not a strategy question but i don' want to open a thread for this:

Do i always have to be in the menu to pause/resume a game? Because i think it's kind of bad to be in the menu when resuming a game since you lose a second to close the menu window...

So is there any direct way (keyboard shortcut) to pause/resume without the menu window open? THX
"Don't worry, I use Special Tactics this time, no problem."
QzYSc2
Profile Joined June 2012
Netherlands281 Posts
September 26 2012 15:43 GMT
#14175
Pause Break button my friend
Autofire2
Profile Blog Joined May 2010
Pakistan290 Posts
September 26 2012 17:28 GMT
#14176
How do I get a nice arc with my MMM, and is it hard to do?

I ask because I've started following Filters great Macro series and have gotten lots better. I played against someone else on that very same Macro trainer, and though I was slightly ahead in benchmarks (slightly...4 scvs and like 2 supply) his army DESTROYED mine. It wasn't even close, despite the identical composition and the fact that I had my SCVs to help out.

On the replay it seemed like it was because my army kept milling about getting in each others way whereas his had a nice concave-ish thing going.

So is it easy to do, or what? If not, Imma focus on macro benchmarks and shrug off some of these micro defeats.
Soulriser
Profile Joined July 2011
United States192 Posts
September 26 2012 21:30 GMT
#14177
hello, this question isnt really about strategy either but i couldnt find another place for it.

is it still possible to drop your league by losing a lot? i havent played since S3 of 2011 due to irl issues, and i was platinum as zerg. after getting everything resolved i am able to play again, but want to switch races, but the placement matches put me back into platinum. is it still possible to drop leagues so i can learn a new race without being steamrolled every game?
Geiko
Profile Blog Joined June 2010
France1944 Posts
September 26 2012 22:12 GMT
#14178
You will drop leagues if you lose a lot of games and you are not in the ladder lock period.

However I've heard that some people actually got banned for throwing away too many games.
geiko.813 (EU)
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-09-26 23:55:34
September 26 2012 23:49 GMT
#14179
On September 27 2012 02:28 Autofire2 wrote:
How do I get a nice arc with my MMM, and is it hard to do?

I ask because I've started following Filters great Macro series and have gotten lots better. I played against someone else on that very same Macro trainer, and though I was slightly ahead in benchmarks (slightly...4 scvs and like 2 supply) his army DESTROYED mine. It wasn't even close, despite the identical composition and the fact that I had my SCVs to help out.

On the replay it seemed like it was because my army kept milling about getting in each others way whereas his had a nice concave-ish thing going.

So is it easy to do, or what? If not, Imma focus on macro benchmarks and shrug off some of these micro defeats.


+ Show Spoiler [concave vs convex] +
Concave vs convex simply means one set of units is firing upon the other in an arc, providing more dps because additional units are able to attack simultaneously with the additional surface area. Units in the convex have less surface area, thus less units are firing meaning less dps.

[image loading]


+ Show Spoiler [chokepoints & bottlenecks] +
Chokepoints, or bottlenecks force your army through a narrow path where an army standing outside achieves a greater surface area. Attacking into concaves cannot be avoided in these situations. Main idea to conclude is that attacking into choke points is a bad idea. Positioning yourself at the entrance of such chokepoints and enticing your opponent to attack into it is a strategical advantage.

[image loading]

In this illustration not only can you see that green has more units firing than red does, green's immediate zone of movement & control is much larger than red's, whom is restricted to the ramp and the small space behind it.


+ Show Spoiler [spreading] +
Firstly, you must pre-spread. The more spread out your units are the more quickly and efficiently they'll create a concave when given an a-move command. Pre-spreading is pretty much just creating a concave surrounding a position your units currently hold where you anticipate an opponent will attack into. Best example is your own ramp when you're on one base. It's the most likely path you'll be attacked from ground. Keeping a pre-made concave is a good habit to start in the 1 in 20 games you're caught off guard by an attack.

Illustrated here:

[image loading]

Green's units are spread out across a line, while red's are in a ball.

