I would like to see each timing broken down by the MUs you can realistically use it in. Having a little redundancy is worth having an easier way to process this information.
Cheers!
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Sleight
2471 Posts
I would like to see each timing broken down by the MUs you can realistically use it in. Having a little redundancy is worth having an easier way to process this information. Cheers! | ||
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caracarn
Sweden141 Posts
On March 19 2011 12:47 Najda wrote: Show nested quote + On March 19 2011 11:24 caracarn wrote: This is a really helpful thing to have. But all this is not when the things are in your base. You can almost say that everything is 40 seconds later then this timings. I'm pretty sure the timings are just for practice validation to make sure you're doing it as efficiently as you should be. Or at least that's what I would use them for. Oh i thought this was a guide to have a little better knowledge what the opponent was doing. For instance if July would have had the timings for a 3 gate expo in his head, he would have known that something was up because the expo was 20 seconds late.. | ||
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Deleted User 135096
3624 Posts
On March 20 2011 22:49 caracarn wrote: It's a bit of both. As I mentioned before, there is a lot of variance in distance based on maps and spawn positions. I figured I'd leave it up to the player to know the travel distances on the maps, but maybe that could be another section..Oh i thought this was a guide to have a little better knowledge what the opponent was doing. For instance if July would have had the timings for a 3 gate expo in his head, he would have known that something was up because the expo was 20 seconds late.. | ||
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ma70
253 Posts
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Najda
United States3765 Posts
On March 20 2011 22:49 caracarn wrote: Show nested quote + On March 19 2011 12:47 Najda wrote: On March 19 2011 11:24 caracarn wrote: This is a really helpful thing to have. But all this is not when the things are in your base. You can almost say that everything is 40 seconds later then this timings. I'm pretty sure the timings are just for practice validation to make sure you're doing it as efficiently as you should be. Or at least that's what I would use them for. Oh i thought this was a guide to have a little better knowledge what the opponent was doing. For instance if July would have had the timings for a 3 gate expo in his head, he would have known that something was up because the expo was 20 seconds late.. That too, I didn't even think of that! ![]() | ||
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iSTime
1579 Posts
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Deleted User 135096
3624 Posts
On March 21 2011 08:48 PJA wrote: What is the build order that allows this timing to be drastically different than what I achieved? Could you link or post a rep of this occurring?3 Gate 1 Robo with 4 zealots/1 stalker/1 zealot can be achieved with full saturation in main like 30 seconds earlier than 6:05. | ||
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JeLLe04
United States47 Posts
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Deleted User 135096
3624 Posts
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FreezerJumps
Canada653 Posts
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Deleted User 135096
3624 Posts
On March 23 2011 22:38 FreezerJumps wrote: You have a valid concern, and in an ideal world where LP had this information I would agree with your concerns. However, a good bit of this information is absent... and this thread is about best timings only, not the analysis of build orders.Isn't this called Liquipedia? | ||
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minimalistic
Hungary157 Posts
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Deleted User 135096
3624 Posts
On March 25 2011 04:52 minimalistic wrote: If I understand you correctly, are you asking when and if these timings will conform with patch 1.3? If that's the case, the only changes to times involve bunker and stim, which only covers 3 of these timings. Updates will happen periodically in order to keep up with the evolving landscape.Is there any chance of this list getting updated as soon as we evolve and getting used to 1.3 please? | ||
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Deleted User 135096
3624 Posts
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Marzocchi
United States58 Posts
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Volka
Argentina411 Posts
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Deleted User 135096
3624 Posts
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Crackensan
United States479 Posts
Thank youuuu! ♥ ♥ | ||
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Zaffy
United Kingdom128 Posts
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Koszmarny
Poland13 Posts
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