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On May 15 2013 10:57 AKomrade wrote: What is the "point" of a macro game? Is it to simply deny your opponent expansions and take your own? Besides beating your opponents army.
That is a good idea yeah. Delaying/denying opponent expansion (not so much the natural though. That would be really hard to delay). Check out some of the guides here in the strategy forum, to get a more detailed gameplan
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Ok here's my question.
Back when High Templar had KA (an amulet upgrade which basically let them cast a storm immediately after being warped in), we saw Protoss players use this a lot. It was really fun and entertaining to watch.
Was it imbalanced?
Blizzard did actually remove the upgrade. The result is that Protoss players seemed to have stayed away from Storm tech until late game. As of now, Templars seemed to be mostly used for their feedback ability. While this is very useful and makes Templars really good, seeing storms used before late game seems quite rare, Protoss players seem to really prefer using Colossi as Aoe damage. Good for them, but Storm is much more exciting to watch than Colossi.
I guess my question now is whether or not Storm needs a boost to be viable mid-game or whether it's more about waiting for the metagame to shift in that direction.
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On May 15 2013 17:04 Incognoto wrote: Ok here's my question.
Back when High Templar had KA (an amulet upgrade which basically let them cast a storm immediately after being warped in), we saw Protoss players use this a lot. It was really fun and entertaining to watch.
Was it imbalanced?
Blizzard did actually remove the upgrade. The result is that Protoss players seemed to have stayed away from Storm tech until late game. As of now, Templars seemed to be mostly used for their feedback ability. While this is very useful and makes Templars really good, seeing storms used before late game seems quite rare, Protoss players seem to really prefer using Colossi as Aoe damage. Good for them, but Storm is much more exciting to watch than Colossi.
I guess my question now is whether or not Storm needs a boost to be viable mid-game or whether it's more about waiting for the metagame to shift in that direction.
The problem with the old KA wasn't as much that you could get out HT with immediate storm, it was that combined with Warp gate. You could warp them in across the entire map and storm right away, making it impossible for anyone to move out of their bases.
I still think KA with say 12.5 energy upgrade instead of the whole 25 would be a good thing thought. Never understood why they just removed it completely.
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Where can I find build orders/ Strategies for the current state of SC2 without the HoTS expansion?
Edit:
A few more questions,
With the current patch of WoL, do changes that came with HoTS apply, except I just don't have the new units in MP? Like:
Void Ray
Prismatic Beam No longer charges up. Weapon period decreased from 0.6 to 0.5. No longer does passive +massive damage. New Ability: Prismatic Alignment Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades. Activating the ability now causes a timer to display over the Void Ray for the duration of the effect. Supply cost increased from 3 to 4.
Is this all true in WoL if I don't have HoTS?
Also, can you not longer see what your opponent is building? I sent a probe into a protosses base and I couldn't see what he was warping in, like I couldn't tell if it was a forge or a gw? Was I doing something wrong, did that change?
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Hi, here is my question :
How many Vikings should I make against 1 Colossus?
Just to have an idea because sometimes I make too much Vikings sometimes not enough.
Thanks
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On May 15 2013 22:48 Furixx wrote: Hi, here is my question :
How many Vikings should I make against 1 Colossus?
Just to have an idea because sometimes I make too much Vikings sometimes not enough.
Thanks
Not that easy of a question. There are several ways to look at this. Usually a protoss wont make just one collosus, so you'll never go wrong with making more vikings. The usual math I go by is 7 vikings (2 shot a collosus), or if he gets a lot of them, 14 to oneshot it. I can't really say how "correct" this is thought, as most people just feel it out.
