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Simple Questions Simple Answers - Page 815

Forum Index > StarCraft 2 Strategy
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pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 05 2013 13:21 GMT
#16281
Why is getting an early Starport for a Banshee that gets 0 kills considered a huge setback for a Terran player who'll need that Starport for Medivacs anyway, when getting an early Stargate for an Oracle that gets 0 kills for a P who doesn't go skytoss not a big deal?

That's the impression I get from casters, anyway. I don't get it.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Dj-Akay_[Terran]
Profile Joined February 2010
Germany3 Posts
December 05 2013 14:30 GMT
#16282
On December 05 2013 22:21 pure.Wasted wrote:
Why is getting an early Starport for a Banshee that gets 0 kills considered a huge setback for a Terran player who'll need that Starport for Medivacs anyway, when getting an early Stargate for an Oracle that gets 0 kills for a P who doesn't go skytoss not a big deal?

That's the impression I get from casters, anyway. I don't get it.


It's a huge setback because if you go for an earlier Starport you either mine less minerals (= less Marine production), or you start your important upgrades (Infantery upgrades, Stim, CombatShield) a lot later, delaying your push timings. A good opponent knows this when he shoots down or repells an early Banshee and capitalizes on it by playing a bit more greedy, hitting you before said upgrades are completed, or just overwhelms your army while your Marine count is still kind of low.

It is also bad if a Protoss loses his first Oracle without doing damage, but while Protoss is way more gas focused than a bio terran, they dont need so much gas initially for key upgrades. So it rather comes down to just a loss of 150/150 than a setback of around a minuite before you can actually push with stimmed bio.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 05 2013 23:02 GMT
#16283
On December 05 2013 23:30 Dj-Akay_[Terran] wrote:
Show nested quote +
On December 05 2013 22:21 pure.Wasted wrote:
Why is getting an early Starport for a Banshee that gets 0 kills considered a huge setback for a Terran player who'll need that Starport for Medivacs anyway, when getting an early Stargate for an Oracle that gets 0 kills for a P who doesn't go skytoss not a big deal?

That's the impression I get from casters, anyway. I don't get it.


It's a huge setback because if you go for an earlier Starport you either mine less minerals (= less Marine production), or you start your important upgrades (Infantery upgrades, Stim, CombatShield) a lot later, delaying your push timings. A good opponent knows this when he shoots down or repells an early Banshee and capitalizes on it by playing a bit more greedy, hitting you before said upgrades are completed, or just overwhelms your army while your Marine count is still kind of low.

It is also bad if a Protoss loses his first Oracle without doing damage, but while Protoss is way more gas focused than a bio terran, they dont need so much gas initially for key upgrades. So it rather comes down to just a loss of 150/150 than a setback of around a minuite before you can actually push with stimmed bio.


Ah, timings... that really makes a lot of sense. Thanks for answering!
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
SoSexy
Profile Blog Joined February 2011
Italy3725 Posts
December 06 2013 19:35 GMT
#16284
Equal numbers, +1/+1 roaches against only +2 attack roaches. Who wins?
Dating thread on TL LUL
FirstGear
Profile Joined June 2011
Australia185 Posts
December 06 2013 23:13 GMT
#16285
Why don't zergs tech hive often in zvt? I keep seeing pro games going 20+ mins where they sit at 2-2 upgrades and just mass muta with lings and blings until win/loss. Is the midgame that hard they can't sacrifice the gas or is 3-3/ultras/infestors/blords just not worth the opportunity cost?
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
December 07 2013 03:56 GMT
#16286
I don't want to keep bumping up a dying thread, so I'll ask it here - is there a bug or something with the ladder currently?
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
December 07 2013 07:42 GMT
#16287
On December 07 2013 08:13 FirstGear wrote:
Why don't zergs tech hive often in zvt? I keep seeing pro games going 20+ mins where they sit at 2-2 upgrades and just mass muta with lings and blings until win/loss. Is the midgame that hard they can't sacrifice the gas or is 3-3/ultras/infestors/blords just not worth the opportunity cost?

It's worth the cost, problem is making that investment and not getting totally smashed during the transition.
Too weird to live, too rare to die.
iPhoneAppz
Profile Joined March 2013
United States37 Posts
December 07 2013 14:08 GMT
#16288
On December 07 2013 12:56 HelpMeGetBetter wrote:
I don't want to keep bumping up a dying thread, so I'll ask it here - is there a bug or something with the ladder currently?

Check out this thread
http://www.teamliquid.net/forum/viewmessage.php?topic_id=429734
leopardb
Profile Joined August 2012
Germany92 Posts
December 09 2013 16:09 GMT
#16289
The situation is : i am terran, i have 10 marauders, 24 marines, 6 medivacs all in control group "1". I push, see too much defense in the front and want to drop 2 full medivacs in the rear, while still poking in the front with the rest of my bio ball.

My question is : What is the most efficient way to remove those 2 medivacs from my control group to make this drop happen ? please explain the exact process with the Ctrl, shift etc... keys.

(The end result should be : my control group "1" is pushing the front, while my drop is on its merry way and not in the control group anymore.)

Thank you for your answers

PS: i do not feel like i am able to separate the full medivacs from the empty ones when they stack with my bio ball, i always end up selecting the wrong ones.
don't worry, be happy
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
Last Edited: 2013-12-09 16:31:38
December 09 2013 16:30 GMT
#16290
On December 10 2013 01:09 leopardb wrote:
The situation is : i am terran, i have 10 marauders, 24 marines, 6 medivacs all in control group "1". I push, see too much defense in the front and want to drop 2 full medivacs in the rear, while still poking in the front with the rest of my bio ball.

