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On March 31 2013 18:10 Warnipple wrote: Quick question: How did they nerf the infestor? As a Terran player I'm really glad zerg players don't use infestors anymore but what made it so weak now that most players prefer the flying thing over an infestor?
-Infested Terrans no longer get any bonus from upgrades (always 0/0) -Infested Terran eggs health reduced to 70 -Fungal Growth damage reduced by 10 vs armour -Fungal growth is now a projectile, not instant
It's not all about the nerfs though, the Viper is generally a better support role for the compositions Zerg is using against the new Terran options.
If you go back a bit further they also reduced the range of neural parasite to 7 from 9 and it's speed a bit, but I assume you mean just the recent ones.
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On March 31 2013 17:31 deanyo wrote: If i nexus first, and have 16 probes mining minerals in my main, and 0 at my natural, should i send some from my main to my nat and then rally the nexus's normally, or not send any to my nat and rally both nexus to the nat while leaving 16 in my main. Which is more efficient?
The less time probes spend transferring, the better. Your main nexus should be rallied to your main mineral line until 22 probes are on that mineral line (16 on min, 6 more for gasses), then rally both nexi to your natural mineral line. From there I generally just keep all nexi on one hotkey rallied to the same mineral line.
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How exactly does widow mine vision work? Can you always see the little dark crater, or can you only see it after you "see" the widow mine, which seems to be a bit bigger range than the firing range of it? But you still can't target it without detection?
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On April 01 2013 02:02 HelioSeven wrote:Show nested quote +On March 31 2013 17:31 deanyo wrote: If i nexus first, and have 16 probes mining minerals in my main, and 0 at my natural, should i send some from my main to my nat and then rally the nexus's normally, or not send any to my nat and rally both nexus to the nat while leaving 16 in my main. Which is more efficient? The less time probes spend transferring, the better. Your main nexus should be rallied to your main mineral line until 22 probes are on that mineral line (16 on min, 6 more for gasses), then rally both nexi to your natural mineral line. From there I generally just keep all nexi on one hotkey rallied to the same mineral line.
Thanks
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Q: (TvP) Protoss usually goes 2 gas before Nexus nowadays. How do I know if he's going proxy stargate or he just wants earlier MSCore?
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How do you all keep track of how often you should be building drones? I always end up with too few drones when I see the replays, but I am building constantly.
With Terran/Toss you can que 1 worker (at first anyway) at a time, I guess the fact that I can build multiple at once always gets me off track.
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On March 31 2013 18:45 TRaFFiC wrote: I asked this questions a few pages back, but no one bit, so I try again.
I'm wondering the most effective way to target siege tanks on infestors and banes during a battle. Do you just spam right click on every small group you see or what?
I know I've seen Avilo shift-queue targets for his tanks and then go do other stuff (macro, build things, harrass, etc.). I've seen him use that trick in a variety of situations, including against infestors and banelings. He does that against high-priority targets (such as infestors and banelings) and sometimes to keep his tanks from killing his own units, particularly against Protoss, where he'll often target-fire them on stalkers to avoid having them fire on zealots and kill his own hellbats.
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I see many pros often choose workers from the mineral line to send them to mine gas while they are still holding minerals. Then they do something and only the workers holding minerals just return the held minerals to the command center before going to mine gas. Personally I always need to choose the workers which are holding minerals manually and then click on the command center to perform this function. -Is there a button or some function which I am missing?
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On April 02 2013 13:08 Ronski wrote: I see many pros often choose workers from the mineral line to send them to mine gas while they are still holding minerals. Then they do something and only the workers holding minerals just return the held minerals to the command center before going to mine gas. Personally I always need to choose the workers which are holding minerals manually and then click on the command center to perform this function. -Is there a button or some function which I am missing? Yup. Push 'C' and they'll return their minerals to the CC.
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On April 01 2013 23:39 Bazy wrote: Q: (TvP) Protoss usually goes 2 gas before Nexus nowadays. How do I know if he's going proxy stargate or he just wants earlier MSCore?
Coming from a better player than myself, typically pros and good players open up with an early factory nowadays against protoss. This allows the terran to get mines out to defend against any cheesy play or proxy stargates that protoss may throw at you.
For me, I generally keep 1 mine behind the mineral line and 1 in the front until im absolutely positive the protoss is not 3 gate / stargating me.
General rule of thumb that is safe for low level terrans (or if you are a high level terran):
-Open with a 14 or 15 gas (Dragon typically throws it down around this time) build -Throw down the Factory after the expansion -Make sure you build a reactor on your rax immediately (usually after 2 marines)
I would upload a replay of me opening with this (but I suck) so watch terran pros (usually under the featured, I recommend Dragon or EG.Demuslim because they open with this against protoss everytime and almost never fails).
Hope that helped.
