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Forum Index > StarCraft 2 Strategy
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Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-04-16 16:00:47
April 16 2011 15:46 GMT
#1941
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.


http://wiki.teamliquid.net/starcraft2/Speedling_Expand

Any decent replay site such as

www.sc2rc.com
www.gamereplays.org
www.drop.sc

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).
FatChunk
Profile Joined August 2010
Canada93 Posts
April 16 2011 16:10 GMT
#1942
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.
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-04-16 17:00:37
April 16 2011 16:23 GMT
#1943
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.
arbi
Profile Joined September 2010
10 Posts
April 16 2011 16:59 GMT
#1944
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.
Kambing
Profile Joined May 2010
United States1176 Posts
April 16 2011 17:09 GMT
#1945
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).
Tynan
Profile Joined December 2010
Canada111 Posts
April 16 2011 17:47 GMT
#1946
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.

Thanks.
Creativity... Go!
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 19:10 GMT
#1947
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?
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
OzkanTheFlip
Profile Blog Joined January 2011
United States246 Posts
April 16 2011 19:24 GMT
#1948
How many spine crawlers do i use to hold a off 1 medivac full of marines drop
Make Moar Roaches
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 19:36 GMT
#1949
On April 17 2011 04:24 OzkanTheFlip wrote:
How many spine crawlers do i use to hold a off 1 medivac full of marines drop


3
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Vathus
Profile Joined October 2009
Canada404 Posts
April 16 2011 19:43 GMT
#1950
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.
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 20:00 GMT
#1951
On April 17 2011 04:43 Vathus wrote:
Show nested quote +
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.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
brachester
Profile Blog Joined March 2011
Australia1786 Posts
April 16 2011 20:14 GMT
#1952
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?
I hate all this singing
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 20:41 GMT
#1953
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?


Blue posts = quality posters.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
KissMyArse
Profile Joined April 2011
Belize15 Posts
April 16 2011 21:18 GMT
#1954
On April 17 2011 00:10 Kambing wrote:

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...
Bao
Profile Joined February 2011
United States89 Posts
April 16 2011 22:03 GMT
#1955
for the 6 gate timing after you open 15 nexus, when do you move out? and do you use a robo?
iChau
Profile Joined December 2010
United States1210 Posts
April 17 2011 00:00 GMT
#1956
No robo, when gates finish and you start warping in.

Are you referring to 6 gate all-in?

If you're going robo, it's better to 5 gate pressure, and then have that back-up robo to get colossi later.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Trevoc
Profile Joined October 2010
United States145 Posts
Last Edited: 2011-04-17 00:19:03
April 17 2011 00:18 GMT
#1957
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.
There is no limit.
Elean
Profile Joined October 2010
689 Posts
April 17 2011 00:26 GMT
#1958
Can a queen on creep kite a Void Ray ?

Queens have a speed and range advantage however, the void ray can attack while attacking... so ?

I've never seen a pro even try to kite a Void Ray.
Kambing
Profile Joined May 2010
United States1176 Posts
April 17 2011 00:29 GMT
#1959
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.
Trevoc
Profile Joined October 2010
United States145 Posts
April 17 2011 00:29 GMT
#1960
On April 17 2011 09:26 Elean wrote:
Can a queen on creep kite a Void Ray ?

Queens have a speed and range advantage however, the void ray can attack while attacking... so ?

I've never seen a pro even try to kite a Void Ray.


It is not possible
There is no limit.
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