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On December 08 2012 01:14 rd wrote:Probably have to lose a little more for your MMR to asymptote and be given a promotion. You will eventually be promoted, inevitably. Losing a bit now (unintentionally), but still nothing. Guess I'm forever Platinum.
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On December 08 2012 02:16 geokilla wrote:Show nested quote +On December 08 2012 01:14 rd wrote:On December 07 2012 15:52 geokilla wrote:Stupid question... When are promotions given? For the whole day I've been playing Platinum, and Diamond, and even a Master. Won the majority of them. Most of them were favoured and I went from rank 50 in my division to 1st and pulling away a bit. Yet I'm still not getting promoted http://us.battle.net/sc2/en/profile/1051151/1/geokilla/matches. Probably have to lose a little more for your MMR to asymptote and be given a promotion. You will eventually be promoted, inevitably. Losing a bit now (unintentionally), but still nothing. Guess I'm forever Platinum.
Takes more than a bit. Once your MMR appears completely settled at an MMR range it'll hand out your promotion.
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On December 07 2012 09:23 pency23 wrote:Show nested quote +On December 07 2012 01:03 govie wrote: Hi guys and girls,
I'm a bronze noob and started with Terran. I have used the bronze2masters series, mr.llama'sc guides etc. It worked pretty well, ive won 70%-80% of my games since i started using the guides and info on TLQ. Now terran is a bit boring with the same build order everytime, so i'm switching to protos and try to win 70% with them.
My question is about playing against Zerg as a Protos (and even terran). I'm seeing alot of spine crawlers lately, also in pro-matches (youtube). In the start of the game, Zerg player tries to delay attacks with them. In midgame there used for mapdominance, because they can move them to the chokepoints. There basically a big pain in the butt and a cheap gamechanger as i see it. Still, i see pro's building a big offensive groundarmy midgame (stalkers, sentry's immortals and collusus). Why don't the pro-protos/terran build mass air with a small ground defensive force. This seems more logical to me, because the spinecrawler chokepoints get 0% effectiveness and air is good against broodlords etc. next to the fact your army is more mobile? Air Protoss aren't used in midgame because it takes a LOT of time to max on it. In the Lategame you rarely see them to counter broodlords but there you often have the problem, that the remax on corupers(or how it's spelled in english <.<) will kill the airforce very easy.
You also have the problem of fungals beening very effective against a heavy void ray composition. And like you said, carriers just take forever to get out. Honestly though, in bronze you could probably get away with it pretty easy. People do go double stargate and such after an expo.
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As a Terran what is a good one base build that I can use to help me start hotkeying my army. I'm plat and don't hotkey my army. I have been using Dargleins multitasking trainer but still have a hard time hotkeying or utilizing my hotkeyed army. I was thinking some easy 1 base build,
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On December 08 2012 04:06 Deletatron wrote:Show nested quote +On December 07 2012 09:23 pency23 wrote:On December 07 2012 01:03 govie wrote: Hi guys and girls,
I'm a bronze noob and started with Terran. I have used the bronze2masters series, mr.llama'sc guides etc. It worked pretty well, ive won 70%-80% of my games since i started using the guides and info on TLQ. Now terran is a bit boring with the same build order everytime, so i'm switching to protos and try to win 70% with them.
My question is about playing against Zerg as a Protos (and even terran). I'm seeing alot of spine crawlers lately, also in pro-matches (youtube). In the start of the game, Zerg player tries to delay attacks with them. In midgame there used for mapdominance, because they can move them to the chokepoints. There basically a big pain in the butt and a cheap gamechanger as i see it. Still, i see pro's building a big offensive groundarmy midgame (stalkers, sentry's immortals and collusus). Why don't the pro-protos/terran build mass air with a small ground defensive force. This seems more logical to me, because the spinecrawler chokepoints get 0% effectiveness and air is good against broodlords etc. next to the fact your army is more mobile? Air Protoss aren't used in midgame because it takes a LOT of time to max on it. In the Lategame you rarely see them to counter broodlords but there you often have the problem, that the remax on corupers(or how it's spelled in english <.<) will kill the airforce very easy. You also have the problem of fungals beening very effective against a heavy void ray composition. And like you said, carriers just take forever to get out. Honestly though, in bronze you could probably get away with it pretty easy. People do go double stargate and such after an expo.
