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Forum Index > StarCraft 2 Strategy
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mrboo2501
Profile Joined January 2014
9 Posts
January 08 2014 23:14 GMT
#16341
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
January 08 2014 23:29 GMT
#16342
On January 09 2014 08:14 mrboo2501 wrote:
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.


1. No, upgrades are constant. Once upgraded each unit, current and future will have the upgrade no matter if your Evo is still up or if it's destroyed.

2. Depends on the game, if you meet a meching Terran then Armory would be a good idea, if he's doing Bio then Engineering bays. If you face a Zerg who's going predominately Broodlords then perhaps destroy the spire. There's no pre-determined best structure to aim for that works for every game.
Too weird to live, too rare to die.
mrboo2501
Profile Joined January 2014
9 Posts
January 08 2014 23:35 GMT
#16343
On January 09 2014 08:29 Firkraag8 wrote:
Show nested quote +
On January 09 2014 08:14 mrboo2501 wrote:
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.


1. No, upgrades are constant. Once upgraded each unit, current and future will have the upgrade no matter if your Evo is still up or if it's destroyed.

2. Depends on the game, if you meet a meching Terran then Armory would be a good idea, if he's doing Bio then Engineering bays. If you face a Zerg who's going predominately Broodlords then perhaps destroy the spire. There's no pre-determined best structure to aim for that works for every game.

Firkraag8, thanks for the quick response! Regarding the Question 2, I figured that it there is no pre-determined structure list to attack and that it is indeed very much situational with a more than several factors to consider. Thanks again!
St_Michael
Profile Joined July 2012
United States73 Posts
January 09 2014 00:25 GMT
#16344
On January 09 2014 08:35 mrboo2501 wrote:
Show nested quote +
On January 09 2014 08:29 Firkraag8 wrote:
On January 09 2014 08:14 mrboo2501 wrote:
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.


1. No, upgrades are constant. Once upgraded each unit, current and future will have the upgrade no matter if your Evo is still up or if it's destroyed.

2. Depends on the game, if you meet a meching Terran then Armory would be a good idea, if he's doing Bio then Engineering bays. If you face a Zerg who's going predominately Broodlords then perhaps destroy the spire. There's no pre-determined best structure to aim for that works for every game.

Firkraag8, thanks for the quick response! Regarding the Question 2, I figured that it there is no pre-determined structure list to attack and that it is indeed very much situational with a more than several factors to consider. Thanks again!


Frikraag is correct that this is a situational decision. Other than canceling upgrades, another important possibility to keep in mind is your chance to reset his or her tech tree (as was alluded to by killing spire). Killing key structures that are required for later structures, i.e. Cyber Core > Twilight Council > Dark Shrine. If your opponent was going for a timing relying on say, DT's, you've effectively shut that down and at the same time possibly opened a strong timing for yourself. GL!
GL to new Liquid LCS team!
-Kaiser-
Profile Blog Joined November 2011
Canada932 Posts
January 09 2014 03:37 GMT
#16345
On January 09 2014 08:35 mrboo2501 wrote:
Show nested quote +
On January 09 2014 08:29 Firkraag8 wrote:
On January 09 2014 08:14 mrboo2501 wrote:
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.


1. No, upgrades are constant. Once upgraded each unit, current and future will have the upgrade no matter if your Evo is still up or if it's destroyed.

2. Depends on the game, if you meet a meching Terran then Armory would be a good idea, if he's doing Bio then Engineering bays. If you face a Zerg who's going predominately Broodlords then perhaps destroy the spire. There's no pre-determined best structure to aim for that works for every game.

Firkraag8, thanks for the quick response! Regarding the Question 2, I figured that it there is no pre-determined structure list to attack and that it is indeed very much situational with a more than several factors to consider. Thanks again!



