http://wiki.teamliquid.net/starcraft2/Snipe
[D] 1000 tips - Page 57
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ChristianS
United States3177 Posts
http://wiki.teamliquid.net/starcraft2/Snipe | ||
xwoGworwaTsx
United States984 Posts
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uzushould
Austria122 Posts
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
3454 Posts
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Kaitlin
United States2958 Posts
On June 20 2012 05:38 monkybone wrote: 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
United States216 Posts
On June 13 2012 03:06 Spender wrote: That's exactly what he's saying. Here's his comment: 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: 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
3454 Posts
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[UoN]Sentinel
United States11320 Posts
#(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. | ||
Allred
United States352 Posts
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DemonDeacon
United States158 Posts
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moskonia
Israel1448 Posts
#(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
United States2958 Posts
Tip: Consider Shift+S (or whatever 'Stop' is bound to) for a keybind, possibly 'Base Camera Cycle' or 'Idle Worker'. | ||
SamuraiSEA
Japan89 Posts
Really good resource though~ | ||
junelua
United States24 Posts
On June 13 2012 03:06 Spender wrote: That's exactly what he's saying. Here's his comment: 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: 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
Canada76 Posts
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hersenen
Belize176 Posts
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Account252508
3454 Posts
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Silencioseu
Cyprus493 Posts
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. | ||
Onionkebab
Denmark26 Posts
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hersenen
Belize176 Posts
On July 18 2012 19:18 monkybone wrote: A marauder has lower DPS than marines vs non-armored units. Yes but it also has more HP and durability. | ||
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