On April 17 2011 00:31 Khalwah wrote: What would be a good build order to learn macro as a bronze level zerg player? also I would like some pro replays if possible.
On April 17 2011 00:33 jHERO wrote: Hey guys i know this might sound dumb, but i dunno why today i couldnt do this..
so i have my maurders + medivacs in hotkey 【1】, but the medivacs (right panel) healing ability kept on showing up whenever i pressed 【1】, and when i had to micro in fights its very incovinent to have to press 【tab】to get to the maurders and use stim...
whats the way to get maurders in the main choice of the subgroup and medivacs not the main?
im really confused lol
No, there's no way to change the default subgroup for a group of units. The order of subgroups are predetermined and unfortunately it turns out that the ordering is marine > medivac > marauder. So if you have a normal 1a MMM group you can stim without tabbing. However, if it is medivac/marauder, then you are forced to tab. I suppose a workaround would be to group a single marine to make a stimable unit the first subgroup.
On April 17 2011 00:43 Sharkyloft wrote:
Hi. I dunno if someone already asked this before, I think its probable because its been in my mind for a long time.
Why is it, that when a scouting worker walks straight throgh the mineral line of the enemy, pros seldom select many probes to surround and kill the worker? Its such an easy thing to do, its so advantageous. Ive thought that maybe the mining time they lose doesnt compensate for the 50m the worker cost, but it really does. 5 (tops) probes off the line for 4 seconds is less than 50 minerals lost. So why do some pro's let them walk by freely without trying to kill?
Because the scouting probe can usually get away by mineral walking (harvesting minerals or gas makes a worker pass through other units) as long as the player is paying attention. The benefit of killing the scout is usually not worth the lost mining time given you only have a chance to kill the scout unless you really want that scout dead (e.g., for special tak-tiks or such).
I often see banelings being built very quickly, up to 30 simultaneously. I find it hard to believe that these pros are clicking or hitting their hotkey for each baneling being built. The way I build my banelings is by either clicking the baneling icon or spamming the hotkey. Is there a way, say holding shift or ctrl or something, to build banelings simultaneously? Thanks.
On April 17 2011 01:10 FatChunk wrote: I often see banelings being built very quickly, up to 30 simultaneously. I find it hard to believe that these pros are clicking or hitting their hotkey for each baneling being built. The way I build my banelings is by either clicking the baneling icon or spamming the hotkey. Is there a way, say holding shift or ctrl or something, to build banelings simultaneously? Thanks.
They aren't hitting morph over and over again although it's not happening simultaneously either; it's just very quick. Select a group of banelings, hold down the key to make them (default 'e'), and it will repeat the morph command until you let go. Same thing applies to making units from larvae (e.g., select all larva, hold down 'd' to make them all into drones).
On April 17 2011 00:22 balmung135 wrote: How can a protoss deal with a zerg that gets hatch first then spine crawlers, speedlings, and 3-4 queens? i try to rush air to negate the crawlers but queens with transfuse take out my 3-4 void rays. basically I am losing to the fact that they get this expo up so fast and I havent found a good way to punish it.
With respect to hatch first, if you don't get an opportunity to cannon-deny the natural, then your best bet is sucking up the economic setback and play standard. Depending on positions, you could consider also consider a (slightly delayed) 2 gate, although that's a quickly fading style since it's defend-able by hatch-first zerg and delays your tech significantly. However you decide proceed, you should keep in mind that his speed will be late so you should consider poking with a couple of units force him to make units instead of drones.
Otherwise, ling/queen/spine is pretty standard from zerg so you need more indicators before you decide to deviate from a standard gameplan. In particular, if you see lots of spines (3+) and only lings, then you should suspect spire and consider 6 gating to punish it.
Do most pros have a separate control group for casters (ie. templars / infestor) and independent from the main army control group? If so, do they have the casters "follow" a unit in the main army control group or just 1a 2a them independently? The reason I ask is because if all the units are in one control group then the casters tend to move to the front to their death.
