How to not get supply blocked? - Page 2
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CursOr
United States6335 Posts
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Scoobasteve
United States32 Posts
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. | ||
SeeDLiNg
United States690 Posts
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
United States730 Posts
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 | ||
Hattori_Hanzo
Singapore1229 Posts
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. | ||
Angelfish1
United Kingdom29 Posts
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Brian333
657 Posts
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
United States11903 Posts
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Hexagecz
Czech Republic66 Posts
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Darack
51 Posts
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
930 Posts
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. | ||
Pawsom
United States928 Posts
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
Sweden15718 Posts
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Kaz_Coaching
United States83 Posts
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
1757 Posts
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Pandepic
Australia219 Posts
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NeWeNiyaLord
Norway2474 Posts
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Ruscour
5233 Posts
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
Burma545 Posts
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 | ||
ALPINA
3791 Posts
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