That's the impression I get from casters, anyway. I don't get it.
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pure.Wasted
Canada4701 Posts
That's the impression I get from casters, anyway. I don't get it. | ||
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Dj-Akay_[Terran]
Germany3 Posts
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. | ||
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pure.Wasted
Canada4701 Posts
On December 05 2013 23:30 Dj-Akay_[Terran] wrote: 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! | ||
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SoSexy
Italy3725 Posts
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FirstGear
Australia185 Posts
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HelpMeGetBetter
United States764 Posts
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Firkraag8
Sweden1006 Posts
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. | ||
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iPhoneAppz
United States37 Posts
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 | ||
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leopardb
Germany92 Posts
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. | ||
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SC2Toastie
Netherlands5725 Posts
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 | ||
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SC2Toastie
Netherlands5725 Posts
Is there a thread/website/location which keeps up with all released replay packs from major tournaments? | ||
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Yrr
Germany804 Posts
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Jer99
Canada8159 Posts
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 | ||
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SC2Toastie
Netherlands5725 Posts
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Jer99
Canada8159 Posts
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 + | ||
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SC2Toastie
Netherlands5725 Posts
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leopardb
Germany92 Posts
On December 10 2013 01:30 SC2Toastie wrote: 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 | ||
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SC2Toastie
Netherlands5725 Posts
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? | ||
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p_lexus
Australia4 Posts
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Firkraag8
Sweden1006 Posts
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