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Simple Questions Simple Answers - Page 78

Forum Index > StarCraft 2 Strategy
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lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 08 2011 20:04 GMT
#1541
Why do so many pro zergs make 90+ workers when that is simply waaaay too many? Is it just a mistake?
SC2 Mapmaker
Vapaach
Profile Joined February 2011
Finland994 Posts
Last Edited: 2011-04-08 20:07:13
April 08 2011 20:07 GMT
#1542
How do you unload units from your warp prism while keeping the warp prism moving? (If I press unload the warp prism always stops)
If you never try you never know. Sase - Mana - TLO - WhiteRa - Naniwa - Sheth - HuK
lorestarcraft
Profile Joined April 2011
United States1049 Posts
April 08 2011 20:17 GMT
#1543
On March 28 2011 10:23 underdawg wrote:
Show nested quote +
On March 28 2011 09:38 Allred wrote:
On March 28 2011 09:22 underdawg wrote:
do you guys agree with day9 that you should normally not get siege right away? he seems to think you should get siege mode when you're about to push out, not when you get your first tank...but isn't 1 sieged tank much better than 1 unsieged tank for defending, which is always useful? he has said this several times.


i think day nine is saying that if you are going for siege tanks and you have gas for a tank or siege mode get the tank because 1 tank without siegemode is better than 0 taniks with siegemode

but he is more talking about 2 tanks v. 1 tank with siege, or 3 tanks v. 2 tanks with siege, etc. i just don't get why


He was talking about getting seige if you dont need it. I/E attack not coming soon.
SC2 Mapmaker
Mr. Enchilada
Profile Joined November 2010
United States274 Posts
April 08 2011 20:24 GMT
#1544
Does corruption stack?
My wife for Aiur.
lettuceman44
Profile Joined April 2011
United States7 Posts
April 08 2011 20:28 GMT
#1545
Where do you guys put your rally points for unit producing buildings.
Should they be located at a central location where all your forces can convene?
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 08 2011 20:43 GMT
#1546
On April 09 2011 05:07 Vapaach wrote:
How do you unload units from your warp prism while keeping the warp prism moving? (If I press unload the warp prism always stops)


You press "d" (the button for drop) then you clic on the warp prism while he is moving
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 08 2011 20:44 GMT
#1547
On April 09 2011 05:04 Lore-Fighting wrote:
Why do so many pro zergs make 90+ workers when that is simply waaaay too many? Is it just a mistake?


It's just a mistake. most pro zerg know know the good number is around 78, but sometime it,s easy to lost track of how many drone they have done
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
ben.stpierre
Profile Joined April 2010
Canada16 Posts
April 08 2011 20:45 GMT
#1548
On April 09 2011 05:07 Vapaach wrote:
How do you unload units from your warp prism while keeping the warp prism moving? (If I press unload the warp prism always stops)


With the Warp Prism selected, just click on the unit's icon that you want to drop.

Note: This also works for Medivacs and Overlords.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2011-04-08 20:47:32
April 08 2011 20:47 GMT
#1549
On April 09 2011 03:21 jimbob615 wrote:
i have this theoretical strat for TvZ in my head:

i start out with quick 2 starport banshee production, and try to kill some queens and also to snipe any spires that are building. then after 3 banshees are out i swap the starport with tech lab for a factory and begin researching blue flame... then hellion harass and finally get out 1 thor. this is all off one base for the most part. would this work do you think? :S


No this won't work versus any competent zerg. Maybe if he doesn't scout it, but then just maybe.
ben.stpierre
Profile Joined April 2010
Canada16 Posts
April 08 2011 20:47 GMT
#1550
On April 09 2011 05:24 Mr. Enchilada wrote:
Does corruption stack?


No it does not.

A unit is either corrupted or it is not. While a unit is corrupted it incurs the DPS of the spell. Recasting it on units that are already corrupted will lengthen the corruption (or rather, restart the timer for the corrupted units), but will not cause added DPS.
Logo
Profile Blog Joined April 2010
United States7542 Posts
April 08 2011 20:51 GMT
#1551
On April 09 2011 05:45 ben.stpierre wrote:
Show nested quote +
On April 09 2011 05:07 Vapaach wrote:
How do you unload units from your warp prism while keeping the warp prism moving? (If I press unload the warp prism always stops)


With the Warp Prism selected, just click on the unit's icon that you want to drop.

Note: This also works for Medivacs and Overlords.


The more common/easy way is to give the dropships a move command then when they are over the target area hit drop and click the dropship(s). They will begin unloading all units without stopping.
Logo
BoneGrinder
Profile Joined January 2011
United States40 Posts
April 08 2011 20:56 GMT
#1552
On April 09 2011 05:28 lettuceman44 wrote:
Where do you guys put your rally points for unit producing buildings.
Should they be located at a central location where all your forces can convene?


