Simple Questions Simple Answers - Page 746
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Zealos
United Kingdom3576 Posts
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HelioSeven
United States193 Posts
On February 20 2013 14:56 Zealos wrote: It was in hots, perhaps I should have specified. It was really odd. Below a certain distance, all units didn't clump as they moved... Most recent change to ground pathing was v1.5, which was... man, I don't even remember now, several months ago at least. I don't think they changed anything with HotS. But they did change it a little while back, and what changed sounds similar to what you are describing. Move commands applied to groups of units now create a single group move vector, and then apply that vector to each unit individually. The way it used to work was each unit got it's own vector pointing to the group move command location (thus all the bunching and everything). After any significant amount of pathing calculation, to walk around an obstacle for instance, the difference becomes indiscernible. So it only really matters with very short, rapidly given move commands (micro during a pitched battle, mostly). | ||
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ricepudding
47 Posts
Basically I scouted and saw a 10-ish pool opening and though nothing of it, then I did a secondary scout and saw no expo, so at that point I knew he was going for a 7 roach rush. But I wasn't sure what the appropriate response would be because even if I get sentries, I won't have enough force fields for the ramp into the natural. I had two cannons, a gateway, and a forge as my wall. Should I get more cannons next time? Or should I throw down more gates as soon as I realise he's going for 7RR and chrono as many units as I can? | ||
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Rankith
United States78 Posts
I last played SCII during 2010 Season one. Ended up top 50 diamond random before I stopped. My skills have obviously atrophied alot, but im having a hard time just playing again as it drives me nuts to be slow and not have a decent BO. Problem is, I can't find any basic BOs around anymore. The liquipedia doesn't seem up to date and the only things I find are much more in depth BOs and strats as opposed to the simple starting BOs to take me to 16ish supply. Can anyone provide a location that has these and is not out of date. Or just list a couple basic ones here? I've kind of lost my feel for various SCII sites/outlets and can't seem to find this basic info anywhere. Thanks! | ||
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mRpolite
189 Posts
) and i love it!but, is there a way to know my win rate vs each race? | ||
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HelioSeven
United States193 Posts
On February 21 2013 08:28 ricepudding wrote: How do I counter a 7 roach rush as Protoss if I did a FFE? Basically I scouted and saw a 10-ish pool opening and though nothing of it, then I did a secondary scout and saw no expo, so at that point I knew he was going for a 7 roach rush. But I wasn't sure what the appropriate response would be because even if I get sentries, I won't have enough force fields for the ramp into the natural. I had two cannons, a gateway, and a forge as my wall. Should I get more cannons next time? Or should I throw down more gates as soon as I realise he's going for 7RR and chrono as many units as I can? Sort of an open ended question, depends on a wide variety of factors, mostly the map. On some maps you can throw up gateways behind your wall to "thicken" it, and slow down the roaches. Some maps have high ground in the main near the natural ramp, where you can place a high ground cannon to secure at least part of the natural ramp. Generally speaking you don't want any weak points in your wall, same as a baneling bust. You want to have the roaches spending as much time as possible making their way through those meaty gateway shields. I guess the best piece of real advice I can offer is find a practice partner who is willing to go through the build several times with you. Once you get past the initial panic response, it's not too hard to defend a 7 roach rush, really. It mostly just consists of delaying with cannons and gateways until your tech unit finishes (immortal for robo, void ray for stargate). If you don't lose more than a few probes in the process, you effectively win then and there. On February 21 2013 09:14 Rankith wrote: Posting this here since a mod redirected me. I got a great answer for Zerg already, looking for answer for Terran and Protoss: I last played SCII during 2010 Season one. Ended up top 50 diamond random before I stopped. My skills have obviously atrophied alot, but im having a hard time just playing again as it drives me nuts to be slow and not have a decent BO. Problem is, I can't find any basic BOs around anymore. The liquipedia doesn't seem up to date and the only things I find are much more in depth BOs and strats as opposed to the simple starting BOs to take me to 16ish supply. Can anyone provide a location that has these and is not out of date. Or just list a couple basic ones here? I've kind of lost my feel for various SCII sites/outlets and can't seem to find this basic info anywhere. Thanks! That's because out to 20 supply, Protoss and Terran builds come in two flavors: economy (expanding) or tech. Every permutation BO is some mild variation between the two. For Terran, the spectrum goes something like (from max econ to max tech) <9 depot, 15 cc>, <9 depot, 12 rax, 16 cc, 17 orbital>, <9 depot, 12 rax, 13 gas, 16 orbital>, to <9 depot, 11 gas, 13 rax, 14 gas, 18 orbital>. Fast expand is self explanatory. 