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Im a gold terran and have problems vs protoss. What is a good viking count vs around 4 colossus? and what is the best way to deal with storms assuming i dont have the apm to micro ghosts(playing bio ofcourse)? Im sure the answers are already somewhere in this thread, but cant find it with so many posts
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On April 03 2013 01:04 moecliny wrote:Im a gold terran and have problems vs protoss. What is a good viking count vs around 4 colossus? and what is the best way to deal with storms assuming i dont have the apm to micro ghosts(playing bio ofcourse)? Im sure the answers are already somewhere in this thread, but cant find it with so many posts 
Well the number of vikings for colossus is a bit dependent on the game. If you're more marine heavy you might want more vikings than if you have more marauders because marines will die a lot faster against Colossi. I will give a general rule of thumb of, 2-4 per colossi. 2 if you have a mostly marauder army and 4 if you have a mostly marine army. You don't ever really want a shit load of vikings because if they tech switch to templar archon you'll have a lot money sank into basically useless vikings. So don't really ever go over 15ish unless they are super duper ultruper committed to colossi. Also if they don't have much of a gateway army you can get away with fewer vikings.
If you attack on multiple fronts or have your army led by small clumps of marines/marauders they colossi's damage is drastically reduced. if you die against colossi it's not just 'I didn't have enough vikings because they counter colossi' even with an ideal number of vikings if you make a bad engagement you'll die all the same. Against gold league you probably can just sort of get a good comp and A move against it so long as it's not a bad choke and you'll be fine but if you want to know what a very well controlled army might do against a colossi army.
A very well controlled engagement with bio against a colossus gateway army might look a bit like the following. Ghosts out in front start the fight with EMPs, a small pack of Bio and vikings follow, the rest of the bio comes in, between shots you move the vikings back and then back in to fire again while taking as few stalker shots as possible, every time the small pack of bio dies move the next small clump of bio forward so that the colossi shots are hitting as few units as possible, pull back the bio that is in range of zealots but nothing else let everything spend as much time firing as possible. I'm not saying you have to do this but it's all things that you could be doing that would improve your cost efficiency against colossi.
If your APM is slow there are a couple things to do, you could keep playing and try to play at a higher APM until you can, just losing now so that you'll be better later, or you could go for a meatier army with more marauders and less marines. An army that dies a lot slower needs a bit less attention and APM tax to do well. Mech in all match ups is debate-ably viable in HotS, even TvP. Mech might be much harder positionally than bio but it does take a lot less APM. It's more about hard decisions correctly and less just playing fast.
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When I watch pros streaming, they often open with a harass immediately while grabbing their nat, and sometimes I see them getting a third with just a factory/barracks.
Is TvZ all about harassing early to keep the base advantage when the opponent fast expands?
I haven't seen many two base builds as of late from terran, it seems more to favor constant harassment in TvZ.
How do you guys like to move the early/midgame? (5-7 min)
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On April 02 2013 01:48 Silentce wrote: How do you all keep track of how often you should be building drones? I always end up with too few drones when I see the replays, but I am building constantly.
With Terran/Toss you can que 1 worker (at first anyway) at a time, I guess the fact that I can build multiple at once always gets me off track.
basically, you have to drone whenever you are safe to do so. you have to scout at the right moments and you have to identify the opponent's build correctly. let's say you scout a classic 2base allin from a protoss, then you'd have to stop making drones when you have about 55 to 60 of them. it all has a lot to do with your mechanics, you have to avoid being supply blocked and you need to hit your injects properly - otherwise you won't be able to reach the required number of drones. (which will lead to not having enough units to defend the push)
other examples: - you've just defended an attack. two options: counterattack or drones. - you're harassing the opponent (e.g. with mutas). he won't move out due to that. drones. - in zvz it's essential to squeeze in as much drones as possible. this is pretty hard to learn, as small mistakes can turn around the whole game. this also has got a lot to do with good scouting. (did he make lings? if so, how much of them?)
be sure to saturate your bases correctly (normally, 16 drones on minerals are enough), and don't overdrone, too. (unless you're liquidret. ) you should aim for 75 to 80 drones when you are on 4 bases.
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Where are the replays for the MLG winter hots championship? I can't find it on liquipedia, the mlg site or via searching. I was under the impression they still released replays? It would be nice to muck around with especially given the new resume from replay feature.
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Can protoss play reactive against zerg?
Ive seen that zerg play can be reactive against all races. They are fast and can respond to an attack with better production. Ive triend getting my third base without pressuring the zerg and going for a 200 army. I try to defend from their attacks but Im finding it very hard (Im top plat). Is this possible, or is it the fate of protoss to pressure the zerg or die...
Thanks!
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When units go from their production building to their rally point (if a rally point is set), they are on regular move, not attack move, right?
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On April 04 2013 01:37 LordYama wrote: When units go from their production building to their rally point (if a rally point is set), they are on regular move, not attack move, right?
That's correct, they are on a move command rather than an attack move.
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Why are my units not attacking rocks when i right click the rocks? I have to a-click? Was this a recent change?
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On April 04 2013 06:35 Kokujin wrote: Why are my units not attacking rocks when i right click the rocks? I have to a-click? Was this a recent change?
Yes.
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