Yes. I typically have my Barracks rally points set to the ramp at the front of my base, and my Factory and Starport rally points close by. I/e right next to my Rax rally points.
I Shall Grind the Bones of Mine Enemies!!!!
Terranoob
Profile Joined March 2011
44 Posts
Last Edited: 2011-04-08 22:30:11
April 08 2011 22:26 GMT
#1553
I am aware that I can drop Mules anywhere that I have vision, so if i scan an enemies base i can drop a mule anywhere in it.

If i were to drop a Mule on a Terrans mineral patch when his seiged tanks attack that Mule would it give splash damage to his SCVs or defensive structures, like turrets etc?

Thanks.
ben.stpierre
Profile Joined April 2010
Canada16 Posts
Last Edited: 2011-04-08 22:33:09
April 08 2011 22:30 GMT
#1554
On April 09 2011 07:26 Terranoob wrote:
I am aware that I can drop Mules anywhere that I have vision, so if i scan an enemies base i can drop a mule anywhere in it.

If i were to drop a Mule on a Terrans mineral patch when his seiged tanks attack that Mule would it give splash damage to his SCVs or defensive structures, like turres etc?

Thanks.


Yes.

However, a mule in your own base would harvest about 270 minerals. Unless you think landing the mule will deal more than 270 mineral's worth of damage (4-5 SCVs + their mining time), it wouldn't be advisable.

Edit: since you're using a scan + a mule, the damage needs to be over 540, not 270, depending on if you think the scan was worth it.
Terranoob
Profile Joined March 2011
44 Posts
April 08 2011 22:34 GMT
#1555
I'm just thinking about this guy today who had like 5 seiged tanks around his mineral line, with turrets and just general annoying turtling going on. I won in the end but it took a long time, and thinking about it, if i were to have dropped two mules i think it they would have taken out about 10 SCV's as he was over saturated due to his turtling.

What do you think?
wolfe
Profile Joined March 2010
United States761 Posts
April 08 2011 22:45 GMT
#1556
Assuming normal scout times on a medium sized map, what is a good tell or what should I look for that indicates a DT rush/opener? Most of the time I see gas gate core and that's it. Scans miss a lot. Would the timing of the 2nd gas for sure indicate a DT? How about what ramp army comps indicate a DT? Like I said, scanning on top of a Darkshrine isn't a given and may even be late. Thanks!
Swift as the wind, felt before noticed.
ben.stpierre
Profile Joined April 2010
Canada16 Posts
Last Edited: 2011-04-08 23:02:15
April 08 2011 22:53 GMT
#1557
On April 09 2011 07:45 wolfe wrote:
Assuming normal scout times on a medium sized map, what is a good tell or what should I look for that indicates a DT rush/opener? Most of the time I see gas gate core and that's it. Scans miss a lot. Would the timing of the 2nd gas for sure indicate a DT? How about what ramp army comps indicate a DT? Like I said, scanning on top of a Darkshrine isn't a given and may even be late. Thanks!


Poke the front around 5:30-6:00 (depending on how hard he's rushing DTs they come out at the earliest around 6:30).

If his army is smaller than yours and consists of only zealots and stalkers (very few) or is otherwise not gas-heavy, expect him to be teching. Cannons with no gas units is a strong indication of a DT rush.

You can't know for sure if he's going DTs, robo, or air though. If your scan picked up one of those, you don't have to worry about a DT rush, but you should still get detection around 7-8 minutes if you weren't able to scout his tech and still suspect DTs.

Other indicators would be a Twilight Counsel that isn't researching anything during your scan.

Also, it might be worth considering only poking the front for scouting and keeping your scan to detect the DT until you get detection up.

Constant aggression wil also force him to produce more units and slow down his teching to DTs if that was his plan.
tests
Profile Blog Joined March 2011
United States160 Posts
April 08 2011 22:54 GMT
#1558
Are there F keys (map location keys) in Starcraft 2 and if so, how do you access them?
Time is money my friend.
ben.stpierre
Profile Joined April 2010
Canada16 Posts
April 08 2011 22:56 GMT
#1559
On April 09 2011 07:54 tests wrote:
Are there F keys (map location keys) in Starcraft 2 and if so, how do you access them?


Yes, I think the default is Ctrl-F1 through Ctrl-F8 to set them, then just the F key to jump to that location, but I've remapped mine so don't quote me on those hotkeys.

Check the general hotkey options within SC2 to see what they're set to or remap them.
Musketeer
Profile Joined August 2010
142 Posts
April 08 2011 23:21 GMT
#1560
Not really a strategy question, but I don't want to create a new thread for it:

Is there a way to remap the shift key with the hotkey editor? I can't find any way to do it. I can change "shift + 1" to "alt + 1" for control groups, but I can't change the other function of shift - to queue actions.
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