In PvZ: if you scout early 3/4 gas, how long should I feel "comfortable" droning?
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sm0b
United States157 Posts
In PvZ: if you scout early 3/4 gas, how long should I feel "comfortable" droning? | ||
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Mavvie
Canada923 Posts
3 gas = macro play, can still be SG/DTs, so get 7:15 evo/roach warren. Make roaches if you scout him moving out, blah blah standard ![]() 4 gas is often immo/sentry, double stargate, 2 base colossus? A few blink all ins do this too, but those are weak IMO and hit pretty late | ||
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BigBeezy
United States41 Posts
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Mavvie
Canada923 Posts
On October 17 2012 11:14 BigBeezy wrote: Out of curiosity what race is the best for early aggression and playing shorter matches. I ask because I am currrently a gold league Zerg player and i hate long drawn out matches and prefer shorter 15 minutes or less matches. Please state which race you believe to be the best in rushes and if possible provide some basic builds for each match up. Thanks! ^_^ There really isn't one... Protoss is one that's designed around various all-in or pressure timings that have to do damage, but are EXTREMELY powerful (I'm talking about PvZ and PvP, can't speak for PvT as I could never win a game of that lol). Some examples: (search function! )-sentry/immortal all-in [PvZ] -4gate [PvT/PvP] -1 base colossus [PvP/PvT] -7gate [PvZ/PvT] -1 base blink/obs [PvP/PvT] -2 base +2 blink [PvZ] -2 base colossus/gateway all in [PvT, arguably PvZ but it shouldn't work past diamond] -Proxy stargate [PvT/PvP] Terran is powerful, macro-oriented, and is aggressive for the whole game so if I was good at it it's the race I'd play. They also have a ton of all-in options, which is cool. Nothing like a good ol' 7rax I can't point you to Terran builds, never seriously played the race.Edit: I can post a few Terran all ins -3 rax marine/scv all in [TvAll] -1 base rauder/hellion all in [TvP/TvZ] -3-5 rax rine/rauder scv all in [TvP] -2 base 6rax gasless marine all in [TvP/TvZ] -1 base double fact blueflame hellion all in [TvZ] That's all I can think of, I'm sure some Terrans can tell you ![]() Zerg has some of the best all-ins, unfortunately they are usually defensible if scouted. -1 base ling/bane all in (12-14 drones) [ZvZ] -2 hatch ling/bane all in (~16 drones) [ZvZ, ZvT] -2 hatch roach/ling all in (~24 drones) [ZvZ,ZvP] -2 base roach/bane bust (~36-40 drones) [ZvT, occasionally viable ZvZ] -1 base mutalisk [ZvALL] (just kidding don't do this. So many people in bronze do this, but it's hard countered by everything...) I don't intend to start any discussion of Protoss with my comments on its design, but I must add that warpgate needs a major change for the race to ever not be a gimmick. Just like Zerg needs a redesign so that we can nerf winfestors. Oh HotS :/ | ||
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BigBeezy
United States41 Posts
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SOURD1ESEL
United States57 Posts
If you have a bunch of ghosts a moving and you want to shift snipe how do you get them to do it without the ghosts cuing there move first? When ever they are a moving and I want to shift snipe they just keep moving. I press shift after snipe. | ||
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smashlloyd20
251 Posts
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HaKun233
Korea (South)1 Post
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summerloud
Austria1201 Posts
except for trying to get good surface is there anything you can do to turn the fight into your favor? does it pay off to focus down medivacs with your marines? | ||
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summerloud
Austria1201 Posts
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lailaiwd
United States65 Posts
1. against mass collossi and few high temps 2. mass tempts, zealots, and archons 3. mass archons/zealots/stalkers I always have trouble sniping the templars, and what should be the order of micro? | ||
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summerloud
Austria1201 Posts
On October 18 2012 00:41 lailaiwd wrote: What should the late game terran composition against protoss be? 1. against mass collossi and few high temps 2. mass tempts, zealots, and archons 3. mass archons/zealots/stalkers I always have trouble sniping the templars, and what should be the order of micro? if your micro isnt good enough to snipe templars or emp just go with rauder-heavy mmm and valks as needed and concentrate on macro and drops the perfect composition is always dependand on how well you can micro your units, so if you feel insecure about that go with easy to micro units and concentrate on macro | ||
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Whatson
United States5357 Posts
On October 18 2012 00:41 lailaiwd wrote: What should the late game terran composition against protoss be? 1. against mass collossi and few high temps 2. mass tempts, zealots, and archons 3. mass archons/zealots/stalkers I always have trouble sniping the templars, and what should be the order of micro? I'm assuming equal upgrades and army size 1. Viking-Ghost-MMM Vikings on one control group, Ghost on another, MMM on the third. Shift click the vikings on the collosi, if you have bad snipe selection, then just blanket EMP right before the zealots hit, you should have the range. Stim, spread, and stutter. 2. Ghost-Marine-Medivac Marauders aren't actually all that useful against this comp, at least imo. You do need a lot of Ghosts though, since EMP is critical for this kind of engagement. What I used to do was cloak and hide 2 or 3 ghosts to the side of where i thought he would attack, and since HTs are so slow, I was able to EMP them when the zealots and archons rushed ahead. 3. Ghost-MMM Pretty much the same thing, EMP before, stim, spread, and stutter. Always use a few units to target fire the archons, but you don't want to overkill and waste shots. If your stutter is god-awful, tuck yourself into a corner, and pray that you can out-DPS him since there's no splash. | ||
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lailaiwd
United States65 Posts
