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Simple Questions Simple Answers - Page 723

Forum Index > StarCraft 2 Strategy
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Rich0776
Profile Joined May 2011
United Kingdom1 Post
November 20 2012 16:35 GMT
#14441
When doing the 7 Gate Sentry Immortal all-in, is it more beneficial to warp in zealots in their main with the initial warp in, or is it better to simply reinforce your 1 zealot, 1 stalker, 7 sentries and 3 immortals with another round of zealots/stalkers.
Xerxes657
Profile Joined January 2012
United States40 Posts
November 20 2012 20:57 GMT
#14442
On November 21 2012 01:35 Rich0776 wrote:
When doing the 7 Gate Sentry Immortal all-in, is it more beneficial to warp in zealots in their main with the initial warp in, or is it better to simply reinforce your 1 zealot, 1 stalker, 7 sentries and 3 immortals with another round of zealots/stalkers.


I'd say it's better to reinforce your main army.
rd
Profile Blog Joined July 2010
United States2586 Posts
November 20 2012 21:40 GMT
#14443
On November 21 2012 01:35 Rich0776 wrote:
When doing the 7 Gate Sentry Immortal all-in, is it more beneficial to warp in zealots in their main with the initial warp in, or is it better to simply reinforce your 1 zealot, 1 stalker, 7 sentries and 3 immortals with another round of zealots/stalkers.


You should be moving out before your warp prism even catches up anyways. Your first warp-in if you want to hit it on time at all should be with your main army.
Methysan
Profile Joined October 2012
3 Posts
November 21 2012 07:31 GMT
#14444

I'm trying to practice holding down my emp key (F) and clicking to quickly blanket an army but sometimes when I do this I end up selecting an enemy unit. Any idea what's causing this? It's really frustrating to have 1 emp go off then have a zealot selected while my ghosts get chopped to bits.

(Holding shift has nothing to do with it. This only happens sometimes and I'm doing the same thing every time which is hold down F and spam left click)
TheFrageN
Profile Joined June 2011
5 Posts
November 21 2012 20:08 GMT
#14445
Is it possible to change so, instead of using right click to set a structure really point, you use ALT+Right Click?
xsksc
Profile Blog Joined February 2011
United Kingdom1044 Posts
November 22 2012 10:05 GMT
#14446
I used to play a lot of SC2 in 2010/11, but I have played very little in 2012, thanks to Diablo and Dota2.
Previously I played Protoss, but I really feel like a race change, so I'm gonna switch to Terran.
I'm really out of date with the meta-game. I referred to http://wiki.teamliquid.net/starcraft2/Portal:Terran_Strategy so I'm aware of Bomber's 1 rax FE in TvP, and MVP's Mech opening in TvZ, but everything else seems out of date.

My simple question is: what strong current Terran builds are worth practicing? I was high masters with Protoss in 2011, so my mechanics are decent.
Thanks!
Banchan
Profile Joined May 2011
United States179 Posts
November 23 2012 00:22 GMT
#14447
did you know it's possible for the initial 6 (7) drones to kill a hatchery before a 9 scout reaches it on Xel'naga Caverns?
ZikO
Profile Joined April 2006
United Kingdom27 Posts
November 23 2012 08:45 GMT
#14448
I can see that a lot of advanced players go to minerals with their first scouting probe. Usually, they are behind and don't really mine but touch the minerals a couple of time. Hehe, is it any rationale behind this or it is just their sort of play and filling time since nothing usually happens in those couple of seconds there?
HelioSeven
Profile Joined February 2012
United States193 Posts
November 23 2012 10:41 GMT
#14449
On November 22 2012 05:08 TheFrageN wrote:
Is it possible to change so, instead of using right click to set a structure really point, you use ALT+Right Click?


Yes. You should be able to modify any and all hotkeys the way you want them.

On November 22 2012 19:05 xsksc wrote:
I used to play a lot of SC2 in 2010/11, but I have played very little in 2012, thanks to Diablo and Dota2.
Previously I played Protoss, but I really feel like a race change, so I'm gonna switch to Terran.
I'm really out of date with the meta-game. I referred to http://wiki.teamliquid.net/starcraft2/Portal:Terran_Strategy so I'm aware of Bomber's 1 rax FE in TvP, and MVP's Mech opening in TvZ, but everything else seems out of date.

