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Simple Questions Simple Answers - Page 79

Forum Index > StarCraft 2 Strategy
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ben.stpierre
Profile Joined April 2010
Canada16 Posts
April 08 2011 23:23 GMT
#1561
On April 09 2011 08:21 Musketeer wrote:
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.


StarCraft II doesn't have that functionality, you would have to use a custom keyboard layout or a program that remaps those keys.

Another popular change is to remap caps-lock to control.
sleigh bells
Profile Joined April 2011
United States358 Posts
Last Edited: 2011-04-08 23:46:18
April 08 2011 23:44 GMT
#1562
On April 09 2011 07:34 Terranoob wrote:
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?

i think in this scenario, it could be worth it. a few siege tank shots could devastate his eco. that's actually really interesting, as often times player keep a sieged tank or two to stop any harassment (but not 5 lol).

of course the more important thing to do against a turtling terran is to expand and gain the eco advantage, since you know he's not heading out of his base any time soon.
Sup son? ¯\__(ツ)__/¯
MaximusMInd
Profile Joined April 2011
23 Posts
April 09 2011 00:30 GMT
#1563
1. If there is one, what is the optimal mouse sensitivity setting to play as terran and the windows sensitivity to match with it and if possible an explanation on why it is the best.

2. If there is not what is a good mouse sensitivity that matches with windows
eunheeseung
Profile Joined April 2011
43 Posts
April 09 2011 00:54 GMT
#1564
How long does it take for a ray to charge up? Is it worth for a ray to attack its own building to charge up?
Hoban
Profile Blog Joined February 2011
United States1600 Posts
April 09 2011 01:15 GMT
#1565
On April 09 2011 09:30 MaximusMInd wrote:
1. If there is one, what is the optimal mouse sensitivity setting to play as terran and the windows sensitivity to match with it and if possible an explanation on why it is the best.

2. If there is not what is a good mouse sensitivity that matches with windows


Mouse sensitivity depends very much on what you are comfortable with. There is no 'perfect' setting but I will try to break it down for you.

First, turn off mouse acceleration. It is very hard to be consistently accurate with it on.

Now from here everything is objective. Starcraft is a game that requires precision more than twitch reflexes, so you want a mouse setting that lets you consistently achieve a high level of precision. You need to determine your favorite style of mouse movement. Generally, this is either movement by slight wrist and finger manipulations using the claw grip, or move movements that require the entire arm and utilize a palm grip. There are benefits to both but I would stick with whichever you are closest/most comfortable with. Next, you need to make sure your sensitivity is such that movement across the entire screen can be achieved in one motion. That is to say, you do not need to readjust your palm/hand/anything to move the mouse from one side of the screen to the other. The final part is for you to determine how accurate your clicks are. If you find it exceedingly challenging to be quick and accurate, you may need to lower the sensitivity a bit to become more accurate.

A good starting point would be 6/11 windows sensitivity and 51% in-game.

tl;dr
Do you use wrist or arm movements to move your mouse? Pick a sensitivity that fits that style.
Accuracy is of the utmost importance. Turn off mouse acceleration and prioritize accurate mouse movements over speedy mouse movements. Practice clicking precisely on the minimap and between mineral patches and boxing your workers. If you feel it is too hard to be accurate, lower some settings.
"I am a leaf on the wind."
Roerik
Profile Joined August 2010
31 Posts
Last Edited: 2011-04-09 01:17:25
April 09 2011 01:16 GMT
#1566
On April 09 2011 09:54 eunheeseung wrote:
How long does it take for a ray to charge up? Is it worth for a ray to attack its own building to charge up?


It takes roughly 7 seconds for the Void Ray to fully charge up and about 5 seconds for it to reset if the Void Ray is not attacking anything.

Attacking your structure is likely worth it, if it will make the full charge to continue, of course, as long as you will attack an enemy unit directly after.
Public opinion has a way of changing.
VEReHrT
Profile Joined December 2010
Canada121 Posts
April 09 2011 01:32 GMT
#1567
Should I ever stop making SCVs, and what are the timings/factors in the 3 match-ups which influence them?
As long as we keep our passion as progamers, we will always have an opportunity to meet again. On a purely personal note, I'd like to show him the beauty of infinitely repeating Starcraft 2 bunkers. SlayerS_BoxeR
slurrrrrrrp
Profile Joined April 2011
United States4 Posts
Last Edited: 2011-04-09 01:43:22
April 09 2011 01:39 GMT
#1568
Hi guys, long time lurker, first time poster here.