1 rax expand is most common in current metagame for TvP and I believe TvT as well. 1 rax, 1 gas was the old standard, gives you slightly faster tech but delays the expo to 20-22 supply at least. Gas before rax is the most tech-oriented play, and should give you 100 gas for the fac right when the rax finishes, usually used in cloak banshee rushes and such. For Protoss, the spectrum is complicated slightly by the choice between 12 gate and 13 gate. Loosely speaking, your options are fast expand, 1 gate expand, 1 gate tech, and gas before gate. BOs look kind of like <9 pylon, 16 nex> for FE, <9 pylon, 12 gate, 14 gas, 16 pylon, 17 cyber, 18 zealot, 20 nex> or <9 pylon, 13 gate, 15 gas, 17 pylon, 18 cyber, 19 zealot, 22 nex> for 1 gate FE, <9 pylon, 12 gate, 14 gas, 16 pylon, 17 cyber, 18 gas> or <9 pylon, 13 gate, 15 gas, 17 pylon, 18 cyber, 19 gas> for 1 base tech, and <9 pylon, 11 gas, 14 gate, 16 pylon, 17 gas, 18 cyber> for gas before gate. The latter used, again, mostly in tech cheeses (almost always DTs, but also variants of 3 gate void ray all-ins and others). Generally speaking, any other BOs should fall within very specific builds (ie, gas before rax but then stay on 1 gas for fast hellion drops, or one of Protoss' two gas w/ two probes in each builds for sentry expands and such). On February 21 2013 09:34 mRpolite wrote: i know my win rates on each map now (go go entombed valley ) and i love it!but, is there a way to know my win rate vs each race? Just added with patch v2.0. Look in the Ladders section of the player profile in-game, there should be a "Race Report" detailing games played and win rate for each race and match-up. | ||
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Rankith
United States78 Posts
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HelioSeven
United States193 Posts
On February 21 2013 11:51 Rankith wrote: Thanks a ton Helio, a very in depth answer and basically what I was looking for! Yee, cheers man. Also I somehow completely neglected to mention forge fast expands for Protoss. Loosely speaking, FFEs are PvZ only. They've skirted around the edges of PvT meta-game from time to time, Naniwa tried it a couple times in GSL, but it absolutely never works in PvP (insta-lose to 4gate) and marauders make it difficult in PvT. All that said, FFEs are a very ill-defined set of build orders that rely completely on personal touch and scouting information. All of them start with a 9 pylon at the natural ramp, followed by a 9 scout. From there, it's a question of how quickly you see your opponent's pool timing, how large the map and rush distances are, and whether it's a 2 or 4 player map. Broadly speaking, from max econ to max safety the builds look like this: <16 nex, 17 forge, 17 pylon, 19 cannon, 21 gate> <14 forge, 17 nex, 17 pylon, 18 cannon, 20 gate> <13 forge, 16 cannon, 17 nex, 17 pylon, 20 gate> <12 forge, 15 cannon, 15 gate, 17 pylon, 22 nex> But again, and I stress this point, you really just gotta kinda wing it. In some order, with some number of chrono boosted probes in between, you gotta get those 5 buildings down. On maps with really wide natural ramps, you sometimes need a second gateway to complete the wall with the pylon/zealot combo. After the 5 buildings are down, you want to continue probing like mad and get two zealots, one for the wall and the other to scout. The rest, as they say, is Starcraft. | ||
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Pobearo
United States351 Posts
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ricepudding
47 Posts
On February 22 2013 05:29 Pobearo wrote: What builds should I be using against each race as terran to practice for HoTS? I've been out of the game for a while, but I want to play some ladder games to prepare for HoTS. Depends on what you want to go for and what your opponent goes for. I can't tell you to go for 1rax double gas expo into MMM with hellbat drops and widow mine/seige tank contain because it doesn't work against everything. | ||
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KaienFEMC
Canada127 Posts
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Koltronn
United States29 Posts
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HelioSeven
United States193 Posts
On February 22 2013 08:49 Koltronn wrote: Why do pro zerg players seem to build most of their important structures in their expansion rather than their main? Depends on a litany of things. Sometimes the naturals are further apart than the mains by air distance, so the natural is less likely to be dropped/attacked by air. Sometimes Zerg put evo chambers at the natural choke as a wall-off type behavior against things like hellions. Sometimes it's just mind games, a player is expecting to have his main harassed and puts important tech elsewhere. | ||
