Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A question you are sure is super common but can't find the answer to via searching? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
for me when I do a expand is...
When I did a crippling blow, but most of the time I can't finish the job When I did some good harrass and crippled their economy but not army When they are turtling
Basically whenever they can't attack me efficiently.
On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
1400 diamond zerg and i still havent really figured out the best time to make a third It depends on a lot of things, a good time to expand is when you are ahead, also its important to stay one base ahead of T or P (unless you see a chance for a timing attack).
i think in silver league though you should just focus on saturating 2 bases and keeping up with macro and not letting your resources get high. if you can do that well then you will win every game in silver league.
On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
As anything below diamond, you should work on your basics. Keep your minerals low, remember to inject on time all the time, don't get supply blocked, etc. Before you master those things pointers as to when to take your third are completely pointless.
do it when you can afford it, not sure if you can afford it or not? just do it, and you'll see if it works or not, and after a while, you'll figure out when to take that third
Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game.
I feel like a power shift in a lot of match ups. TvP's, terran are trying to hit hard before 3 base p's and storm/col get out, and they are getting REALLY freaking good at it too. ZvT, t's are getting kinda rolled right now, and I can't tell if it was all the patch changes, or if all the good t's have finally stopped riding the terran imbalances. PvZ seems still pretty balanced, as we see alot more BW style of play, but I kinda wish p's could/would do more cannon fe's as that was my favourite build in bw.
On November 03 2010 13:42 NeXiLe wrote: Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game.
anyone experienced something similar to this?
Have you tried updating the drivers for your card? Everytime ive gotten something like this in a game an update always fixes it
I kind of asked this in another thread, but is there any reason a quick 2nd expo with cannons (a ton of them, if necessary) into phoenix/stalker->carriers->mothership isn't more common in PvZ?
I've tried this against numerous Zergs (~1000 diamond now), and it seems like 4 phoenixes are a great way to keep them from accumulating tons of drones (I just ignore queens), and it forces them to get hydras. If they opened roaches (which it seems like every Zerg does these days), it seems like they fall behind pretty quickly.
My reasons for thinking this might possibly not work:
1. I'm playing opponents with poor macro, against a better Zerg, the phoenixes don't limit drone production enough to be worth it. Also creep spread of better opponents makes it more difficult to execute/survive. 2. The Zerg could conceivably expand again and spore up, making phoenix harass weaker. 3. Surviving to carriers, let alone the mothership, is difficult at best.
However, in practice it seems like hydras are absolutely required to stop phoenixes from wrecking drones. Even 3 queens really struggle to bring down 1 phoenix. Spores are a little better, but they're static, and it is quite rare more than 1 is firing. Plus they spent a drone on that.
Hydras off creep feel ridiculously slow, so carriers can be used to abuse that. Once the mothership pops, vortexing off a large chunk of their hydras (or corrupters, if they've gotten them) seems to significantly turn the tide. It isn't so difficult to snipe overseers with carriers either. The stalkers discourage them from getting masses of corrupters, and hyrdas alone can't really cope with stalker/carrier too well. And neither can roach/hydra, since the carriers tend to win out...
My guess is my opponents just aren't pressing me hard enough with their roaches early, so I'm surviving much longer than I probably should be?
On November 03 2010 12:26 Vierd wrote: As a low-level (Silver) Zerg, at what point should I take a third? I usually run 15 Hatch, 15 Pool, 14 Extractor; Speedling/Roach into Mutalingbaneling v T/P (I like to do Roach/Hydra v P also). I haven't played enough ZvZ to really have a solid plan for it.
taking your third has a lot to do with the information you get back from scouting and if you went inbase hatchery for your 3rd hatchery or are planning on using your third base as your third hatchery.
This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game?
On November 03 2010 14:57 LazyMacro wrote: This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game?
i just 14 gate effect does not snowball because you cannot invest that 15 minerals into probes faster aka you can only build 1 probe at a time for a very long time
On November 03 2010 13:42 NeXiLe wrote: Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game.
anyone experienced something similar to this?
I have had similar on Metalopolis at natural expansions.
On November 03 2010 13:42 NeXiLe wrote: Forgot that october thread would die momentarily ^^ I'll put it here though - Gotten a few texture glitches. I'm not sure what causes it but I remember seeing a similar post FOREVER ago. I'm unsure if it's my video card (something I've never seen before if so) or just something with the game.
anyone experienced something similar to this?
