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On April 08 2011 12:40 eunheeseung wrote: for tvz what do i do if i see mix broodlords and corruptors Viking/marine or simple mass vikings from a reactor'd starport. The key is scouting it fast enough. Always prepare for a viking switch if you know he has hive.
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On April 08 2011 12:40 eunheeseung wrote: for tvz what do i do if i see mix broodlords and corruptors There is really no reason for z to make corruptors unless they are going broods btw. Mutas beat Vikings and obviously attack ground too. Ts only make Vikings against z to try to go for overlord kills anyway (or for broods which is why they can be super effective).
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is there a match making bug that will even out the teams as in, if you are playing 4v4 and you have 2 plats and 1 bronze you will get matched againts golds and be unfavored. ?
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Is it ever acceptable to leave behind a small supply worth of units when attacking, in case of a rear-guard action by the opponent?
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How many siege tanks is enough to have to hold my second base vs a zerg that go for the baneling/ling/muta build?
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This is not a strategy related question, but I do not know where else to ask.
How can I view threads I previously commented on? Alternatively: Is there a way to view only the threads I have commented on?
My reason for asking is that I replied to a thread a few days ago, and I wanted to follow up on it now, but cannot find the thread, and searching for keywords was also unsuccessful.
@Autofire: (Edit: Deleted a long answer) I think to make it a simple answer: It depends from game to game, and obviously it is "acceptable" to do it. You need to judge the game and "what to do" as it progresses.
@limpo: Does that not entirely depend on how big he's army is as well? I do not think you can have a definite clear-cut answer for that question tbh.
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As a terran turned random, I'm really unfamiliar with the PvZ/ZvP matchup. What is the general rundown of games? I know that protoss goes 3gate sentry expand with hallucination scout and zerg tries to get roach/hydra+corrupter. Is that the gist of it?
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On April 01 2011 19:08 Alpina wrote: My Q:
Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well.
Noone answered my question correctly I think, so anyone knows the reason?
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Why do I get a redirect loop every time I try to access sc2replayed.com? And how can I fix it?
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As Zerg's larvae spawn always below the hatchery, does that put a Zerg player always at a disadvantage as his drones take longer to get to the patches of minerals then the other workers. I understand it would only be miniscule, but in high level gaming such as GSL where it is considered "every second/action counts" seems to be cleary evident.
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On April 08 2011 17:05 AirbladeOrange wrote: Why do I get a redirect loop every time I try to access sc2replayed.com? And how can I fix it?
Could be that the site is changed in your hosts file on the pc. See if you can open the site through it's direct IP (68.64.47.202)
On April 08 2011 17:00 Alpina wrote:Show nested quote +On April 01 2011 19:08 Alpina wrote: My Q:
Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. Noone answered my question correctly I think, so anyone knows the reason?
i'd say this has to do with mindset. The lings they'll initially use to harrass with the finishing upgrade, is with the eye on damaging their economy with "spare" lings. So it'll be more profitable to just rush to the workers & hit em harder then hitting them longer... although i can't state that with absolute certainty
On April 08 2011 16:33 ZedraC wrote: This is not a strategy related question, but I do not know where else to ask.
How can I view threads I previously commented on? Alternatively: Is there a way to view only the threads I have commented on?
you can view your posts by folllowing the link on the top left of your screen where it says: Pm Profile Posts
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Thanks, I missed that somehow.*facepalm
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On April 08 2011 17:12 Imalengrat wrote: As Zerg's larvae spawn always below the hatchery, does that put a Zerg player always at a disadvantage as his drones take longer to get to the patches of minerals then the other workers. I understand it would only be miniscule, but in high level gaming such as GSL where it is considered "every second/action counts" seems to be cleary evident.
Yes, zerg is at disadvantage if minerals are above the hatch, but as you said the difference is minimal.
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On April 08 2011 17:00 Alpina wrote:Show nested quote +On April 01 2011 19:08 Alpina wrote: My Q:
Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. Noone answered my question correctly I think, so anyone knows the reason?
yes they did
On April 03 2011 02:18 closey wrote:Show nested quote +On April 01 2011 19:08 Alpina wrote: My Q:
Why do korean pro's usually upgrade first or even rush for +1 melee attack in ZvT? For banelings it does not make any difference and for lings I think carapace is better cause they survive marines longer and survive 2 tank shots. Upgrading +1 carapace makes banelings to survive much longer as well. Marine hp: 45(no upgrade shields) Zergling attack: 5 (no upgrade) Zergling kills marine in 9 hits Zergling attack: 6 (+1 melee) Zergling will kill marine 8 hits(1 hit less) The problem with marines is their dps is over the roof, even though a marine can take 2 more hit to kll a ling if zerg gets +1 armor, the difference really is minimum if the marine quantity does not go down as fast as possible. Therefore, I it is more important to kill the marines ASAP rather than survive. As long as the zerg can keep marine quantity in a small number, the lings can survive easier. Also, zerglings are made to die unlike marines, so armor probably not so useful? Just my theory
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On April 08 2011 11:45 Alejandrisha wrote:Show nested quote +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.
has nothing to do with regen, he was right, in sc1 if a unit had 256 armor and you attacked it with 1 dmg at a time it would go down by 0.5 every shot, be it protoss terran or zerg.
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Question:
If you have the charge / blink upgrade... do hallucinated zealots / stalkers have those abilities as well?
i'm thinking about a midgame push that involves chargelots / sentries / stalkers and a few colossus... but i'd like to have about 50/50 real zealots and hallu zealots to not only tank much more damage, but intimidate my opponent and have more minerals for stalkers / upgrades.
Thanks! 
EDIT:
Also, to contribute to the thread and answer questions that haven't been answered yet:
On April 08 2011 16:33 ZedraC wrote:
How can I view threads I previously commented on? - Click on "Posts" underneath your name in the upper left - see PM / Profile / Posts Alternatively: Is there a way to view only the threads I have commented on? - Same method as above
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On April 08 2011 17:31 Alpina wrote:Show nested quote +On April 08 2011 17:12 Imalengrat wrote: As Zerg's larvae spawn always below the hatchery, does that put a Zerg player always at a disadvantage as his drones take longer to get to the patches of minerals then the other workers. I understand it would only be miniscule, but in high level gaming such as GSL where it is considered "every second/action counts" seems to be cleary evident.
Yes, zerg is at disadvantage if minerals are above the hatch, but as you said the difference is minimal.
But surely in high level gaming as I said, this means the matter of getting a Spawning Pool later then ideal and would slowly add up throughout the entire game.
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On April 08 2011 19:21 PR4Y wrote:Question: If you have the charge / blink upgrade... do hallucinated zealots / stalkers have those abilities as well? i'm thinking about a midgame push that involves chargelots / sentries / stalkers and a few colossus... but i'd like to have about 50/50 real zealots and hallu zealots to not only tank much more damage, but intimidate my opponent and have more minerals for stalkers / upgrades. Thanks! 
In the unit tester:
Hallucinated Zealots with Charge move at the faster speed, but will not charge to their target.
Hallucinated Stalkers will not inherit Blink
Hallucinated Colossi will inherit the superior range from the upgrade.
I hope that helps.
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Say I open 2rax no gas and manage to get 2 bunkers at the bottom of the ramp up against a Z. Usually I have an expansion started. What's the safest transition to finish him off?
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Why does t start with 11 supply?
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