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How to not get supply blocked? - Page 2

Forum Index > StarCraft 2 Strategy
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CursOr
Profile Blog Joined January 2009
United States6335 Posts
October 11 2011 06:04 GMT
#21
Tape a picture of a super hot girl right up to that corner of the monitor. Preferably pointing at the Supply counter or something. Worked wonders for me. Still get supply blocked, but I check it and avoid it a lot more often now.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Scoobasteve
Profile Joined August 2011
United States32 Posts
October 11 2011 06:06 GMT
#22
What I've found works a lot for me as Terran (slightly different b/c of build times):

leave your pylon building worker idle - I notice the idle worker notification a lot easier than actually checking supply, and its another mental note to build a supply depot. Everytime I see an idle SCV, i hit F1 and build a new depot.

As toss it'll be a little different b/c the worker will be idle immediately after building one, but its another area on the screen that gives a reminder to build pylons.
Any fool can criticize, complain, and condemn - and most fools do.
SeeDLiNg
Profile Joined January 2010
United States690 Posts
October 11 2011 06:10 GMT
#23
I had this issue for a long time in master league (it happens to everyone...)

It really helps to get some sort of metronome or timer or SOMETHING that makes noise every 10-15 seconds. You don't want something that tells you when you're almost capped. You want something that forces you to be constantly aware.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
October 11 2011 06:23 GMT
#24
On October 11 2011 15:10 SeeDLiNg wrote:
I had this issue for a long time in master league (it happens to everyone...)

It really helps to get some sort of metronome or timer or SOMETHING that makes noise every 10-15 seconds. You don't want something that tells you when you're almost capped. You want something that forces you to be constantly aware.

Or just use the act of making units as a reminder to make supply. Like if you made 4 gateway units u have about 5 sec to make a pylon if u want it to finish before your next warpin.

Maybe doesn't work for everyone haha
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
October 11 2011 07:00 GMT
#25
I use the next wave approach.

Add the next wave of units to be built, roaches(2), zealots (2), whatever into your current supply.
So if I'm building 2 marines and 1 marauder, add 4 supply to the current, if blocked, double it (8) and if it funds allow, build two supply buildings.
Cauterize the area
Angelfish1
Profile Joined December 2010
United Kingdom29 Posts
October 11 2011 07:14 GMT
#26
The way that I go about this comes from a Day[9] daily, basicly what he said and I did a TON was to just play a lot games where all you are trying to do is build probes and pylons. Obviously you can still look at your army composition and trying to attack, but only allow yourself to do so after you have build a pylon. Don’t get me wrong, I lost a lot of ladder points doing this but once I had it in my head, I found that I won a lot easier, just by having more stuff
I'm Hungry...
Brian333
Profile Joined August 2010
657 Posts
Last Edited: 2011-10-11 07:24:00
October 11 2011 07:21 GMT
#27
I think it's easy to kind of tie together a lot of tasks.

For instance, tying the task of making pylons to your warp-in cycle or probe production cycle.

Of course, once you start losing supply or cutting probes, it becomes more of a judgment issue, but when you're just macroing up, I think it helps to establish that rhythm.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
October 11 2011 07:26 GMT
#28
Easiest way is to build a pylon every time you warp in units. Every round of units you warp in, look at your supply, and build pylons accordingly.
Hexagecz
Profile Joined February 2011
Czech Republic66 Posts
October 11 2011 07:29 GMT
#29
Keep checking your food after some games with mindset of not getting supply blocked you will start automaticaly building pylons. If you need build more pylons at once so your gap between building pylons is bigger.
Infestor =(
Darack
Profile Blog Joined April 2011
51 Posts
October 11 2011 07:40 GMT
#30
On October 11 2011 15:06 Scoobasteve wrote:
What I've found works a lot for me as Terran (slightly different b/c of build times):

leave your pylon building worker idle - I notice the idle worker notification a lot easier than actually checking supply, and its another mental note to build a supply depot. Everytime I see an idle SCV, i hit F1 and build a new depot.

As toss it'll be a little different b/c the worker will be idle immediately after building one, but its another area on the screen that gives a reminder to build pylons.


This is exactly what I am doing with terran. As terran you should in early to mid game always be building one supply depot and on 2 base after getting it started you should be building two at a time (never stop until supply limit or big supply drop).