On April 17 2011 01:59 arbi wrote: Do most pros have a separate control group for casters (ie. templars / infestor) and independent from the main army control group? If so, do they have the casters "follow" a unit in the main army control group or just 1a 2a them independently? The reason I ask is because if all the units are in one control group then the casters tend to move to the front to their death.
Ideally they should be doing what you describe (not only to avoid sending casters to their death but also to make spells immediately available, e.g,. sentries and templar in the same group means you have to tab to cast both their sets of spells). Most pros I've seen do this and of those pros, most send move commands independently otherwise the casters end up getting closer to the front line than they need to. However, there's been plenty of cases where I've seen sentries/templar/infestors charge to their death due to 1a syndrome. As the game matures and people start optimizing their control schemes, we should see such behavior disappear (hopefully).
I'm looking for a real solid, consistent Terran build that works against all races and I can practice over and over.
Not interested in cheese or mass expand builds. Something solid, middle of the road, very consistent, can stop enemy cheese if I micro well, works against all races (for consistency, again).
The idea is to practice with something really consistent so I can optimize instead of flip-flopping all the time and never really acing an opening.
I'm currently low diamond, but probably belong in Platinum.
On April 17 2011 04:10 iChau wrote: How do you avoid counter-attacks when you're in an aggressive position?
I been watching TSL, and many of TvZ's are the terran moving up to attack, while the Z also attacks at undefended places.
Why do they leave their bases quite undefended?
Basically you have to be aggressive enough that they have to use their units to defend. You want to leave enough static D at your bases to deal with small counter attack groups and just use good army positioning to deal with anything else.
On April 17 2011 04:10 iChau wrote: How do you avoid counter-attacks when you're in an aggressive position?
I been watching TSL, and many of TvZ's are the terran moving up to attack, while the Z also attacks at undefended places.
Why do they leave their bases quite undefended?
Basically you have to be aggressive enough that they have to use their units to defend. You want to leave enough static D at your bases to deal with small counter attack groups and just use good army positioning to deal with anything else.
I also noticed that on huge maps, Boxer attacks with half his army at all the way on the bottom left, and defends that spot, when his base is at the top right.
who are the peope on TL with the weird and special icon (e.g. knife, dice,......) and also who is this CecilSunkure guy, he does not have any special icon but his comments are always coloured in blue?
On April 17 2011 05:14 brachester wrote: who are the peope on TL with the weird and special icon (e.g. knife, dice,......) and also who is this CecilSunkure guy, he does not have any special icon but his comments are always coloured in blue?
Terran typically chose do some combination of bunker/rax wall from ramp to your nat cc and constricting space by spreading out bunkers and raxes around the nat. In particular, any wall is usually not complete since it is sufficient to just leave chokes to funnel lings into your marines and tanks. Protoss in contrast almost also create a full wall from ramp to nat because their units are much less capable of stopping lings quickly.
The other extreme is the great wall of thorzain but that is less common:
Also, you should throw down two depots past the grass guarding tasteless's sekrut hallway to eliminate the possibility of ling backstabs and allow you to spot backdoor bling busts.
Thanks for that. Yeah the Thorzain way sounds very tough - I mean even he had to be 100% on his game to prevent harasses...
Next time will try the rax/bunker combo but there's SO much space that a muta raid is almost inevitable. Almost impossible for me to lock down all that space on the ground AND cover all the area that mutas can attack AND expand as far as possible...
A Zerg's natural has 7 eggs in production, a protoss surrounds the eggs with forcefields. The eggs sit at 100% completion for the duration of the forcefield (as these eggs cannot hatch without space to do so), then hatch when the forcefield vanishes.
On April 17 2011 09:18 Trevoc wrote: Is the following a glitch:
A Zerg's natural has 7 eggs in production, a protoss surrounds the eggs with forcefields. The eggs sit at 100% completion for the duration of the forcefield (as these eggs cannot hatch without space to do so), then hatch when the forcefield vanishes.
It's confirmed behavior, but it is most likely is not a bug (in the sense that it will be fixed). The same behavior occurs in other situations where there is not room for a unit to either spawn or drop at a location such as when you doom drop on a single point.