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rd
Profile Blog Joined July 2010
United States2586 Posts
January 21 2013 05:10 GMT
#14721
On January 21 2013 13:56 LovE- wrote:
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.


Ctrl+click their portrait in the selection box.
LovE-
Profile Blog Joined September 2010
United States1963 Posts
January 21 2013 05:34 GMT
#14722
On January 21 2013 14:10 rd wrote:
Show nested quote +
On January 21 2013 13:56 LovE- wrote:
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.


Ctrl+click their portrait in the selection box.


-_- could have sworn I tried that. Anyways, thanks!
LovE.311 (NA) || @LovE_Sc2
Catatafish
Profile Joined April 2012
75 Posts
January 21 2013 15:34 GMT
#14723
Are there still pros offering affordable coaching somewhere? Gosucoaching doesn't seem to be as active anymore.
RedDeathLiquid
Profile Joined November 2012
Poland16 Posts
January 21 2013 23:09 GMT
#14724
On January 21 2013 14:34 LovE- wrote:
Show nested quote +
On January 21 2013 14:10 rd wrote:
On January 21 2013 13:56 LovE- wrote:
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.


Ctrl+click their portrait in the selection box.


-_- could have sworn I tried that. Anyways, thanks!


OK so it's probably obvious, but just so one gets confused:
Shift + Ctrl + portrait - deselects that unit type from current selection,
but it does not save this new control group setup.

So to get exactly what you described, you would need to Shift + Ctrl + portrait click on a zealot, after that Ctrl + GroupHotkey to save it.
Tomorrow’s Battle is Won during Today’s Training
Gopher5
Profile Joined September 2012
United States2 Posts
Last Edited: 2013-01-22 03:16:04
January 22 2013 02:48 GMT
#14725
in PvT, I usually 1G FE, go to 3G, and attempt to pressure around 7:00. A SaSe opener I believe. I just ran into two Terrans that expanded with a PF (and went mech mid-game). With my small army storming the PF didn't seem smart, so I jumped back into macro mode.

Is there a good way to counter this non-standard Terran build order? Will a mech follow-up be highly likely, or was that a coincidence?

Gold league by the way, if that is relevant.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2013-01-22 04:22:42
January 22 2013 04:13 GMT
#14726
On January 22 2013 11:48 Gopher5 wrote:
in PvT, I usually 1G FE, go to 3G, and attempt to pressure around 7:00. A SaSe opener I believe. I just ran into two Terrans that expanded with a PF (and went mech mid-game). With my small army storming the PF didn't seem smart, so I jumped back into macro mode.

Is there a good way to counter this non-standard Terran build order? Will a mech follow-up be highly likely, or was that a coincidence?

Gold league by the way, if that is relevant.


Counter isn't the correct word as much as adjusting for it in your play. Make an objective note of what the PF enables for him and why you should change your build -- if you even need to change it at all.

Obviously you shouldn't try to attack into it. Your first thought should be to get an obs/halluc into his main to see what ridiculous tech he's trying to bee line towards. Early PFS are generally an over-compensation for a vulnerability while teching. IMO I'd say some variation of sky terran is probably the most likely follow up as opposed to mech; but keep in mind your league. ALL of these styles: sky terran, mech, etc are played at much higher levels and never include a PF in the natural. A PF doesn't alter how these styles function in any way other than making the terran a little harder to all-in at a reasonable cost to his economy (which is simply unnecessary). All this basically changes is that he's going to turtle up a little more, and his timings will all be a little slower.

