Simple Questions Simple Answers - Page 808
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Deckard.666
152 Posts
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SpeedyTuyper
England28 Posts
On October 07 2013 09:03 Deckard.666 wrote: muta vs muta, +1 attack or +2 armor after +1 armor? I normally go for +2 armor, depending on if they have alot of muta to fight me, if i manage to kill off most of their muta and hard their economy alot then i will go for +1 attack after armor, if the muta number is even or in their advantage then I will go for +2 armor as it greatly reduces their dps and you will beat a +1 +1 muta with +0 +2 armor because their splash will be less effective than yours. Also if they have static defenses such as spores then you will take less damage if you accidentally fly over them. So in my opinion always go for plus 2 armor if even on muta, if way ahead then go attack to harass more effectively Hope this helped :D | ||
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SpeedyTuyper
England28 Posts
On October 07 2013 00:39 Quakecomm wrote: in zvp, on what base count should i build a macro hatch? It depends on how good your macro is, if your macro is poor then 2 bases you will float alot of minerals and a macro hatch is needed, if not then on 3 bases I get one and then take my 4th when I can secure it. This gives me greater production with less risk of it getting killed. Also if you are going mainly lings then you will need a early macro hatch so again get it after your 2nd and then get another one when you take your third. This will give you enough production to spend your money and you will be very safe from attacks and you can rebuild fast with taking those early macro hatcheries. | ||
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Peyden
Sweden5 Posts
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themcking
Germany23 Posts
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mizU
United States12125 Posts
On October 14 2013 16:25 Peyden wrote: In PvP, what is a safe standard macro opening that can deal with early aggression? http://www.teamliquid.net/forum/viewmessage.php?topic_id=429557 | ||
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MonkeyBot
United States125 Posts
On October 14 2013 20:23 themcking wrote: what maps should I veto as zerg in this season? http://www.teamliquid.net/forum/viewmessage.php?topic_id=427022 Includes an opinion from our hero Blade | ||
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SC2Toastie
Netherlands5725 Posts
On October 14 2013 16:25 Peyden wrote: In PvP, what is a safe standard macro opening that can deal with early aggression? 2 Gate Expand guide http://www.teamliquid.net/forum/viewmessage.php?topic_id=429557 | ||
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Lucoda
Ireland183 Posts
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Deckard.666
152 Posts
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RandomPlayer
Russian Federation400 Posts
is it due to a balance change/hots or it would of worked in wol too? I just dont get it why noone used it in wol | ||
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9-BiT
United States1089 Posts
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Deckard.666
152 Posts
The golden composition in WoL PvP was Immortal/Archon/Collossi. Now in Hots you add less collosi and add some tempests, so the early-midgame tends to play with just Immortal/Archon. | ||
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TaishiCi
Korea (South)211 Posts
What is the best time to get an e-bay after 3 rax before double gas? I'm trying between "3rd-4th depots" and "right after factory and 3rd gas is started". The 3rd gas is best taken right after factory is started for a reactored starport? What are the oracle timings? 2 pylon version and regular in-base versions. DT timings? proxy shrine and regular version. | ||
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Peyden
Sweden5 Posts
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SC2Toastie
Netherlands5725 Posts
Phoenix also thrash them, which is why Stargate v Stargate often ends in Phoenix wars. | ||
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SC2Toastie
Netherlands5725 Posts
On October 21 2013 09:15 9-BiT wrote: In roach vs. roach mid-lategame zvz, why don't zergs use zerglings for base sniping more? It seems like roaches are just slow and too expensive. Often said snipes are reactionary or based on (miss)positioning of both armies, in which Zerglings play no part. They also lose a lot of their strenght because Roach Upgrades allow them to 2 shit, while the carapace makes the Drones a lot more beefy verses the Ling attacks (+2 drones take 40% less damage!). Lastly, it's quite the waste of Larvae. | ||
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SC2Toastie
Netherlands5725 Posts
On October 20 2013 00:55 LucoxP wrote: How many banelings does it take to kill 1 DT. I ask because if you have no detection it might be viable to manually detonate banes close to a DT. DT has 80 Shields, 40 Health with a 1 basic armor. Banelings deal 35 damage/unit. It takes at the most 4 banelings, whatever upgrades the Dark Templar has. | ||
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Mozdk
Denmark6989 Posts
I am a struggling masters Protoss player just trying to wall off. Appearently there are 4 types of walls. A tight wall without a zealot. Meaning you cannot run through or move probes out or anything. There is the no wall-wall. Meaning anything can get in and out. And then there are 2 types of tight zealot walls. The type where a probe cannot get out but a spammed bunch of lings can get in. And the type we are all looking for. The type with a zealot where probes can't get in, and lings can't get in either. Even when spammed. Mind you that I am not talking about forgetting to hold position on the zealot. How do I know if my wall is safe from the bug abuse that is spamming your lings past a tight wall. Is there a good thread or video explaining this, as it has lost me if not hundreds then at least 10s of games so far. Even in masters. | ||
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Deckard.666
152 Posts
I believe this is what you're looking for: http://www.teamliquid.net/forum/viewmessage.php?topic_id=390264 | ||
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