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On January 26 2013 19:03 SOURD1ESEL wrote: Two part question.
I'm plat. In tvz what do I do with my vikings if they transition out of Blords?
When Zerg transition into Ultras and I have no tech labs on my rax what do I do? Do I lift several of my rax to make tech labs? do I use my factory tech labs? What do I make out of my factory? seige tanks? are thors better Vs ultras???
Thank you
Use Shit+Attack move and send your vikings around the whole map to kill overlords.
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On January 25 2013 22:31 KAB00000000M wrote: How long vision range do unfinished buildings have? (constructing CC, Hatchery morphing, Nexus warping etc.) Is it 9 - same as all buildings except for the ones mentioned in vision on liquipedia? Or is it different?
Nobody knows? I am asking because it is useful to bunker,spine,cannon rushes.
Additionally: How is range related to building grid squares? (eg. 2 squares = x range)
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On January 27 2013 00:08 KAB00000000M wrote:Show nested quote +On January 25 2013 22:31 KAB00000000M wrote: How long vision range do unfinished buildings have? (constructing CC, Hatchery morphing, Nexus warping etc.) Is it 9 - same as all buildings except for the ones mentioned in vision on liquipedia? Or is it different? Nobody knows? I am asking because it is useful to bunker,spine,cannon rushes. Additionally: How is range related to building grid squares? (eg. 2 squares = x range)
Unfinished buildings have very short sight range. Its about canon range -1( I can't find exactly, but I know You can make canons outside of hatch vision range while its building).
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On January 27 2013 02:58 Excludos wrote:Show nested quote +On January 27 2013 00:08 KAB00000000M wrote:On January 25 2013 22:31 KAB00000000M wrote: How long vision range do unfinished buildings have? (constructing CC, Hatchery morphing, Nexus warping etc.) Is it 9 - same as all buildings except for the ones mentioned in vision on liquipedia? Or is it different? Nobody knows? I am asking because it is useful to bunker,spine,cannon rushes. Additionally: How is range related to building grid squares? (eg. 2 squares = x range) Unfinished buildings have very short sight range. Its about canon range -1( I can't find exactly, but I know You can make canons outside of hatch vision range while its building).
Thanks. Yes I know. But I am looking for the exact range. I didn't find a clear answer on liquipedia. And also. How much range is related to the building grid squares.
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Is there any way I can beat some early MMM? I am always on my natural minding my business and suddenly MMM comes, I know storm beats it, but how am I supposed to defeat this? MMM I am having problems with usually comes like 12-14 minutes, otherwise I can beat MMM in later stages of the game where I have HT but this early aggression seems impossible to defend for me
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Not a Terran expert or even a Terran player, but I am wondering if anyone who is a Terran fanatic can come up with a situation where you would actually utilize the fact you can fit five SCVs into a CC?
Thinking back on the last 3 years I can't remember seeing a single pro do it. I realize you are basically adding 250 minerals to the value of the target, but I am just curious
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On January 27 2013 08:39 ThomasjServo wrote: Not a Terran expert or even a Terran player, but I am wondering if anyone who is a Terran fanatic can come up with a situation where you would actually utilize the fact you can fit five SCVs into a CC?
Thinking back on the last 3 years I can't remember seeing a single pro do it. I realize you are basically adding 250 minerals to the value of the target, but I am just curious
Lol I just thought in a TvZ, you could fake a proxy 2 rax using the SCV loading into the CC. When the zerg drone comes to scout, you load up enough SCVs and make it look like you only have 11-12 SCVs when really you are going for a CC first. Idk, don't see it really working in the high levels but it would be pretty funny.
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On January 27 2013 08:39 ThomasjServo wrote: Not a Terran expert or even a Terran player, but I am wondering if anyone who is a Terran fanatic can come up with a situation where you would actually utilize the fact you can fit five SCVs into a CC?
Thinking back on the last 3 years I can't remember seeing a single pro do it. I realize you are basically adding 250 minerals to the value of the target, but I am just curious
12 drone rush vs terran on steppes of war it could be useful occasionally in some wierd situations (like 5 low health scvs left vs a small number of drones). Lift up and float to the corner where drones can't get to.