I have had similar on Metalopolis at natural expansions.
the map it happens on seems to be random for me, usually happens as sc2s been open longer, probably something to do with leaky programming
On November 03 2010 14:57 LazyMacro wrote: This may be a stupid question, but it's something I've been thinking about and I'm not sure it warrants its own thread.
Is there any significance between gating at 12 or 13? Gating at 12 requires you to stop probe production momentarily, whereas gating at 13 does not. However, Liquidpedia says that the economic advantage of gating at 13 is only 15 minerals at 4:00.
So, does which build you use come down to personal preference, or does the economic advantage gained from gating at 13 and therefore not needing to stop probe production continue to snowball the rest of the game?
i just 14 gate effect does not snowball because you cannot invest that 15 minerals into probes faster aka you can only build 1 probe at a time for a very long time
So the difference between 12 gate and 13 gate isn't significant then. I figured I was just overthinking it.
Something I'd like to share: If you count workers like I do, by selecting them all and counting from the HUD, it's important to note that if you have 3 workers per gas, when you count from the HUD, 2 won't show up because they are each in a gas geyser respectively. So your number of workers will be whatever you counted from the HUD + 2.
Something I'd like to be clarified: has the number of optimal workers per patch changed? my understanding is that it's 2 per patch, if we add any more then each one is less beneficial and anything past 3 per patch is wortheless? is this correct?
My understanding is that three workers per mineral patch and geyser is optimal. So, for the majority of bases, 30 workers is complete saturation.
You're right about two workers being hidden as they'll be "inside" the geyser, so when you have four workers on the first row of the second tab after box selecting a resource area is what you're looking for (each tab is three rows of eight slots (24), then four on the first row of the second tab plus the two "hidden" in each geyser).
I'm about a ~1k diamond zerg versing a lot of 1.3~1.6k players.
I'm having a lot of trouble holding off the first push against Terran. I usually go 14 hatch 14 pool, and try and go muta ling. However, it feels like before I tech up, I NEED banelings and roaches because the first tank/marine push eats up lings. Even with banelings and roaches, the tanks just eat them up and marines just stim and kite. Usually I feel I'm not getting enough units out, and if I miss a larva inject, I will never get enough drones or units. I've been stuck at this level for about 1 month and at 80apm for about 1 month too (started out in bronze with 20apm, 10% win/lose ratio). Should I just keep massing more games to improve? I'm lost
As a Terran, I have some difficulties rallying my buildings to my moving army. If the rallied-to-unit dies, my units end up staying home. That's a problem. Also, whenever I rally a starport to my army, and a medivac comes out, it ends up picking up troops. But I don't want that.
On November 03 2010 16:35 dizzy101 wrote: As a Terran, I have some difficulties rallying my buildings to my moving army. If the rallied-to-unit dies, my units end up staying home. That's a problem. Also, whenever I rally a starport to my army, and a medivac comes out, it ends up picking up troops. But I don't want that.
Any simple soluitions?
Rally to a position on the map not far behind your push. If you rally them all to a unit, the units that come out will stay on a move command and not engage unless you box-select and tell them to. For example, you 1a into a base and have half of your non-hotkeyed-and-just-arrived units on follow so they don't participate. That sounds bad :/
Kind of a random question.. If you have to leave for work in 45 minutes, would you consider that enough time to do a ladder game? What's the closest you've cut? oO I find myself now, with about an hour and 15 minutes 'til work not wanting to play even though I know 99% of the time, it would never be longer than that.
On November 05 2010 06:23 NeXiLe wrote: Kind of a random question.. If you have to leave for work in 45 minutes, would you consider that enough time to do a ladder game? What's the closest you've cut? oO I find myself now, with about an hour and 15 minutes 'til work not wanting to play even though I know 99% of the time, it would never be longer than that.
I don't queue for any ladder matches when I've got an hour or less until class. I'll usually just queue for an FFA in this situation since I can just leave and have it not affect me.
Hey guys I live in the dallas area and am hoping to attend the last few hours of MLG starcraft 2 finals, do I have to pre-purchase a spectator pass or can I pay at the door?