On October 18 2012 02:16 Whatson wrote: I'm assuming equal upgrades and army size 1. Viking-Ghost-MMM Vikings on one control group, Ghost on another, MMM on the third. Shift click the vikings on the collosi, if you have bad snipe selection, then just blanket EMP right before the zealots hit, you should have the range. Stim, spread, and stutter. 2. Ghost-Marine-Medivac Marauders aren't actually all that useful against this comp, at least imo. You do need a lot of Ghosts though, since EMP is critical for this kind of engagement. What I used to do was cloak and hide 2 or 3 ghosts to the side of where i thought he would attack, and since HTs are so slow, I was able to EMP them when the zealots and archons rushed ahead. 3. Ghost-MMM Pretty much the same thing, EMP before, stim, spread, and stutter. Always use a few units to target fire the archons, but you don't want to overkill and waste shots. If your stutter is god-awful, tuck yourself into a corner, and pray that you can out-DPS him since there's no splash. Thank you! gonna practice that right now! | ||
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BigBeezy
United States41 Posts
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illidan333
Iran102 Posts
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rd
United States2586 Posts
On October 17 2012 12:01 SOURD1ESEL wrote: Hi. If you have a bunch of ghosts a moving and you want to shift snipe how do you get them to do it without the ghosts cuing there move first? When ever they are a moving and I want to shift snipe they just keep moving. I press shift after snipe. The ghosts won't snipe until they've fully executed the a-move command, which requires that they arrive at the specific point you selected, then snipe. They will not snipe, even if they walk into range of being able to snipe, because they haven't walked all the way to the queued move command location, and will not snipe til they do. You do not want to shift important commands after an a-move. What's odd is that if there were enemies between him and the target you wanted to snipe, not only would he not snipe until he walked all the way to the selected point, he would attack anything and everything until they all died, move to that point, and then sniped. In a battle, he'd have walked into the fight, started auto-attacking the first thing he seen until everything died that stood between him and the destination, moved to the point and attempted to snipe a target that was probably already dead. You do not want to shift spells after any move command. On October 17 2012 13:21 smashlloyd20 wrote: In general, how much defense should I put at a new expansion? My whole army, leave it largely undefended by live units, or what middle ground? Too vague of a question. You have to evaluate what your opponent is capable of attacking you with at what times. Your build should also account for the commitment of units you need to survive varying levels of all-ins. For example, if it's a Zerg opponent, then you would reasonably assume that without knowledge of a nydus, he can only attack you from the front for the first 10 minutes, thus your defense should be concentrated in the natural. Of course, in this specific example you'd want some vision of the edges of your base just to be safe, but that's a very specific answer to solve a very specific problem. edit: Vision is of the utmost importance in this regard. If you can see what's coming long before it hits, you can react and prepare your units accordingly, giving you the freedom to position your units at your most vulnerable point for as long as you have vision of every other weak point. ex: PvT, I control a watch tower that observes all routes into my natural. As long as I hold this tower, I can keep all of my units in my main to defend from drops. Should he try to attack into my natural, I'll see it long before it arrives and have ample opportunity to get in position. Vice versa with keeping units at your furthest expansion by using observers for vision at the back of your base for drops. Or, I take my third base. I control watch tower that observes every possible attack path into my third base. I put all my units in my natural so that they can react quicker to attacks at my main/natural;etc. On October 18 2012 05:01 illidan333 wrote: Why everybody on TL talk about elephant on the room. I don<t understand the meaning? http://www.teamliquid.net/forum/viewmessage.php?topic_id=221896 Teamliquid popculture surrounding the writing of this article | ||
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Azoryen
Portugal242 Posts
However, I notice that sometimes the workers are not evenly distributed, meaning that there could be 5 drones mining the 2 patches to the left and 3 drones mining the 2 patches to the right. Sometimes I check this visually and correct it, but it's very time consuming, so I'm wondering what people do to prevent/correct this. | ||
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TheGreenMachine
United States730 Posts
On October 19 2012 06:47 Azoryen wrote: I play zerg and often I try to have 16 drones in each mineral line. However, I notice that sometimes the workers are not evenly distributed, meaning that there could be 5 drones mining the 2 patches to the left and 3 drones mining the 2 patches to the right. Sometimes I check this visually and correct it, but it's very time consuming, so I'm wondering what people do to prevent/correct this. In the early game you can correct it with good drone stacking, but through mid-late game its not worth it. Just go with 16-18 drones per mineral line and be satisfied. Glad to see some people notice that 16 workers per mineral line doesnt always mean they will perfectly stack ^^ Early on ZvP especially you can stack 2 per patch 16 workers in your main then rally to your natural and after 16 in your natural rally to your 3rd taking gases at your natural. After you start adding gases it might not be worth the apm, you're better off using every larva perfectly on time or spreading creep better or scouting better. | ||
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Azoryen
Portugal242 Posts
On October 19 2012 06:59 TheGreenMachine wrote: In the early game you can correct it with good drone stacking, but through mid-late game its not worth it. Just go with 16-18 drones per mineral line and be satisfied. Glad to see some people notice that 16 workers per mineral line doesnt always mean they will perfectly stack ^^ Early on ZvP especially you can stack 2 per patch 16 workers in your main then rally to your natural and after 16 in your natural rally to your 3rd taking gases at your natural. After you start adding gases it might not be worth the apm, you're better off using every larva perfectly on time or spreading creep better or scouting better. In that case I think I'm going for 18 to 20 drones per mineral line, because I can't stand having only 1 drone in 1 patch. I much prefer having around 4 drones mining to half efficency. With 20 I suppose there will always be at least 2 in every patch. I'm going to test this by rallying every drone to an óuter patch and see what happens. | ||
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