The answers people have given you so far are good ones. I would add that when I coach players sub-platinum, I advise them to target down supply structures instead of any situation where they would harass the mineral line (mutas, marine drops, etc). The reason for this is that the players in those leagues tend to float a lot of money and supply block themselves often, so it's usually a stronger and much more immediate impact for you to supply block them really hard than to kill their workers (since they usually have a bank they're trying to spend anyways).
3 Hatch Before Cool
mizU
Profile Blog Joined April 2010
United States12125 Posts
January 10 2014 20:40 GMT
#16346
Supply blocking has a more immediate effect, whereas killing upgrade or tech structures are more long term, it depends on what you want for your game plan.
However, if you kill a nexus or cc, be prepared for an all-in.
if happy ever afters did exist <3 @watamizu_
[MD]Frostbite
Profile Blog Joined May 2012
Canada292 Posts
January 11 2014 01:49 GMT
#16347
Basic TvX openers. Cant find any anywhere I look.
White-Ra, the godfather Protoss
cKoL
Profile Joined December 2010
Germany29 Posts
January 11 2014 01:59 GMT
#16348
On January 11 2014 10:49 [MD]Frostbite wrote:
Basic TvX openers. Cant find any anywhere I look.

imbabuilds.com you are welcome
Vipermagi
Profile Joined October 2012
47 Posts
January 12 2014 13:20 GMT
#16349
Hi
My brother gave me his sc2 account to play. I am quite new to this game.
I got a simple question for you guys, I dont know which race would suit my playstyle best.
I am looking for race that strength doesnt rely on harrasing enemy or any other crippling form of interrupting enemy economy, instead the race I am looking for should be like: defend all game and win with mid-late game timing?
Which race suits best that playstyle?

And where I can find some good build orders for that?

Thanks for help
mantequilla
Profile Blog Joined June 2012
Turkey781 Posts
January 12 2014 13:38 GMT
#16350
On January 12 2014 22:20 Vipermagi wrote:
Hi
My brother gave me his sc2 account to play. I am quite new to this game.
I got a simple question for you guys, I dont know which race would suit my playstyle best.
I am looking for race that strength doesnt rely on harrasing enemy or any other crippling form of interrupting enemy economy, instead the race I am looking for should be like: defend all game and win with mid-late game timing?
Which race suits best that playstyle?

And where I can find some good build orders for that?

Thanks for help


You can play that style with any race, but most people will say Protoss is more suited for that.
Age of Mythology forever!
Excludos
Profile Blog Joined April 2010
Norway8231 Posts
January 12 2014 13:55 GMT
#16351
On January 12 2014 22:38 mantequilla wrote:
Show nested quote +
On January 12 2014 22:20 Vipermagi wrote:
Hi
My brother gave me his sc2 account to play. I am quite new to this game.
I got a simple question for you guys, I dont know which race would suit my playstyle best.
I am looking for race that strength doesnt rely on harrasing enemy or any other crippling form of interrupting enemy economy, instead the race I am looking for should be like: defend all game and win with mid-late game timing?
Which race suits best that playstyle?

And where I can find some good build orders for that?

Thanks for help


You can play that style with any race, but most people will say Protoss is more suited for that.


Zerg works just as well. The only race who's kinda forced to be aggressive is terran. That said, at top lvl, everyone is aggressive with every race. Its simply the best way to play.
St_Michael
Profile Joined July 2012
United States73 Posts
January 12 2014 16:53 GMT
#16352
On January 12 2014 22:20 Vipermagi wrote:
Hi
My brother gave me his sc2 account to play. I am quite new to this game.
I got a simple question for you guys, I dont know which race would suit my playstyle best.
I am looking for race that strength doesnt rely on harrasing enemy or any other crippling form of interrupting enemy economy, instead the race I am looking for should be like: defend all game and win with mid-late game timing?
Which race suits best that playstyle?

And where I can find some good build orders for that?

Thanks for help


Try starting with toss. Here are build orders for each match up. Choose one of the basic openers, or ones titled macro builds. GL and welcome to the best game ever!
GL to new Liquid LCS team!
HandA711
Profile Blog Joined November 2010
202 Posts
January 16 2014 03:58 GMT
#16353
does Chrono Boost increase HP/shield regen rate?
hakuna matata
Prillan
Profile Joined August 2011
Sweden350 Posts
January 16 2014 10:27 GMT
#16354
On January 16 2014 12:58 HandA711 wrote:
does Chrono Boost increase HP/shield regen rate?

No.
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Excludos
Profile Blog Joined April 2010
Norway8231 Posts
January 16 2014 10:47 GMT
#16355
On January 16 2014 19:27 Prillan wrote:
Show nested quote +
On January 16 2014 12:58 HandA711 wrote:
does Chrono Boost increase HP/shield regen rate?

No.