On November 05 2010 06:23 NeXiLe wrote: Kind of a random question.. If you have to leave for work in 45 minutes, would you consider that enough time to do a ladder game? What's the closest you've cut? oO I find myself now, with about an hour and 15 minutes 'til work not wanting to play even though I know 99% of the time, it would never be longer than that.
Who cares if you have to leave? If all the stars in the universe align such that your game would last longer than 1h 15m, what's stopping you from just quitting and going to work? Do you really care that much about your ladder rating?
How many matches do people roughly play per day? And how many do you feel like you need to play to stay practised? I feel guilty if I play less than 10 or so, as if I'll log on the next day and not know how to play anymore lol
On November 03 2010 16:27 achacttn wrote: I'm about a ~1k diamond zerg versing a lot of 1.3~1.6k players.
I'm having a lot of trouble holding off the first push against Terran. I usually go 14 hatch 14 pool, and try and go muta ling. However, it feels like before I tech up, I NEED banelings and roaches because the first tank/marine push eats up lings. Even with banelings and roaches, the tanks just eat them up and marines just stim and kite. Usually I feel I'm not getting enough units out, and if I miss a larva inject, I will never get enough drones or units. I've been stuck at this level for about 1 month and at 80apm for about 1 month too (started out in bronze with 20apm, 10% win/lose ratio). Should I just keep massing more games to improve? I'm lost
It depends on the map but building some spinecrawlers help alot imo. There are some maps were this do not work out as good, but mabye if you only go baneling ling insteed of baneling roach ling. While the marines need to kite the banelings,run around with lings and do a surround that stops them. I am around 1k zerg btw.
On November 05 2010 18:26 Sniffy wrote: How many matches do people roughly play per day? And how many do you feel like you need to play to stay practised? I feel guilty if I play less than 10 or so, as if I'll log on the next day and not know how to play anymore lol
I feel best on shape when i do more than 10 games a day, aswell.
As the first game of the day i mostly do a funmap or a FFA to warm up and get back into "the zone" =)
If i dont play for 3-4 days and start playing again, i feel the first games somewhat sluggish and not prepared.
On November 05 2010 06:23 NeXiLe wrote: Kind of a random question.. If you have to leave for work in 45 minutes, would you consider that enough time to do a ladder game? What's the closest you've cut? oO I find myself now, with about an hour and 15 minutes 'til work not wanting to play even though I know 99% of the time, it would never be longer than that.
Who cares if you have to leave? If all the stars in the universe align such that your game would last longer than 1h 15m, what's stopping you from just quitting and going to work? Do you really care that much about your ladder rating?
I agree with this completely. I can usually play 2 or 3 ladder games in an hour (roughly 20 minutes each) but if one goes over and I might be late for work - then its time to pack it up and "gg"
Its only a game, it will be there when you get back home
On another note, wondering why this thread is not sticky'd to the top of the forum? Had to scroll through a few pages to find it!
I'm a Toss and I haven't played a Terran for a long time - I just checked my record and in my last 20 games I played 15 Zergs and 5 Protoss. Is that strange? :o
Since you only have 7 posts, i'll give you some help.
Post on topic, this is an sc2 general discussion thread. We have a specific black ops thread. TL generally keeps nonsc2 games all in each their own subject. This helps tidy up the forums.
Read the general forum guidelines, unlike many forum guidelines, the mods enforce their rules pretty well. Posting in all caps isn't really a crime, don't get into that habit. Nor is this a place for spam or memes(without reason).
I am not trying to sound elitist, just trying to help you avoid future trouble/bans. Check out the general ban list for specifics of what mods hand temp bans out for.
Can I just chip in that I am fucking impressed with the way TL technically runs it's forums? The load on the GSL3 day2 thread must have been off the scales, but the forum never slowed down for me AT ALL. Nice.
On November 16 2010 18:17 Ghad wrote: Can I just chip in that I am fucking impressed with the way TL technically runs it's forums? The load on the GSL3 day2 thread must have been off the scales, but the forum never slowed down for me AT ALL. Nice.
I agree 100%.
And again I don't want to sound elitist or try to overstep a mods power, just trying to give an unofficial heads up to avoid people getting banned.
Kinda curious how hard it would be to get a pro to play against me to see how i rank up? Don't really care who it is just need the gratification of playing a pro and seeing what i need to work on in a high stakes game.
