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United Kingdom12024 Posts
On January 30 2013 10:39 Doominator10 wrote: When a Terran is going mech, Why is it that some Terran's I see going for mech tend to get more factories than they are able to constantly produce off of? Ex. I'll see avilo get 4-6 factories before his third is even moderately saturated.
I don't see a ton of streams where Terran's mech, but when I do, it's often something like that.
For me personally I do it as if you lose any units they take ages to rebuild, so if you don't have more factories than you need, if you lose half of your army in an engagement you basically lose the game.
It also allows you during a push to flood with hellions to the frontlines as you're pushing and losing stuff ala vultures in BW.
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When a toss is going double gas and I scout 2 pylons. How many probes should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE?
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On January 31 2013 15:46 dynwar7 wrote: Does anyone know how to be aggressive with mech? Or the theory that mech is turtle style until 150-200 then push is true, meaning you cannot ever be aggressive with mech?
helion banshee and maybe medivac for main drop its a very good opener when going mech but sadly you need to turtle in this style of gameplay like when toss goes for doble forge, but at least here you can harrass 
On February 01 2013 06:21 SOURD1ESEL wrote: When a toss is going double gas and I scout 2 pylons. How many probes should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE?
if he took 2 gas he is just bad coz theres no reason beside proxy robo I THINK, it sound really dumb imo, but if YOU took the 2 gas (i assume for blink stalkers or 1 base colo) stop mining gas from the 2 geiser and chrono stalker so you change your strategie to 3 stalker rush coz he probably is going for 4 gate
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Oh shit I meant scv's. Im a terran.
When a toss is going double gas and I scout 2 pylons. How many SCV's should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE?
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On February 01 2013 10:05 SOURD1ESEL wrote: Oh shit I meant scv's. Im a terran.
When a toss is going double gas and I scout 2 pylons. How many SCV's should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE?
it depend on what he have in his base, it could be immortal burst with proxy robo, but its really important to know how many gate he have
1 gate: proxy twilite and DS for dts? ._. that sound just dumb 2 gate: immortal rush? 3 gate: im 100% sure that hes proxying a robo for immortal burst, yesterday i saw daisy do that, prepare for the worse.
anyway just 1 or 2 scv should scoult anything proxy
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On February 01 2013 10:05 SOURD1ESEL wrote: When a toss is going double gas and I scout 2 pylons. How many SCV's should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE?
What do you mean 2 pylons? Is this implying that he went double gas AND proxied his first gateway?
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On February 02 2013 05:17 smoosh wrote:Show nested quote +On February 01 2013 10:05 SOURD1ESEL wrote: When a toss is going double gas and I scout 2 pylons. How many SCV's should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE? What do you mean 2 pylons? Is this implying that he went double gas AND proxied his first gateway?
implying that he does not have three. So something could be hidden.
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Why can't i watch the vod of the first game of Group H of gsl ? normally the first game is free to watch ?
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Can someone imform me of the possible starting positions for ladder pool maps?
Cheers
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On February 02 2013 05:17 smoosh wrote:Show nested quote +On February 01 2013 10:05 SOURD1ESEL wrote: When a toss is going double gas and I scout 2 pylons. How many SCV's should I send to look for something proxy? How important is it that I find it. Is there a way to distinguish proxy play and sentry FE? What do you mean 2 pylons? Is this implying that he went double gas AND proxied his first gateway?
I'd send marines out on the map for likely pylon/proxy locations near your base and hold towers with an SCV, but I wouldn't scour the map. Finding the proxy (if there is one) doesn't really change how you're going to hold it anyways, assuming you're going 1 rax fe. If anything I'd hide an SCV in his third and at 5:30 send it back to his main just to see the three gateways with no units in his main to confirm it's coming.
Also, it could be a 3 gate voidray timing.
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Does the infestor's fungal in HotS land and apply the effect where you targeted it(and thus bypassing any units), or can a unit block the projectile on the way?
Haven't noticed it in the streams yet, but if it's the latter some pimp stuff could be done.
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On February 03 2013 05:33 Andr3 wrote: Does the infestor's fungal in HotS land and apply the effect where you targeted it(and thus bypassing any units), or can a unit block the projectile on the way?
Haven't noticed it in the streams yet, but if it's the latter some pimp stuff could be done.
