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XDEKSDEEXD
Profile Joined June 2013
622 Posts
May 04 2020 12:27 GMT
#17841
Where is the setting that allows me to change the repeat delay and repeat rate? So I can hold A and instantly train lots of marines? Cannot find it under keyboard
AbouSV
Profile Joined October 2014
Germany1278 Posts
Last Edited: 2020-05-04 18:16:23
May 04 2020 18:15 GMT
#17842
See option 3 and 4 here:
https://www.tenforums.com/tutorials/136866-change-keyboard-character-repeat-delay-rate-windows.html

And you have nice info about it there (@13m45):
Anc13nt
Profile Blog Joined October 2017
1557 Posts
Last Edited: 2020-05-08 10:17:54
May 08 2020 10:17 GMT
#17843
What are some good macro PvP, PvZ and PvT builds in the meta nowadays? I mostly have been free-styling in SC2 so I hit a wall mmr-wise and would like to learn some proper builds. I looked at liquipedia and I feel like the builds are kind of outdated.

Edit: If anyone has a good reference for protoss builds that would be greatly appreciated too.
Greenei
Profile Joined November 2011
Germany1754 Posts
May 09 2020 01:18 GMT
#17844
Does anyone have a game where a Terran beats a good Protoss that uses Stalker Disruptor with Bio+Liberator/Whatever? Also, he shouldn't just win because Toss fucked up or because of a doomdrop but by actually outplaying the opponent. It seems completely impossible to me.
IMBA IMBA IMBA IMBA IMBA IMBA
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2020-05-09 03:25:59
May 09 2020 03:13 GMT
#17845
On May 08 2020 19:17 Anc13nt wrote:
What are some good macro PvP, PvZ and PvT builds in the meta nowadays? I mostly have been free-styling in SC2 so I hit a wall mmr-wise and would like to learn some proper builds. I looked at liquipedia and I feel like the builds are kind of outdated.

Edit: If anyone has a good reference for protoss builds that would be greatly appreciated too.


PvP

14 pylon
chrono nexus as pylon completes
16 gate (wall main ramp)
17 gas, 3 probes
(send the probe that made your gas to the bottom of your ramp to spot for cannon rushes. leave it there, use it later to build the second gate, then send it out as your scouting probe. OR you can just scout earlier if you want, but i find it unnecessary)
18 2nd gas, 3 probes
chrono nexus
20 2nd gate (wall main ramp)
21 core
22 pylon
1x stalker 1x sentry when 2 gates finish
Third pylon either at your natural nexus point (greedy) or at your 2 gates (safe).

Use your first stalker to poke around proxy locations, or you can keep your stalker at home and use a probe to do a more thorough scout of the map for proxies.

Shortly after your third pylon, start another pylon in your opponent's wall with your scouting probe and use it to watch what units he makes from his gates. Cancel it when you see the units.

One stalker attacking the pylon normally means he went stalker/sentry, and you can expand. Two stalkers can sometimes (but not always) indicate aggression or proxy robo. Proxy robo is hard to defend, but basically you just go defensive robo and try to hold your ramp. Getting a prism for micro helps. Obviously don't expand against proxy robo or 4gate if you scout them early.

If he made adepts then ideally you want two more stalkers before your nexus, move out with 3 stalkers to catch the adepts, and put a probe in your wall to block adept shades out of your main while you chase them with your stalkers, keeping your sentry in the main. Make sure you have 1-2 stalkers and/or a battery in your main mineral line as your warp gate finishes because oracle is a very common followup to adept openers.

Do a hallucination scout immediately at 75 sentry energy to confirm expansion (if you don't already know) and spot tech. From there you can choose your tech based on what you scout. If your opponent is playing standard macro you want a fast forge. Go up to 2-3 sentries and keep constantly scouting with hallucinations to see when your opponent makes gates or expands, what units he makes, and when he moves out.

From there it gets a little complicated as there are various different timing attacks like adept allin, charge archon allin, etc. that require different responses. On 3+ bases you can play immortal/archon or blink/disruptor based on your preference. Often PvPs will end before this point though.

