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Simple Questions Simple Answers - Page 808

Forum Index > StarCraft 2 Strategy
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Deckard.666
Profile Joined September 2012
152 Posts
October 07 2013 00:03 GMT
#16141
muta vs muta, +1 attack or +2 armor after +1 armor?
SpeedyTuyper
Profile Joined October 2013
England28 Posts
October 07 2013 14:28 GMT
#16142
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
"The ark was built by amateurs, but professionals built the Titanic"
SpeedyTuyper
Profile Joined October 2013
England28 Posts
October 07 2013 14:31 GMT
#16143
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.
"The ark was built by amateurs, but professionals built the Titanic"
Peyden
Profile Joined October 2013
Sweden5 Posts
October 14 2013 07:25 GMT
#16144
In PvP, what is a safe standard macro opening that can deal with early aggression?
themcking
Profile Joined February 2011
Germany23 Posts
October 14 2013 11:23 GMT
#16145
what maps should I veto as zerg in this season?
mizU
Profile Blog Joined April 2010
United States12125 Posts
October 14 2013 22:32 GMT
#16146
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
if happy ever afters did exist <3 @watamizu_
MonkeyBot
Profile Joined June 2013
United States125 Posts
Last Edited: 2013-10-17 22:04:44
October 17 2013 22:02 GMT
#16147
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
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 17 2013 22:13 GMT
#16148
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
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Lucoda
Profile Blog Joined February 2012
Ireland183 Posts
October 19 2013 15:55 GMT
#16149
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.
https://twitter.com/LucodaSC2
Deckard.666
Profile Joined September 2012
152 Posts
October 19 2013 16:02 GMT
#16150
It takes 4 banelings to kill a DT.
RandomPlayer
Profile Joined April 2012
Russian Federation400 Posts
October 20 2013 17:08 GMT
#16151
why has pvp been immortal archon last half a year?
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
9-BiT
Profile Blog Joined January 2012
United States1089 Posts
October 21 2013 00:15 GMT
#16152
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.
kwark_uk: @father_sc learn to play maybe?
Deckard.666
Profile Joined September 2012
152 Posts
Last Edited: 2013-10-21 00:44:46
October 21 2013 00:29 GMT
#16153
@Randomplayer

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.
TaishiCi
Profile Joined September 2013
Korea (South)211 Posts
October 21 2013 14:35 GMT
#16154
Off of a 14 CC opening in TvP.
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.
Dae Han Min Gook Man Sae!!!
Peyden
Profile Joined October 2013
Sweden5 Posts
October 21 2013 14:43 GMT
#16155
Whats the best counter against mass void rays in PvP?
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 21 2013 15:20 GMT
#16156
Voidrays clump a lot; making them vulnerable to Archon and High Templar. This goes well with the fact that Voidrays are immobile and Zealots (you'll have minerals in plenty) abuse this well. Add Tempest to force the engagement.

Phoenix also thrash them, which is why Stargate v Stargate often ends in Phoenix wars.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 21 2013 15:25 GMT
#16157
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.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
October 21 2013 15:28 GMT
#16158
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.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Mozdk
Profile Joined October 2010
Denmark6989 Posts
October 21 2013 22:28 GMT
#16159
Fucking zerglings.

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.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
Deckard.666
Profile Joined September 2012
152 Posts
October 21 2013 22:36 GMT
#16160
@Mozdk
I believe this is what you're looking for:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=390264
Prev 1 806 807 808 809 810 900 Next
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