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On April 06 2013 11:25 Excludos wrote:Show nested quote +On April 06 2013 09:18 dakok wrote: Im protoss having problem on how to engage a sieged up mech army (200/200 both). is it smart to actually engage it and trade suppousing you can remax one time or should you go an try harrass the bases and wait to get him off position? If you have a good endgame skytoss army, you can go ahead and engage. If you're army consists of mostly ground units: don't. Either try to bait him out of position with drops and being active with your army, or if you're far ahead you can start throwing money at him and hope you'll be able to dwindle him down. You'll also need to free up some supply so you can transition over to air, so suiciding a couple of units to harass or trade is generally ok, but never go in and lose your army in an all out battle. That will most likely not yield you enough time to remax before he's either mowed down your bases, or fortified himself so far forward on the map it will be impossible to do anything.
This is more or less on point. You can not engage a 200/200 mech army head-on unless you have carriers, and a lot of them. If you just spent all your gas on 5 or 6 stargates for a Skytoss transition late game, there are several ways you can mineral dump. The first two are obvious, warp prisms and zealots. You can drop them right on the tanks if your opponent doesn't have much anti-air, you can drop them around any bases that aren't planetaries, you could potentially even take a planetary with large enough warp-in rounds. The second part is cannons and pylons, and not close to your base, either, staggered and spread out so that your opponent has to un-siege and re-siege multiple times on his way to your base. The more times he has to give up the "hardpoint" and re-position it, the more opportunities for a crushing counter-attack you have.
On April 06 2013 17:03 TRaFFiC wrote:I been thinking about the coli vs viking battle. vikings do 14 dmg x2 vs armour. So, 28 total. Colossus has 350 hp including shields. 350/28 = 12.5. Am I correct in assuming that it takes 13 viks to 1 shot a coli and 7 to 2 shot a coli? Show nested quote +On April 06 2013 00:32 FirstGear wrote: In a worker (scv/drone) 1v1 just auto attacking eachother how am I most likely to win, is it purely luck or do things like a attack move near the enemy or attacking the specific target give someone an advantage? I think it is whoever attack first. You can tell who will win the fight by looking at the health bars. With drones and probes, you can run away for a second and then attack again. You will win the fight due to regen.
Your viking math is correct, I believe. Your worker battles math is off, though, SCVs have 5 more health than the other two. Thus, SCV always wins without micro, otherwise it comes down to first hit/regen capabilites/etc.
On April 06 2013 22:18 Samtastic wrote: Where can I find the GSTL vods in english?
All on GOMTV's website <http://www.gomtv.net/>. All VODs up through 2011 are free, more recently than that you'll have to buy a pass. That's the official answer, anyway.
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They are allowing people to watch vods on twitch now that gsl is part of wcs, and i couldnt find the vods on their twitch channel. So where can i find the vods on twitch?
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On April 07 2013 03:25 HelioSeven wrote:
Your viking math is correct, I believe. Your worker battles math is off, though, SCVs have 5 more health than the other two. Thus, SCV always wins without micro, otherwise it comes down to first hit/regen capabilites/etc.
Is it not true that a drone instantly regenerates 1hp after being attacked? Therefore if the drone attacks the SCV first it will win with a small amount of HP left, with no micro.
Also, a probe will always lose a straight up fight with a drone or an SCV.
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Hi, I'm a relatively new Terran player and tend to use MMM strategy.
I'm looking for some advice on how to harness pre this and what to evolve it into post this.
I have tried looking around but I find quite of the advice and terminology quite confusing.
Thanks.
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On April 08 2013 01:21 Edpayasugo wrote: Hi, I'm a relatively new Terran player and tend to use MMM strategy.
I'm looking for some advice on how to harness pre this and what to evolve it into post this.
I have tried looking around but I find quite of the advice and terminology quite confusing.
Thanks. I don't understand your question
MMM = marine maurader medivac. vs zerg add widow mines vs protoss add ghosts and vikings vs terran MMM is less common, ppl usually go marine tank
You can eventually transition into air ie bc's, ravens, vikings, or continue with MMM and play very scrappily. MMM you want to be aggressive trading armies frequently and dropping multiple locations.
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On April 08 2013 01:49 FirstGear wrote:Show nested quote +On April 08 2013 01:21 Edpayasugo wrote: Hi, I'm a relatively new Terran player and tend to use MMM strategy.
I'm looking for some advice on how to harness pre this and what to evolve it into post this.
I have tried looking around but I find quite of the advice and terminology quite confusing.
