Simple Questions Simple Answers - Page 749
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thezanursic
5497 Posts
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MstrJinbo
United States1251 Posts
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Kasu
United Kingdom345 Posts
On March 05 2013 05:22 MstrJinbo wrote: Since the hots beta is down and I don't feel like playing Zerg till the 12th, I've been playing some Terran. Anyways, when going for 1 Rax expo, how do you get it so that the cc replaces the 2nd depot? I keep getting supply blocked and I suspect that marines should be cut at some point? Is that the case? And are there matchups (tvz?) where you should simply make the second depot? You will always need to make the 2nd (19->27 supply cap) depot. It is the next depot that the CC replaces. [Think about it this way: a CC takes 100 seconds to build. You throw it down at 16/19, are you really only going to build 3 units (including SCVs) in that time?] | ||
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MstrJinbo
United States1251 Posts
On March 05 2013 05:52 Kasu wrote: You will always need to make the 2nd (19->27 supply cap) depot. It is the next depot that the CC replaces. [Think about it this way: a CC takes 100 seconds to build. You throw it down at 16/19, are you really only going to build 3 units (including SCVs) in that time?] Ah, I've been trying to put a square peg in a round hole. Thanks for the response. Edit: [Think about it this way: a CC takes 100 seconds to build. You throw it down at 16/19, are you really only going to build 3 units (including SCVs) in that time?] Zerg player, I don't see anything strange about that statement :p | ||
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ricepudding
47 Posts
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Excludos
Norway8232 Posts
On March 05 2013 02:03 thezanursic wrote: How many draws have there been in SC2? I remember a few from Bw (Jangbi vs flash on blue storm, rock vs chalrenge and I believe there were 2 more), but I can't remember a single draw in SC2 pro games with SC2 having a lot more tournaments there were bound to be a few. I remember at least 3 in the back of my mind, 2 including mkp back when he would keep doing these insane basetrades, and one right after wol was released when both players (don't remember the names) mined out the entire map and the zerg couldn't make any units to attack the floating terran buildings. Don't remember it happening at all lately though. | ||
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darkphantom
98 Posts
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Excludos
Norway8232 Posts
On March 07 2013 06:27 darkphantom wrote: can u see ping in game ? how ? edit2: I fail. thats fps. Nmv. I don't know | ||
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Kaitlin
United States2958 Posts
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HelioSeven
United States193 Posts
On March 06 2013 21:57 ricepudding wrote: If you lift up a baneling with a phoenix and kill it, does it to splash damage to ground, air, or neither? Ground splash only. Think acid rain. | ||
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Najda
United States3765 Posts
On March 05 2013 05:56 MstrJinbo wrote: Ah, I've been trying to put a square peg in a round hole. Thanks for the response. Edit: Zerg player, I don't see anything strange about that statement :p In a recent tournament game I remember seeing a terran skip the first supply depot by adding on a reactor to the first barracks as to not waste any build time. I don't know the gas timings or if he made a marine though. Although it might have been CC first, sorry I don't remember. I think it was MLG NA Qualifiers Vibe vs Illusion, could be wrong though. | ||
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A Wild Sosd
Australia421 Posts
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Excludos
Norway8232 Posts
On March 07 2013 20:30 A Wild Sosd wrote: Hey guys im finding it really hard to micro my units under my medivacs. How should I separate my infantry from my medivacs? You should be able to just put your medivacs on "move" on some of your units, so they will follow and heal automatically. Not sure if its the most effective way, but its what I use when I play Terran. That way you can consentrate only on your infantry. Just make sure you have them on a seperate hotkey as well, so you can quickly move them if you have to retreat or kite. Or else they will lag behind and get picked off. | ||
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RyanRushia
United States2748 Posts
On March 07 2013 20:30 A Wild Sosd wrote: Hey guys im finding it really hard to micro my units under my medivacs. How should I separate my infantry from my medivacs? if youre control with multiple hotkeys is solid, split them into two different groups. if not, have the medivacs do a Move command on the infantry. it won't cause them to pick up the bio, and will heal when standing still | ||
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nigsky
United Kingdom114 Posts
So 2 questions: what is the best way to defend against an early bio attack, and how can I make sure I see it coming? ty | ||
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ricepudding
47 Posts