I'm trying to write a quick script that estimates how long it takes to destroy a building with a certain unit composition.

I looked but can't seem to find this stuff anywhere...

What is the hp regen rate for zerg structures?
How long after first taking damage does regen begin (I imagine immediately, just checking)?
What is the degradation rate of terran structures in the red?
Do they start degrading while still being beat on (I imagine so, just checking)?

Thanks in advance, guys.

I would also recommend that a section be added to Liquipedia detailing certain game mechanics/variables that aren't easily located on individual unit/race pages (like the aforementioned things, protoss shield regen info, repair rates, mana regen, etc.)
gzo
Profile Joined April 2011
United States55 Posts
April 09 2011 01:47 GMT
#1569
When playing Zerg, you are able to cycle through hatcheries that are in the same control group, and when you press the control group number and then press S (select larva), you will select every hatcheries' larva. If I were to make drones, the drones would be scattered around at different hatcheries. The only thing you can do is make the amount of drones that you want and then set the rally point to the specific hatchery, but that cuts into mining time. Is there a way to only select the larva of the specific hatchery that is in your control group that you want to make drones out of? If not, what would be the most efficient way to do that?
Roerik
Profile Joined August 2010
31 Posts
Last Edited: 2011-04-09 02:03:57
April 09 2011 01:56 GMT
#1570
On April 09 2011 10:39 slurrrrrrrp wrote:
Hi guys, long time lurker, first time poster here.

I'm trying to write a quick script that estimates how long it takes to destroy a building with a certain unit composition.

I looked but can't seem to find this stuff anywhere...

What is the hp regen rate for zerg structures?
How long after first taking damage does regen begin (I imagine immediately, just checking)?
What is the degradation rate of terran structures in the red?
Do they start degrading while still being beat on (I imagine so, just checking)?

Thanks in advance, guys.


I'm fairly sure Zerg buildings regenerate about 0.3hp/(in-game)sec, the regeneration is constant, as long as the building is on creep (hatchery is always on creep obviously )


Edit: I'm not sure how fast Terran structures burns down, maybe the same? Shouldn't be too hard to check ingame.


On April 09 2011 10:47 gzo wrote:
When playing Zerg, you are able to cycle through hatcheries that are in the same control group, and when you press the control group number and then press S (select larva), you will select every hatcheries' larva. If I were to make drones, the drones would be scattered around at different hatcheries. The only thing you can do is make the amount of drones that you want and then set the rally point to the specific hatchery, but that cuts into mining time. Is there a way to only select the larva of the specific hatchery that is in your control group that you want to make drones out of? If not, what would be the most efficient way to do that?


Well, either you CTRL-click the Larvae on the hatchery or you bind the hatcheries on different control groups. I'm 95% sure there is no other effective way to do this. And I really don't think the lost mining time would be anything to worry about.
Public opinion has a way of changing.
Atreides
Profile Joined October 2010
United States2393 Posts
Last Edited: 2011-04-09 03:12:31
April 09 2011 03:09 GMT
#1571
TvT, if you expect/scout a blueflame hellion opening from your oponent, what is the best response (after walling off your front) assuming you opened standard marine tank or 1 rax expand. I keep losing to this even when I think its coming. Is the only option to keep your whole (or sizeable amount) of army in your base close by your CC? What happens is I try to move out to secure map control etc, and there doesn't seem to be a timely response when hellions show up in your main to avoid losing 20 scvs, at which point I immediately all-in with about 50-50 results since the hellion player has a kind of weak army...

This is the old 1-1-1 blueflame hellion drop that I have a hard time with because you aren't positive its blueflame drop. the 2fact2port iEchoic style is much easier for me to deal with because you know its safe to turtle up and defend.