There's a thread about mass air macro builds here (specifically about Skytoss PvZ, but applicable to other matchups), if you are interested. It's honestly not as bad a strategy as most people think, it's just really untested in general metagame. It's happened here and there in professional play (m18m vs roro has to be my favorite), but not enough for anyone to seriously study and analyze it as a majorly viable style of play. I play heavy Skytoss compositions in PvP and PvZ all the time (a bit harder in PvT, stim is kind of a problem...), and I can say from personal experience that it's very powerful if you manage to do it right. Build time has never been a problem for me, as carriers do take forever to get out, but their income cost is still the lowest of any T3 unit in the game; you can counteract their ridiculous build time by simply throwing up a ton of stargates. With carriers to give you the range/damage buffer and HT to support (feedbacks on infestors and storms on corruptors), Skytoss is pretty much a hard counter to infestor/brood lord PvZ late-game. And don't even get me started about how good carriers are against colossi.
I don't know, I'm pretty biased. I use carriers in pretty much every matchup, and have been doing it for a while, so I guess I just understand how to use them properly where most people don't. A lot of people seem to dislike them for various reasons that I think are crap, but I guess that's sort of par for the course.
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On December 08 2012 04:07 SOURD1ESEL wrote: As a Terran what is a good one base build that I can use to help me start hotkeying my army. I'm plat and don't hotkey my army. I have been using Dargleins multitasking trainer but still have a hard time hotkeying or utilizing my hotkeyed army. I was thinking some easy 1 base build,
Just go 1/1/1 marine medivac siege tanks. Since having all on a separate hotkey is most efficient, the units have diverse roles, and you get the army out fast it will help you learn pretty quickly.
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As a Terran I avoid engaging toss if he has colossus and I don't have vikings. I do this to the extreme, I think. How many can an army take down without vikings?
More specifically I engaged a toss with vikings and took two colossus down but then he killed all my vikings. Two colossus were left and my army was a little bigger. Do I engage?
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What is the hardest league to break into?
ie. is it harder for someone in bronze to get to silver or someone in gold to get to plat etc.
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On December 09 2012 17:49 Hamboigahz wrote: What is the hardest league to break into?
ie. is it harder for someone in bronze to get to silver or someone in gold to get to plat etc.
0.2% (1,315) 4.7% (30,939) 7.3% (48,051) 10.8% (71,311) 14.6% (95,961) 20.8% (136,957) 41.5% (273,155)
These are the stats for GM -> Bronze. With a simple excel sheet you can get that as a percentage of the league right below : Master -> GM 4,3 % Diamond -> Master 39,2 % Plat -> Diamond 40,3 % Gold -> Plat 42,6 % Silver -> Gold 41,2 % Bronze -> Silver 33,4 %
Of course SC2rank stats need to be taken with a grain of salt. What I would deduce from these numbers is:
- the hardest jump to make is by far Master -> GM. Obviously, mainly due to number restriction (max 200 per league)...
- Bronze -> Silver is the second hardest jump to make because it implies that you have to actually learn to play the game.
- once you've learned to play the game, all other leagues are equally hard to get into.
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I have 12% winrate tvz and i am master player, nothing works for me tvz, i lose every game pretty much, and every game i try to macro, i tryed that day9 daily polt agresive play, doesnt work still lose, so im interested is there any allins of 1base that works tvz?, i play tvp and tvt pretty much macro only, but i know there are bunch of 1base allin builds in those mu's, there should be some tvz?? only one that works is 11/11 ? i think
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No one base all ins work in tvz. They're a thing of the past. In fact, gas less 3 hatch can even take a third and survive a majority of one base all ins. I recommend a 2 base marine/tank all in or some fast stim MM timing on maps like entombed close by ground.
