Simple Questions Simple Answers - Page 734
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PeterHuynh
United States151 Posts
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PeterHuynh
United States151 Posts
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serpan
Sweden35 Posts
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n0ise
3452 Posts
On January 09 2013 14:16 PinheadXXXXXX wrote: If I see a terran 1 rax expanding, should I delay my 6:15 scan? If so, how much? You should generally just scan when seeing something influences your next decisions. Normally, you scan then so you see - 2 geysers with x amount mined so it's probably banshee, or 1 gas starport probably marine/hellion/medivac, or whatever. At the same time, if he went 1rax FE, he could go banshee which you should be rather safe against, or mech, or bio. You can scan around 8-10:00 for his production, but you can generally tell by his units if it's mech or marine/tank. Bottom line being, scan when you must know what he's doing. This greatly varies with the build that you yourself are doing. On January 09 2013 16:23 PeterHuynh wrote: ahh mistake i mean prioritize marines & marauders over ghost when you have them in the same control group There is not. You have to get accustomed with tabbing or multiple control groups, I'm afraid. On January 09 2013 22:21 serpan wrote: If I'm going for that +1 MMM stim push TvP, when do I start Marauder production if I open standard Bomber style and he opens standard 1 gate FE? This, along with many other small things, is down to personal preference and where you want to go with your build. Personally I don't build a single marauder until my medivacs are out, which gives me more gas and a few more minerals. It's great against non-collosus openers, not so great against collosi since it's tough to hold on to map control. Alternatively, you can add marauders, which means that with good micro you could straight-up win with your standard timing, but it does cut into your resources a bit more. For everything you get, there's something else you're not getting - so 2 reactors vs 2 tech labs, marines vs marauders... it kinda comes down to trying it and see what fits your playstyle best, I think. | ||
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Phantasmiq
Czech Republic32 Posts
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SOURD1ESEL
United States57 Posts
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Mavvie
Canada923 Posts
How can I beat Mutalisk/roach as a P? I just played agaisnt one and he kept harrassing me with those goddamn mutalisk and then attacked with bazillion roaches, I dont know what to do! should I go phoeniex? what about roaches. Maybe stalker He can't mass roach AND mass muta AND not be all in. Since he's investing gas into roaches, he can't have that many mutas. So you should split blink stalkers between your bases, and use a combination of sentry/immortal/stalker to defend the frontal roach push. 1 cannon in each mineral line, and 1 stalker per 1 muta (leave this force at your natural, to blink around from main->third), use observers to get this stalker squad in position for whenever the mutas come in. Personally, I'd tech to colossus if he's committing to ground and mutas, but you can go storm if you have the control. Just focus on defending the roach/muta; he has NO followup when he masses roaches. Use forcefields, immortals, and stalkers to survive the waves of units. If you haven't set up a third by the time the muta count gets past ~15, you're basically dead. When you have the money, try to harass a bit with warp prism zealot/DT, but your #1 priority is surviving. Simcity is your friend, and hell I think this might even be covered in the giant PvZ guide. TvP. What do you do against double robotics bay? He had maybe 8-10 colosus. How do I engage? Do I need 30 vikings? Thank your opponent for being bad. Go up to 16-20 vikings, and just kite his army with your vikings. DON'T fight unless you've killed a majority of the colossi. Depending on how many bases you're on, P can't afford double robo colossus, stalkers, blink, and 1/1. 1 robo = 1 base of gas, so he will either have awful upgrades or no stalkers...both of which MMM+V can shatter pretty easily. I'm pretty sure 16 vikings one-shots a colossus, but it won't hurt to make a few more in case your micro isn't up to par. So yeah, to engage just...don't engage until you kill most of the colossi with your vikings. It will be really easy to do so because he's committing so much into colossus. | ||
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TheDwf
France19747 Posts
On January 11 2013 04:23 Mavvie wrote: Thank your opponent for being bad. Go up to 16-20 vikings That's not enough, 8-10 Colossi = 24-30 Vikings needed as his opponent should have 30+ Stalkers along; it sounds like the kind of low-level game in which nothing happens in midgame and Protoss progressively gets this army. I might be mistaken but I already saw something like this in the Terran Help Me Thread. | ||
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Mavvie
