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On January 16 2013 23:01 aqlaql wrote: Vs 1 base terran and I just see a few marines with no attachment on rax and no bunker, what units should I make while waiting for my obs to get into the base
(I'm in gold)
I play vs someone who 1 base me a lot but I can never figure out what to make or do while waiting to scout him (especially if I forget to make a robo early enough)
It depends on how many marines you scout. Generally most 1 base timings with gas will have some sort of add on. Otherwise, you have to assume it's some sort of crazy banshee play or marines play. Either way, make sure you get a robo up and a few sentries. In both scenarios, stalkers are good.
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How many SCVs is a mule worth in terms of income rate?
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When I 1 rax FE I have been getting early zealot harass. This often kills me due to my micro and it catching me of guard. I usually have 1 marine when it hits with my second about to pop, or I have two marines. Are there any tells this is coming? Should I take a xelnaga with one marine. Should I just be more aware that it is bound to happen.
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On January 18 2013 03:17 mijellin wrote: How many SCVs is a mule worth in terms of income rate?
Taken directly from http://wiki.teamliquid.net/starcraft2/MULE
"...Their timed life allows 8 or 9 mining trips which totals 240/270 minerals respectively on any mineral patch. This works out to 160/180 minerals per game-minute...MULEs are as effective as around 4 (±0.3) SCVs, as SCVs average 42-43 minerals per game-minute on blue mineral patches (for two or less workers per patch)."
On January 18 2013 03:46 SOURD1ESEL wrote: When I 1 rax FE I have been getting early zealot harass. This often kills me due to my micro and it catching me of guard. I usually have 1 marine when it hits with my second about to pop, or I have two marines. Are there any tells this is coming? Should I take a xelnaga with one marine. Should I just be more aware that it is bound to happen.
Your bunker should be almost finished by the time the zealot arrives, if not already finished. The easiest way to tell whether or not he'll send a zealot is to simply watch his gateway with your SCV scout (assuming you sent one). In order for the zealot to arrive in time to do any significant amount of damage, it has to be rallied straight from the gateway to your natural the moment it's finished. You have the ability to see it leave his base to yours, and even check for the follow up stalker that may join the zealot if not more zealots.
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Hey guys. I am trying to get better at marine splitting as Terran. Do you box from top left to bottom right in all engagements or does it vary depending on which direction you are splitting towards? For example: banelings coming in from the bottom left corner and you have to split with your marines running towards the top right corner. In this situation top left to bottom right boxing would be easier. If the direction was completely reversed in this scenario, would it be better to box top right to bottom left instead? Sorry, if this is confusing.
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On January 18 2013 05:14 rkwong792 wrote: Hey guys. I am trying to get better at marine splitting as Terran. Do you box from top left to bottom right in all engagements or does it vary depending on which direction you are splitting towards? For example: banelings coming in from the bottom left corner and you have to split with your marines running towards the top right corner. In this situation top left to bottom right boxing would be easier. If the direction was completely reversed in this scenario, would it be better to box top right to bottom left instead? Sorry, if this is confusing.
I always box away from the banelings so I can box -> click in one motion instead of box -> move mouse -> click
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Do any current ladder maps have forced spawn locations? I guess the only ones that could are entomed, antiga, and condemned.
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On January 18 2013 13:13 lurchpanda wrote: Do any current ladder maps have forced spawn locations? I guess the only ones that could are entomed, antiga, and condemned.
From http://us.battle.net/sc2/en/blog/8397165/
From now on, starting locations on Antiga Shipyard will be locked to cross-positions only, while Entombed Valley will allow players to spawn only in vertical and cross-positions.
Went in to effect Jan 15th.
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What does it mean when terran infantry get a red box or green box light up above their head? Which one is stim? What does the other one mean?
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On January 20 2013 03:39 mijellin wrote: What does it mean when terran infantry get a red box or green box light up above their head? Which one is stim? What does the other one mean? Green is stim being activated. Red is stim running out and becoming inactivate.
