Does this apply in sc2 as well?
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Rosvall
Sweden122 Posts
Does this apply in sc2 as well? | ||
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eunheeseung
43 Posts
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Alaric
France45622 Posts
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closey
Hong Kong272 Posts
On April 08 2011 09:04 Rosvall wrote: I'm fairly sure that in sc1 if an unit with 5 damage hit an unit with 5 armor it would take 0.5 damage per hit. Does this apply in sc2 as well? That is correct, but the 0.5 damage doesn't get rounded up and if not hit immediately with another 0.5 damage, I'm afraid the total hp won't go down by 1. (someone confirm on the last part please) | ||
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eunheeseung
43 Posts
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lettuceman44
United States7 Posts
Especially in bronze league which I'm currently in? | ||
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Alejandrisha
United States6565 Posts
On April 08 2011 11:35 lettuceman44 wrote: Hey guys, is it a good idea to build defensive structures like photon cannons? Especially in bronze league which I'm currently in? Making units is always better than making structures, but there are some times when it is a good investment to throw down some cannons. PvZ It's always a good idea to put down 3-4 cannons at your 3rd, 4th etc. expansions because the zerg is more mobile than you are; they might not be able to take on his army in a straight fight but it will at least buy you time and might deter the zerg from trying to snipe the nexus. 2 cannons at each mineral line serves a similar purpose if the zerg has mutalisks. 1-2 cannons at your first expansion against zerg is a good thing to do because roaches are very efficient against your units until you have a lot of them and a lot of forcefields. Basically, cannons allow you to move your army around without worrying about having to pull back to defend small harasses/counterattacks (Also for detection if you don't have observers yet or you don't have enough of them and your robo is busy making immo/colossus) | ||
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Alejandrisha
United States6565 Posts
On April 08 2011 09:04 Rosvall wrote: I'm fairly sure that in sc1 if an unit with 5 damage hit an unit with 5 armor it would take 0.5 damage per hit. Does this apply in sc2 as well? No it just does 1 damage, but in sc1 protoss units would constantly regen shields (while in battle) and all zerg units regenerate passively so it might look like it's doing less than 1 per hit. | ||
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Alejandrisha
United States6565 Posts
On April 08 2011 07:50 Jeffbelittle wrote: Where can one find great VODs to learn more for PvTPorZ MU's? Like the Protoss equivalent of MrBitter's videos. I'd say go to either HuK's or LiquidTyler's justin.tv page. While they don't offer analysis, they are very educational nonetheless. If you haven't done this, just click on "live user streams" on the right and have it show offline streams and click either of the names. Once you're at the stream page, click "watch on justin.tv" and then scroll down to view the vods | ||
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Hoban
United States1600 Posts
On April 08 2011 11:35 lettuceman44 wrote: Hey guys, is it a good idea to build defensive structures like photon cannons? Especially in bronze league which I'm currently in? It is generally a good idea to protect your mineral line with a single cannon about the time banshees or other harassment opportunities open up. On your nearby expo's 2 is acceptable but 1 is often enough, 3 cannons only on expos that are very far away from where your main/army is. The main goal of cannons is to deter harassment, not stop an army. What you do not want is to line your base with photon cannons or build them en masse. Your money is much better spent in units than cannons if your goal is defending your base. Of note, I made the general assumption that your opponent will probably try some kind of harass (which is something I do preemptively on ladder matches). This isn't going to be true every game but a single cannon in your mineral line will help deter your opponent when they do decide to harass. | ||
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jimbob615
Uruguay455 Posts
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Isaac
United States810 Posts
I typically go Rax/depot/Rax, but then my hellions/other units get out so I have to float my barracks to a different location. Also, I find myself getting Baneling allined after I 2rax theyre FE. How can I avoid this, I typically have hellion and tank after this, but i feel without a wall its a bit of a struggle keeping units back. I sometimes float my raxes to forma wall of a natural, but I dont ever form a complete wall off in time for a bust. I guess what I am trying to ask is how should I xfer my structure formation from a 2rax FE to a prepare for a baneling bust.? | ||
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Orome
Switzerland11984 Posts
thors always target air units over ground except for medivacs i believe | ||
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Alejandrisha
United States6565 Posts
On April 08 2011 12:04 Orome wrote: the mutas thors always target air units over ground except for medivacs i believe I could be wrong but I believe they patched the thor's prioritizing medivacs over other units.. It was kind of a hotfix that left P/Z players with buzzkills after reading "Thor," "Priority," and Bug Fix" all in the same sentence and the repairing scv threat bug was not fixed :D | ||
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SmOKeS
United States46 Posts
should I rebuild my sentries delay tech or skip sentries get more stalker and faster tech if I have to choose between guardian shield and ff which one? | ||
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eunheeseung
43 Posts
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Whitewing
United States7483 Posts