On November 05 2010 18:26 Sniffy wrote: How many matches do people roughly play per day? And how many do you feel like you need to play to stay practised? I feel guilty if I play less than 10 or so, as if I'll log on the next day and not know how to play anymore lol
Haha, you're a lot more dedicated than I am. With stuff going on lately, I haven't had time to play in like a week. =/ Even when I do play, it's usually like 3-5 real games, oftentimes all team ones. Of course, most of these games go long, so that's still several hours of SC2. And there are usually like 1-2 days a week when I don't play even when I'm not in a busy streak like now.
This is probably the major reason why I'm still Bronze league, heh.
On November 17 2010 06:24 The_RasputiN wrote: Kinda curious how hard it would be to get a pro to play against me to see how i rank up? Don't really care who it is just need the gratification of playing a pro and seeing what i need to work on in a high stakes game.
A number of progamers post on this very forum. Your best bet is to PM one and ask. As long as you're polite about it I can't imagine you'd have a problem.
On November 17 2010 06:24 The_RasputiN wrote: Kinda curious how hard it would be to get a pro to play against me to see how i rank up? Don't really care who it is just need the gratification of playing a pro and seeing what i need to work on in a high stakes game.
The gosucoaching.com has a weekly tournament that has alot of of semipros in it, your not guaranted to play them, till the later rounds.
There are others, if you get deeper into tournaments, you will eventually hit some damn good players.
On November 17 2010 06:24 The_RasputiN wrote: Kinda curious how hard it would be to get a pro to play against me to see how i rank up? Don't really care who it is just need the gratification of playing a pro and seeing what i need to work on in a high stakes game.
try playing in tournaments if you get far enough you will play a pro. I was playing in the sc2 tourney and just got knocked out by a pro in round 5, didn't go through list but i saw incontrol and drewbie in brackets
On November 16 2010 18:17 Ghad wrote: Can I just chip in that I am fucking impressed with the way TL technically runs it's forums? The load on the GSL3 day2 thread must have been off the scales, but the forum never slowed down for me AT ALL. Nice.
The power of R1CH.
Also, hopefully Blizzard tries to fix PvT somehow in the next patch... and maybe PvZ. I really want to see more P in tourneys (like GSL), they're the most fun to watch for me personally.
How do you stop a 7RR at your backdoor on Blistering Sands as terran? I saw an excellent analysis on the day[9] daily where he got banshees up and then fended off his backdoor AND put pressure on the zerg expo, but that zerg player didn't put roaches at the backdoor with the 7RR timing.
Here's my Newbie/Gold Z player advice: Build more marauders! I think you should be able to scout out the 7RR with an SCV as well. If you can't get up the ramp and Zerg doesn't have an early expo, I would suspect either 7RR or 5RR with the speedling follow up.
By the way, there is a Practice Partner Thread on the strategy forum. I'm positive you can get a Zerg to practice against if you post in there. Add me up if you like JohnnyYen #847, I'll probably be on around 4:30 central time.
Is high APM a necessity to be good at the game? I find that in most of my games my opponent has almost double my 70 APM, which makes me feel uncomfortable. I do fine in a straight macro game, but when the other player begins to drop at multiple expansions while engaging with his main army, I have trouble dealing with everything at once. This is something that frustrates me immensely, does anyone have any suggestions on how I could deal with it?
Played a game today, my macro was rippin man i was rockin and had map control. He was a terran and i saw the he was going a bio ball type thing but didn't see a starport. From what day9 and others have taught me i figured that i macro hard out expo him and win. I had great overlord spread but my only units were a few zerglings spread around the map for drops. We were cross position on Lost Temple and i saw a drop coming so i started making lots of mutas and lings, forgot that i had baneling nest. He dropped b4 my mutas got out and wiped out all i had. My question is, when i macro hard like this, when do i begin to make units, i can see stuff coming and pump a few things out but in this case it wasnt enough, should there be a time to make units or should i stick to what im doing and try to make it work better?
On November 18 2010 00:04 Keima wrote: Is high APM a necessity to be good at the game? I find that in most of my games my opponent has almost double my 70 APM, which makes me feel uncomfortable. I do fine in a straight macro game, but when the other player begins to drop at multiple expansions while engaging with his main army, I have trouble dealing with everything at once. This is something that frustrates me immensely, does anyone have any suggestions on how I could deal with it?
