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On February 04 2013 07:57 cabal] wrote: How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot)
1 damage per hit
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Still looking for a replay of bio to sky transition in a tvt game vs mech
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On February 04 2013 13:07 HardCorey wrote:Show nested quote +On February 04 2013 07:57 cabal] wrote: How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot) 1 damage per hit Do 1/0 marines do 2 per hit or 1 per hit?
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Hi all.
Which units overkill? Is there any guides/info out there on this subject?
Thanks kindly in advance .
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On February 04 2013 17:59 thezanursic wrote:Show nested quote +On February 04 2013 13:07 HardCorey wrote:On February 04 2013 07:57 cabal] wrote: How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot) 1 damage per hit Do 1/0 marines do 2 per hit or 1 per hit?
In brood war 6 dmg vs 6 armor would do 1 dmg half the time, but I'm not sure about SC2. 1/0 marines vs 6 armor will do 1 damage.
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On February 04 2013 13:07 HardCorey wrote:Show nested quote +On February 04 2013 07:57 cabal] wrote: How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot) 1 damage per hit I'm pretty sure this is wrong. SC2 supports fractional damage, so I would expect a Marine in this situation would do a fraction of an HP per shot.
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On February 04 2013 21:21 TRaFFiC wrote: Hi all.
Which units overkill? Is there any guides/info out there on this subject?
Thanks kindly in advance .
All units with missile attacks. Added to that, banelings and sieged tanks at least. Note that there is no clear definition of overkill for splash.
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If you use contaminate on a hatch does it stop producing units for 30 seconds?
Isn't that really good in ZvZ? Why is nobody using it?
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On February 05 2013 02:31 DifuntO wrote: If you use contaminate on a hatch does it stop producing units for 30 seconds?
Isn't that really good in ZvZ? Why is nobody using it?
It stops producing larvae and it freezes the inject. It used to be common in ZvZ when doing a timing attack on smaller maps, but two changes have made it significantly less viable. One is the energy change. It used to cost 75 energy, so you could get 2 overseers and contaminate right away, whereas now it costs 125 energy which delays it about a minute and a half. The second reason is the size of the maps which would allow the defender to just make the units slightly later, but still in time to defend any push that would have happened. Also the money can just be spent elsewhere (more infestors + spines since money would be piling up)
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On February 04 2013 23:50 AmericanUmlaut wrote:Show nested quote +On February 04 2013 13:07 HardCorey wrote:On February 04 2013 07:57 cabal] wrote: How much damage will a fully upgraded ultralisk with 6 armor take from a non upgraded marine (6 damage per shot) 1 damage per hit I'm pretty sure this is wrong. SC2 supports fractional damage, so I would expect a Marine in this situation would do a fraction of an HP per shot.
the lowest damage is .5 so the marine will deal half a point each attack
you can test this out in the unit tester
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It seems to me that MMR is kept per player, not per player and race. Is this true and if so is there a good reason for this?
- What I mean is that if I'm in gold league with my main race and off-race I will get completely owned. It seems it punishes off-racing, since you may get demoted if you off-race too much. And on the flip side, after off-racing my MMR will be lowered and when then main-racing I will be matched up with lower players for a while and own them instead which would become almost pointless games.
It seems to me that MMR per player and race would be better (Terran bronze MMR, Protoss gold MMR, Zerg bronze MMR).
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On February 05 2013 06:26 LoveTool wrote: It seems to me that MMR is kept per player, not per player and race. Is this true and if so is there a good reason for this? The answers to your questions are yes, and no.
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On February 05 2013 06:26 LoveTool wrote: It seems to me that MMR is kept per player, not per player and race. Is this true and if so is there a good reason for this?
- What I mean is that if I'm in gold league with my main race and off-race I will get completely owned. It seems it punishes off-racing, since you may get demoted if you off-race too much. And on the flip side, after off-racing my MMR will be lowered and when then main-racing I will be matched up with lower players for a while and own them instead which would become almost pointless games.
It seems to me that MMR per player and race would be better (Terran bronze MMR, Protoss gold MMR, Zerg bronze MMR).