On April 08 2011 12:07 Alejandrisha wrote: I could be wrong but I believe they patched the thor's prioritizing medivacs over other units.. It was kind of a hotfix that left P/Z players with buzzkills after reading "Thor," "Priority," and Bug Fix" all in the same sentence and the repairing scv threat bug was not fixed :D It's also not true that thors always target air units over ground units. The way the Thor AI works is to make the attack against whichever target currently in range that would result in it dealing the most damage. That generally defaults to range, due to the thor having a larger anti-air range (more options for his anti-air attacks) and that they deal splash damage. Thus, it'll almost always go after the mutas, unless there's only one muta or something. That's why the thor sometimes seems completely idiotic: it goes to make an attack against air targets that are grouped up for splash damage, but then they spread out before the attack goes off, and the splash damage wouldn't happen, so it goes to make a ground attack, but then some more clump again so it changes its mind once more. All units that have both anti-ground and anti-air attacks function the same way. That's why the thor makes anti-ground attacks against colossi but queens use their anti-air attack. | ||
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Hoban
United States1600 Posts
On April 08 2011 12:29 SmOKeS wrote: PvT 4-5 rax constant pressure, not all-in just every few mins attacking, focusing my sentries, they expand and add more raxs and upgrades but pure mass rine constant pressure should I rebuild my sentries delay tech or skip sentries get more stalker and faster tech if I have to choose between guardian shield and ff which one? I apologize I cannot fully answer your question but I can address the third part of your question, FF or guardian shield. If your opponent is doing pure marine aggression then Guardian Shield would be the way to go. An extra 2 armor against un-upgraded marines completely devastates their dps. I will provide some numbers as evidence of how awesome guardian shield is against marines. Marines do 6 damage at intervals of 0.86 seconds for a total DPS of 6.97. Zelots have a base armor of 1. So now a marine does 5 damage / 0.86s = 5.81 dps Throw in guardian shield for +2 armor. Zelots now have armor of 3. 3 damage / 0.86s = 3.49 dps Guardian shield does a total reduction of 2.32 dps per marine. Now to comparing this to FF. You would need to isolate 40% of the attacking marines away for the duration of the guardian shield to get the same DPS loss on average. Since this sounds similar to the Million Man TvP strategy, the focus is on small engagements with marines. In this case isolating only a fraction of the group seems to be tougher, and to equal the energy cost you could only use 3 FF's per engagement. In conclusion I whole-heartedly believe that guardian shield beats out FF unless you have extremely good FF's or are in a very specific situation where FF would be better (i.e. FF on a ramp). Guardian Shield also requires less micro and allows you to spend actions on other things (positioning, saving stalker, warp-ins, ect) If you have any other questions feel free to PM me I would be happy to explain the numbers a little more. GL! | ||
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Froadac
United States6733 Posts
Right now I'm doing 1-1-1 with marine/tank/viking/medivac in TvT, Two rax (tech+reactor) expand in TvP, and reactor hellion expand into 3 fact mech in TvZ. Are these reasonable, or are there superior builds? | ||
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Hoban
United States1600 Posts
On April 08 2011 13:53 Froadac wrote: I hope there is a simple enough answer: there are many acceptable ones, but what would a simple, solid, macro-oriended build be in TvT, TvZ, and TvP. I"m still in diamond, and want to just focus on three builds (one per matchup) but I tend to wander about. Right now I'm doing 1-1-1 with marine/tank/viking/medivac in TvT, Two rax (tech+reactor) expand in TvP, and reactor hellion expand into 3 fact mech in TvZ. Are these reasonable, or are there superior builds? I would mainly focus on a build that includes some sort of expansion. It seems like your TvP and TvZ builds have very good mid-game plans. At the lower leagues you can really make any decent build work as long as it is not a 1-base strategy or a cheese. In TvT, I have found that 1-1-1 is a very safe opening but it is vulnerable to a siege-tank contain off of a siege-tank expand style build. As long as you are abusing your medivac mobility as soon as you get them then this is less of a problem. Overall, I think your three builds are solid, safe, and effective. Here are some pointers I can offer. -Make sure your build is refined and practiced to the point where it's timings become unconscious. This will allow you to squeeze in more actions for harass/drop play (in TvZ and TvT respectively). -I often have problems in TvP with mid-game plans. I would take your 2raxFE TvP build and develop a solid idea of what you want to do with it. The first step will be to identify what units/style you like to use vs P. The second will be developing a plan on how to transition smoothly from 2raxFE into your "mid game plan". The third step will be practicing this transition to the point of autonomous execution. -Once you are sure you have a solid and developed mid-game-plan for each of your 3 match-ups, watch the replays where you lose while executing your mid-game-plan. These replays hold information regarding the vulnerabilities and timings of your build and will allow you to take note of things that counter your build and how you can scout the counter-builds. With this information develop a second game plan, one you think will give you an advantage or abuse a specific timing. Practice the transition and set up a flowchart in your head such as "I am going to play my mid-game-plan unless I scout 'this' then I will play my second game plan." Here is an example with my own though process in TvZ: I open siege tank expand into mass marine and siege tank. I apply constant pressure at the edge of creep and transition into thor/tank/marine and push after I get my first 2 thors to go for the kill. IF I scout the opponent going something other than ling/bling/muta (usually ling/bling/infestor/roach), I instead make a starport and go heavy raven/tank with dropship play. So in every single TvZ I either do the first or the second plan. Always. tl;dr -Your builds are solid and focus on getting an expansion, this is exactly the kind of build you want. -Focus on your mid-game plans. Refine the transition into your specific mid-game-plan. -Don't try to 'wing it' in a game. Operate off of your practiced mid-game-plan -Study the vulnerabilities of your plan and what your opponent does that kills your plan. Learn the scoutable information and the timing of your opponents build and develop a second plan. Once you have the scouting information you can decide which practiced game plan you want to follow. | ||
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