On April 05 2011 12:21 Trakky wrote: Against 10gate 4gate (not K4g), and I open standard 12 gate 4gate, what should I do to defend? Making sentry wouldn't work because he can warp units up higher. Because of the big maps, getting 2nd gateway and CB units out to attack his base before his WG research finishes wouldn't work.
Getting a forge up and cannon your mineral + essential buildings (try not to make over 3 though)
Search PvP coaching with InControl--he covers it extensively.
EDIT: nvm my advice. Go check out the liquidpedia on Korean 4 gate.
I wasn't asking how to handle a Korean 4gate (I specifically said "not K4g" in my post) so I don't really understand your edit.
Assuming the 10 gate into 4 gate actually comes out faster than the standard 4 gate (which someone here suggested it doesnt, I dont know though), I would think a sentry would do the trick. You say they can just warp straight into your main if you FF but it's not they can do that instantly. Even just the one FF should give you enough time to catch up on the warpgates.
Edit: Watching Cruncher's stream as I wrote this, and it turns out to not be true at all. If they're actually good, the pylon to warp in the main will finish by the time WG does. So ignore me. D:
Well if they go 10 gate, they won't even get any units out normally (the usual 1Z 1S) but because of the huge maps, my units won't get to his base in time before WG research finishes. So because sentry wouldn't work because they just warp up the ramp, I don't know how to deal with it since I think there has to be a way for pros to handle it considering almost all of them go 12gate so they must know how to handle 10gate.
I see a lot of people use an overlord vomiting creep to deny expansions. Would it make sense to sneak a creep tumour underneath the overlord as well? That way they'll kill the overlord and wait for the creep to recede for a long time before they realize its not going away! Then they have to get a detector in etc. Might be worth it?
If you had drop-lords researched, would be quite easy to drop a queen there to do it and take her elsewhere.
On April 06 2011 23:53 Fuzzymonkey wrote: Whats the button combo for saving a screen to an Fkey? Does it work the same for a mac?
You can change it to whatever you want in the options section. I like ctrl-Fxx because it's the same programming setup as regular hotkeys that way. I believe the default is some other thing.
On April 06 2011 23:53 Fuzzymonkey wrote: Whats the button combo for saving a screen to an Fkey? Does it work the same for a mac?
Ctrl + F5-F12 is the default. You can change the hotkeys around if you'd like.
On a Mac, it's the same thing, but you need to add the Fn button into the button combo.
On April 07 2011 00:34 kandiru wrote: I see a lot of people use an overlord vomiting creep to deny expansions. Would it make sense to sneak a creep tumour underneath the overlord as well? That way they'll kill the overlord and wait for the creep to recede for a long time before they realize its not going away! Then they have to get a detector in etc. Might be worth it?
If you had drop-lords researched, would be quite easy to drop a queen there to do it and take her elsewhere.
Is this worth doing?
It's been discussed many, many times. Use the search function to narrow it down.
Can you change it up so its F1-F5? or at least F2-F5 b/c of idle worker thing. And any ways to make it so that you don't need the fn key? its a pain in the ass to have to press an extra button. I hate macs
I'm a toss but I like to spectate Zerg now and then. I noticed the other day Idra doing the "extractor trick" at 200/200 to reach 202/200 of population. Was just wondering why zergs don't use that strategy more often when they're maxed and more to the point why don't they do it in a more abusive way (if that is allowed) ? For example you got 2k minerals stored in the bank and a maxed 200/200, why not start 15 spore crawlers at once, spawn units, cancel the spores and get a 215/200 army ? Of course there will be a cost for cancelling the spore crawlers + blocking 15 harvesters for a few seconds but you get an army "ball" that's slightly stronger (say, in our scenario, if you had 80 harvesters, that's a 135 army instead of 120) for the big push, and since zergs seem to have a hard time against a protoss doom army or a terran bioball, wouldn't that be something to be tested and see if it can balance (i shouldn't use that word) things up, even more if you manage to push this figure even higher ?
Some helpful TL poster stated that "double teching" is not safe, and will make a very smaller-than-usual-army. This is obviously true, but I just want to confirm something.
For example, if you tech void rays and colossi at the same time, your army will be tiny.
However, if you tech just robo, your army will be a lot more scarier.
1) Is it bad if we colossus (after making gateway units and getting the robo bay) and then go double forge right after first colossus?
2) Is it better to solely stick to one tech-path, for example, just colossi, and use double robo (one robo get a colossus out, then later get another robo)? And then when we see vikings, we can transition into mass immortals?
3) When should I start double forge if I'm going double robo? 3rd Expo?
4) How many gateways should I have when going double robo. 4?
