Simple Questions Simple Answers - Page 83
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eunheeseung
43 Posts
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Aequos
Canada606 Posts
On April 10 2011 14:35 eunheeseung wrote: Can a BC win a MS 1 on 1? mothership (ms) The battlecruiser will win regardless of micro and upgrades from what I could determine in the unit tester. | ||
CecilSunkure
United States2829 Posts
On April 10 2011 13:47 BossPlaya wrote: Why do some players such as Jinro hotkey their CC to every number like that? Personal preference. My guess is that he just doesn't like seeing empty hotkey numbers. | ||
Bibbit
Canada5377 Posts
On April 10 2011 15:00 Aequos wrote: The battlecruiser will win regardless of micro and upgrades from what I could determine in the unit tester. Well its certainly not regardless of upgrades. If you give mothership 3/3/3 and BC 0/0, the mothership wins pretty easy. And for micro, you could fight until you lose shields, vortex, then flee and fight again when shields are recharged. Neither are realistic in-game scenarios at all and I think the question is kinda dumb to begin with but meh. | ||
Thaniri
1264 Posts
How many Rax/Starports can I support on 3 base? | ||
sleigh bells
United States358 Posts
On April 10 2011 12:19 MaximusMInd wrote: What is a strong hotkey setup for terran. (I just mean the numbers for certain buildings and units not individually making new hotkeys for every unit)? mostly preference IMO. but there may be an advantage is having hotkeys that are close to the keys that they use. like you shouldn't put your rax on 0, because you will be using the A and D keys 90% of the time. you should put CC close to the S key, so 0 is bad for that too. i use 0 for ebay/armory/techlab/ghost academy, because i won't have to use them too often, since 0 is far away from everything pretty much. most ppl use 1/2/3 for army, 4/5/6/7 for CC, rax, fact, and port, i think. i use 1 for CC, 2 for all production (tab through them), 3-6 or so for army, and 0 for upgrades. another thing is to put units in hotkeys that make sense. like against banelings, you'd want a key for marines (+ medis?) probably, since they are the things that have to run away, while marauders may want to hold their ground, and tanks need to siege up. against collosus, you'd want vikings on their own key to target fire. you can probably put MMM on one key bc they'll move together. ghosts should be on another. you'd want your tank hotkey to be close enough to E and D, MMM hotkey close to T, vikings can be anything really, i think. but whether you want tanks to be 2 or 3 or 4? i don't think it really matters. | ||
theBOOCH
United States832 Posts
On April 10 2011 13:47 BossPlaya wrote: Why do some players such as Jinro hotkey their CC to every number like that? Personal preference. My guess is that he just doesn't like seeing empty hotkey numbers. It's also fun to do an keeps your hands busy in the early early game. I saw TLO do it at MLG by holding ctrl with his left hand and running the back of his right hand down the number keys like a piano glissando. Interestingly, I remember Jinro NOT doing that, specifically because he and I happen to use the same hotkey setup. | ||
theBOOCH
United States832 Posts
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theBOOCH
United States832 Posts
Question: How many Rax/Starports can I support on 3 base? Depends entirely on what you intend to produce. The Real Cost of Units | ||
sleigh bells
United States358 Posts
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Thaniri
1264 Posts
On April 10 2011 15:46 theBOOCH wrote: Does anyone know if there is a viable ghost opening in TvP? There is one from the beta on liquipedia, but it is not what I'm looking for. The one I like to use is a 3 rax build: 10 Depot 12 Rax 13 Refinery 15 OC, 1 Marine 16 Supply Depot 17~ish refinery and tech lab _________ Number discontinued 2 Reapers to scout and kill workers, they arrive before the stalker assuming hes gone Zealot first. When you make the first reaper you should have enough money for a second rax. By the time both reapers are out you should afford a ghost academy, then based on what you scout you can expand or throw down another rax. | ||
Danger_Duck
Burkina Faso571 Posts
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Aequos
Canada606 Posts
On April 10 2011 15:07 Bibbit wrote: Well its certainly not regardless of upgrades. If you give mothership 3/3/3 and BC 0/0, the mothership wins pretty easy. And for micro, you could fight until you lose shields, vortex, then flee and fight again when shields are recharged. Neither are realistic in-game scenarios at all and I think the question is kinda dumb to begin with but meh. I tried the vortex thing - it didn't work out well. By upgrades, I meant anything reasonable (like 1/1 difference). Apologies I didn't make this clear. | ||
Bibbit
Canada5377 Posts
On April 10 2011 16:12 Aequos wrote: I tried the vortex thing - it didn't work out well. By upgrades, I meant anything reasonable (like 1/1 difference). Apologies I didn't make this clear. Alright I tried it out and the mothership can indeed win with micro assuming absolutely zero micro from the BC. Realistic? No. Fun? Not really but eh. ![]() And because I'm bored as all hell, I made a quick livestream recording that can be found here. | ||
Mastbos
2 Posts
On April 10 2011 08:57 GetToDaChoppa wrote: how can pros throw down FFs so fast is there a trick or something No trick, they just know the FF range really well and shift click where they want it. a lot of the reasons why you're forcefields take a while to go down is because the sentry first has to move into range. Also be careful of movement shift FF commands as that slows down the time too. | ||
EnderCraft
United States1746 Posts
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Aequos
Canada606 Posts
On April 10 2011 16:35 Bibbit wrote: Alright I tried it out and the mothership can indeed win with micro assuming absolutely zero micro from the BC. Realistic? No. Fun? Not really but eh. ![]() And because I'm bored as all hell, I made a quick livestream recording that can be found here. Ah, I see what you did - exploiting the move-while-shooting thing of the Mothership - I haven't used them in forever, I forgot they had that. My apologies then, you can win with the mothership if you kite, and the battlecruiser player is a bit - well - non-functional. | ||
henreiman
United States407 Posts
On April 10 2011 17:30 EnderCraft wrote: What is the ideal unit composition as Protoss to deal with a mass marauder/viking unit composition? Very, very situational and depends on tech path. Obviously the hard counter is going to be something like Phoenix/Chargelot/Immortal. Working in a few storms would do wonders as well. | ||
Geo.Rion
7377 Posts
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timwac
Scotland93 Posts
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