PvZ

14 pylon behind natural wall
chrono nexus as pylon completes
16 gate, probe scout (you can scout earlier or later than this if you want)
chrono nexus
17 gas, 1 probe

If your opponent went early pool: add core, chrono zealot and add second pylon ASAP while adding 2 probes to your gas. If he makes 8+ lings then micro your zealot to prevent the lings from killing your wall, pulling back and attacking to prevent the lings from hitting your buildings while you make an adept. Stargate is pretty safe against most followup aggression. Robo+shield batteries are good against roach ravager rushes if you can scout it early.

If your opponent went hatch first then continue the build:
chrono nexus, 1 probe on gas
20 nexus
20 core
21 2nd gas
22 pylon

Chrono out an adept and go across the map to spot delayed allins, count drones and check the main for tech like banelings or fast lair. It can be hard to scout everything at once, so it's acceptable to just sacrifice the adept into the main for a scout as speed finishes around 3:30.

From there you have a two basic macro tech options: stargate with 1 phoenix and 1-3 oracles (built in any order you want) or twilight+robo into either DT/archon drop or glaives pressure. You said macro so I assume you want a third base. If you went stargate add your twilight and robo. After third base add forge and templar archives+storm while scouting zerg's composition. Against mass roach never stop making immortals. Against mass ling/bane make archons. Against hydra make templar. Against muta make either phoenix, blink stalker or both. Against lurkers ensure you have 2+ oracles for revelation. Once you are on 3-5 bases you can either max out and attack before zerg has brood lords or turtle up with static defenses and go fleet beacon + skytoss. Warp prisms with zealots are very powerful harassment while you attack elsewhere.

PvT

14 pylon (wall reaper jump spot if you want)
chrono as pylon completes
16 gate, scout
17 gas, 1 probe
Check main for barracks:
-If no barracks + no gas it's proxy marine bunker rush. Stay in your main, build shield batteries and fight with some probes if necessary while denying bunkers.
-If no barracks + gas it's proxy reaper or proxy marauder. Go core before nexus and add 2 probes to your gas while scouting for the barracks/SCV to determine which proxy it is.
-If it's proxy marauder add 2nd gas, 2nd pylon, shield battery and robo for immortals. Expand after you've held the attack.
-If it's proxy reaper continue as normal and micro your probes as well as you can.
After checking if barracks is at home, also check the main for gas.
-If he has 2 fast gas before expand he's doing some kind of 1 base tech, possibly proxied. Keep scouting for proxies to determine what you're up against. Play defensively with robo or stargate.
-If barracks was at home, continue the build:
chrono nexus
20 nexus
21 pylon, ideally somewhere hard to reaper scout
22 gas
Open with chronoed adept or stalker per your preference - I like adept because it helps with scouting later. Then add a stalker to help deny the reaper.
Add twilight council + blink or stargate per your preference
-If you went adept send it out and start trying to catch the reaper/shade into the main to scout tech. If you don't get an adept in you'll need observer, oracle or hallucinations to scout with.
-If you scout reactor factory wall your natural with 2 gates to deny hellions. If the starport is also missing it may be a proxy medivac drop and you may want a battery in your main mineral line.
Add robo and then take your third nexus around 4-5 minutes unless you scout some kind of extremely aggressive tech push with SCV pull.
-If you scout a later 2 base tank push go up to 6-8 gates as fast as possible. Make sure you started charge as soon as blink finished, and defend with mass chargelot. Use blink stalkers to snipe units as he crosses the map and start fake engagements to make him siege his tanks, delaying his attack. If you have immortals then target them onto tanks.
-If he plays a normal 3 base macro style then get 1 or 2 forges and colossus into templar or templar into colossus per your preference. If you play lategame you will probably need disruptors against ghosts and tempests against ranged liberators. Like PvZ warp prisms are very powerful.

it's impossible to cover everything, but i think that should cover the most common and standard stuff
TL+ Member
sprade
Profile Joined May 2020
1 Post
Last Edited: 2020-05-19 15:58:12
May 19 2020 15:47 GMT
#17846
I am relatively new to rts games and sc2 i started playing a month ago and i have problems noticing that my buildings have finished.I dont have that interal clock in me yet that wakes me up and reminds me to put 2 more scv's into gas when the building construction is complete.