Alright, this is one leaving me feeling pretty dumb. We used to have this old method of walling off with a Pylon/Gateway in PvZ which was actually bad for multiple reasons. However, I kept using that method and only today did I start trying to use the newer method of putting a Pylon further back, and walling off with a Gateway/Core, with the hole between the gateway/Core so the zealot is a bit further back and less prone to being sniped.
However, when I tried it against a friend, I realized that my wall-off lets units like Zealots and sentries through, but not stalkers. I've searched youtube and there's nothing as simple as a wall-off tutorial, and I've fiddled around with the positioning of the buildings a bit, but I can't quite get it right, which is extremely annoying.
Can any kind soul post a picture of how to do it properly? I can't seem to find the right positioning for the buildings - my wall-off is always too tight and doesn't let Stalkers through. Or is this supposed to happen (I'm pretty sure I've seen people do it where it does let Stalkers through, though)
Picture of my fail wall(as you can see my stalker can't get out). That's not supposed to happen, right?
On April 07 2011 07:54 HolyArrow wrote: Alright, this is one leaving me feeling pretty dumb. We used to have this old method of walling off with a Pylon/Gateway in PvZ which was actually bad for multiple reasons. However, I kept using that method and only today did I start trying to use the newer method of putting a Pylon further back, and walling off with a Gateway/Core, with the hole between the gateway/Core so the zealot is a bit further back and less prone to being sniped.
However, when I tried it against a friend, I realized that my wall-off lets units like Zealots and sentries through, but not stalkers. I've searched youtube and there's nothing as simple as a wall-off tutorial, and I've fiddled around with the positioning of the buildings a bit, but I can't quite get it right, which is extremely annoying.
Can any kind soul post a picture of how to do it properly? I can't seem to find the right positioning for the buildings - my wall-off is always too tight and doesn't let Stalkers through. Or is this supposed to happen (I'm pretty sure I've seen people do it where it does let Stalkers through, though)
Picture of my fail wall(as you can see my stalker can't get out). That's not supposed to happen, right?
The best set up, in my opinion, is to place the gap at one of the 2 sides (instead of the center). This lets a single zealot block the gap, but also lets everything up to immortals out of the base. If you insist on centering the gap, you can make the gap 1 wider and put a zealot in the dead center, and it SHOULD block out zerglings.
In a PvP, when is it most optimal to cut probes in a 4gate? Is there a definite supply?
Standard 4 gate has exactly 26 supply when 3 gateways are thrown down. This includes 2 supply of zealot and 2 supply of stalker, bringing you to 22 supply of probes.
On April 07 2011 07:54 HolyArrow wrote: Alright, this is one leaving me feeling pretty dumb. We used to have this old method of walling off with a Pylon/Gateway in PvZ which was actually bad for multiple reasons. However, I kept using that method and only today did I start trying to use the newer method of putting a Pylon further back, and walling off with a Gateway/Core, with the hole between the gateway/Core so the zealot is a bit further back and less prone to being sniped.
However, when I tried it against a friend, I realized that my wall-off lets units like Zealots and sentries through, but not stalkers. I've searched youtube and there's nothing as simple as a wall-off tutorial, and I've fiddled around with the positioning of the buildings a bit, but I can't quite get it right, which is extremely annoying.
Can any kind soul post a picture of how to do it properly? I can't seem to find the right positioning for the buildings - my wall-off is always too tight and doesn't let Stalkers through. Or is this supposed to happen (I'm pretty sure I've seen people do it where it does let Stalkers through, though)
Picture of my fail wall(as you can see my stalker can't get out). That's not supposed to happen, right?
The best set up, in my opinion, is to place the gap at one of the 2 sides (instead of the center). This lets a single zealot block the gap, but also lets everything up to immortals out of the base. If you insist on centering the gap, you can make the gap 1 wider and put a zealot in the dead center, and it SHOULD block out zerglings.
In a PvP, when is it most optimal to cut probes in a 4gate? Is there a definite supply?
Standard 4 gate has exactly 26 supply when 3 gateways are thrown down. This includes 2 supply of zealot and 2 supply of stalker, bringing you to 22 supply of probes.
Ah, ok. I'll try it the other way then, thanks. I thought that the center-hole way was the best though because the zealot is further back (I remember seeing some analysis topic on it in the past). But I guess the side-hole method is fine, then.
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??
The extractor should go down about 10-15 seconds before the Pool does.
Hello, I am a sore noob at SC2. Even though I practice, I seem to have a hard time. Please help me. I am Terran. 1. When battling a Terran, I see no point of BattleCruisers. Everytime I go Bc's they go vikings. And they rape my BC's. 2. Excludin Marauders and Ghosts, I see no point of a 2 rax, 3 rax, etc.