There's no way to improve APM besides have an efficient hotkey setup and practice.
By practice, I don't mean just play games.. you have to actually practice playing fast, by continually pushing yourself to move faster. Make speed a priority.
If you haven't seen it, also watch day9's mental checklist episode as this helps to remember all the things you have to do, which will force you to play faster to do them all.
I'm one of those people that find themselves watching more replays or commentary than I actually play. I've deduced this to a few things;
1- Trying to learn things and further immerse myself into the game and absorb as much knowledge, tips and info I can. 2- I really enjoy the game, playing it and watching it. Its very addicting as we all know we're posting at the English speaking mecca of SC2.
As I've been watching vods and replays I've really noticed how many views and subscribers the more popular youtube casters are getting. Which is great for the game and esports, but I think we can do more or at least speed the growth of this game. The more people that become aware and enjoy the game; the bigger tournaments will get, more talent will arise and just overall appreciated and accepted.
So what am I doing? I'm subscribing to all quality casters, thumbing up all quality SC2 vids and trying to spread the word, like this.
My theory goes like this: the more views and ratings the youtube videos get the more advertisers will define demographics and see the growth/popularity of this game/esport. (Yeah I'm sorry advertisements on youtube suck but they're usually short.) But remember advertisers are what tournament money comes from. When advertisers and other investors see the potential of capital in this game more money will go into it, more support for it, and more people will come to appreciate it and the talented players that excel at it.
I love going to my subscriptions page on youtube and seeing a bunch of new videos to queue up and watch and I hope more commentators will come out of the wood work and bring some more flavors and opinions to the community. As of right now my subscriptions look like this:
Thats most of them, Im sure I forgot some. I'd like to note that some people will dislike certain commentators styles, voice, insight and what not, thats fine the more popular it gets the more will come and we can spread the love to them and enjoy them as well. Support SC2, support eSports subscribe and thumbs up, its better for us all.
am i the only one who thinks pvp is the most retarded bullshit mu ever?
4gate,4gate, 4gate,
u expand = lose, u try a different build = lose
this game is fun, when i get constantly matched with ppl 2200+ while i am at 1400 and it says its even. i almost started to ragequit after 5 pvp losses in a row. but thx blizz for the amazing MMR stuff
On November 18 2010 00:04 Keima wrote: Is high APM a necessity to be good at the game? I find that in most of my games my opponent has almost double my 70 APM, which makes me feel uncomfortable. I do fine in a straight macro game, but when the other player begins to drop at multiple expansions while engaging with his main army, I have trouble dealing with everything at once. This is something that frustrates me immensely, does anyone have any suggestions on how I could deal with it?
There's no way to improve APM besides have an efficient hotkey setup and practice.
By practice, I don't mean just play games.. you have to actually practice playing fast, by continually pushing yourself to move faster. Make speed a priority.
If you haven't seen it, also watch day9's mental checklist episode as this helps to remember all the things you have to do, which will force you to play faster to do them all.
I tend to overthink my actions a little, which might be a reason for the low APM. Playing fast would require me to basically move by habit, which is something I'm unable to achieve thus far. Thanks for the help though, I'll try my best to prioritize speed!
Why does team liquid make it extremley hard to start a topic? all I wanna know is that if I delete my current b. net account if i can make a new one using the same code or do i actually have to buy another game?
On November 18 2010 09:59 Lucius2 wrote: am i the only one who thinks pvp is the most retarded bullshit mu ever?
4gate,4gate, 4gate,
u expand = lose, u try a different build = lose
this game is fun, when i get constantly matched with ppl 2200+ while i am at 1400 and it says its even. i almost started to ragequit after 5 pvp losses in a row. but thx blizz for the amazing MMR stuff
3gate robo does not automatically lose to 4gate.
However, P having no counter to colossus means that if there's no cheese, the winner is the one with more colossi.
I realize this is not making PvP look any better to you.
I've noticed that TLO, madfrog, dimaga and some other top zergs don't hotkey their queens in a number of replays and I guess they cycle through their hotkeyed hatches and manually click the queen. Do you guys know any reason why they do this?