Also i forgot to start training a reaper right when the barracks have finished so often now.

I play terran and when the refiniery finishes it does a weird bubbly water sound that i often overhear easily. The Icon that says (structure complete) on the left is very green and blurry. Doesn't even tell me in text what structure completed
if it just said refinery or barracks instead of giving me that icon i would be very happy.

I found an option ingame that allows me to tone down all other ambient sounds and music while 'Sturcture Complete' sounds play but i still think some sounds are just really easily to overhear.

Is there a way to get 'better' or custom sounds for when buildings finish? And 'better more colorful' or custom icons with text that say: Refinery for example for the 'Structure Complete' icons?
if yes where do i get them and how do i get it to work?
What other ways are there for me to remember or notice my buildings have finished construction and are ready produce units?
thank you
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
May 20 2020 14:44 GMT
#17847
You could always try to hotkey the crucial building and get into the habit of pressing its hotkey to check its progress. Alternatively you can hotkey that building with other production buildings and tab along. Obviously that is not much help if you aren't in the habit of pressing building hotkeys anyways, but it would help you to develop that skill anyways.

Perhaps you can also try to memorise the time taken or take a look at build time for just that moment when you are building it and check construction when that amount of time has passed on the timer as well. That used to be a lot easier before LoTV when most buildings took roughly 1 min to build. Not so easy in LoTV.

But I agree, it would be better design if unit and building production sounds were clearer and more distinctive. Most zerg completion sounds in particular are weak.
aringadingding
Profile Joined September 2010
474 Posts
Last Edited: 2020-05-22 22:40:52
May 22 2020 22:40 GMT
#17848
How should pleb like me in plat start when facing a random? Any advice or pointers?
I am toss btw
arkedos
Profile Joined July 2011
Germany1426 Posts
May 23 2020 10:55 GMT
#17849
Are there any good T replaypacks around for the current patch? Want to get back in the game and want to see what is played these days
love esports - hate homophobia
Zenon
Profile Joined December 2011
United Kingdom66 Posts
May 24 2020 02:10 GMT
#17850
On May 23 2020 19:55 arkedos wrote:
Are there any good T replaypacks around for the current patch? Want to get back in the game and want to see what is played these days


The spawning tool website has replay packs from recent tournaments that you can download and view. You will obviously have to pick and choose from the Terran players. I think most players/streamers would usually charge for recent replay packs or have them for their subscribers kinda thing...
@focus_Zenon
oGoZenob
Profile Joined December 2011
France1503 Posts
May 24 2020 14:44 GMT
#17851
is there a way to have custom spell priority when selecting an army group with different spells/abilities ? I want stim to be the default ability when i panick F2
I like starcraft
Merlinius
Profile Joined September 2010
62 Posts
May 25 2020 12:42 GMT
#17852
Quick question regarding (Wiki)Brood Lord (Legacy of the Void)

The description says

Broodlings are temporary units which will die 5.71 seconds after landing, regardless of their health. As a result a single Brood Lord attacking continuously will sustain just over 3 Broodlings on the ground. If the Broodlings are not killed before expiring, their attacks will provide significantly more DPS (26 without upgrades) than the attacks of their original Brood Lord (11 without upgrades).


Can somebody please explain the last sentence to me? Is it supposed to read "are not killed before inflicting damage"? Because how could you quantify the DPS which the Brood Lord + Broodling combination does without specifying the timing of when the Broodling is killed? Or does it somehow imply that not killing a Broodling impacts the damage of future Broodlings? I could not reproduce the latter in the Unit Tester.
ArtyK
Profile Joined June 2011
France3143 Posts
May 25 2020 18:59 GMT
#17853
On May 23 2020 07:40 aringadingding wrote:
How should pleb like me in plat start when facing a random? Any advice or pointers?
I am toss btw

Place your first pylon and gate high ground and scout with the probe that made the gate as usual.
- If PvZ place your second pylon low ground to wall the natural. It'll be delayed so be mindful of speedling allins.
- If it's PvP continue the wall high ground
- If PvT don't need to finish it


On May 24 2020 23:44 oGoZenob wrote:
is there a way to have custom spell priority when selecting an army group with different spells/abilities ? I want stim to be the default ability when i panick F2

Nope, unfortunately. Gotta use tab or change how you group units.