My simple question is: what strong current Terran builds are worth practicing? I was high masters with Protoss in 2011, so my mechanics are decent.
Thanks!


I play Protoss, the build I always have trouble with in PvT is the 1 rax FE > 5 rax w/ stim, +1, & 2 medivacs push. It's simple, straightforward, and very powerful against any Protoss player with weaknesses in their micro and mechanics. Still catches me off-guard all the time.

If you're looking for something a little more off the wall, when I off-race as Terran I like experimenting with the mech/marine hybrid style. It's exactly like normal mech, except instead of hellions you mineral dump into marines and bunkers and get +2 building armor instead of bio armor. Can be quite a bit of fun.

On November 23 2012 17:45 ZikO wrote:
I can see that a lot of advanced players go to minerals with their first scouting probe. Usually, they are behind and don't really mine but touch the minerals a couple of time. Hehe, is it any rationale behind this or it is just their sort of play and filling time since nothing usually happens in those couple of seconds there?


Only one worker can mine a mineral patch at a time. If your scouting worker is mining a patch, it forces your opponents' worker to move to another patch, thus slightly reducing his mining rate. If your worker successfully gathers a little bunch of minerals, however, it can no longer do this "mining harass", thus the repeated "touching" of the minerals without actually mining them.

The short story is that it's a very high-level harass that requires a ton of micro for almost nothing in payoff, but if you're that good a player and don't have anything else in the early game to focus your APM on, you might as well. It's kinda like worker stacking, in that respect.
If I smite you, have you been smitten?
Panacea22
Profile Joined November 2012
Angola1 Post
November 23 2012 16:47 GMT
#14450
Does anyone know if Shokz's SC2 guide is worth it?
goofy5507
Profile Joined November 2012
Belgium55 Posts
November 24 2012 00:42 GMT
#14451
Dunno for sure if this belongs in this topic but I can't find it anywhere else. But does anybody of you know how you do the thing that some pro Zergs do: Namely you have a control group, for example 1 full of lings and then you make lings by your hatcheries and then you immediately add those lings (in their eggs) to your control group 1. How do you do that. If you watch Idra's stream you'll get a good idea what i mean if you don't understand my explanation.
ZikO
Profile Joined April 2006
United Kingdom27 Posts
November 24 2012 02:22 GMT
#14452
On November 24 2012 09:42 goofy5507 wrote:
Dunno for sure if this belongs in this topic but I can't find it anywhere else. But does anybody of you know how you do the thing that some pro Zergs do: Namely you have a control group, for example 1 full of lings and then you make lings by your hatcheries and then you immediately add those lings (in their eggs) to your control group 1. How do you do that. If you watch Idra's stream you'll get a good idea what i mean if you don't understand my explanation.

Perhaps there is a faster way to do so but when you select all hatcheries, then larvas, make e.g. 8 lings that will be in eggs. You can now select with CTRL only those eggs and add to exiting control gr. If you again select larvas and make another units/eggs but you did not add existing eggs to any control gr, you will I think lose that chance to separate different units because eggs are eggs regardless of what is in production. So basically you should spend larvas on something and immediately add them to gr. Then use another larvas for other units and again immediately add them to the same or another control gr. This is how I would do that, although I am not Zerg.
So:
1) Select Hatcheries,
2) select all larvas,
3) make lings
4) control click on one of the eggs to separate them from larvas
5) SHIFT + ctrol_gr to add them to our control gr
6) make another units
7) constrol click ... etc.
goofy5507
Profile Joined November 2012
Belgium55 Posts
November 24 2012 13:08 GMT
#14453
On November 24 2012 11:22 ZikO wrote:
Show nested quote +
On November 24 2012 09:42 goofy5507 wrote:
Dunno for sure if this belongs in this topic but I can't find it anywhere else. But does anybody of you know how you do the thing that some pro Zergs do: Namely you have a control group, for example 1 full of lings and then you make lings by your hatcheries and then you immediately add those lings (in their eggs) to your control group 1. How do you do that. If you watch Idra's stream you'll get a good idea what i mean if you don't understand my explanation.