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TRaFFiC
Canada1448 Posts
It says the radius is 2.4. Does that mean you need to be 2.4 away from it or you will take friendly dmg? I ask this because I just owned 18 of my own ravens with a seeker missile ![]() edit: wol. On February 22 2013 05:29 Pobearo wrote: What builds should I be using against each race as terran to practice for HoTS? I've been out of the game for a while, but I want to play some ladder games to prepare for HoTS. 1 rax fe all day man. Macro always takes more skill than cheese. You will die to cheesers, but also learn to play better. | ||
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ricepudding
47 Posts
On February 22 2013 14:15 TRaFFiC wrote: Is this wiki article up to date with regards to seeker missile? http://wiki.teamliquid.net/starcraft2/Seeker_Missile It says the radius is 2.4. Does that mean you need to be 2.4 away from it or you will take friendly dmg? I ask this because I just owned 18 of my own ravens with a seeker missile ![]() edit: wol. Yes. | ||
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HelpMeGetBetter
United States764 Posts
Should I make a new thread about this or post elsewhere - I want to know how to analyze a replay, the things I should look for and such, where my holes are and to improve... Just as liquipedia has a strategy page for WOL, will there be one for HOTS also? | ||
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sc2proxy
United States11 Posts
Should I make a new thread about this or post elsewhere - I want to know how to analyze a replay, the things I should look for and such, where my holes are and to improve... Just as liquipedia has a strategy page for WOL, will there be one for HOTS also? To analyze a replay, hit control n to see your and your opponents foods at the top of the screen. This serves as a benchmark in the early game to let you know how badly a supply block put you behind, or how far an early expansion boosts food supply before a push comes. You want to hit d to show the production tab, and make sure you're hitting those workers consistently. Your map vision should start with a worker scout to see if he took gas, expanded early, or put down 4rax to cheese you. From here, you want to react in a way that uses your scouting info to build up an economy and basic army composition that is able to adequately defend. If you successfully defend and your units cause considerable damage to his army, you should transition to aggression. The safest way to do this is to push out, using your control over the map to put down an expansion, and try to cause damage without losing units. The best way to cause damage is to kill workers, which takes away his means to produce an army and always increases your chances of winning. For your engagements, usually it's either good or bad, and it is easiest to tell which by checking the units lost tab by pressing L or quickly pausing and looking at army value and pressing U to look at total units immediately after an engagement ends. As for the hots page, I am unsure. I hope I was of some help! | ||
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FlamingForce
Netherlands701 Posts
Also, is it possible to see the upgrades on an enemy unit? | ||
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MutaDoom
Canada1163 Posts
How do I unlock the new achievements they've created under Exploration: Guide 4? I've done the other training levels, and it wants me to do training level 5 with all races. Thing is, I can only do 1-3? Yes, I've looked, and found nothing, and this doesn't warrant its own thread. | ||
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Iyerbeth
England2410 Posts
On February 23 2013 02:42 FlamingForce wrote: When I see an opponents building under construction, is there any way to find out what kind of structure it is? Also, is it possible to see the upgrades on an enemy unit? If you go in to the options menu, under gameplay there's a box called "new options". If you tick "enable enemy unit selection" you can click on the units and buildings as in traditional WoL to find out both. On February 23 2013 02:47 MutaDoom wrote: Simple question around the new changes: How do I unlock the new achievements they've created under Exploration: Guide 4? I've done the other training levels, and it wants me to do training level 5 with all races. Thing is, I can only do 1-3? Yes, I've looked, and found nothing, and this doesn't warrant its own thread. Yeah, that part is to do with actually levelling up each race, which I don't think is unlocked until HotS. Essentially everything you build or every unit you make or kill will give you experience towards levelling up your race which unlocks achievements and portraits and decals. | ||
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) and i love it!