Yes, there is only one MMR. Whether blizzard has a good reason for doing this is subjective. This is something that has been suggested many times in the community but isn't a priority. Some of the problems you are facing should be allievated by the Unranked Play mode coming in HotS.
Realistically It is my opinion that your MMR changes quickly enough that it doesnt matter. Play ~20 games and youre up against the right difficulty players. Your individual rank isn't that important and should be more seen as a measure of your progress learning the game, not as a measure of your skill at any one time.
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what should I do against mass roach as a P if he has researched burrow and tunneling claws? FF wont work as roaches will just go underneath them and I know I can use observer but will it be as effective? and what if he has overseer and some anti air?
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On February 05 2013 18:56 Phantasmiq wrote: what should I do against mass roach as a P if he has researched burrow and tunneling claws? FF wont work as roaches will just go underneath them and I know I can use observer but will it be as effective? and what if he has overseer and some anti air? Get more observers and snipe overseers.
You want to go sentry/immortal with blink stalker or void ray to snipe detection and anti-air. You can also throw in some DTs since ideally you'll have killed off all of your opponent's detection.
And also, micro your immortals so they can regenerate shields. (But if they have a lot of roaches and target fire your immortals and are able to one-shot an immortal, don't worry about this as much because you're better off focusing on blink stalker micro than furiously trying to click your immortals to safety.)
Edit: If you fight at a choke, you can keep force fielding so that the roaches can't get out. o(^-^)o
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In the last time i often think about hotkey and mouse setups. To get a little impression i search on TL and i found this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=371540
And in this Thread i found this: + Show Spoiler +On September 26 2012 21:08 Aando wrote: Huh. I expected his hotkeys to be more efficient. One would think that the kespa teams would put some thought into hotkey set-ups since they would gain quite alot from it. Both in speed/accuracy and players less prone to injury.
Anybody know if pros like Flash, Rain or others using special key setups to improve the gameplay as much as it possible?
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In sc2, when you double click a unit, it'll select all of the same units on your screen. Is there a way to disable this function? I never use double click on purpose so, whenever it happens, it always messes up my control.
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Austria24422 Posts
On February 07 2013 00:23 dachi wrote: In sc2, when you double click a unit, it'll select all of the same units on your screen. Is there a way to disable this function? I never use double click on purpose so, whenever it happens, it always messes up my control.
No there is not. You can however set double click speed to extremely fast so it'll be harder to do it accidentally. However I find double click extremely useful for controlling battles so you might not want to mess around with it too much and get used to not double clicking at all.
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On February 05 2013 11:43 HardCorey wrote: Realistically It is my opinion that your MMR changes quickly enough that it doesnt matter. Play ~20 games and youre up against the right difficulty players. Your individual rank isn't that important and should be more seen as a measure of your progress learning the game, not as a measure of your skill at any one time.
Lets say it is 20 games. My point is that those 20 games are pointless. So are the 30:ish games required to ladder up again after off racing. That's about 50 more or less uncompetitive games waste of time, both for me and whoever I play. That's a high price to just off-race a bit.
But no gripe, question is answered so thanks for that.
ps. I buy that ladder points does not matter. I really don't care about it myself.
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On February 07 2013 02:45 LoveTool wrote:Show nested quote +On February 05 2013 11:43 HardCorey wrote: Realistically It is my opinion that your MMR changes quickly enough that it doesnt matter. Play ~20 games and youre up against the right difficulty players. Your individual rank isn't that important and should be more seen as a measure of your progress learning the game, not as a measure of your skill at any one time. Lets say it is 20 games. My point is that those 20 games are pointless. So are the 30:ish games required to ladder up again after off racing. That's about 50 more or less uncompetitive games waste of time, both for me and whoever I play. That's a high price to just off-race a bit. But no gripe, question is answered so thanks for that. ps. I buy that ladder points does not matter. I really don't care about it myself.
If your goal is to achieve the highest possible rank, then those games are a waste of time. If you're playing to get better/have fun/play multiple races, then it makes no difference. If you're both offracing on the same account whom's points you're worried about maintaining (i.e. not wasting time) then your priorities are mixed.
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