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Forum Index > StarCraft 2 Strategy
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ThePastor
Profile Joined February 2012
New Zealand380 Posts
January 29 2014 17:56 GMT
#16401
On January 29 2014 21:13 qlimaxx wrote:
Which is the most efficient 1 base all in for ZvZ, 14 gas 14 pool speedling+baneling, 10 pool, or 7 roach rush?


If by efficient you mean safest with easiest transition probably 14/14. You have to do damage but you do not have to do a heap of damage to transition out. 10 Pool requires a lot more damage or you are hugely behind because of a lack of gas, if you go gas 10pool you are fairly well all in. 7 roach rush is just bad don't bother.
Stabley
Profile Joined July 2011
United States90 Posts
January 30 2014 19:56 GMT
#16402
What is the point of a nuke?

Every time I nuke, it's something like this.

Video.
ThePastor
Profile Joined February 2012
New Zealand380 Posts
January 30 2014 20:29 GMT
#16403
On January 31 2014 04:56 Moogel wrote:
What is the point of a nuke?

Every time I nuke, it's something like this.

Video.


Often one of the advantages of nukes is to force the other player to pay extreme attention where you want him to be. Treat a nuke like a drop, if all you do is drop in one location it will be easy for him to defend it. Drop in two locations and it gets harder, drop in two while pushing the front and something WILL die (generally). If you can nuke in his base and on his army you force mistakes. Also you can use nukes to push the enemies army into different locations while allowing you to gain positional advantages.
LordYama
Profile Joined August 2010
United States370 Posts
January 31 2014 20:20 GMT
#16404
How do you use extensions? I got a "hint" about this after 2.1 patch was installed but I don't know where to find it in the interface.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
January 31 2014 20:39 GMT
#16405
On February 01 2014 05:20 LordYama wrote:
How do you use extensions? I got a "hint" about this after 2.1 patch was installed but I don't know where to find it in the interface.


When you select a map in custom games there's an option to "create with mod" in the same place where "create game" and "join game" is located, click that and you'll get a list of extension mods to choose from.
Too weird to live, too rare to die.
DnCL
Profile Joined May 2013
86 Posts
January 31 2014 22:33 GMT
#16406
-The casters hype Scarlett a lot as the ''considered widely best foreigner''. Why are her WCS points so low ? Did she focus too much on other (non-wcs) events, did she not get far enough in the events she went ?



masterziel
Profile Joined August 2012
Germany4 Posts
February 01 2014 09:31 GMT
#16407
Some Replaysite´s where i can find Replays there are not SOOOO old , pls =)
Paragleiber
Profile Joined June 2009
413 Posts
February 01 2014 11:22 GMT
#16408
http://wiki.teamliquid.net/starcraft2/Yeonsu
"Different spawn positions make you choose a different third base."

Why would that be the case?
http://www.twitter.com/Paragleiber
Paragleiber
Profile Joined June 2009
413 Posts
February 01 2014 11:31 GMT
#16409
On February 01 2014 07:33 DnCL wrote:
-The casters hype Scarlett a lot as the ''considered widely best foreigner''. Why are her WCS points so low ? Did she focus too much on other (non-wcs) events, did she not get far enough in the events she went ?


Do you mean the points for this or last year? This year WCS has only just started, so the points don't mean anything yet. Last year her points were alright. Only Naniwa had more as a foreigner and he played more optional events that gave points like Dreamhack, IEM and MLG.
http://www.twitter.com/Paragleiber
DnCL
Profile Joined May 2013
86 Posts
Last Edited: 2014-02-02 01:54:33
February 02 2014 01:54 GMT
#16410
Was brought me to this question was when I looked at some tread here on TL where the guy made a website that gave % chances of everyone making into the top 16.

I was wondering about her points (and her %) being so low, but did not think about the season being quite new.

You're right, no reason to worry yet !
ThePastor
Profile Joined February 2012
New Zealand380 Posts
February 02 2014 23:51 GMT
#16411
On February 01 2014 20:22 Paragleiber wrote:
http://wiki.teamliquid.net/starcraft2/Yeonsu
"Different spawn positions make you choose a different third base."

Why would that be the case?


I think by different spawn positions it means different match ups. Otherwise it is just a silly statement, ignore it.
Mjolnir
Profile Joined January 2009
912 Posts
February 04 2014 20:58 GMT
#16412
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?

Heartland
Profile Blog Joined May 2012
Sweden24600 Posts
February 04 2014 21:06 GMT
#16413
On February 05 2014 05:58 Mjolnir wrote:
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?



It's 24. 16 is the optimal, however. It scales between 8-16-24.
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2014-02-04 23:13:54
February 04 2014 23:13 GMT
#16414
On February 05 2014 06:06 Heartland wrote:
Show nested quote +
On February 05 2014 05:58 Mjolnir wrote:
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?



It's 24. 16 is the optimal, however. It scales between 8-16-24.


So just to be clear:

If I have 8 mineral patches I can have 3 drones per patch? I thought it was 2 or 2.5 - or is that BW numbers I'm thinking of?

If 16 is optimal, why would I go up to 24?

Sorry to ask again, I'm just struggling with early game ZvT and this could help me a lot. I think I'm over-droning and it appears it may be completely unnecessary.

mizU
Profile Blog Joined April 2010
United States12125 Posts
February 05 2014 00:18 GMT
#16415
On February 05 2014 08:13 Mjolnir wrote:
Show nested quote +
On February 05 2014 06:06 Heartland wrote:
On February 05 2014 05:58 Mjolnir wrote:
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?



