Hi TL forums! Long time reader, first time poster.
I just finished reading Cecil's SC2 guide for 1v1 (http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343) and he said this thread would be a good place to ask which 3 builds would be good to start practicing with for each match-up. I'm a platinum level Terran and I've already got a build for each match-up in mind but I wanted to post here to ask if there might be a build more suitable for learning/practicing with. I'm aiming to mostly improve my macro and hone my mechanics until im in high diamond/masters.
TvZ: biomech (marine/tank), ive been playing the 2 rax/2 fact blue flame hellion opening recently and having some success but im not sure if im better off just teching to tanks quicker. TvP: MMM (with vikings/ghosts as required) TvT: tank/viking (or maybe marine/tank/viking?)
Hey guys, so I notice sometimes when pros pull probes for gas, if they select like 5/6 by accident, they somehow click the group down to 3? Am I seeing this correctly? Is there a trick to this? That is, if you select 5 probes, can you somehow ctrl or shift click the group in a way to get it to 3?
On April 11 2011 00:47 Acridice wrote: Hey guys, so I notice sometimes when pros pull probes for gas, if they select like 5/6 by accident, they somehow click the group down to 3? Am I seeing this correctly? Is there a trick to this? That is, if you select 5 probes, can you somehow ctrl or shift click the group in a way to get it to 3?
it's done with shift jsut shift and spam the worker icons till the optimal number remains that u want to move
Are there fast mineral patches compared to slower mineral patches? And I don't mean the difference between the gold and normal minerals. I'm talking about the distance the patch is from the CC/Nexus/Hatch. I hear from commentators and pros that claim you can mine minerals faster if you double up workers on these patches first.
Do you believe this, have you heard it before, and is it worth doing?
On April 11 2011 02:27 Sweetness.751 wrote: Are there fast mineral patches compared to slower mineral patches? And I don't mean the difference between the gold and normal minerals. I'm talking about the distance the patch is from the CC/Nexus/Hatch. I hear from commentators and pros that claim you can mine minerals faster if you double up workers on these patches first.
Do you believe this, have you heard it before, and is it worth doing?
Yeah the first person I noticed do this was Jinro and it quickly spread through the rest of Liquid and eventually to a ton of top players. I cant imagine so many of the best players out there would put in a fair amount of effort doing something that doesnt really matter. Still, if you lose a game, its not going to be because you didnt double up on the close patches. ^^
As Protoss, I see people get a pylon at 9 and some get it at 10. I've tried both ways and haven't seen a massive difference between either. Is there an advantage at dropping it at 9 or 10?
I was told to work on mechanics I should pick one build and keep doing that one until it comes out really smoothly. If I really like Roach based play, whats a good standard opener for this that won't set me too far behind economically? (this is for ZvP btw)
On April 11 2011 05:01 scottycopter wrote: As Protoss, I see people get a pylon at 9 and some get it at 10. I've tried both ways and haven't seen a massive difference between either. Is there an advantage at dropping it at 9 or 10?
Pylon usually goes on 9. Basically you only get the pylon on 10 if you plan on getting a gateway (or a forge I guess) on 10 as well. So for a cannon rush, fast zealots, or a korean 4 gate.
I'm looking for replays of BitbyBitPrime or other terrans like him. Are their any other players with a similar style as him or any location where I can find his replays? (search only gives 2 closed fanclubs and a funny qxc post)
On April 11 2011 05:28 aneruok wrote: I always hear that you need 3 base to 2 base for zerg. Why if you have equal drones
Well its not like you need to go up to 3 base the second they go up to 2. You can compete on even ground for a while on equal bases. But ultimately zerg units arent as cost effective as protoss/terran units so you need to make more money to swarm them down. Also you need more hatcheries to make more guys and often you should just put it at another base.
Nada vs TLO, back when Nada was very new to SC2 (officially to the public at least)
I've read from places, and overall they say that Mech works lategame, but you get killed by Bio in the early game so it's hard to get to the lategame. However, considering that Mech units have high HP vs the more numeral but weak Bio units, shouldn't that allow them to abuse battles in small numbers enough for Mech to be viable? Perhaps players just need to focus a lot on saving Mech units so they can repair them?
against zerg because hellions take care of the zerglins, the vikings take out the corruptors, broodlords, and the thor takes down mutalisks. And for protoss : reaper, viking, maurader, and marine because reapers take out immortals, mauraders for stalkers, viking for colossus and marine for zealot?
On April 11 2011 09:30 eunheeseung wrote: against zerg because hellions take care of the zerglins, the vikings take out the corruptors, broodlords, and the thor takes down mutalisks. And for protoss : reaper, viking, maurader, and marine because reapers take out immortals, mauraders for stalkers, viking for colossus and marine for zealot?
This is kind of a silly question. It's not that simple, not even close. You'd be better off looking for more general strategies than just straight-up choosing what units you will have for the whole game. It's all situational, and picking "strategies" the way you're trying to just doesn't really work.
You can't try to depend on having a hard-counter for everything.
On April 11 2011 09:30 eunheeseung wrote: against zerg because hellions take care of the zerglins, the vikings take out the corruptors, broodlords, and the thor takes down mutalisks. And for protoss : reaper, viking, maurader, and marine because reapers take out immortals, mauraders for stalkers, viking for colossus and marine for zealot?
How about marine/marauder/medivac/siege tank/hellion/thor/banshee/viking because marines take care of the zerglings, marauders take care of the roaches and ultralisks, medivacs heal, siege tanks take care of the banelings, infestors and hydralisks, hellions take care of even more zerglings, thors take care of the mutaslisks, banshees take care of the ground units, and vikings take care of the corruptors and broodlords?