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On October 11 2012 21:00 guitarizt wrote: Does ladder keep track of you individual matchup ratings? Like if my zvz is really good will it try to match me up with masters, but if my zvp is horrible sometimes I can face high plats?
It does not. The race is ignored; Your rating and theirs alone are what's counted.
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What ever happened to PvT phoenix openings? I remember a while back Nony used it a bit. I did a quick search on PvT phoenix and it just came up with stuff from release worrying about stuff like 3 rax and beating 1 base terran (so funny in hindsight).
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On October 12 2012 13:13 DeltaBravo wrote: What ever happened to PvT phoenix openings? I remember a while back Nony used it a bit. I did a quick search on PvT phoenix and it just came up with stuff from release worrying about stuff like 3 rax and beating 1 base terran (so funny in hindsight). They're not completely gone, just not really in style at the moment. Mini used them against Flash in their recent Code A series, you can check those games out to see the build executed at a high level.
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On October 11 2012 21:20 StaraCroft wrote:Show nested quote +On October 10 2012 01:16 GWBuffalo wrote:It looks like he rallied a group to the first point, then shift rallied the whole group to a second point... then shift selected out some units, and sent the remaining to the third point. He did it instantly, there was no delay between setting the waypoints. Also the waypoints would be green or red and he would only have one zergling selected at the end.
That is interesting. Can you post the replay?
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As Terran, when do I scout? I heard it was different for all the maps and matchups. Can someone tell me when I should be scouting?
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For some time now I am missing the feature that let me see what my friends in the contact list are doing at the moment after I started to chat with them. However since the last 2 or 3 patches this isn't working anymore for me.
Any advice how I can fix this?
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On October 13 2012 14:53 SCRedditor wrote: As Terran, when do I scout? I heard it was different for all the maps and matchups. Can someone tell me when I should be scouting?
Typical inicial scout is either after depo or the first rax. The depending on what you see is when ou scout next, in general 6mins, 8mins and 10mins and when big attacks should come so scan appropriatly.
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What are the timings for the most vicious, all-in 2-rax you can do vs. Zerg? I've been wanting to try some more aggressive strategies because I'm always too passive and never put on any pressure. When am I building my rax, and when should I be hitting his base, with how many marines and SCVs?
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As Protoss, what is the correct reaction to a double gas steal? And can one tell if another player is going to do it, before they do?
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How can i stop a hellion, thor, repairing scvs-all in that is hitting before broodlords? At this time i got zerglings, roaches and just a few infestors because i was building corrupters. Overall i could kill the hellions very fast but even with focus fire the thors died so mutch slower then my roaches.
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On October 15 2012 00:24 pency23 wrote: How can i stop a hellion, thor, repairing scvs-all in that is hitting before broodlords? At this time i got zerglings, roaches and just a few infestors because i was building corrupters. Overall i could kill the hellions very fast but even with focus fire the thors died so mutch slower then my roaches. First, roaches go after hellions. Then, You need banelings. Try to get banelings to connect with SCVs or hellions. Once most hellions are dead, lings swarm in and DPS down the remaining SCVs and thor(s). You can also baserace, or make 5-10 spines with your excess minerals to buy time for broodlords, like in ZvP.
I've never faced such a push, but I imagine it would only be hard to stop if you're already behind ^^
Also: neural parasite is AMAZING against thors. Thor/hellion should always die to roach/infestor with neural. Fungal hellions, neural thors, throw down a million IT. Burrow and neural are 2 upgrades that will [i]always[i] pay for themselves. Less so neural, but still...it's fucking fun 
Don't go for roach drop play against mass repair Thor.
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On October 14 2012 22:51 Dcwahlyo wrote: As Protoss, what is the correct reaction to a double gas steal? And can one tell if another player is going to do it, before they do? You shouldn't let it happen on most maps except cloud and maybe some other one. Most maps have the gasses far from each other, so if he takes one just immediately grab the other. Then you can 4gate or do an aggressive 2gate FE, a la sase.
If both get stolen, I'm not sure what you do. I think you're pretty fucked really. You could try expanding, but his 4gate could probably kill you...
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This is a stupid question but...
How do one perform a archon toilet?
I thought this was a simple task but yesterday I catched all the corruptors of my opponent in a single vortex. I managed to get 6 archons into that vortex and was already preparing my victory gesture! When the units appeared, I boxed them all and targeted a corruptor in the middle but somehow I didn't kill a single one... He flew away and transformed them all into bls and steamrolled me.
Is it something that I'm missing here? Is it because corruptors are so fast, they can fly away before the archons can do damage? Am I not supposed to do any targetting? Just let them do their own thing?
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On October 15 2012 19:18 NVRLand wrote: This is a stupid question but...
How do one perform a archon toilet?
I thought this was a simple task but yesterday I catched all the corruptors of my opponent in a single vortex. I managed to get 6 archons into that vortex and was already preparing my victory gesture! When the units appeared, I boxed them all and targeted a corruptor in the middle but somehow I didn't kill a single one... He flew away and transformed them all into bls and steamrolled me.
Is it something that I'm missing here? Is it because corruptors are so fast, they can fly away before the archons can do damage? Am I not supposed to do any targetting? Just let them do their own thing?
Just let them do their own thing.
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opterown
Australia54784 Posts
Corrupters have a fairly fast movespeed, so they can get out of range of the archons and spread out fast enough during the short time that they are invulnerable. BLs move a bit slowly, so they can't escape from archons during the short invulnerable period.