I don't think this should be too different with toss, one pylon should be building in early game (starting after your production kicks in of course). Look at your base and learn to check for this. Problem solved.
This way you can check if you are constantly producing (or constantly warping in units) as well. If your supply limit increases faster than your production can manage then you are either building too much pylons at once or you production is not what it should be.
thesideshow
Profile Blog Joined May 2010
930 Posts
October 11 2011 07:48 GMT
#31
Like many others have said, there's no shortcut to this. Keep checking your supply count (getting into the habit of consistently checking supply and the minimap is pretty fundamental), and keep a buffer for your next wave or two of units.

Having a system of consistently building supply depots or a pylon after every warp in works, but you have to be ready to adjust that on-the-fly depending on the circumstances, so you'll have to learn to watch your supply and take into account production cycles anyway.
OGS:levelchange
Pawsom
Profile Blog Joined February 2009
United States928 Posts
October 11 2011 07:48 GMT
#32
People are being smartasses but here's a good answer:

On one base: every time you warp you need a pylon. (3 gates + probes, or 4 gates and no probes)

On two base: every warp/tech unit you need 2 pylons.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
October 11 2011 08:04 GMT
#33
I sort of have the mindset that I always want to have pylon power in every single corner of my base. Techically that's not a very useful thing to have EVERYWHERE, but it does help versus supply block since you're constantly reminded of building more pylons.
Kaz_Coaching
Profile Joined October 2010
United States83 Posts
October 11 2011 08:08 GMT
#34
Think in terms of a production cycle.

1 Nexus + 3 gateways = 7 supply per round. Means you need to start constructing a pylon every single time you hit a production cycle.

If your building out of a robo, 2 nexus or more gateways you need to calculate the amount of supply used with every production cycle. When you hit your cycle make pylons for the next one.
TigerKarl
Profile Joined November 2010
1757 Posts
October 11 2011 08:10 GMT
#35
You basically have to train you to play in circles. There are some useful circles in this thread already, and one is checking the top right of the monitor.
Pandepic
Profile Joined February 2011
Australia219 Posts
October 11 2011 08:23 GMT
#36
Something that helped me was going through my replays and forcing myself to go over and over the points in a game where I typically forgot a pylon, like at one point right as my first colossus came out + a round of units from my gateways I always forgot to make enough pylons for the sudden jump in supply, and I kept making myself go over that specific part of my replays, and now in games I just automatically think to myself "about to start my first colossus, better make sure I have enough pylons".
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
October 11 2011 08:30 GMT
#37
the shift pylon after a warp cycle works fine at the lower(and higher) levels, when you add more gates, do 2 shift pylon or 3 just to be safe. Unless your macro is perfect (almost impossible) you can allways at later stages afford 1-2 pylons to much.
This is where we begin. Show your true self, Battosai.
Ruscour
Profile Blog Joined April 2011
5233 Posts
October 11 2011 08:32 GMT
#38
On October 11 2011 17:08 Gorb1 wrote:
Think in terms of a production cycle.

1 Nexus + 3 gateways = 7 supply per round. Means you need to start constructing a pylon every single time you hit a production cycle.

If your building out of a robo, 2 nexus or more gateways you need to calculate the amount of supply used with every production cycle. When you hit your cycle make pylons for the next one.

A simplified way of doing this is per base...obviously varies but if you're on one base, one pylon at a time, two base, two pylons at a time, etc.
ypslala
Profile Joined April 2011
Burma545 Posts
October 11 2011 08:32 GMT
#39
the first 3 pylons are not a problem. the following ones are.

a typical block i have is 52/52 60/60 84/84 etc.

what i do, after the first 3-4 buildorder pylons:

- everytime i made a building, i place an additional pylon beside it, also to avoid artosis pylons. robo + 1 pylon. gateway + 1 pylon, forge +1 pylon, twilight council + 1 pylon etc. its not perfect, but it IS a way.

- ofc after a warp in cycle

- from ~ 100 supply on i always make 2-3 pylons
best SC2 game of aaaaaaall time: vibe vs avilo (don't miss the end!!): https://youtu.be/mygH92WzKV4
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-10-11 08:40:40
October 11 2011 08:40 GMT
#40
I have a same problem.. I play as zerg and I get supply blocked every single time.. That usually starts at around ~70 supply or more when I have multiply hatches..
You should never underestimate the predictability of stupidity
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