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[D] 1000 tips - Page 57

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 55 56 57 58 59 63 Next
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
June 17 2012 02:25 GMT
#1121
#170 is no longer correct, was changed in a patch.

http://wiki.teamliquid.net/starcraft2/Snipe
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
xwoGworwaTsx
Profile Joined April 2012
United States984 Posts
June 17 2012 02:31 GMT
#1122
wow thanks
uzushould
Profile Joined September 2011
Austria122 Posts
Last Edited: 2012-06-19 17:22:21
June 19 2012 17:22 GMT
#1123
when the protoss is trying to make a proxy 2 gate in your base u can do following as a terran:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=346406

if there is more surface area u could also block the rest with 1-2 svcs
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-06-19 20:39:37
June 19 2012 20:38 GMT
#1124
--- Nuked ---
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 19 2012 21:34 GMT
#1125
On June 20 2012 05:38 monkybone wrote:
Show nested quote +
On June 13 2012 03:06 Spender wrote:
On June 06 2012 09:24 monkybone wrote:
On June 06 2012 09:15 Kaitlin wrote:

The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying.

That's not what he was saying. Read the comment he answered. From the context of it, he didn't mean what you're saying at all.

That's exactly what he's saying.
Here's his comment:
+ Show Spoiler +
The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two.

3rd worker on either minerals or gas provides less income than the initial two therefore best income/return per gatherer ratio is two on each mineral patch / gas geyser. In your original reply you said:
+ Show Spoiler +
No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.

The last sentence is plain wrong. Yes full saturation is in practice 3 in gas (excluding maps with bad geyser placement like metalopolis) but full doesn't mean optimal. Optimal means best income per gatherer ratio hence 2 workers in a gas geyser is optimal. Some pro protoss players utilize this in their builds. Sase and Naniwa I'm 100% sure about, would have to verify on some other, so I won't name them.



Yeah, in the same sense optimal saturation of minerals is 6 workers. 2 on each close mineral patch. The rest aren't mining "optimally".

....

It's garbage advice and you know it.

And pros have 2 in each geyser because it aligns with the amount of gas they need for their build, not because of it being optimal.


The point is that when pros have 4 in gas, they are split 2 and 2, not 3 and 1.
Yoduh
Profile Joined August 2010
United States216 Posts
June 19 2012 21:40 GMT
#1126
On June 13 2012 03:06 Spender wrote:
Show nested quote +
On June 06 2012 09:24 monkybone wrote:
On June 06 2012 09:15 Kaitlin wrote:

The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying.

That's not what he was saying. Read the comment he answered. From the context of it, he didn't mean what you're saying at all.

That's exactly what he's saying.
Here's his comment:
Show nested quote +
+ Show Spoiler +
The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two.

3rd worker on either minerals or gas provides less income than the initial two therefore best income/return per gatherer ratio is two on each mineral patch / gas geyser. In your original reply you said:
Show nested quote +
+ Show Spoiler +
No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.

The last sentence is plain wrong. Yes full saturation is in practice 3 in gas (excluding maps with bad geyser placement like metalopolis) but full doesn't mean optimal. Optimal means best income per gatherer ratio hence 2 workers in a gas geyser is optimal. Some pro protoss players utilize this in their builds. Sase and Naniwa I'm 100% sure about, would have to verify on some other, so I won't name them.


think about this - 2 workers are on gas and each worker is getting 60 gas a minute (just guessing). Putting a 3rd worker on gas introduces a delay for each worker to enter the geyser as they have to wait for another worker to exit, so the workers are now getting let's say 45 gas a minute. Except now with THREE workers you have a total income of 135 gas/minute as opposed to 120 gas/minute with 2 workers.

Yes the income per worker is optimal at 2 workers per gas, but income per minute is clearly more optimal with 3. If any pro is putting only 2 on gas, it's not because they're concerned with getting gas as quickly as possible, it's part of their build order timing.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-06-19 22:02:54
June 19 2012 22:01 GMT
#1127
--- Nuked ---
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
June 20 2012 15:57 GMT
#1128
Got a buttload of them, apologies for any repeats

#(PvZ) Speedlings on creep are faster than charging zealots are faster than speedlings off creep. This means that you can run your zealots away from lings by charging to allied units farther up ahead, either stopping to engage or continuing running.

#(P) If you use blink every 10 seconds, ideally your stalkers will move at a speed of 3.75. This is just slower than slowlings and banelings on creep, as well as speed reapers.

#(P) If your building (such as a cannon or a gateway at your wall) is regenerating shields, Chronoboost will make shields recharge even faster.
- Addendum: If you're Zerg and make a nexus by neural, Chronoboost will heal your buildings and speed up larva injects, as well as building times if you're making your lair into a hive or something.

#(P) The strongest hallucination is a tie between Archon and 2 stalkers, both at 360 HP. Colossus is also a good choice for target firing enemies, and hallucinated immortals have hardened shields.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Allred
Profile Joined November 2010
United States352 Posts
June 20 2012 22:41 GMT
#1129
when doing an all in as protoss with a mothership warp in there base have a warp prism in warp in mode with your army, when the recall happens the warp prism will come with it and you can instantly warp in reinforcements into there base
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
DemonDeacon
Profile Joined February 2012
United States158 Posts
June 22 2012 21:15 GMT
#1130
per 226 - i don't think queens can still outrun slow overlords?
gg
moskonia
Profile Joined January 2011
Israel1448 Posts
June 22 2012 21:30 GMT
#1131
#(P) If you use blink every 10 seconds, ideally your stalkers will move at a speed of 3.75. This is just slower than slowlings and banelings on creep, as well as speed reapers.