You're right Intense - the number of workers is HUD+2 if you have 3 workers per gas - to answer your question I believe two is still the optimal number, unless you're in a hurry, in which case 3 is (more than 3 doesn't help). For more info, check out Zerg Strategy.
On November 19 2010 03:48 fevaflave wrote: I've noticed that TLO, madfrog, dimaga and some other top zergs don't hotkey their queens in a number of replays and I guess they cycle through their hotkeyed hatches and manually click the queen. Do you guys know any reason why they do this?
If you hotkey your hatches you can go hatch to hatch and click on queens. ie I used to hotkey 4+ with 1 hatch on each. So if I wanted to spit larvae i had to do 44 click on queen then v then click hatch and then 55 click v click. The advantage to this is that you can easily choose which hatch youre building units from ie if a terran is bunker rushing you and you want to make drones in your main and lings at your nat you can 4sddd5szzz. If you use this method I recommend also putting all your hatches on another hotkey like 0 so you can select all your larvae easily.
I've since switched to putting all my hatches on 4 and each queen on 5+. Now if i want to spit larvae its faster because I don't have to click the queen ie 55vclick 66vclick 77vclick. However, if i want to build drones in the main and lings in the nat id have to 55 click hatch sddd 66click szzz. The other advantages to this is that you can control your queens easier and you can easily see how many larvae you have and use them up.
Another method still is to put all your queens on a key and all your hatches on a key and use the backspace or minimap method to inject. I never tried this but I'm pretty sure the above two methods are better.
No, you don't need to upgrade more than one hatchery unless your lair/hive gets killed. Once you upgrade one of your hatches to lair, you can research burrow/overlord upgrades in the other hatcheries also.
So, does anyone else feel like the secondary ability for Warp Prisms is kinda weak? The drops for other races feel like you have to commit less to them: Terran can use Medivacs to heal, Zerg use em for supply, but when you're Toss, you get a Warp Prism solely for drops. And the secondary ability, Phase mode, only is really helpful to make you the drops larger (but also makes you more committed, seeing as you can't pull back without losing units anymore). Perhaps this is just wishful thinking, but I'd kinda like to see a third mode that gives them more of a support role, without adding more to the overstuffed nature of Robo Facilities. Maybe a mode similar in design to Phase mode where it can return shields similar to the Shield Battery in sc1?
I realize this is probably asked a lot, but I'm rather annoyed that my 3v3 hasn't ranked up from a bronze league yet. We're 48 and 26, 1200pts (2nd place is 800), and have been stuck in bronze since the beginning. We almost exclusively play against platinum/diamond, so I don't understand why we haven't ranked up- can someone enlighten me?
On November 19 2010 14:47 Jergen wrote: So, does anyone else feel like the secondary ability for Warp Prisms is kinda weak? The drops for other races feel like you have to commit less to them: Terran can use Medivacs to heal, Zerg use em for supply, but when you're Toss, you get a Warp Prism solely for drops. And the secondary ability, Phase mode, only is really helpful to make you the drops larger (but also makes you more committed, seeing as you can't pull back without losing units anymore). Perhaps this is just wishful thinking, but I'd kinda like to see a third mode that gives them more of a support role, without adding more to the overstuffed nature of Robo Facilities. Maybe a mode similar in design to Phase mode where it can return shields similar to the Shield Battery in sc1?
I think they're really good as is. They don't cost any gas, and as you said, they can make regular drops twice as big.
I've used them to great effect against passive zergs who put spine crawlers at their nat. I just do my 4-warpgate push in their main :D Though I'm only mid-diamond.
I think I've heard it said by good players that the only reason warp prisms aren't used is because it eats into collossus time, which is currently a central piece of protoss play, and that's why we don't see pros use them much.I think they have great potential and we very well could see them in the near future.
EDIT: One more thing: blizz is not going to be adding new abilities to any units until the next expansion. At this point there will only be minor tweaks to the units stats for balance.
I'm thinking.. drop a probe, put it into phase mode, drop 4 cannons before the pylon.
I agree though, that there needs to be more use for the Warp Prism, as it's such an expensive unit to get something that does little more than act as a small transport or a portable pylon. By the time you've got a Warp Prism though, the enemy should have anti-air, so the survivability is pretty low.
As such the only time I ever see Warp Prism used is for a DT drop + warp in more.