(High diamond btw, if that has any bearing on anything at all)
eunheeseung
Profile Joined April 2011
43 Posts
April 09 2011 03:30 GMT
#1572
Is it that the mauraders beat colossus or is it the other way around?
Guppers
Profile Joined October 2010
United States94 Posts
April 09 2011 06:39 GMT
#1573
On April 09 2011 12:30 eunheeseung wrote:
Is it that the mauraders beat colossus or is it the other way around?


the other way around. Collosus does bonus dmg to light, and marauders are armored. Marauders do bonus dmg to armored and collosus have the massive subtype, I"m not sure if they also have the armored subtype or if armored is implied in the massive subtype. Either way collosus vs marauder is not idea for the protoss.
remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
Last Edited: 2011-04-09 07:28:24
April 09 2011 07:27 GMT
#1574
On April 09 2011 15:39 Guppers wrote:
Show nested quote +
On April 09 2011 12:30 eunheeseung wrote:
Is it that the mauraders beat colossus or is it the other way around?


the other way around. Collosus does bonus dmg to light, and marauders are armored. Marauders do bonus dmg to armored and collosus have the massive subtype, I"m not sure if they also have the armored subtype or if armored is implied in the massive subtype. Either way collosus vs marauder is not idea for the protoss.


Correction: Colossus does not do bonus damage to light. And yes, they are armored so Marauders do their bonusdamage against them.
Top diamond terran streaming at http://www.twitch.tv/saitontv
Elothis
Profile Joined March 2011
111 Posts
April 09 2011 09:37 GMT
#1575
with the range upgrade and some gateunits in front its protoss favoured, and dont forget that colossi do splash damage.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
April 09 2011 09:50 GMT
#1576
1) If you are in Master League in 1v1 about what percentage of your 1v1 ladder games are vs other Masters?
2) If you are in Master League in 1v1 how long do you have to wait on average before Quick Match finds you an opponent?
bRdje
Profile Joined August 2010
Belgium21 Posts
Last Edited: 2011-04-09 10:09:39
April 09 2011 10:08 GMT
#1577
On April 09 2011 10:32 VEReHrT wrote:
Should I ever stop making SCVs, and what are the timings/factors in the 3 match-ups which influence them?



30 workers per base is your max saturation, after that there is no further incline compaired to worker increase.
The incline drops heavily once you reach a saturation of about 20 workers on minerals. Some people prefer to use to location of the patches to decide on the number of workers. 2 workers for closeby nodes, 3 for the furthest nodes.
Lalush made a nice topic with saturation values: http://www.teamliquid.net/forum/viewmessage.php?topic_id=191702
The liquipedia also holds some interesting numbers in regards to this: http://wiki.teamliquid.net/starcraft2/Resources
Aequos
Profile Joined October 2010
Canada606 Posts
April 09 2011 10:17 GMT
#1578
On April 09 2011 16:27 prOpSaiton wrote:
Show nested quote +
On April 09 2011 15:39 Guppers wrote:
On April 09 2011 12:30 eunheeseung wrote:
Is it that the mauraders beat colossus or is it the other way around?


the other way around. Collosus does bonus dmg to light, and marauders are armored. Marauders do bonus dmg to armored and collosus have the massive subtype, I"m not sure if they also have the armored subtype or if armored is implied in the massive subtype. Either way collosus vs marauder is not idea for the protoss.


Correction: Colossus does not do bonus damage to light. And yes, they are armored so Marauders do their bonusdamage against them.


To follow up on this - properly upgraded marauders, with good micro, will beat any Protoss ground unit ALONE (as in, pure zealot/sentry/stalker/whatever) cost efficiently. However, they start to do poorly once Protoss has a composition (zealot/stalker will do infinitely better than just zealots, or just stalkers). You can exploit this by ensuring that your power units are always together when the opponent is using a lot of marauders, and warping in compositions to fight drops.

Properly defended (with a wall of zealots, or even stalkers) Colossi will kill the crap out of Marauders, as 30 damage a shot on 3-6 marauders is far more damage than the Marauders are doing to the meat shield units, and from a longer range.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
jackalope
Profile Joined April 2009
Taiwan120 Posts
April 09 2011 10:30 GMT
#1579
If a nueral parasited Raven drops an autoturret, whose side is the turret on, and does it stay on the side forever?
water in the lasers
Aequos
Profile Joined October 2010
Canada606 Posts
April 09 2011 10:37 GMT
#1580
On April 09 2011 19:30 jackalope wrote:
If a nueral parasited Raven drops an autoturret, whose side is the turret on, and does it stay on the side forever?


Both the Auto-Turret and the Point Defense Drone belong to the player who cast it. A Neural-Parasited Raven will create Point Defense Drones and Auto-Turrets for Zerg.

The same is true for Hallucinations created in a similar fashion.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
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