Simple Questions Simple Answers - Page 893
Forum Index > StarCraft 2 Strategy |
XDEKSDEEXD
622 Posts
| ||
AbouSV
Germany1278 Posts
https://www.tenforums.com/tutorials/136866-change-keyboard-character-repeat-delay-rate-windows.html And you have nice info about it there (@13m45): | ||
Anc13nt
1557 Posts
Edit: If anyone has a good reference for protoss builds that would be greatly appreciated too. | ||
Greenei
Germany1754 Posts
| ||
brickrd
United States4894 Posts
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 I looked at liquipedia and I feel like the builds are kind of outdated.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 | ||
sprade
1 Post
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
United Kingdom7084 Posts
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
468 Posts
I am toss btw | ||
arkedos
Germany1426 Posts
![]() | ||
Zenon
United Kingdom66 Posts
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... | ||
oGoZenob
France1503 Posts
| ||
Merlinius
62 Posts
![]() 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
France3143 Posts
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 ![]() The description says 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. | ||
Dangermousecatdog
United Kingdom7084 Posts
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
41 Posts
| ||
Dangermousecatdog
United Kingdom7084 Posts
| ||
Chocolate
United States2350 Posts
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
292 Posts
| ||
Jockmcplop
United Kingdom8891 Posts
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 | ||
AbouSV
Germany1278 Posts
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)? | ||
| ||