Thanks. I don't understand your question MMM = marine maurader medivac. vs zerg add widow mines vs protoss add ghosts and vikings vs terran MMM is less common, ppl usually go marine tank You can eventually transition into air ie bc's, ravens, vikings, or continue with MMM and play very scrappily. MMM you want to be aggressive trading armies frequently and dropping multiple locations.
Hi, sorry for the confusion.
I do understand the basics of MMM, what I wanted was some advice on how to harass people early on in the game, and how this fits into my broader MMM strategy, and whether this shoiuld be transitioned into something else later in the game.
You think moving to completely air later on in the game is worthwhile?
Thank you.
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Hey peeps. I'm a platinum Terran, and I'm having trouble when zerg gets a bunch of swarm hosts. Any tips or tactics that work well?
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Hey can anyone explain me exactly how the oracle works regarding it's range? (perhaps PM me) I'm confused at how it sometimes seems to fire at short range (range 3?) while other times it's firing at much longer range (range 5 or 6). Is it something where it needs to start firing at a shorter range and then has a leash range that's much longer or does it have to do with how you target it?
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On April 08 2013 00:50 ThyLastPenguin wrote:Show nested quote +On April 07 2013 03:25 HelioSeven wrote:
Your viking math is correct, I believe. Your worker battles math is off, though, SCVs have 5 more health than the other two. Thus, SCV always wins without micro, otherwise it comes down to first hit/regen capabilites/etc.
Is it not true that a drone instantly regenerates 1hp after being attacked? Therefore if the drone attacks the SCV first it will win with a small amount of HP left, with no micro. Also, a probe will always lose a straight up fight with a drone or an SCV.
Drone only gains about 2 hp in a worker battle so scv wins against drone. And in the same way drone beats probe. If you can get off a 'free' hit in somehow and then also be first to hit afterwards you can win, for example if you attack the drone trying to make a hatch with your probe on it's way over and then also attack it at the hatch spot you should be 2 attacks ahead and win the fight with your probe remaining at 5 hp, as it takes 9 hits to kill the drone.
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how do I decide if its better to expand and get more production facilities for lower tier units, or tech up? I'm not sure when bigger ammount of lower tier units beats a higher tech unit composition from my oponent.
This is specially confusing to me for protoss, because every step you want to take costs you a lot, so teching up is not as easy as it is for terran (which doesn't cost anything because T3 terran = stimpack, upgrades and medivacs)
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On April 08 2013 20:28 DW-Unrec wrote: how do I decide if its better to expand and get more production facilities for lower tier units, or tech up? I'm not sure when bigger ammount of lower tier units beats a higher tech unit composition from my oponent.
This is specially confusing to me for protoss, because every step you want to take costs you a lot, so teching up is not as easy as it is for terran (which doesn't cost anything because T3 terran = stimpack, upgrades and medivacs)
Very broad question but generally you just have certain builds you play which work smoothly. You always have to balance between investing in economy, units or tech. Which is good when depends on the benefit and hazards each has for you and they interact with eachother. For example high tech on low economy is seldom good because you won't have the economy to make units that benefit from that tech. At the same time investing too much in tech while just expanding can be risky because you need units now to defend it. Basically all these decisions combined just come in build orders which are sort of pre thought ideas of when to do which. Most of them consist of expanding asap while it's safe and rushing for one particular tech with protoss, using that to secure another expansion and/or pressure. For example FFE -> stargate -> 2 base timing or secure third against zerg, or 1 gate FE -> dt against terran for example. In general it's easy to keep in mind you want to spend the least amount of possible for being 'safe' if you're not attacking. For example if you like macro play and want to get a third base asap in PvZ you can just make the appriopate tech and units that allow you to do this quickest. For example FFE, stargate into oracle harass then third base with 2 gates and more to follow. Every unit and tech you make should be used for a) harassing b) being aggressive or c) defense, if you don't use tech right away you are generally doing it wrong because you could have invested more in economy / different tech and THEN have gotten it. Of course many tech is just to keep you safe (warpgate for example). The game is just all about balancing the three expenses which typically results in being as greedy as possible while not dying so you can get the strongest timing attack afterwards. Being greedy early can often make you safe later.
