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In air terran battles what's the point in getting ravens? To my understanding yamato cannon has 10 range in comparison to seeker missile which is 6. Am I missing something?
I'm not a Terran player but point defense drone and they are cheaper I would assume would be the reason.
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On June 20 2013 00:01 Zhearsgu wrote:Show nested quote +In air terran battles what's the point in getting ravens? To my understanding yamato cannon has 10 range in comparison to seeker missile which is 6. Am I missing something? I'm not a Terran player but point defense drone and they are cheaper I would assume would be the reason.
Seeker missile has AoE damage and air units tend to clump up. Point defense drone is also really good in air to air fights as well.
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On June 18 2013 15:12 unknown soldier wrote:Show nested quote +On June 18 2013 11:59 HelioSeven wrote:On June 17 2013 23:58 unknown soldier wrote:On June 17 2013 04:36 HelioSeven wrote:On June 16 2013 18:45 unknown soldier wrote: in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers To be honest, carriers are the answer to Terran Mech but it's a bit difficult to get there correctly. You need to rely less on the templar tech path and more on the robo-stargate, but too many immortals is honestly not helpful. You want just a couple in combination with a warp prism and some phoenixYou need a few colossi as necessary to deal with marines, but mostly a bunch of phoenixes to survive the mid-game while you build the carrier fleet. The phoenix will give you map control, a buffer against vikings, and drop management. Mineral dump into zealot/stalker as necessary, keep up with economy, and then once you have the gas income lay down a few stargates and pump full carrier production. Warp prism speed is helpful but not a must. Use the colossi/gateway force to zone out major power points on the map, and have carrier production rolling by the time your opponents' thor/viking production can catch up to the phoenixes. If you can bait stims with the phoenixes, all the better. tl;dr use robo (immortal/colo) against bio, stargate (phoenix/carrier) against mech. Templar should be a moneydump. sadly this can not occur while playing with people of high level ( which i sometimes meet in unranked matches on SF they simply go bio with viking when i do the robo they increase viking and collosi become useless so i have to use templar but after they start tanking a little all goes away Convince yourself. I play this style fairly consistently at diamond level, and there are tons of flaws in my mechanics. I haven't the least doubt in my mind it could be adapted to suit even the highest levels of play. The thing with Terran is that they have the same production facility for vikings and medivacs. If they overproduce vikings to deal with the colossus/phoenix, their ground army evaporates against a gateway warp-in follow-up. If they underproduce vikings to have a beefy-enough bio/medivac force, the phoenixes will at least get in the way long enough for the colossi to do their thing. I don't know. Maybe I'm biased. I think stargate-based play is really underrated in WoL, particularly in PvT. All I'm saying is that it's at very least a viable option, and I've had plenty of success with it even against higher level players than myself. And I definitely have a much better time against drop play with phoenix than I do with HTs and cannons. Just saying. alright i will try although i do not use air in PvT much so can u give me a thread or simplified build order ( i was thinking of MC 1 gate FE then going normally on that build order after the robo bay i put down a stargate and start phoenix then when i take my 3rd i go for carriers right? and a new question what is the optimum number of collosi against mass hydra + roach and what units should act as buffer and with what numbers?
Pretty much. My goto PvT opener is a robo expand, something I picked up from Artosis back in the day, mostly because I just really like that super fast obs. 1 gate FE would also work just fine, probably better actually. At any rate it usually goes something like gate > gas > cyber > gas > robo > gas > robo bay > gas > stargate, though sometimes I'll swap and get the stargate before the robo bay if I see fast starport tech with the obs (usually indicating drops). If you can do a little harassment with the phoenix, cool, but mostly you just want to establish map control with them, deny map awareness, drops, etc. Armor upgrades are always more useful against Terran than attack upgrades, but shield upgrades are unusually useful with this style as well.
The tricky part is the transition into tier 3 air. I usually drop a second stargate while I'm still on two bases so that I'm not burning all my chronoboost on 1 stargate trying to keep up with phoenix production, and simply continue with that into the 3 base economy. Once you have the 5th and 6th gasses you can reliably support 3 stargate carrier w/ 1 robo colossus production (dat carrier build time), but I usually opt to stay on 2 stargates to have enough gas for mothership and upgrades, dumping minerals into gateways/cannons/zealots. The key is trying to hold on to as much map control as possible with the phoenix until you have the 3rd and mothership established. Once you have the energy for a mass recall and your bases are secure, your main army suddenly gains a lot of mobile offensive capability with minimal risk. From there it's pretty much just free-form late-game PvT.
Regarding your other question, I would make a doom push against mass roach+hydra with 4 colossi, personally. That seems to be the tipping point where anything in the colossi's aim gets almost instantly vaporized, and your extra gas beyond that is better spent on sentries. It doesn't matter how many colossi you have if you can't control your opponents' positioning and not get surrounded.
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So in a Nexus First Fast Expand in PvZ, I notice that most of the build orders go Forge as soon as the Nexus is built. Why would you not just tech into Gateway if you already thought you were safe enough to get the Nexus? You get the Forge in Forge First so you can build a very early cannon to stay safe; but why do you need cannons to defend when you go Nexus first?
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On June 21 2013 09:47 apeiro wrote: So in a Nexus First Fast Expand in PvZ, I notice that most of the build orders go Forge as soon as the Nexus is built. Why would you not just tech into Gateway if you already thought you were safe enough to get the Nexus? You get the Forge in Forge First so you can build a very early cannon to stay safe; but why do you need cannons to defend when you go Nexus first?