It's 24. 16 is the optimal, however. It scales between 8-16-24.


So just to be clear:

If I have 8 mineral patches I can have 3 drones per patch? I thought it was 2 or 2.5 - or is that BW numbers I'm thinking of?

If 16 is optimal, why would I go up to 24?

Sorry to ask again, I'm just struggling with early game ZvT and this could help me a lot. I think I'm over-droning and it appears it may be completely unnecessary.



It's 3 per patch, but 3 per patch is inefficient as the third worker will wait a little before mining.
Thus 16 (2 per patch) is the most optimal.

Overdroning is a common habit, but scouting well should allow you to drone heavily while still being able to react to pushes.
(Leaving lings all over the map, ovie scouting at key times, etc.)
if happy ever afters did exist <3 @watamizu_
ThePastor
Profile Joined February 2012
New Zealand380 Posts
February 05 2014 00:42 GMT
#16416
On February 05 2014 08:13 Mjolnir wrote:
Show nested quote +
On February 05 2014 06:06 Heartland wrote:
On February 05 2014 05:58 Mjolnir wrote:
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?



It's 24. 16 is the optimal, however. It scales between 8-16-24.


So just to be clear:

If I have 8 mineral patches I can have 3 drones per patch? I thought it was 2 or 2.5 - or is that BW numbers I'm thinking of?

If 16 is optimal, why would I go up to 24?

Sorry to ask again, I'm just struggling with early game ZvT and this could help me a lot. I think I'm over-droning and it appears it may be completely unnecessary.



You will notice that when you have 16 drones your drones all share two patches and won't run around the mineral patches. When you have 24 8 drones will bounce from patch to patch trying to find a patch that is free. Think of it this way, (don't know actual numbers) 8 drones mine at 40% capacity, 16 drones mine at 80% capacity and 24 drones mine at 100% capacity. It isn't that going up to 24 drones is not an increase, it is more that it isn't efficient compared to getting another mineral line.
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
February 05 2014 03:42 GMT
#16417
On February 05 2014 09:42 zasg wrote:
Show nested quote +
On February 05 2014 08:13 Mjolnir wrote:
On February 05 2014 06:06 Heartland wrote:
On February 05 2014 05:58 Mjolnir wrote:
This is slightly embarrassing to ask but could explain some issues I've been having with army size:

I was watching a Zerg instructional video and the caster mentioned a few times that his bases were "fully saturated," at which time I noticed that the floating text over his hatcheries said 16/24 or 18/24. I thought "full saturation" of a base would be 24/24 with 3/3 in geysers. Am I wrong?

What exactly is "fully saturated" at a mining base? Is it 24/24, or due to some mining mechanic is it actually lower?



It's 24. 16 is the optimal, however. It scales between 8-16-24.


So just to be clear:

If I have 8 mineral patches I can have 3 drones per patch? I thought it was 2 or 2.5 - or is that BW numbers I'm thinking of?

If 16 is optimal, why would I go up to 24?

Sorry to ask again, I'm just struggling with early game ZvT and this could help me a lot. I think I'm over-droning and it appears it may be completely unnecessary.



You will notice that when you have 16 drones your drones all share two patches and won't run around the mineral patches. When you have 24 8 drones will bounce from patch to patch trying to find a patch that is free. Think of it this way, (don't know actual numbers) 8 drones mine at 40% capacity, 16 drones mine at 80% capacity and 24 drones mine at 100% capacity. It isn't that going up to 24 drones is not an increase, it is more that it isn't efficient compared to getting another mineral line.



here is the full breakdown, and this has some other cool bits about mining
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
dravernor
Profile Blog Joined May 2013
Netherlands6192 Posts
Last Edited: 2014-02-05 16:27:35
February 05 2014 16:26 GMT
#16418
Okay so I'm trying really hard to get back into starcraft 2 and I have HotS now, but I really have no idea how to play it. I start off the game and play as though I'm playing WoL. I completely ignore all the new units because I'm never sure when a situation to use them arises. If I was anywhere else in the world I'd be able to watch a stream and work it out, but my internet is too awful even for youtube videos most of the time.
So here is my question: when is it appropriate to use vipers against terran or protoss? Against collossus and tanks and thors?
<3
ThePastor
Profile Joined February 2012
New Zealand380 Posts
February 05 2014 18:09 GMT
#16419
On February 06 2014 01:26 dravernor wrote:
Okay so I'm trying really hard to get back into starcraft 2 and I have HotS now, but I really have no idea how to play it. I start off the game and play as though I'm playing WoL. I completely ignore all the new units because I'm never sure when a situation to use them arises. If I was anywhere else in the world I'd be able to watch a stream and work it out, but my internet is too awful even for youtube videos most of the time.
So here is my question: when is it appropriate to use vipers against terran or protoss? Against collossus and tanks and thors?


Vipers against Terran:
Main usage is against mech. Blinding cloud on groups of tanks, abduct on any expensive out of place units.

Vipers against Protoss:
Almost any composition can use vipers.
Ultra build - Blinding cloud on immortals
Roach/Hydra - Abduct on colossus
Any time you are trying to fight the protoss death ball toe to toe you want vipers so you can pick parts off. This is especially important late game. Use Swarmhosts to keep them pushed back while abducting units to pick off.
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 06 2014 00:18 GMT
#16420
You can also abduct voidrays and instantly blow them up with your queens/hydras
if happy ever afters did exist <3 @watamizu_
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