On May 25 2020 21:42 Merlinius wrote:
Quick question regarding (Wiki)Brood Lord (Legacy of the Void)

The description says

Show nested quote +
Broodlings are temporary units which will die 5.71 seconds after landing, regardless of their health. As a result a single Brood Lord attacking continuously will sustain just over 3 Broodlings on the ground. If the Broodlings are not killed before expiring, their attacks will provide significantly more DPS (26 without upgrades) than the attacks of their original Brood Lord (11 without upgrades).


Can somebody please explain the last sentence to me? Is it supposed to read "are not killed before inflicting damage"? Because how could you quantify the DPS which the Brood Lord + Broodling combination does without specifying the timing of when the Broodling is killed? Or does it somehow imply that not killing a Broodling impacts the damage of future Broodlings? I could not reproduce the latter in the Unit Tester.

I think it just means that during the lifespan a broodling they will deal 26 dps, while the BL's on-hit attack will deal 11dps.
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
May 26 2020 18:04 GMT
#17854
I would assume what the description is saying is that an attacking broodlord will have living 3 broodlings continuously and if all three broodlings are remaining alive and attacking, the three broodlings have a combined dps of 26.

Realistically, as you have noted, broodlings will tend to be instantly killed, or the attacked army will move away from the broodlings, and it is unlikely for enough surface area for the broodlings to attack. No, a broodling doesn't have an ability to inflict damage simply because it exists. It has to be physically attacking. It's poorly worded.
EmoBacon
Profile Blog Joined February 2018
41 Posts
May 27 2020 02:42 GMT
#17855
been away from the game for a while came back noticed something funny looked into next seasons map pools it was the same, what happened, why is every 1v1 map 2 player not a single 4 player map in the ladder pool? what shifted in sc2 to create this? just curious thanks.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
May 27 2020 11:38 GMT
#17856
https://tl.net/forum/starcraft-2/559860-why-only-2-spawn
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
June 10 2020 01:03 GMT
#17857
Playing LoTV after a long hiatus, still diamond protoss somehow, got a few questions.

Should I only use disruptors for drops or should I incorporate them into my main army? I could see them being good against mass marine or zergling but since you have to move your units away to avoid friendly fire I'm thinking it would only be good in the early game, as late game I imagine it would just get destroyed before the AOE damage. But maybe it's good for ganking?

What unit composition works best against mid-late game Terran mech (e.g. mass tank, raven, liberator, hellion, cyclone)? I had two full supply armies get utterly destroyed against this. I guess I just don't understand how to break the siege line in particular, maybe I need to gank with zealots or build a ton of phoenix to lift the tanks?



DSh1
Profile Joined April 2017
292 Posts
June 13 2020 21:22 GMT
#17858
Anyone else having issues starting up the game? Since last week, it takes minutes to start. I already tried reinstalling battle net and SCII, updating drivers, but it didn't help. Once it launched, it seems mostly okay
Jockmcplop
Profile Blog Joined February 2012
United Kingdom9607 Posts
June 17 2020 11:58 GMT
#17859
Hi
I'm a terran player in platinum league. I have been using Vibe's hellion thor build but i want to start playing bio. I have a basic opening build order but i have questions about how much production i can support for a standard bio+tank build.

So the question is, with 1 fact and sp, how many barracks with which addons can i support with 2 bases; then with 2fact and 1-2 sp, how many rax from 3 bases, and then what is the most amount of rax i can support with a fully working economy?

Thanks
RIP Meatloaf <3
AbouSV
Profile Joined October 2014
Germany1278 Posts
June 18 2020 18:04 GMT
#17860
On June 14 2020 06:22 DSh1 wrote:
Anyone else having issues starting up the game? Since last week, it takes minutes to start. I already tried reinstalling battle net and SCII, updating drivers, but it didn't help. Once it launched, it seems mostly okay


Are you talking about before the game actually starts, and you just have a windows loading pop-up (that you normally don't even have time to see)?
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