[image loading]

This represents the IMMEDIATE moment the two armies engage and begin firing. Green's units will form a concave very quickly. Red's units in the front meanwhile will begin firing as the units in back have to move around the units in front to even be able to join the fight.


link to liquipedia about positioning for more info on positioning; the science of creating such advantageous situations.

Whether or not spreading is more important than macro, depends on what level. Below diamond, probably not. As you begin pushing masters though, games are decided by these engagements. Actively keeping your units spread, in a concave along with keeping track of your opponent's position are a vital skill to practice. Knowing where to engage and where to fall back is a knowledge set you'll accrue over time as you learn the maps and accumulate experience.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 27 2012 00:34 GMT
#14180
On September 27 2012 08:49 rd wrote:
Show nested quote +
On September 27 2012 02:28 Autofire2 wrote:
How do I get a nice arc with my MMM, and is it hard to do?

I ask because I've started following Filters great Macro series and have gotten lots better. I played against someone else on that very same Macro trainer, and though I was slightly ahead in benchmarks (slightly...4 scvs and like 2 supply) his army DESTROYED mine. It wasn't even close, despite the identical composition and the fact that I had my SCVs to help out.

On the replay it seemed like it was because my army kept milling about getting in each others way whereas his had a nice concave-ish thing going.

So is it easy to do, or what? If not, Imma focus on macro benchmarks and shrug off some of these micro defeats.


+ Show Spoiler [concave vs convex] +
Concave vs convex simply means one set of units is firing upon the other in an arc, providing more dps because additional units are able to attack simultaneously with the additional surface area. Units in the convex have less surface area, thus less units are firing meaning less dps.

[image loading]


+ Show Spoiler [chokepoints & bottlenecks] +
Chokepoints, or bottlenecks force your army through a narrow path where an army standing outside achieves a greater surface area. Attacking into concaves cannot be avoided in these situations. Main idea to conclude is that attacking into choke points is a bad idea. Positioning yourself at the entrance of such chokepoints and enticing your opponent to attack into it is a strategical advantage.

[image loading]

In this illustration not only can you see that green has more units firing than red does, green's immediate zone of movement & control is much larger than red's, whom is restricted to the ramp and the small space behind it.


+ Show Spoiler [spreading] +
Firstly, you must pre-spread. The more spread out your units are the more quickly and efficiently they'll create a concave when given an a-move command. Pre-spreading is pretty much just creating a concave surrounding a position your units currently hold where you anticipate an opponent will attack into. Best example is your own ramp when you're on one base. It's the most likely path you'll be attacked from ground. Keeping a pre-made concave is a good habit to start in the 1 in 20 games you're caught off guard by an attack.

Illustrated here:

[image loading]

Green's units are spread out across a line, while red's are in a ball.

[image loading]

This represents the IMMEDIATE moment the two armies engage and begin firing. Green's units will form a concave very quickly. Red's units in the front meanwhile will begin firing as the units in back have to move around the units in front to even be able to join the fight.


link to liquipedia about positioning for more info on positioning; the science of creating such advantageous situations.

Whether or not spreading is more important than macro, depends on what level. Below diamond, probably not. As you begin pushing masters though, games are decided by these engagements. Actively keeping your units spread, in a concave along with keeping track of your opponent's position are a vital skill to practice. Knowing where to engage and where to fall back is a knowledge set you'll accrue over time as you learn the maps and accumulate experience.

Interesting images, I remember reading a guide on the topic.

The liquipedia link...some content in it made me laugh.
Other ways to use the terrain are placing magic casters (High Templar, Raven) on the high ground where ground forces cannot see them - then strike with auto-turrets or Seeker Missiles against enemies unaware.


OH NO NOT THE AUTO-TURRET SURPRISE ATTACK!
It's way worse than storms; I'm surprised they even compare storm to auto-turrets.


In seriousness:
HT on the high ground is insanely powerful and is used all the time, when I've never actually seen auto-turrets be anywhere near as effective. Found it funny; I've never even thought about autoturrets being used ever.
Getting back into sc2 O_o
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