On March 08 2013 05:58 nigsky wrote: When I play Protoss I lose a lot of pvt games to early aggression. This seems to be because Protoss isn't nearly as effective at scouting and defending as the other races. Terran can very quickly get siege tanks and bunkers for defense, and orbitals for scouting, and Zerg has spines and overseers. Protoss on the other hand can't get a scout past a Terran wall-off until they have a Robo and the only defensive units are Photon Cannons, which are pretty worthless against big marine balls. The canon wall-off trick works for around 7 minutes, but if my opponent hits an 8 minutes marine medivac timing then I don't understand how I'm supposed to defend it without just building a roughly comparable army, which is tough to do when I don't get scouting information until my first observer pops out at around 6 minutes. So 2 questions: what is the best way to defend against an early bio attack, and how can I make sure I see it coming? ty The answer to this is really long so I won't write it here, but if you'd like, shoot me a PM and some of your replays and I can help you out. What league are you in, btw? | ||
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nigsky
United Kingdom114 Posts
On March 08 2013 08:44 ricepudding wrote: The answer to this is really long so I won't write it here, but if you'd like, shoot me a PM and some of your replays and I can help you out. What league are you in, btw? I don't save replays often, and I don't think I have any of my Protoss play. I'm 10th in my Bronze division, sometimes playing against people in higher leagues. I'd probably be in silver by now if I stuck to Terran. | ||
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HelioSeven
United States193 Posts
On March 08 2013 05:58 nigsky wrote: When I play Protoss I lose a lot of pvt games to early aggression. This seems to be because Protoss isn't nearly as effective at scouting and defending as the other races. Terran can very quickly get siege tanks and bunkers for defense, and orbitals for scouting, and Zerg has spines and overseers. Protoss on the other hand can't get a scout past a Terran wall-off until they have a Robo and the only defensive units are Photon Cannons, which are pretty worthless against big marine balls. The canon wall-off trick works for around 7 minutes, but if my opponent hits an 8 minutes marine medivac timing then I don't understand how I'm supposed to defend it without just building a roughly comparable army, which is tough to do when I don't get scouting information until my first observer pops out at around 6 minutes. So 2 questions: what is the best way to defend against an early bio attack, and how can I make sure I see it coming? ty Two words: stalker poke. My goto PvT build is a robo expand, starts with your standard 13 gate, double gas and plants the robo immediately when the cyber finishes. If I see gas with the probe scout, I will usually add a second gate before expanding, otherwise I'll drop the nexus at 25 supply just before the third pylon. With any variant of robo expand, your first unit out of the gateway should be a stalker. This stalker will clear the scouting scv, allowing you to hide the expand, and also give you initial map control (taking away xel'naga towers from marines, essentially). A quick poke up the natural ramp with the stalker will tell you whether he has expanded yet, and from there that's pretty much all you need to know. If he has expanded, chrono probes and continue teching. If he hasn't, you defend. As far as defending the one base all-ins are concerned, the implementation of defense should be a no-brainer. Immortals against marauders and tanks, stalkers against banshees or medivacs, with the core of your army being zealot/sentry (depending on the variant of robo expand, you should have 2-4 sentries already when you get scouting information on exactly what kind of 1 base play you are facing). If you get a forge after the nexus, you can also plant a cannon or two (defending your mineral lines against banshees, for instance). | ||
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TRaFFiC
Canada1448 Posts
Are marauders light and how many banes to take out a marauder? Would it be 7 (125/20)? What is the range of bane splash? Anyone successful feeding banes with marauders in battles? Do you use any special hotkeys for that? | ||
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Kasu
United Kingdom345 Posts
On March 08 2013 19:35 TRaFFiC wrote: Hey all. Couple questions. Are marauders light and how many banes to take out a marauder? Would it be 7 (125/20)? What is the range of bane splash? Anyone successful feeding banes with marauders in battles? Do you use any special hotkeys for that? Marauders are not light. 7 banelings are required to kill a marauder, but this can be reduced to 6 if the banelings have better attack upgrades than the marauder's armour upgrades. Baneling splash radius is 2.2. Players have been successful in using marauders to tank banelings - generally by stimming & retreating their marines, leaving the marauders to tank. This is uncommon though, as most pro players prefer to go 100% marine, using the gas saved for extra siege tanks. As far as hotkeys go, I have seen Polt hotkeying his marines separately to the rest of his army for this purpose. It's not common enough to offer any more info though, sorry. | ||
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