Or if there's an island you can build a cc, fill it with 5 scvs, then float to the island and unload and make gas and start mining right way. There aren't any 1v1 maps where this is viable right now, but on some team maps it's possible.
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On January 27 2013 07:19 Phantasmiq wrote: Is there any way I can beat some early MMM? I am always on my natural minding my business and suddenly MMM comes, I know storm beats it, but how am I supposed to defeat this? MMM I am having problems with usually comes like 12-14 minutes, otherwise I can beat MMM in later stages of the game where I have HT but this early aggression seems impossible to defend for me
If its too early for you to get enough zealots/HT for storms then go collosi, I say this because you have a robo anyway for harrass (Warp prism) and observer (easy scouting) So just get robo bay, another robo facility if you have to, and 6 gate robo it and if they trully MMM then no vikings and wham GG for you :D (Or at least gets them to back off :D)
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On January 27 2013 07:19 Phantasmiq wrote: Is there any way I can beat some early MMM? I am always on my natural minding my business and suddenly MMM comes, I know storm beats it, but how am I supposed to defeat this? MMM I am having problems with usually comes like 12-14 minutes, otherwise I can beat MMM in later stages of the game where I have HT but this early aggression seems impossible to defend for me
Standard PvT right now is opening 1 gate FE following with a quick robo (before more gates) to get a quick colossus out. You should have your first colossus around 10 minutes with another to come quickly after, which is entirely adequate to deal with the mmm poke that usually comes around that time. For reference you can download the IEM Katowice replays and I recommend First vs Dream on daybreak Link to replays.
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Is it possible to worker drill (stack + attack) a cannon rush behind minerals in pvp? If so, could you show a replay?
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On January 27 2013 13:43 dachi wrote: Is it possible to worker drill (stack + attack) a cannon rush behind minerals in pvp? If so, could you show a replay?
Unless a mineral patch is entirely walled off within the cannon it's not really possible to worker drill.
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is there a word doc or pfd where i can download build orders?
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Hi! im looking for a software to save BO and show its in game to help me. Know someone something about it?
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There are build-order tester custom maps. As far as in ladder matches goes, I am not sure if this counts as "tinkering with the client" and therefore illegal.
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When should one stop making workers? As in, as the game progresses, at what point does your worker count start to cut in to your army and make you weaker? 2 fully saturated bases? 3? I'm getting used to always having workers producing, but when I hit my cap, I feel like too many of those are wrapped up in workers.
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On January 29 2013 04:48 HereAndNow wrote: When should one stop making workers? As in, as the game progresses, at what point does your worker count start to cut in to your army and make you weaker? 2 fully saturated bases? 3? I'm getting used to always having workers producing, but when I hit my cap, I feel like too many of those are wrapped up in workers.
Between 70 and 80 workers is a good rule of thumb. I usually go for 72 as a protoss... (sometimes when I'm too greedy I will go way above that but that actually hurts your army supply quite a lot).
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United Kingdom20323 Posts
What is the best response to proxy 11-11 in the PvT matchup? (scv pull hitting ~4:50 or so)
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On January 24 2013 01:25 vahgar.r24 wrote: As toss, once I get saturate my natural and main in about 12 mins odd and go for a push vs any race , what is the ideal no of military buildings to have - Like 12 gates + 2 robo + 2 forge will be enuff to constantly sink in the gold?
Basically it is 4 Buildings per Base if your micro fails you - do 5 However it cannot be 4 robos. 1 Robo per Base maximum
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United Kingdom12024 Posts
This is a bit of a silly question and it's been bothering me for a while, but why did Marine/Tank actually take off in SC2?
It seems really odd to me as I've always meched, but blueflame hellions beat marines quite sufficiently and also work as a buffer for tanks. Why doesn't everyone just mech? I've never understood it as marine tank doesn't give you any extra mobility than hellion tank does :S
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