Maybe make Yamato not have to research and give it a much larger casting range?
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jojamon
133 Posts
Maybe make Yamato not have to research and give it a much larger casting range? | ||
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TRaFFiC
Canada1448 Posts
On May 11 2013 04:17 jojamon wrote: Does anyone else think BCs need a buff? Pretty much anything that hits air can kill them. Tempests hard counter them so bad too, they're basically useless in every matchup. Never used in pro games either. If u end up going skyTerran in TvT, you better hope you're way ahead of your opponent in terms of viking and income before you even think of starting BCs Maybe make Yamato not have to research and give it a much larger casting range? Nah, I like the place where they are. In tvt, you start making bcs when you get up to 5 base. If you try to go bcs before that, you will lose to a player who knows how to drop well with tank/marine/medi combo. Once you hit 5 base, if you aren't killing his expos, you better be preparing for air transition because he can mantain a high tank count while still having 5 starports in the backround. In tvz, the corruptors already have enough problems fighting ravens with seeker missiles without giving them more problems by buffing bcs. In tvp, bcs have never really played a serious role. Hard to balance every aspect of the game with 3 races. And btw, bcs did get a buff when the tanks and air units started sharing plating upgrades. | ||
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HelioSeven
United States193 Posts
On May 12 2013 19:21 TRaFFiC wrote: Nah, I like the place where they are. In tvt, you start making bcs when you get up to 5 base. If you try to go bcs before that, you will lose to a player who knows how to drop well with tank/marine/medi combo. Once you hit 5 base, if you aren't killing his expos, you better be preparing for air transition because he can mantain a high tank count while still having 5 starports in the backround. In tvz, the corruptors already have enough problems fighting ravens with seeker missiles without giving them more problems by buffing bcs. In tvp, bcs have never really played a serious role. Hard to balance every aspect of the game with 3 races. And btw, bcs did get a buff when the tanks and air units started sharing plating upgrades. I just want to note that BCs had their place, however esoteric, in WoL TvP. Important to note, I believe, because the dominant niche it filled was late-game anti-Skytoss, which only serves to highlight how ridiculous Skytoss now is in HotS. | ||
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TRaFFiC
Canada1448 Posts
On May 13 2013 15:07 HelioSeven wrote: I just want to note that BCs had their place, however esoteric, in WoL TvP. Important to note, I believe, because the dominant niche it filled was late-game anti-Skytoss, which only serves to highlight how ridiculous Skytoss now is in HotS. Indeed. Most notable for me was game 6 between mvp and squirtle in the GSL finals. A split map scenario on Metropolis where mvp went for planetaries and sky terran. Then, mvp wins game 7 with a 2 rax. Epic finals. | ||
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bwjunkie
United States4 Posts
which is what I do, but I was wondering if the locusts going off into the map give away your sh position and numbers? or does the opponent rarely gain information from that? | ||
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Thor.Rush
Sweden702 Posts
On May 14 2013 09:24 bwjunkie wrote: In Blade's guide ... " Since Locusts are free there is no reason not to have them constantly going somewhere..." which is what I do, but I was wondering if the locusts going off into the map give away your sh position and numbers? or does the opponent rarely gain information from that? Sure it does. | ||
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Slardar
Canada7593 Posts
On May 14 2013 09:24 bwjunkie wrote: In Blade's guide ... " Since Locusts are free there is no reason not to have them constantly going somewhere..." which is what I do, but I was wondering if the locusts going off into the map give away your sh position and numbers? or does the opponent rarely gain information from that? Generally yeah gives a bit of information away - but that's not too important. Normally if you're going into SH you're committing hard into them. Just make sure to keep them protected or, root them spawn a wave of locusts and relocate so they aren't in a vulnerable position. Without support they are actually pretty weak if the enemy has aoe. | ||
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apeiro
United States27 Posts
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TRaFFiC
Canada1448 Posts
On May 14 2013 10:23 apeiro wrote: As Protoss, how should one best sim-city their wall-in for a FFE on Derelict Watcher and the new HoTS maps? Do you mean 3 nexus build by FFE? There's no real safe way to play this build. You just hope they don't scout it. You could add extra gates (after 1st one) at your third nexus and wall in a cannon behind them. That will be helpful vs speedlings, but not roaches. For a regular wall off, I put pylon in the middle, forge to the right to complete the wall, then gate, cyber, pylon. You can leave a zealot in your wall or just wall yourself in completely with extra pylon. With all the cheese on ladder, I like complete wall in. | ||