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On January 13 2013 05:41 Najda wrote:Show nested quote +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.
hmm im not sure what you mean by this sorry
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How do i shut down a terran on 5 bases with planetaries as a zerg without losing to much army? Every time i try to harass a mineral line, the SCVs just repair the PF, which means i've got to shiftclick the scvs with lings/roaches, which gives the PF time to basically rape my army. Using Blings is not an option, if i come in with 5-6 of them, it's easy for the terran to just shiftclick them, and if i go in with more, i don't feel it's worth the gas investment.
So, how do i shut down a terran 5 base economy that has got planetarys all over the place? (Don't say broods, that's not a harass unit.)
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On January 20 2013 08:16 BEViking wrote: How do i shut down a terran on 5 bases with planetaries as a zerg without losing to much army? Every time i try to harass a mineral line, the SCVs just repair the PF, which means i've got to shiftclick the scvs with lings/roaches, which gives the PF time to basically rape my army. Using Blings is not an option, if i come in with 5-6 of them, it's easy for the terran to just shiftclick them, and if i go in with more, i don't feel it's worth the gas investment.
So, how do i shut down a terran 5 base economy that has got planetarys all over the place? (Don't say broods, that's not a harass unit.)
If you're using roaches, you can just hold position near the mineral line out of range of the pf. the roaches will just auto attack scvs in range. Realistically though, 5 base terran is going to have plenty of extra orbitals and be maxxed with bank, so you should also be on several bases with maxxed or near maxxed end game army. The harassment of economy is somewhat less useful in this phase of the game than it is earlier, and you would do well to kill off production facilities over economy if you can.
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On January 20 2013 08:16 BEViking wrote: How do i shut down a terran on 5 bases with planetaries as a zerg without losing to much army? Every time i try to harass a mineral line, the SCVs just repair the PF, which means i've got to shiftclick the scvs with lings/roaches, which gives the PF time to basically rape my army. Using Blings is not an option, if i come in with 5-6 of them, it's easy for the terran to just shiftclick them, and if i go in with more, i don't feel it's worth the gas investment.
So, how do i shut down a terran 5 base economy that has got planetarys all over the place? (Don't say broods, that's not a harass unit.)
Really, the answer is that you should have managed those bases earlier in the game, with, an infestor corruptor broodlord composition. The answer is no different with 5 base mass planetary as opposed to 4 base, other than requiring more work. Builds generally climax at a maximum of 20:00 with some kind of max army/tech timing ending the game around the point of 4 base. If it ever goes beyond that point it's because someone failed the initiative and the other stabilized, or neither took any initiative at all.
If you're aware of all of this, then the only thing I can suggest would be burrowed infestors, baneling drops or doom drops -- zerg isn't a race of efficiency in small numbers in the late game against mass PF/turret. Broodlords are still the most ideal for breaking the static planetaries with brute force. If you ever intend to end the game you have to remove his mining bases (or his infrastructure, though the game is won at that point if he isn't already in your base killing yours).
edit: and being on the ball with zerglings checking the map for these expansions helps when you can deal the damage before the planetaries/turrets ever get up.
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Got a question. I see some progamers like WhiteRa, have a number over their nexus that says how many workers they got mining on that nexus. how can I get that too?
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It's in Heart of the Swarm, you cannot get it in Wings of Liberty.
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Ok, thanks for the answer.
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Does anyone know any good youtube guides for protoss? Specifically from masters to grand master players? I have checked out apollos videos and they are all really good. Looking for specific protoss guides now though
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How do you deselect all of a unit type from a control group? Like I no longer want zealots on ctrl group 1, what is the key combo to do this?
Lately I've noticed quite a few people do this, but I can't figure it out ^^ Before I used to just individually click each zealot until there no more.. But I've seen people do it all with just one click.
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