Best to only vortex broods as an offensive move (and maybe infestors/corruptors, but mainly for defensive purposes)
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On October 12 2012 07:55 happyft wrote: It's possible, but you can't mess up.
Two questions for me: I just lost a TvP where the loss started from my attacking the toss' front with a handful of stim marines + few marauders + 2 medivacs to try to punish his fast third. However, he was able to defeat my 1/1 army with nothing but 0/2 armor chargelots + a few sentries that only did guardian shield, even though my army value was a few hundred resources more. In general I find chargelots to be surprisingly cost efficient against bio, especially with guardian shield, and stutter stepping doesn't seem to help much against chargelots. (It seems to me that stutter stepping takes too much apm, and chargelot a-move vs conc shell automatically forces the weaker zealots behind with full health chargelots behind charging forward). How does one cost-efficiently trade against chargelots?
That's because zealots have a base armor of 1, so 0/2 charglots have three armor to the 6+1 damage of 1/1 marines. Guardian shield reduces it again by 2 so your marines do 7-5= 2 damage per shot. or 2/0.57 = 3.5 dps with stim, which still isn't brilliant. You probably cannot trade efficiently in that scenario. What you can do is add in marauders since they have a lower attack speed, so they are better against heavily armored units. You should try really hard to target the sentry with guardian shield. If the toss is good, he should have his sentry on move-command behind his zealots, otherwise the charglots will just run out of the shield radius, and in addition the terran army will auto target the sentry. if it's on move, it's not an attack priority for the AI (I'm not 100% sure on this). But it will also be closer to your army so you might be able to snipe it. It's hard to say without the replay, but it sounds like the toss was going for a 2base 2armor/charglot all-in and you were in the unhappy position to try and pressure him while he was tryign to kill you really fast. You should probably have stayed on the defensive there. If he really tried to take a "fast" third with that build, that means that his robo/templar tech is way late and you can probably punish him a little later while he tries to tech up.
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On October 15 2012 19:18 NVRLand wrote: This is a stupid question but...
How do one perform a archon toilet?
I thought this was a simple task but yesterday I catched all the corruptors of my opponent in a single vortex. I managed to get 6 archons into that vortex and was already preparing my victory gesture! When the units appeared, I boxed them all and targeted a corruptor in the middle but somehow I didn't kill a single one... He flew away and transformed them all into bls and steamrolled me.
Is it something that I'm missing here? Is it because corruptors are so fast, they can fly away before the archons can do damage? Am I not supposed to do any targetting? Just let them do their own thing?
the only way this is possible is if you had them on move command as the vortex ended. 6 archons should 1-shot everything in the air. they will shoot on their own, don't worry about it.
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Recently ive been losing against toss lategame again vs colossi/templar/zealot/sentry/stalker, vs MMM+ghost+viking. I currently have my hotkeys set up as everything on 1, ghosts on 2, vikings on 3. Is there a better way for this? ive tried bio on 1 ghosts on 2 vikings on 3 but it seems like such a pain in the ass to move my army around the map.
on the topic of actually fighting, what should i send in first? ive been told to send vikings in first to push back the colossi, then ghosts in for the emp then stim bio in and fight. But ive seen pros just send ghosts first then just send vikings and bio in at the same time. what is the correct order for this?
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On October 17 2012 05:48 gabsonuro wrote: Recently ive been losing against toss lategame again vs colossi/templar/zealot/sentry/stalker, vs MMM+ghost+viking. I currently have my hotkeys set up as everything on 1, ghosts on 2, vikings on 3. Is there a better way for this? ive tried bio on 1 ghosts on 2 vikings on 3 but it seems like such a pain in the ass to move my army around the map.
on the topic of actually fighting, what should i send in first? ive been told to send vikings in first to push back the colossi, then ghosts in for the emp then stim bio in and fight. But ive seen pros just send ghosts first then just send vikings and bio in at the same time. what is the correct order for this?
There is no superior way to hotkey your units. Go by what you find comfortable and your ability to commit to adjust and practice it. That being said, additional hotkeys for drops couldn't hurt. (9, 0, etc.)
There is also no real correct order to engage. Your ability to use vikings is dictated by the terrain and ghosts by split-second movements/mistakes by the opponent. It's entirely based on whether or not you're able to engage efficiently and if you're aware that you can. Ideally, vikings should be firing from an unreachable point not ontop of your bio ball, with ghosts probing for EMP/Snipes the entire time you haven't yet committed to fight. Based on these factors must you gauge the correct, split-second decision on how and in what order to engage that best suits your immediate positioning.
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On October 13 2012 06:08 GWBuffalo wrote:Show nested quote +On October 11 2012 21:20 StaraCroft wrote:On October 10 2012 01:16 GWBuffalo wrote:It looks like he rallied a group to the first point, then shift rallied the whole group to a second point... then shift selected out some units, and sent the remaining to the third point. He did it instantly, there was no delay between setting the waypoints. Also the waypoints would be green or red and he would only have one zergling selected at the end. That is interesting. Can you post the replay? This is just an attack command followed by a queued up patrol command. When you have multiple units selected and set them to patrol a single point, the game automatically sets each one on a different path slightly spaced from one another. Trying to set 1 patrol point for 2 marines after an attack move would look exactly the same. The ramp is messing with the spacing in the second screenshot. That waypoint color is for the patrol command if you're confused by it.
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