What this ultimately means for you, is; One: hes offering you a very obvious tell that he is extremely unlikely to be playing standard bio (assume some kind of tech like sky terran or mech, and look for it). Two: He's likely turtling and giving you a little extra freedom in your build to expand or tech a LITTLE more aggressively. Three, in conjunction with two; Whatever timing/army he's building up to is handicapped by the lack of economy giving you that much more freedom. Four, which is actually just advice: he's taking you and I both along a ride across unexplored frontiers. What he's doing isn't standard, making him unpredictable -- expect anything. Even after you've fully scouted him. The only thing that doesn't change is that he can be soundly defeated by solid standard play.

edit: tl;dr he's probably doing some crazy tech that needs to be scouted, but the fact theres a pf doesn't change how that tech is dealt with.
wijixx
Profile Joined September 2012
Spain13 Posts
January 22 2013 10:01 GMT
#14727
Hi!
I have seen an 2 bases all in vs terran that consist in +1 +1 speed roaches vs terran. I dont know the build order, but it's beat banshee hellion very easy (1-2 banshee doesnt damage a lot of roaches) someone has heard about it?
Rassy
Profile Joined August 2010
Netherlands2308 Posts
January 22 2013 14:43 GMT
#14728
After seeing sase kill a nydus worm in his main and placing a pylon there right after it, i had this weird idea to prevent nydus completely.

Spread out your buildings across the edge of your main so that there is not enough room to place a nydus worm annywhere, is this annywhere realistic or just completely impossible?
Najda
Profile Joined June 2010
United States3765 Posts
January 22 2013 15:04 GMT
#14729
On January 22 2013 23:43 Rassy wrote:
After seeing sase kill a nydus worm in his main and placing a pylon there right after it, i had this weird idea to prevent nydus completely.

Spread out your buildings across the edge of your main so that there is not enough room to place a nydus worm annywhere, is this annywhere realistic or just completely impossible?


That'd take a lot of buildings, and it'd be better to just make enough so you have vision and pull probes to kill it. Having buildings on the edge of your base leaves them more vulnerable, so you usually want them toward the center.
Slardar
Profile Joined April 2010
Canada7596 Posts
January 22 2013 15:09 GMT
#14730
On January 22 2013 23:43 Rassy wrote:
After seeing sase kill a nydus worm in his main and placing a pylon there right after it, i had this weird idea to prevent nydus completely.

Spread out your buildings across the edge of your main so that there is not enough room to place a nydus worm annywhere, is this annywhere realistic or just completely impossible?


Yes this used to be common practice in 2010 - early 2011, instead of massing all your pylons in 1 area, you make them slowly around the edge of your base which will scout any Nydus worm attempts from getting at you.

@Catatafish - What race are you and what is "affordable" in your eyes? $50 and under?
rd
Profile Blog Joined July 2010
United States2586 Posts
January 22 2013 16:24 GMT
#14731
On January 23 2013 00:09 Slardar wrote:
Show nested quote +
On January 22 2013 23:43 Rassy wrote:
After seeing sase kill a nydus worm in his main and placing a pylon there right after it, i had this weird idea to prevent nydus completely.

Spread out your buildings across the edge of your main so that there is not enough room to place a nydus worm annywhere, is this annywhere realistic or just completely impossible?


Yes this used to be common practice in 2010 - early 2011, instead of massing all your pylons in 1 area, you make them slowly around the edge of your base which will scout any Nydus worm attempts from getting at you.

@Catatafish - What race are you and what is "affordable" in your eyes? $50 and under?


I think he meant building enough to actually block a Nydus from ever being placed. At that point though you could build a perimeter of cannons cheaper.

Either way, you can get a reasonable tell that a Nydus is a possibility (gas timing, no third, etc) before you even have to commit to building anything.
kirika80
Profile Joined May 2011
Israel17 Posts
January 22 2013 17:04 GMT
#14732
Not sure if this is the right place to ask, but it's the best I could find.

In Korean tournaments (Proleague, GSL, etc.) near the player names, there is often a letter for the player's race with a number next to it (Z11 or P7 or whatever). What does the number mean?
Catatafish
Profile Joined April 2012
75 Posts
January 22 2013 17:39 GMT
#14733
On January 23 2013 00:09 Slardar wrote:
Show nested quote +
On January 22 2013 23:43 Rassy wrote:
After seeing sase kill a nydus worm in his main and placing a pylon there right after it, i had this weird idea to prevent nydus completely.