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logic13
Sweden128 Posts
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Iyerbeth
England2410 Posts
On May 14 2013 21:12 Cry4Me wrote: Does corruption increase fungal damage? Yes, it does increase the damage, causing an additional 6 damage. | ||
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FetTerBender
Germany1393 Posts
On May 14 2013 19:22 TRaFFiC wrote: Do you mean 3 nexus build by FFE? There's no real safe way to play this build. You just hope they don't scout it. You could add extra gates (after 1st one) at your third nexus and wall in a cannon behind them. That will be helpful vs speedlings, but not roaches. For a regular wall off, I put pylon in the middle, forge to the right to complete the wall, then gate, cyber, pylon. You can leave a zealot in your wall or just wall yourself in completely with extra pylon. With all the cheese on ladder, I like complete wall in. FFE: Fast forge expand. You build the pylon in the back so it barely covers the blocking with energy. Set up the forge at 1 of the blocking ways. Then, dependant on scouting, set the Nexus before you drop the cannon (right next to your pylon) and block cannon and pylon with your gate. You can close the gap a.) with an additional gate or b.) with the cybernetics core, depending on the first attemt of a runby by the Zerglings. If you can, try to connect the wall with your Nexus at the expansion, so the lings have to run around your cannon twice for attempted runbys. | ||
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ZedraC
South Africa109 Posts
Hi, HOTS ZvP Early to Mid game: What is my counter to voids? Is it hydras? and if so approximately what ratio of voids / hydra do i need? More details if you are interested: I'm only a silver level player, but think I understand counters well in SC Hots (just my macro sucks like every low level player). I am not sure what i did wrong with this one even after watching replay (my macro was a lot better than that of my opponent). Yesterday I played a match against a fellow silver Protos who stayed on one base until about 6 minutes (i saturated two bases pretty decent by then. He had he's first void out only at about 7 minutes (scouted the stargates at 7 min with ovie). I immediately got my third and started getting hydras out with my existing slings and roaches. My first attack was severely beaten by these voids. (had about 14 hydras vs he's 4 voids). I then built up my army again (he stayed inside is base). When i had about 27 hydras, 18 roaches and a few lings i engaged again. I was very very surprised to see that i only managed to kill two voids out of ten by the time my whole army was decimated. I just left the game cause i was dumbfounded. He did have 1/1 upgrades on voids, and i did not have upgrades. Was this my mistake? Thank you in advance if you take time to answer. | ||
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Cyro
United Kingdom20323 Posts
Post replay | ||
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TRaFFiC
Canada1448 Posts
On May 15 2013 00:16 Cyro wrote: He killed 40 hydralisks and 10 roaches with 9 void rays and you only killed two of them? You're doing something horribly horribly wrong. Post replay Indeed, post replay. A common mistake in the lower leagues is over micro. You basically just want to a-move. Only target weak units when they are in range (you can tell because you're shooting them already). | ||
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ZedraC
South Africa109 Posts
On May 15 2013 00:49 TRaFFiC wrote: Indeed, post replay. A common mistake in the lower leagues is over micro. You basically just want to a-move. Only target weak units when they are in range (you can tell because you're shooting them already). Well thanks guys, thats what I thought: I did something horribly wrong. I was basically a moving. http://drop.sc/334740 I edit: Guess it's not a simple question and answer anymore x.x I suppose messaging me the answer may be better? Please don't ban me, I like you guys. | ||
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badDogma
United States106 Posts
I just can't find a legit guide discussing the strategy, has anyone else seen one? | ||
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AKomrade
United States582 Posts
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Toons
Australia136 Posts
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HelioSeven
United States193 Posts
On May 15 2013 11:47 Toons wrote: If you have an observer above a widow mine, and send in a ground unit (probe or other) will the widow mine splash damage to the obs? Or only to ground? (i.e. is it exclusive damage based on the type of target it has chosen, ground or air? or unbiased and hits everything close) Generally, splash-type damage does splash damage to whatever type the attack normally targets. Id est, banelings do splash only to ground units, thors do ground splash with anti-ground attack and air splash with anti-air attack, storms do splash damage to both air and ground, etc. Widow mines can target both ground and air, thus a sentinel missile attack will damage both air and ground with splash. | ||
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