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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
I actually just played a match against a 7:00 marine/medivac/hellion push. It's probably the same as the 8:00 timing you're referring to, but with cleaner execution. Here's the replay: http://drop.sc/309535
For that build, the only thing you need to know is if he expanded. If you walk the zealot in from the right angle, and he doesn't have perfect marine positioning, you can almost always check for an expansion even with a bunker up while still keeping the zealot alive. At top masters, this zealot usually has to be suicided to check the expansion. Since I didn't see one, I built a reactionary robo to get a fast observer for banshees or an immortal for defense. In this case, I needed the immortal. You'll notice I pulled probes for his first drop. That's necessary because I'm really squeezing the bare minimum number of units out to defend a push like this. I'm even further squeezing out the bare minimum when I decide to take a super fast third off of only 3 gateways and a robo. So, try something easier.
http://wiki.teamliquid.net/starcraft2/SaSe's_1_Gate_FE_Into_3_Gate_Pressure_(vs._Terran) You'll have more than enough units to defend any sort of 1 base pressure, can attack his expansion if he takes one, or just pull back if he hasn't expanded and get way ahead in economy. The only modification you might need to make is to get a robo if he hasn't either attacked you or expanded by 6:30, and that's for observers to defend cloaked banshees. It's a simple build that works at any level, perfect for lower leagues.
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Is there a way to change the hotkeys for setting autocast?
For example you can right click the repair icon on scvs OR do alt+r to set autocast. Is it possible to change it to ctrl+r? I checked all the hot key options and couldn't find it so maybe someone could kindly tell me which section under the hotkeys it is?
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On March 08 2013 21:40 Kasu wrote:Show nested quote +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.
I think what's much more common is simply moving your army around before you charge into battle. If you know your opponent has banelings, taking a moment to move all the marauders in your bio to the front before stimming and charging up a ramp can have very successful results, and takes a minimum of micro.
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So I just got back into SCII and have been focusing on basics. However, heart comes out tonight and i have not really looked at the new units etc or how it will change things. Is there a place I can go to see some of the general new BOs people have been using for HotS?
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On March 12 2013 09:19 Rankith wrote: So I just got back into SCII and have been focusing on basics. However, heart comes out tonight and i have not really looked at the new units etc or how it will change things. Is there a place I can go to see some of the general new BOs people have been using for HotS?
im interested in this aswell
which of the old WoL builds are still working?
does the old 1/1/1 terran BO still work fine?
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Is SC2 strategy now a place for WOL and HOTS strategies? Should they be divided by [WoL] or [HotS] or is strategy just assumed to be HotS now?
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I'm going to play my league placement matches in the morning for HotS. Never played any beta at all, and never watched any of the streams/tourneys. So, with 0 understanding of any metagame associated with HotS, what should I be doing as zerg in each matchup, and is there a good guide around that will outline what zergs are doing in the current meta for HotS?
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On March 12 2013 18:05 butterstulle wrote:Show nested quote +On March 12 2013 09:19 Rankith wrote: So I just got back into SCII and have been focusing on basics. However, heart comes out tonight and i have not really looked at the new units etc or how it will change things. Is there a place I can go to see some of the general new BOs people have been using for HotS? im interested in this aswell which of the old WoL builds are still working? does the old 1/1/1 terran BO still work fine?
10 supply 12 rax 15 CC Constant marines. 17 supply Expand to natural Add two rax and three gas 2 tech lab and 1 reactor on rax, or change up. Factory with reactor Engi bay Starport switch with Factory Medis
@ 10 mins, 50 SCV's.
glhf
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On March 14 2013 06:04 Pinion_ wrote:Show nested quote +On March 12 2013 18:05 butterstulle wrote:On March 12 2013 09:19 Rankith wrote: So I just got back into SCII and have been focusing on basics. However, heart comes out tonight and i have not really looked at the new units etc or how it will change things. Is there a place I can go to see some of the general new BOs people have been using for HotS? im interested in this aswell which of the old WoL builds are still working? does the old 1/1/1 terran BO still work fine? 10 supply 12 rax 15 CC Constant marines. 17 supply Expand to natural Add two rax and three gas 2 tech lab and 1 reactor on rax, or change up. Factory with reactor Engi bay Starport switch with Factory Medis @ 10 mins, 50 SCV's. glhf wow thx, this working pretty good
as soon as the factory is done i add 2-3 tanks for defensive reasons, its great
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How should I approach playing random when starting to play the game properly for the first time? I see things that appeal to me in all 3 races and don't really want to choose. Should I pick just one build order for each race to start, rather than each matchup? Are there all purpose opens for each race that will serve at around gold level?
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I want to know if changing can trigger a widow mine. Especially while in "disguised" marine form. Does anyone know?
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On March 14 2013 10:15 f0rk wrote: How should I approach playing random when starting to play the game properly for the first time? I see things that appeal to me in all 3 races and don't really want to choose. Should I pick just one build order for each race to start, rather than each matchup? Are there all purpose opens for each race that will serve at around gold level?
I also play random.
If you are JUST starting, find a basic BO for each race and just do that every time, focus on macroing and practice a bunch. After you are comfortable with each build, add some transitions or builds with other units.
But really, if you are just starting... Macro, build stuff, win. Just figure it out for each race instead of race of choice.
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So is anyone still playing WOL? What's up with that?
Are all the tournaments on HOTS now or they staying on WOL for a while?
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On March 14 2013 15:47 Belial88 wrote: So is anyone still playing WOL? What's up with that?
Are all the tournaments on HOTS now or they staying on WOL for a while? Whoa, welcome back!
Pretty sure all tournaments are on HOTS and a majority of players will be playing HOTS too. Pretty much everything is HOTS now, including TL.
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is widow mine damage a fixed number (like i think spider mines were in bw?) or does their damage and armour scale with mech upgrades? thanks
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On March 14 2013 22:03 Mavvie wrote:Show nested quote +On March 14 2013 15:47 Belial88 wrote: So is anyone still playing WOL? What's up with that?
Are all the tournaments on HOTS now or they staying on WOL for a while? Whoa, welcome back! Pretty sure all tournaments are on HOTS and a majority of players will be playing HOTS too. Pretty much everything is HOTS now, including TL.
thanks thanks.
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On March 15 2013 02:13 ThePianoDentist wrote: is widow mine damage a fixed number (like i think spider mines were in bw?) or does their damage and armour scale with mech upgrades? thanks
It's static, unaffected by your upgrades, their upgrades or their Hardened Shield.
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Does anyone actually use the idle army key? I'm debating if its even useful since it promotes 1a syndrome.
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On March 15 2013 12:11 TarLaPaN wrote: Does anyone actually use the idle army key? I'm debating if its even useful since it promotes 1a syndrome. my friend was trolling around on stream just "F2+A"ing his opponents playing Protoss, joking around that it's like 1a but easier...I don't know, it seems very useless to me. But I wouldn't mind a button that selects unhotkeyed army units or something, because very often I misclick the eggs/larvae so the units aren't added to my control group so they chill at the rally point.
So yeah, nobody really uses it. Not much point.
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I've been pondering over this for a while now, so here it is: If you get to a certain league in ranked 1v1 (let's say masters), and then after that you change races/mess around in unranked, and drop your mmr level (let's say to plat), when the next season rolls around is your ranked mmr going to be effected by your unranked mmr, or are they separate, and each mode stays with it's own mmr?
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