It does actually. This has been discussed before. It increases shield regen rate
Prillan
Profile Joined August 2011
Sweden350 Posts
Last Edited: 2014-01-16 12:39:17
January 16 2014 12:38 GMT
#16356
On January 16 2014 19:47 Excludos wrote:
Show nested quote +
On January 16 2014 19:27 Prillan wrote:
On January 16 2014 12:58 HandA711 wrote:
does Chrono Boost increase HP/shield regen rate?

No.


It does actually. This has been discussed before. It increases shield regen rate

I'm sorry, I just tested it. It does increase the shield regen.

A non-chrono boosted nexus has 667 HP shields when the chrono boosted one has full shields. (I missed the overlap at one point)

[image loading]
[image loading]
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Vipermagi
Profile Joined October 2012
47 Posts
January 16 2014 17:58 GMT
#16357
How do I counter 2 base roach ling bane as terran?
Is this zerg strategy an allin?

How do I stop this when playing CC 1st?

Is there a blind counter / build order to this strategy?

Thanks for advice.
Acey
Profile Joined April 2011
England16 Posts
January 18 2014 01:14 GMT
#16358
I just had an idea.... reject or accept as you wish.....

Im a protoss player, high master EU and I understand there is alot of balance discussion around protoss ( this isnt a balance whine) and I came up with the proposed ideas for oracles... Im sure zergs and terrans are annoyed by this unit and even some protoss players as its very potent in pvp. I suggest the proposed changes for the oracle.

Create an upgrade for the envision ability: perhaps that is unlocked when the stargate is completed on the cybernetics core.

The reasons why are, I feel the oracle is particularly strong in pvp as there is almost no counter to it ( pheonix ofc, but as a general overall strategy) you could argue, robo beats DT or DT beats blink. But currently there isnt a real tech path that beats stargate. In WoL it was DT but envision prevents this. Therefore going stargate means that you currently havent a lot to worry about.

Also in PvT you can argue the same vs widow drops, the oracle can scout a drop and just come home and envision, where as I feel it would make for a more interesting matchup if the terran had more options. As currently there isnt a real way to punish oracle openings apart from making turrets. Also as its a research upgrade it could introduce a skill aspect as good terrans could figure out if the core is researching after warpgate is done which could suggest the envision ability.

Finally PvZ the same scouting skill gap could apply but this could also open up some burrow timings which could be fun!

This is just a guy who had an idea, as I say im protoss and I dont like to hear alot of balance talk etc, I just feel this idea could be a fun proposed change.

thanks for reading ^_^
LordYama
Profile Joined August 2010
United States370 Posts
January 19 2014 07:33 GMT
#16359
If you are fighting carriers with hydras, is it necessary to shoot the carrier hull or can you just let the hydras wail away on the interceptors? In situations where I have a LOT of hydra relative to the carrier numbers, I've noticed they seem to do okay killing interceptors but I don't know how well this works as the carrier numbers increase. All this assumes hydras have range upgrade of course.
Corsica
Profile Joined February 2011
Ukraine1854 Posts
January 19 2014 07:40 GMT
#16360
On January 09 2014 08:35 mrboo2501 wrote:
Show nested quote +
On January 09 2014 08:29 Firkraag8 wrote:
On January 09 2014 08:14 mrboo2501 wrote:
I have a couple of quick question (and I'm away from the game):

1. If I destroy the upgrade structure (e.g., Evolution Chamber) does it take away upgrades from (a) existing units and (b) units being created?

2. Is there a general guide that talks about which structures should be targeted if you ever make it into your opponent's main? In general, I'm trying to figure what to target first - I know it's a bit of loaded question, so I'm really hoping that there's a write-up on some trade-space on the structures.


1. No, upgrades are constant. Once upgraded each unit, current and future will have the upgrade no matter if your Evo is still up or if it's destroyed.

2. Depends on the game, if you meet a meching Terran then Armory would be a good idea, if he's doing Bio then Engineering bays. If you face a Zerg who's going predominately Broodlords then perhaps destroy the spire. There's no pre-determined best structure to aim for that works for every game.

Firkraag8, thanks for the quick response! Regarding the Question 2, I figured that it there is no pre-determined structure list to attack and that it is indeed very much situational with a more than several factors to consider. Thanks again!



Its a good idea to take out structures that prevent enemy from building high tech units (Greater Spire, Fleet Beacon, Armory etc) If you kill it he wont be able to build strong units and will have to replenish with weak ones at least until he rebuilds.
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