If that is true its cool to know, but just a small change - speed lings are 4.7 off creep, and 3.75 isn't slightly slower then 4.7, its alot slower. for the baneling on creep part its true I think and the reaper is also 3.75 if I am not mistaken.
Kaitlin
Profile Joined December 2010
United States2958 Posts
June 27 2012 04:56 GMT
#1132
Lots of people have been customizing hotkeys for a while. Many use combinations, or 'layering' to reduce the number of keys required. One combination that is frequently overlooked is Shift + S, or whatever you have keyed to 'Stop' in your customized setup. Normally you don't want to layer with Shift, as it's needed for queueing actions, however there is absolutely no need to ever shift queue a 'Stop' command, since that is exactly the command issued when any queue runs out. So,

Tip: Consider Shift+S (or whatever 'Stop' is bound to) for a keybind, possibly 'Base Camera Cycle' or 'Idle Worker'.
SamuraiSEA
Profile Joined June 2012
Japan89 Posts
June 27 2012 12:09 GMT
#1133
This has been going on for AGES, haha. When will we ever reach 1000?

Really good resource though~
junelua
Profile Joined February 2012
United States24 Posts
Last Edited: 2012-06-30 19:50:52
June 30 2012 19:50 GMT
#1134
On June 13 2012 03:06 Spender wrote:
Show nested quote +
On June 06 2012 09:24 monkybone wrote:
On June 06 2012 09:15 Kaitlin wrote:

The tip I take away is that if I have a build where I need 4 workers in gas, then I'm going 2+2 instead of 3+1. Nobody said 2 in gas was optimal in total. However, 2 in gas returns higher income / worker than does 3 or 4, meaning the 3rd worker doesn't provide as much income as the 2nd. That's all he's saying.

That's not what he was saying. Read the comment he answered. From the context of it, he didn't mean what you're saying at all.

That's exactly what he's saying.
Here's his comment:
Show nested quote +
+ Show Spoiler +
The best "income per gatherer ratio" is TWO for gas (4 per expansion), 2 for minerals (16) per expansion. The third worker on gas has a lower return than the inital two.

3rd worker on either minerals or gas provides less income than the initial two therefore best income/return per gatherer ratio is two on each mineral patch / gas geyser. In your original reply you said:
Show nested quote +
+ Show Spoiler +
No, this is definitely wrong or misleading at best if it would be a miniscule difference. And I don't think you're even right, because a 4th worker in gas will give a very slightly higher gas income. Optimal and full saturation is in practice 3 in gas.

The last sentence is plain wrong. Yes full saturation is in practice 3 in gas (excluding maps with bad geyser placement like metalopolis) but full doesn't mean optimal. Optimal means best income per gatherer ratio hence 2 workers in a gas geyser is optimal. Some pro protoss players utilize this in their builds. Sase and Naniwa I'm 100% sure about, would have to verify on some other, so I won't name them.



FINALLY! haha monkeybone totally misunderstood what was actually being discussed, glad someone finally explained it fully. nothing against monkey, he was right about the saturation idea but again, "optimal income per gatherer ratio" is not the same as "saturation".
GRCJH
Profile Joined May 2012
Canada76 Posts
June 30 2012 20:10 GMT
#1135
TvZ, try bunker rushing your opponents natural third base if you open 1 rax fe, use the scv that built the bunker to ebay block your opponents next best choice for their third! He must make lings, make another cc in your main, you're ahead!!
you were born too soon, you'll never explore the galaxy
hersenen
Profile Joined November 2011
Belize176 Posts
July 18 2012 02:25 GMT
#1136
TvZ, build marauders out of your barracks that has a techlab upgrading stim/cs. The reason for this is 1 marauder is roughly equal to 2ish marines, so it's better to build a marauder to fully utilize the techlab and add more diversity to your composition. Building a marine out of a barracks with a techlab is like building a medivac out of a starport with a techlab.
Account252508
Profile Joined February 2012
3454 Posts
July 18 2012 10:18 GMT
#1137
--- Nuked ---
Silencioseu
Profile Joined June 2011
Cyprus493 Posts
July 18 2012 11:37 GMT
#1138
On June 13 2012 06:50 RustySpork wrote:
i really like this one, no one has used it that i have seen since jjakji in code s november
to kill a burrowed ling that is stopping a CC from landing, put a marine and a medivac where the ling is, then get a sieged up siege tank to shoot at your own marine, and the splash damage will one shot the ling, and the medivac will heal the marine so it doesn't die. So you can land you CC without having to use a scan :D

i think this is entirely upgrade dependant, and the lings some times are placed a little off instead in the middle, but usefull idd.
i kno i r badass no need to repeat
Onionkebab
Profile Blog Joined July 2011
Denmark26 Posts
July 18 2012 14:55 GMT
#1139
These tips really improved my gameplay, wish I could contribute, but most of them have already been mentioned by others. Anyway nice work they are really fun to read
Murhreeens!
hersenen
Profile Joined November 2011
Belize176 Posts
July 18 2012 15:00 GMT
#1140
On July 18 2012 19:18 monkybone wrote:
Show nested quote +
On July 18 2012 11:25 hersenen wrote:
TvZ, build marauders out of your barracks that has a techlab upgrading stim/cs. The reason for this is 1 marauder is roughly equal to 2ish marines, so it's better to build a marauder to fully utilize the techlab and add more diversity to your composition. Building a marine out of a barracks with a techlab is like building a medivac out of a starport with a techlab.


A marauder has lower DPS than marines vs non-armored units.


Yes but it also has more HP and durability.
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