Perhaps there is a faster way to do so but when you select all hatcheries, then larvas, make e.g. 8 lings that will be in eggs. You can now select with CTRL only those eggs and add to exiting control gr. If you again select larvas and make another units/eggs but you did not add existing eggs to any control gr, you will I think lose that chance to separate different units because eggs are eggs regardless of what is in production. So basically you should spend larvas on something and immediately add them to gr. Then use another larvas for other units and again immediately add them to the same or another control gr. This is how I would do that, although I am not Zerg.
So:
1) Select Hatcheries,
2) select all larvas,
3) make lings
4) control click on one of the eggs to separate them from larvas
5) SHIFT + ctrol_gr to add them to our control gr
6) make another units
7) constrol click ... etc.


Ty for reply I'll try that!!
Durmaz21
Profile Joined September 2012
Sweden52 Posts
November 24 2012 19:12 GMT
#14454
What race has the strongest all-ins? And by all-in I mean strategies that aim to end the game within the first 10 minutes or so. Is it Protoss?
HoMM
Profile Joined July 2010
Estonia636 Posts
Last Edited: 2012-11-24 20:17:03
November 24 2012 20:16 GMT
#14455
On November 25 2012 04:12 Durmaz21 wrote:
What race has the strongest all-ins? And by all-in I mean strategies that aim to end the game within the first 10 minutes or so. Is it Protoss?


100% definitely protoss.


On November 24 2012 01:47 Panacea22 wrote:
Does anyone know if Shokz's SC2 guide is worth it?


No, it definitely isn't. Everything you find in it you can just find in liquipedia/tl strategy section for free.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
November 25 2012 00:33 GMT
#14456
If I want to proxy 11/11 rax in the middle of the map, like, say, right next to the rocks on my opponent's side on Daybreak, about when should I send my scv's out?
Taeja the one true Byunjwa~
TempestMaker
Profile Joined November 2010
Canada37 Posts
November 25 2012 00:50 GMT
#14457
When playing Mech in TvZ (using the MVP build from Liquipedia), if the zerg goes mass infestors, does it at some point make sense to get ghosts? If so, what would that point be (around how many infestors, what point in the game, etc?) How many rax would you want to produce them from and how many ghosts total would you want in a 200/200 army?

Or is it better to just keep using tanks to keep the infestors back and put that gas into ravens and/or eventually BCs?
TempestMaker
Profile Joined November 2010
Canada37 Posts
November 25 2012 03:11 GMT
#14458
On November 25 2012 09:33 PinheadXXXXXX wrote:
If I want to proxy 11/11 rax in the middle of the map, like, say, right next to the rocks on my opponent's side on Daybreak, about when should I send my scv's out?


Around 1:10-1:20 depending on the size of the map. Generally you can rally your 9th scvs to build the depot (as usual), then rally the 10th to the spot you want to build the proxy rax. (Use rally waypoints to determine the path you want the scvs to take since you don't want it to run into opponent's scout.) See here for more info:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=332371
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
November 25 2012 06:51 GMT
#14459
When I was playing about a year ago, people recommended 14g14p to be the safe build I always use and try to work on executing crisply and cleanly.

In the game's current state, is there a build that I, as Zerg, can practice into the ground for using in pretty much any matchup in lower leagues?

Alternatively, is my best course of action trying to sloppily learn three builds, one for each matchup, and just scouting really early against random?
TheGreenMachine
Profile Joined March 2010
United States730 Posts
Last Edited: 2012-11-25 07:40:02
November 25 2012 07:38 GMT
#14460
Nowadays the 14p15h is the best build you could do vs all matchups imo.

In ZvZ its safe against early pool openings and matches up decently well against any type of gas opening usually gas at 3:05
In ZvP its the most standard thing in the world (tho some do 15p16h) leads into a 3rd base
In ZvT its safe vs proxy 2 rax you just make 3x sets of lings and you are free to drone up bigtime after that, tho you will be slightly behind compared to normal terran

vs random 14p15h 17g is pretty good vs just about anything
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
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