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On May 15 2013 22:11 Smancer wrote:Where can I find build orders/ Strategies for the current state of SC2 without the HoTS expansion? Edit: A few more questions, With the current patch of WoL, do changes that came with HoTS apply, except I just don't have the new units in MP? Like: Show nested quote + Void Ray
Prismatic Beam No longer charges up. Weapon period decreased from 0.6 to 0.5. No longer does passive +massive damage. New Ability: Prismatic Alignment Increases damage to armored units by 6 for 20 seconds, with a 1 minute cooldown. This does not scale with upgrades. Activating the ability now causes a timer to display over the Void Ray for the duration of the effect. Supply cost increased from 3 to 4.
Is this all true in WoL if I don't have HoTS? Also, can you not longer see what your opponent is building? I sent a probe into a protosses base and I couldn't see what he was warping in, like I couldn't tell if it was a forge or a gw? Was I doing something wrong, did that change?
No. HotS units work completely differently than their WoL counterparts. The changes to the void ray, for example, are not reflected in WoL multiplayer. The same is true of the UI upgrades made in HotS, those are also unavailable in WoL. You should still be able to tell what building is warping in by selecting it, but the little UI icon hovering over building buildings is not there unless you are playing HotS.
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All I've heard about Broodlords in HotS is that they are unviable compared to WoL, so I was wondering if anyone implemented a style of play that involved transitioning into them, and if so, do you have replays? I want to incorporate them into my play more but I wouldn't know how to go about doing that without getting stomped on ladder.
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On May 15 2013 05:12 ZedraC wrote:Show nested quote +On May 15 2013 00:49 TRaFFiC wrote: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). Well thanks guys, thats what I thought: I did something horribly wrong. I was basically a moving. http://drop.sc/334740I 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. Ok here's my analysis.
-After not seeing expo, you make spores, but then get fast lair and overseer. This is double dipping. You only need to do 1 and could have 2 more drones. -no upgrades, ever. Get at least 1 evo every game. upgrades are good. -no roach speed, but you depending on roaches. -38 drones @ 8:50. You should be at least 50 since you weren't attacked. But you got the right idea. make some roaches for defense, then back to droning. -1400 mins and no third @ 9:30. You want to be getting your third no later than 7 min, unless you are all inning. -10 min. no intel. Send ovies in earlier. This will allow you to drone more freely because you know what he is doing. -11:30. 34 drones. 27 lings on the map = very larva intensive. It makes no sense to have lings since you are going roach/hydra and these 25 lings could be 13 drones. -13:30. no drones at third, but attacking. no ups. no tech. 8 hydra vs 4 voids. You should be on 70 drones by this point easily and you got the larva and money to do it. Just practice macroing up to 70 drones on 3 base from now on BEFORE attacking. You will become much scarier. -15 min. 41 drones. no gas on third. no ups. -15:40 you start making hydra, but these should be made way earlier. You basically want to make only hydra after pumping a few roaches as these are your damage dealers. -You gg with 32 larva and 1000 mins. He has 9 voids 4 stalkers. You could still win this game imo. The reason you lost the fight is your army wasn't all shooting. It was bottled up in a choke with time warp.
Most important thing to take out of all this is drone up to 70 and take gases at third. Record your worker count every 5 mins every game you play so you know when your macro slips.
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On May 16 2013 13:48 Chastik wrote: All I've heard about Broodlords in HotS is that they are unviable compared to WoL, so I was wondering if anyone implemented a style of play that involved transitioning into them, and if so, do you have replays? I want to incorporate them into my play more but I wouldn't know how to go about doing that without getting stomped on ladder. Maybe double evo ling muta into broodlord? Broodlings benefit from melee upps and with mutas you upgade carapace which makes broodlords more buff too idk.
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Which attack upgrade helps the Broodlord more, the melle or the flyer? The unit shows flyer but the temporary broodlings show as needle spikes "melle".
(Liquipedia doesn't have an "upgrades available" section for that unit.)
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If I understanded correctly, only the first hit benefits from flyer attack and rest benefit from melee upgrades.
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On May 16 2013 15:59 FinBenton wrote: If I understanded correctly, only the first hit benefits from flyer attack and rest benefit from melee upgrades.