My question is : What is the most efficient way to remove those 2 medivacs from my control group to make this drop happen ? please explain the exact process with the Ctrl, shift etc... keys.

(The end result should be : my control group "1" is pushing the front, while my drop is on its merry way and not in the control group anymore.)

Thank you for your answers

PS: i do not feel like i am able to separate the full medivacs from the empty ones when they stack with my bio ball, i always end up selecting the wrong ones.

Everybody does this in different ways, I'll explain the most common two I know off.

Option 1
I use this option. Order: 1 - rightclick medivac #1 - rightclick medivac #2 - shiftleftclick medivac #1 - shiftleftclick medivac #2 - control 1 - select filled medivacs - move and drop

Option 2
Select a couple of bio units - rightclick medivac #1 - rightclick medivac #2 - 1 - shiftleftclick medivac #1 - shiftleftclick medivac #2 - control 1 - select filled medivacs - move and drop

The only difference is that option 1 is a slight tad faster but requires more precision, whilst option two gives you more control of which units go into the medivac (relevant in TvZ if you want 6 marines + 1 mine for example).

A trick you can use to easilly seperate filled medivacs from the unfilled ones (it takes some time but is really easy) is control click all medivacs, click d (or your unload hotkey) and move them a small distance away: only the filled medivacs will respond to the unload command.

I hope this is clear enough for you :D!

EDIT Mouse buttons
Mura Ma Man, Dark Da Dude, Super Shot Sos!
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 09 2013 16:42 GMT
#16291
My question;
Is there a thread/website/location which keeps up with all released replay packs from major tournaments?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Yrr
Profile Joined June 2012
Germany804 Posts
December 09 2013 17:22 GMT
#16292
How do you FFE on Yeonsu, the entrance to your natural is 11 hex wide? I dont see a proper way to build my wall.
MMR decay is bad, m'kay? | Personal Hero: TerranHwaiting
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
December 09 2013 18:03 GMT
#16293
On December 10 2013 01:42 SC2Toastie wrote:
My question;
Is there a thread/website/location which keeps up with all released replay packs from major tournaments?


sort of
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 09 2013 18:31 GMT
#16294
Is there replays on there!?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
December 09 2013 19:27 GMT
#16295
On December 10 2013 03:31 SC2Toastie wrote:
Is there replays on there!?


replays don't get released as often, but here are some

+ Show Spoiler +
DreamHack Summer
MLG Spring
DreamHack Valencia
RSL
ASUS ROG 2013
CPL
WCS Season 1-2
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 09 2013 19:36 GMT
#16296
Thanks man!
Mura Ma Man, Dark Da Dude, Super Shot Sos!
leopardb
Profile Joined August 2012
Germany92 Posts
December 09 2013 23:42 GMT
#16297
On December 10 2013 01:30 SC2Toastie wrote:
Show nested quote +
On December 10 2013 01:09 leopardb wrote:
The situation is : i am terran, i have 10 marauders, 24 marines, 6 medivacs all in control group "1". I push, see too much defense in the front and want to drop 2 full medivacs in the rear, while still poking in the front with the rest of my bio ball.

My question is : What is the most efficient way to remove those 2 medivacs from my control group to make this drop happen ? please explain the exact process with the Ctrl, shift etc... keys.

(The end result should be : my control group "1" is pushing the front, while my drop is on its merry way and not in the control group anymore.)

Thank you for your answers

PS: i do not feel like i am able to separate the full medivacs from the empty ones when they stack with my bio ball, i always end up selecting the wrong ones.

Everybody does this in different ways, I'll explain the most common two I know off.

Option 1
I use this option. Order: 1 - rightclick medivac #1 - rightclick medivac #2 - shiftleftclick medivac #1 - shiftleftclick medivac #2 - control 1 - select filled medivacs - move and drop

Option 2
Select a couple of bio units - rightclick medivac #1 - rightclick medivac #2 - 1 - shiftleftclick medivac #1 - shiftleftclick medivac #2 - control 1 - select filled medivacs - move and drop

The only difference is that option 1 is a slight tad faster but requires more precision, whilst option two gives you more control of which units go into the medivac (relevant in TvZ if you want 6 marines + 1 mine for example).

A trick you can use to easilly seperate filled medivacs from the unfilled ones (it takes some time but is really easy) is control click all medivacs, click d (or your unload hotkey) and move them a small distance away: only the filled medivacs will respond to the unload command.

I hope this is clear enough for you :D!

EDIT Mouse buttons


Thx a lot ! great answer, i'll definetly use the trick with unload sorting out the full medivacs from the empty ones ! :D
don't worry, be happy
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
December 10 2013 11:16 GMT
#16298
You're very welcome!

A clanmate and I want to make some videos for the real beginning players, showing them some really safe builds that can react to everything and get a good start for a game without being super micro intensive. Safety takes priority over expanding for us.

Anybody has some suggestions?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
p_lexus
Profile Joined June 2010
Australia4 Posts
December 10 2013 23:59 GMT
#16299
What's the fastest time Zerg can have a spore crawler operational?
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
December 11 2013 00:16 GMT
#16300
with a 6 pool a sporecrawler would be almost under 2 minutes..
Too weird to live, too rare to die.
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