Canada923 Posts
On January 11 2013 06:30 TheDwf wrote: That's not enough, 8-10 Colossi = 24-30 Vikings needed as his opponent should have 30+ Stalkers along; it sounds like the kind of low-level game in which nothing happens in midgame and Protoss progressively gets this army. I might be mistaken but I already saw something like this in the Terran Help Me Thread. My bad, sorry. I seem to recall constantly seeing blue posts saying "never go past 16-20 vikings", but I guess that doesn't apply if your opponent is investing 60+ supply into colossi. 3 vikings per 1 colossus, try to kill all the colossi before engaging with your ground army. | ||
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TheDwf
France19747 Posts
On January 11 2013 07:10 Mavvie wrote: I seem to recall constantly seeing blue posts saying "never go past 16-20 vikings" Yes, in normal games you rarely need to go beyond this count. | ||
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DKR
United Kingdom622 Posts
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geokilla
Canada8245 Posts
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EnderSword
Canada669 Posts
For your mouse, if the DPI or other things don't match the accuracy or sensitivity you want then they may be an issue. Overall the difference is likely small, but if you're talking Masters+ then yes maybe it really does. If you find you are actually making a lot of keypress mistakes, particularly when chaining commands, then that may be equipment based. | ||
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Lucoda
Ireland183 Posts
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Mavvie
Canada923 Posts
On January 13 2013 04:02 LucoxP wrote: Is this build :http://www.teamliquid.net/forum/viewmessage.php?topic_id=317003: The Leenock ZvP 10 Roach Rush still viable? Yeah, it can work still. You just have to deny the Protoss's scouting via speedlings. I feel like you should make a few lings so that a zlot/stalker poke doesn't see the roaches, but idk if that fits the build order. If you execute it well it'll work fine! | ||
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Najda
United States3765 Posts
On January 09 2013 16:23 PeterHuynh wrote: ahh mistake i mean prioritize marines & marauders over ghost when you have them in the same control group If you set the hotkey with the m+m selected, they should pop up first when you hit the hotkey later. It's much better to just hotkey them seperate though. | ||
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rd
United States2586 Posts
On January 12 2013 16:02 geokilla wrote: Is it possible that using the wrong keyboard and mouse will have an effect on your gameplay? I've been playing on the Logitech MX518 and Microsoft Natural Ergonomic, and I can't help but feel that something related to the peripherals is limiting my success in games. The thing is though, I like this keyboard because it's economical, so it's great for my hands and wrists when I'm not playing SC2. Looked at the picture and the keyboard is definitely not ideal, playing with one hand on a keyboard designed ergonomically for two. You'll probably benefit from a normal keyboard for SC2, though you might not see any immediate changes. I can't speak to what's limiting you without an idea of where you're at skillwise. On January 12 2013 17:04 EnderSword wrote:+ Show Spoiler + Ergonomic keyboards, depending on the design may slow you down going from one part of the keys to another and may make certain common key presses harder, like say a Ctrl-8 or shift queueing commands, but that depends on the keyboard. For your mouse, if the DPI or other things don't match the accuracy or sensitivity you want then they may be an issue. Overall the difference is likely small, but if you're talking Masters+ then yes maybe it really does. If you're making mistakes on a keyboard then that's an issue with a user not being adjusted to any particular keyboard. | ||
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SorrowShine
698 Posts
The quiestion is: what do you think about the map Newkirk District. Balnce? Best Units Combos? I am Zerg. And I just figured out it suck in ZvT. Anybody has the same feeling?? | ||
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SorrowShine
698 Posts
On January 13 2013 04:02 LucoxP wrote: Is this build :http://www.teamliquid.net/forum/viewmessage.php?topic_id=317003: The Leenock ZvP 10 Roach Rush still viable? No You better use slow lings all in from 3 bases | ||
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A Wild Sosd
Australia421 Posts
On January 13 2013 08:21 SorrowShine wrote: I am not sure if its worth a topic and i couldnt find a thread on that The quiestion is: what do you think about the map Newkirk District. Balnce? Best Units Combos? I am Zerg. And I just figured out it suck in ZvT. Anybody has the same feeling?? Blink stalkers are really strong on that map, Just had someone put their forward pylon at the base with the rocks and he could blink into my main from there while easily defending the pylon. | ||
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