This is mostly correct, except that the "first hit" is not the same attack as the "rest". The brood lord throwing the brood ling is the brood lord's attack, and benefits from flyer attack upgrades. Once the broodling is out and on the ground, it has it's own attack (melee) which benefits from melee ground attack upgrades. Broodlings also benefit from ground defense upgrades as well.
Basically, the brood lord attack is a ranged air-to-ground siege attack, the broodling attack is melee ground-to-ground attack.
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On May 16 2013 15:35 FinBenton wrote:Show nested quote +On May 16 2013 13:48 Chastik wrote: All I've heard about Broodlords in HotS is that they are unviable compared to WoL, so I was wondering if anyone implemented a style of play that involved transitioning into them, and if so, do you have replays? I want to incorporate them into my play more but I wouldn't know how to go about doing that without getting stomped on ladder. Maybe double evo ling muta into broodlord? Broodlings benefit from melee upps and with mutas you upgade carapace which makes broodlords more buff too idk. Double evo double ups works well indeed, but you need to go into ultras before brood lords. If you don't go ultras, you will die to a player who knows how to work his bio/mine or bio/hell bat composition. Without ultras, you will lose straight up fights and if you tech brood lord too fast your army will be immobile.
**Questions**: Does stim run out after OR at the same time as the animation signaling stim is over?
How does smoke/fog work? If you are inside fog, you can see them, but they can't see you? I just played a game where he was shooting me from inside fog and I couldn't return fire.
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Looking more into WCS EUTLO vs Strelok. TLO kinda outplayed Strelok by miles because TLO knows Strelok only goes mech. I was wondering, is it good to only go mech or do you really need to learn bio aswell (so having the 2 options for situations like this.) Because in BO3's or whatever where you have to play the same person multiple times (or in BO9 all kill format CW's, ....) people will know you mech and will blind-hard-counter you a lot. Is it then 'your job' to do mech just better or is it better to play bio.
Ok, in the end I guess it's better to learn them all. But then again I'm no progamer and i'm barely master, I also have no intention of becomming pro or anywhere serious gaming (not even GM). I'ld just like to stay in masters (and rise mb to midmaster or something) and do well in CW's for my clan. But should i learn bio aswell as my mech? (I've only played mech as terran and made mech to masters.) I hope that question/explanation made any sense :-)
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Hi there..could someone please list a couple 2 base all in plays for Protoss in each match up please?
I've been focusing on macro/mechanics too much it seems, so lately I've been stuck in a "can't win" syndrome despite more often than not being more solid than my opponent in terms of macro and mechanics. I'm beginning to learn the concept of 'derailing' from your build based on what you scout or if you find an opening instead of just macro macro macro..so I feel like it's time to focus elsewhere to improve my overall play.
Doesn't have to be anything too fancy like build order, just the name/broad description should be adequate.
Thanks in advance.
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where can i find solid terran build orders in text-form? already checked liquipedia, didn't find much.
used to be master league in wol, but went inactive like a year ago. now my build orders seem terribly weak, but i dont want to spend hours watching progamer streams to get updated ...
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Is it possible to add a hotkey for one more controllgroup on "strg+^" without changing the hotkeys to grid? I am so used to "1-3/4" being my main army hotkeys and would like to have "^" for my CC/Nex.
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Is there a guide or explanation of how to know what units attack by default ? I've seen http://wiki.teamliquid.net/starcraft2/Attack_Target_Priority, but it doesn't go into much detail because all units are basically an equal "attack priority".
An an example, do stalkers attack corruptors by default, or is manual targetting required. Do corruptors target Colossus or Void Rays ? Does it matter what the Void Rays are attacking ? I'm not looking for answers for those specific questions, but an explanation of how to answer that question for any given battle. Has anyone put such a guide together ? Another example is the mechanics of the Muta bounce. Obviously the bounce prioritizes ground units over other mutas, otherwise people wouldn't be running lings under muta duels.
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