Best one base all in is probably marauder/hellion all in (2rax 1 fact), but its just so easy to defend, esp. with overlord scouts.
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On December 09 2012 08:35 SOURD1ESEL wrote: As a Terran I avoid engaging toss if he has colossus and I don't have vikings. I do this to the extreme, I think. How many can an army take down without vikings?
More specifically I engaged a toss with vikings and took two colossus down but then he killed all my vikings. Two colossus were left and my army was a little bigger. Do I engage?
Hi there, high master terran here.
Engaging against colossi without vikings is tricky and usually results in your forces getting mauled. The protoss player just uses force fields to keep your marauders away from sniping the colo and meanwhile the zealots tear you to shreds. The whole idea in TvP is to control the amount of AoE units the protoss has, so the goal is to whittle down the colossi and templar, retreat and max your supply again after the engagement. Without aoe protoss is nothing.
You always have to make a judgement call in a situation you described. Does the protoss have a lot of forcefields to use and/or much meat in front of the colossi? Also think if you could surround the protoss ball or do a good flank, anything to get an upper hand. If you can't, don't go head to head.
On December 10 2012 00:02 Mia wrote: I have 12% winrate tvz and i am master player, nothing works for me tvz, i lose every game pretty much, and every game i try to macro, i tryed that day9 daily polt agresive play, doesnt work still lose, so im interested is there any allins of 1base that works tvz?, i play tvp and tvt pretty much macro only, but i know there are bunch of 1base allin builds in those mu's, there should be some tvz?? only one that works is 11/11 ? i think
Only 11/11 is a legit one base all in TvZ. I've also been quite frustrated when it comes to playing against zerg but the new infestor nerf really works, destroying zergs who continue to engage like shit. I haven't tried Polt's strat personally but I suggest you stick to less micro-oriented builds so your macro doesn't slip up so easily.
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On December 10 2012 02:27 Mavvie wrote: No one base all ins work in tvz. They're a thing of the past. In fact, gas less 3 hatch can even take a third and survive a majority of one base all ins. I recommend a 2 base marine/tank all in or some fast stim MM timing on maps like entombed close by ground.
Best one base all in is probably marauder/hellion all in (2rax 1 fact), but its just so easy to defend, esp. with overlord scouts.
I don't think marauder hellion hits quick enough anymore to deal with 3 hatch given how extremely all-in it is on one base. 2 rax variants are much quicker and at least have the potential to give an economic edge to the Terran.
It is still pretty hard to defend a perfectly controlled marauder/hellion/scv all-in. It's made SLIGHTLY stronger in that mutas aren't nearly as standard as they used to be. At the same time however, hellion expands have dropped off entirely and this build is really obvious when you see the gas/factory timings with no expansion. The build has to kill Zerg straight up and the third complicates execution creating additional angles for units to rally in from. It's still one of the more powerful one base all-ins but definitely not the most anymore.
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Is there a resource/podcast where key community members like Day 9 or various pro players get together to discuss state of the game, tournaments or significant balance changes like the recent HotS patch?
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Hi! I've seen Polt do a few times in the NASL season 4 a great push around 9-10 minutes vs zerg with marines, maurauders, hellions, stim and combat shield. Unfortunately, I don't have the NASL subscription so I can not view the VOD's.
Could anyone let me know the build order for this push?
Thanks!
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On December 10 2012 09:04 Flopjack wrote: Is there a resource/podcast where key community members like Day 9 or various pro players get together to discuss state of the game, tournaments or significant balance changes like the recent HotS patch?
You mean... like... State of the Game?
http://sotg-sc2.blogspot.com/
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Yes! Thanks. I'm anxious to hear what people have to say about the new patch.
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If my opponent has massed siege tanks and is pushing towards my base, what can i counter with? I use ghosts to nuke and push back while i siege forward, but this seems like a waste of gas.
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