Nah you cant block it, only dodge.
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Since we're apparently on the subject, here's a list of all all PvT proxy builds that I know of, in descending order of ubiquity (all assuming a scout of double gas, gateway, and cyber, but nothing else):
- proxy robo, 4 gate w/ prism rush - proxy robo, 3 gate immortal bust - proxy stargate, 3 gate void ray bust [not nearly as common as it once was, but still not unheard of] - proxy twilight & dark shrine, 4 gate DT harass [faster than DTs w/ prism, but more easily denied] - proxy robo & robo bay, 4 gate w/ 1 colossus bust - proxy robo & dark shrine, 3 gate DT harass w/ prism [major tell for this build is a twilight in base, but no standing army and nothing researching] - proxy stargate, 5 phoenix harass - proxy robo & robo bay, 2 gate w/ 2 colossus & range all-in [this build is rarely proxied anymore, as it is an effective straight-up build in it's own right] - proxy stargate & fleet beacon, 4 gate w/ 2 carriers all-in [lowest on the list because I came up with it]
As you can see, a lot of them include warp-prisms or other air units for high ground vision, so patrolling marines in your main to cut-off drops is a big first step. To ensure you don't get caught off-guard by the bust, leave an scv patrolling out in front of your base somewhere so you can see when your opponent is pushing in. If you see the push coming, additional bunkers, mass repair, etc. Shouldn't be too hard to hold. Most of these builds rely on the surprise factor, obviously.
On February 03 2013 00:51 TRaFFiC wrote: Can someone imform me of the possible starting positions for ladder pool maps?
Cheers
In our current pool, there are only 3 non-2-player maps. As of the most recent update, Antiga is forced cross-spawn, Entombed is any spawn except close by ground, and I think Condemned is still any spawn (though they might have taken out close by ground spawn on that map as well, not sure yet).
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So I have been wondering this for a while, do Protoss armor upgrades affect the damage a protoss unit takes before its shields are gone, or does it only affect their actual permanent hit points? Thanks in advance!
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^It only affects their permanent hitpoints. You can get the shields upgrades from the forge if you want to take less damage while the shields are in place.
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Okay thanks! That's what I thought, I just was never 100% sure.
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On February 04 2013 03:16 Mavvie wrote: ^It only affects their permanent hitpoints. You can get the shields upgrades from the forge if you want to take less damage while the shields are in place.
To piggyback on this, it is important to note the ground armor upgrades only affect ground units after shields are depleted. Shield upgrades, however, affect ground units, air units, and buildings, until their shields are depleted.
Show nested quote +On February 03 2013 00:51 TRaFFiC wrote: Can someone imform me of the possible starting positions for ladder pool maps?
Cheers
In our current pool, there are only 3 non-2-player maps. As of the most recent update, Antiga is forced cross-spawn, Entombed is any spawn except close by ground, and I think Condemned is still any spawn (though they might have taken out close by ground spawn on that map as well, not sure yet).
This is confirmed, by the way. Played a close by ground spawn this morning on Condemned. So Antiga is forced cross-spawns, Entombed is no close by ground, and Condemned is still any spawn.
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On February 04 2013 06:19 HelioSeven wrote:Show nested quote +On February 04 2013 03:16 Mavvie wrote: ^It only affects their permanent hitpoints. You can get the shields upgrades from the forge if you want to take less damage while the shields are in place.
To piggyback on this, it is important to note the ground armor upgrades only affect ground units after shields are depleted. Shield upgrades, however, affect ground units, air units, and buildings, until their shields are depleted. Show nested quote +On February 03 2013 00:51 TRaFFiC wrote: Can someone imform me of the possible starting positions for ladder pool maps?
Cheers
In our current pool, there are only 3 non-2-player maps. As of the most recent update, Antiga is forced cross-spawn, Entombed is any spawn except close by ground, and I think Condemned is still any spawn (though they might have taken out close by ground spawn on that map as well, not sure yet). This is confirmed, by the way. Played a close by ground spawn this morning on Condemned. So Antiga is forced cross-spawns, Entombed is no close by ground, and Condemned is still any spawn.
Isn't no close by ground the same thing as cross? Or does that mean they can spawn verticle or something.
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How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot)
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Not enough to do anything to it
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