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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.
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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!
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Are there still pros offering affordable coaching somewhere? Gosucoaching doesn't seem to be as active anymore.
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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.
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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.
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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.
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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?
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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?
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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.
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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?
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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.
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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?
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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.
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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).
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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.
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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?
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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?
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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.
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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.
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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.
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