Spread out your buildings across the edge of your main so that there is not enough room to place a nydus worm annywhere, is this annywhere realistic or just completely impossible?


Yes this used to be common practice in 2010 - early 2011, instead of massing all your pylons in 1 area, you make them slowly around the edge of your base which will scout any Nydus worm attempts from getting at you.

@Catatafish - What race are you and what is "affordable" in your eyes? $50 and under?


Zerg and something like that. Preferably a bit cheaper if possible.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
January 22 2013 17:40 GMT
#14734
It's where they spawned, like clock positions. For example, Z11 means the Zerg who spawned in the 11 o'clock position (Top, slightly to the left), and P7 means the Protoss who spawned in the 7 o'clock position (Bottom, slightly to the left).
Getting back into sc2 O_o
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
January 22 2013 20:44 GMT
#14735
On January 21 2013 13:56 LovE- wrote:
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.


Ctrl + shift click the unit in the wireframe box.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
schwza
Profile Joined September 2011
67 Posts
January 23 2013 01:45 GMT
#14736
I just played a game (as zerg) where my opponent was attacking my natural early on. I had lings coming from my 3rd and from my main to help defend, but they were all rallied to the same place, so the lings from either the main or the 3rd would run through part of the battle to reach the rally point, then start fighting. Is there any way to make them attack-move out of the hatch? Is it smart to set different rally points for the different hatches in that case?
schwza
Profile Joined September 2011
67 Posts
January 23 2013 01:46 GMT
#14737
How much does putting a spore in the middle of your min line hurt your econ? I assume it should go halfway between the hatch and the mins, right?
envisioN .
Profile Joined February 2011
United States552 Posts
January 23 2013 02:09 GMT
#14738
On January 23 2013 10:45 schwza wrote:
I just played a game (as zerg) where my opponent was attacking my natural early on. I had lings coming from my 3rd and from my main to help defend, but they were all rallied to the same place, so the lings from either the main or the 3rd would run through part of the battle to reach the rally point, then start fighting. Is there any way to make them attack-move out of the hatch? Is it smart to set different rally points for the different hatches in that case?

Masters Zerg here. There isn't a way to make your rallied units be attack-moved when they spawn that I know of. The way I handle this is that when I create new army units, I ctrl-click the eggs of those units, then hit Shift-Control Group # to add them to my army control group. That way I will be attack moving often with them so they will attack when they hatch.
"Good works do not make a good man, but a good man does good works" -Martin Luther ¯\_(ツ)_/¯
Cyrc
Profile Joined May 2012
Canada28 Posts
Last Edited: 2013-01-23 02:40:22
January 23 2013 02:38 GMT
#14739
On January 23 2013 02:04 kirika80 wrote:
Not sure if this is the right place to ask, but it's the best I could find.

In Korean tournaments (Proleague, GSL, etc.) near the player names, there is often a letter for the player's race with a number next to it (Z11 or P7 or whatever). What does the number mean?


If I remember correctly, it's the position of their starting base using the coordinates of a clock. For example, Z2 or Z3 would mean it's in the top right corner (and that it's a Zerg), Z7 or Z8 would be bottom left of map, Z12 would mean it's on the top center of the map, etc. I'm assuming one of the main reasons for this was in case both players were in the same race; the spectators could quickly tell which is which when the game starts.
#
mizU
Profile Blog Joined April 2010
United States12125 Posts
January 23 2013 06:27 GMT
#14740
On January 23 2013 10:46 schwza wrote:
How much does putting a spore in the middle of your min line hurt your econ? I assume it should go halfway between the hatch and the mins, right?


Pretty sure the effect is negligible.
if happy ever afters did exist <3 @watamizu_
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