Forge after nexus holds against late lings better than gateway after nexus.
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On June 21 2013 09:47 apeiro wrote: So in a Nexus First Fast Expand in PvZ, I notice that most of the build orders go Forge as soon as the Nexus is built. Why would you not just tech into Gateway if you already thought you were safe enough to get the Nexus? You get the Forge in Forge First so you can build a very early cannon to stay safe; but why do you need cannons to defend when you go Nexus first?
Because if you get a forge you can make a cannon which you can use to defend your walloff from zergling harass/allin.
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At what amount of workers in the first base should I build Orbital Command?
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On June 21 2013 19:21 TheKleszcz wrote: At what amount of workers in the first base should I build Orbital Command? As soon as your barracks is finished. It is very important to get it fast as mules give you alot of additional income
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So I'm hearing about all these top Korean and foreign pros train 10 hours and 40 - 50 games a day...but how come when I check sc2 ranks, the average games of the top 100 in the world have only around ~250 games? The new season started 17 days ago, so thats only like 14 games a day. I know they play customs as well but I have a feeling that the majority of their time would still be spent on grinding ladder?
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On June 22 2013 03:41 LOLZEY wrote: So I'm hearing about all these top Korean and foreign pros train 10 hours and 40 - 50 games a day...but how come when I check sc2 ranks, the average games of the top 100 in the world have only around ~250 games? The new season started 17 days ago, so thats only like 14 games a day. I know they play customs as well but I have a feeling that the majority of their time would still be spent on grinding ladder?
check how many games IIIIlllllII played this season. Pro players don't practice on their official accounts. They use 'smurf' accounts, usually barcode names (IIIIlllll) or some other names. For example - one of HuK's account is Aiur. Other example - Dragon's account name is SeexKing, but he wouldn't play on this account in GSL qualifiers
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Northern Ireland26236 Posts
Why do Zergs allow their Vipers to have full energy and get feedbacked to death all the time in PvZ?
Would a small adjustment to burn a bit of energy through superfluous blinding clouds etc be worth diminishing their energy pool if it prevents a simple F + click killing them?
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On June 21 2013 21:31 A Wild Sosd wrote:Show nested quote +On June 21 2013 19:21 TheKleszcz wrote: At what amount of workers in the first base should I build Orbital Command? As soon as your barracks is finished. It is very important to get it fast as mules give you alot of additional income
I'm not going to be able to pull it up right now, but there was a TL thread a long time ago about 15occ vs 16occ (off a 12 rax). It turns out that the extra time required to build the 16th scv apparently outweighs the non-production time of a 15occ, thus a 16occ has better long-term economic benefits. Wish I could pull up that thread, it had a great graph attached.
On June 22 2013 05:26 kennyf wrote:Show nested quote +On June 22 2013 03:41 LOLZEY wrote: So I'm hearing about all these top Korean and foreign pros train 10 hours and 40 - 50 games a day...but how come when I check sc2 ranks, the average games of the top 100 in the world have only around ~250 games? The new season started 17 days ago, so thats only like 14 games a day. I know they play customs as well but I have a feeling that the majority of their time would still be spent on grinding ladder? check how many games IIIIlllllII played this season. Pro players don't practice on their official accounts. They use 'smurf' accounts, usually barcode names (IIIIlllll) or some other names. For example - one of HuK's account is Aiur. Other example - Dragon's account name is SeexKing, but he wouldn't play on this account in GSL qualifiers
To add on to this, a lot of pro players also practice in custom games in-house with team-mates or coaches. Much easier to practice one specific element of the game when someone is helping you do it.
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On June 22 2013 08:08 Wombat_NI wrote: Why do Zergs allow their Vipers to have full energy and get feedbacked to death all the time in PvZ?
Would a small adjustment to burn a bit of energy through superfluous blinding clouds etc be worth diminishing their energy pool if it prevents a simple F + click killing them?
it's the risk reward of being able to abduct twice instead of once versus not dying from feedback.
tbh if your viper gets feedbacked before abduct, you're already in a bad position, sometimes you might even wish it was dead. they are not like medivacs which can still drop the crap out of you without energy.
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how many bonus points do you get per hour?
is it still 1 point per 2 hours?
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I just got proxygated on whirlwind. I spawned bottom left he spawned on the bottom right position. He didn't scout at all he just sent the probe in front of my natural and placed his gates there. It there something about spawning positions i missed or just a maphacker?
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has anyone seen Nydus worms being spawned in battle to block retreat paths of enemies? seems awesome, despite low hp
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Has the game changed so much that people need to be assholes and get whatever advantage they can get? I ask for a pause because I need to open the door or answer the phone. Then these assholes unpause the game and continue to rofl stomp me just so they can win. Then when I do end up losing, I'll just float my buildings in response cus they're being asses.
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How many builds per race a good solid player from diamond/master know ? Like around 10 per race or much more ?
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How to get/make barcode nick name ? Is it just a question of choosing your nickname during registration ? Or there is some fucntion/possibility to change your own already existing nick name into bar code version ?
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On June 23 2013 07:29 MSN wrote: How many builds per race a good solid player from diamond/master know ? Like around 10 per race or much more ?
You only need to know 3 builds to reach GM; one for each matchup. Only in tournaments do you need to know more to throw your opponent off guard in longer series.
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