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Hi all, i have a question regarding yesterday's proleague match, ace match between jaedong vs soulkey + Show Spoiler +http://www.youtube.com/watch?v=smjV80FJ1gk At 06:33, I see from the production tab that JD started carapace first like ppl usually would, but then he cancelled it for flyers attack instead. Can someone explain why he made this decision? My guess is that he delayed his opponent's third for a long time and he was sure he would have more mutas than soulkey. +1 attack would lose to +1 carapace for a equal number muta fight, but since he was confident that he would have more mutas he went for +1 attack instead which allows him to kill off enemy mutas faster, as opposed to his own mutas dying slower and winning the muta fight. That was just my guess and I hope to get an answer here. Thanks in advance Edit: spoilered the video
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On April 08 2013 21:21 DoT_TL wrote:Hi all, i have a question regarding yesterday's proleague match, ace match between jaedong vs soulkey + Show Spoiler +http://www.youtube.com/watch?v=smjV80FJ1gk At 06:33, I see from the production tab that JD started carapace first like ppl usually would, but then he cancelled it for flyers attack instead. Can someone explain why he made this decision? My guess is that he delayed his opponent's third for a long time and he was sure he would have more mutas than soulkey. +1 attack would lose to +1 carapace for a equal number muta fight, but since he was confident that he would have more mutas he went for +1 attack instead which allows him to kill off enemy mutas faster, as opposed to his own mutas dying slower and winning the muta fight. That was just my guess and I hope to get an answer here. Thanks in advance Edit: spoilered the video
that was just a mistake really
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On April 08 2013 20:08 Markwerf wrote:Show nested quote +On April 08 2013 00:50 ThyLastPenguin wrote:On April 07 2013 03:25 HelioSeven wrote:
Your viking math is correct, I believe. Your worker battles math is off, though, SCVs have 5 more health than the other two. Thus, SCV always wins without micro, otherwise it comes down to first hit/regen capabilites/etc.
Is it not true that a drone instantly regenerates 1hp after being attacked? Therefore if the drone attacks the SCV first it will win with a small amount of HP left, with no micro. Also, a probe will always lose a straight up fight with a drone or an SCV. Drone only gains about 2 hp in a worker battle so scv wins against drone. And in the same way drone beats probe. If you can get off a 'free' hit in somehow and then also be first to hit afterwards you can win, for example if you attack the drone trying to make a hatch with your probe on it's way over and then also attack it at the hatch spot you should be 2 attacks ahead and win the fight with your probe remaining at 5 hp, as it takes 9 hits to kill the drone.
If the drone attacks first the drone wins, even without micro. They both take 9 hits to kill with the regen taken into count, as even though the drone regenerates a total of 3hp throughout the fight, it still adds 1 extra hit required - totalling 9 (equal to the SCV). So in a worker war drones effectively have the same hp as an SCV. Just tested this in the unit tester (unnecessary, but I'm bored) and in drone vs. SCV scenario it is down to whoever attacked first.
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Does anyone know of a decent guide to learning to not tunnel vision?
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Looking for something more along the lines of keeping up production while fighting, scouting, etc... I already fully utilize my binds and don't have an issue with APM (150-175 in gold... I think decent enough while still learning.). I have issues with massing while engaged in other things, forgetting to tech, forgetting to use my queens (very rarely now) etc. Looking for more of tips that helped others learn these mechanics.
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because I was curious what a spine/spore really costs I tested it:
because I asked this myself I just tested it:
What does a spine/spore really cost?
Answer: A spore crawler takes 30s to build. Assuming one immediately remakes the drone and an income of 50 minerals per minute per drone* a spore costs: 75 + 50 (drone) + 16,67 (lost mining)=141,67 minerals +1 larvae. Quite expensive!
Therefore a spine crawler costs: 100 + 50 (drone) + 25 (lost mining)= 175 + 1 larvae. Thats quite a lot!!
*thats on a close mineral patch. I tested it on the clostest patch on Ohana LE.
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On April 08 2013 07:31 Coopfreak wrote: Hey peeps. I'm a platinum Terran, and I'm having trouble when zerg gets a bunch of swarm hosts. Any tips or tactics that work well?
Swarm Host are kinda like how tanks are in TvT, you mustn't engage them directly otherwise you'll be trading cost inefficiently. What many people do is they load up a doom drop to their main consisting of some widowmines, this allows you to secure their ramp and deal a ton of damage against them. Since they have their supply tied up on swarm host, you'll have a better army in a better position, you force them to unburrow and recede, you lift up your army in the main and take map control.
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Yesterday I went through some ZvP replays and every single time the zerg went for Pool first. Why is that so? You can stop a cannon rush with drones, can't you? It isn't particularly that safer and I think going hatch first is better.
Thoughts?
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