If the Warp Prism's Phase mode also set shield regeneration delay to 0 for units within 6 range (or something), then it would effectively 'charge' an armies shields, much like a Zerg regenerates hp - but only if you've got a Warp Prism in the army in Phase mode (and since they can't move in Phase mode, you as a Protoss would want to use it for map control - something Protoss are severely lacking).
So yeah, Jergen, great idea. I'd love to see Blizzard do something like that.
I looked for this in search and couldn't find it, so I'll post my idea here. I watched a game today where it was TvZ, the terran had ravens and MMM versus hydra/ling/roach/bling. I noticed the banelings were really ripping the infantry apart, moreso than the rest of the zerg units. Has anyone ever tried seeker missiles on the banelings?
My reasoning for this is that since the zerg player is rolling his blings into his rines, the terran player, with proper micro, can pull the marines back as the seeker missile is flying to the banelings. Either the zerg pulls the banelings back which lets the terran attack the rest of the zerg or the banelings just close the gap on the missiles and die since they only have 30 hp.
the odd of having enough ravens to pull this off more than once seems astronomical unless you were in a really specific situation. what if the zerg sacs one bling to the seeker then comes back with the rest of them?
On November 19 2010 18:22 Dabilahro wrote: I looked for this in search and couldn't find it, so I'll post my idea here. I watched a game today where it was TvZ, the terran had ravens and MMM versus hydra/ling/roach/bling. I noticed the banelings were really ripping the infantry apart, moreso than the rest of the zerg units. Has anyone ever tried seeker missiles on the banelings?
My reasoning for this is that since the zerg player is rolling his blings into his rines, the terran player, with proper micro, can pull the marines back as the seeker missile is flying to the banelings. Either the zerg pulls the banelings back which lets the terran attack the rest of the zerg or the banelings just close the gap on the missiles and die since they only have 30 hp.
Thoughts?
I think tanks are still more practical and much simpler in dealing with banelings. Seeker missle costs a lot of energy and takes a long time to get, a lot longer than the zerg is able to get bane speed.
kind of a random question, but does anyone have a starcraft 2 guest pass i can use? i already gave both of mine out and my buddy wants to give it a try. if you have one just pm me, thanks!
I've been trying to play zerg latelty, switching from toss.. and i've been having lots of trouble when trying to do 14 hatch. In the GSL 2 finals, the casters said its no longer a viable strategy since most high lvl terrans can just scout it and rape u with marines..
So what do u guys think, is it a doable strategy in high level games? or is it better to stick with roaches oppenings?
Why is Foxer being referred to as MarineKing now? I know it's a nickname but why not Foxer? Did he change his name (I'm was under the impression that he didn't).
On November 20 2010 04:11 Excstazy wrote: I've been trying to play zerg latelty, switching from toss.. and i've been having lots of trouble when trying to do 14 hatch. In the GSL 2 finals, the casters said its no longer a viable strategy since most high lvl terrans can just scout it and rape u with marines..
So what do u guys think, is it a doable strategy in high level games? or is it better to stick with roaches oppenings?
It's doable against terran if you have really good micro and make sure you have an overlord over the expansion to spot bunkers going up outside the range of the morphing hatch sight. Make sure you bring a fair few drones, like 4-5 if you spot a bunker going down and you know there's a marine coming. The problem is it's still risky if they're going 2 rax pressure. Honestly doing a 14 pool before hatch really doesn't put you too behind even if pressure doesn't come. Just make sure you have a good build you can transition to if he just straight up blocks your hatch with an engineering bay.
Against toss you have to watch out for him blocking your ramp with pylons. You can minimize this by having a drone patrol the bottom of your ramp, if he attacks it bring another drone to fight. But what you've really gotta worry about is a reactionary push where he throws up a forge when he sees your expo and attacks with a zealot to help him get cannons up. I don't really think it's worth it in general. Maybe in far positions if you're sure he isn't proxying and you make sure pylons don't go up on the bottom of your ramp.
To sum it up in my opinion it's not really worth going for against a good toss anymore. But it can be against terran, at least until more people start doing 2 rax pressure.
On November 20 2010 18:44 Kurdaj wrote: I heard a rumor on the SC2 forums that the next patch will nerf Psi Storm and StimPack.
Any truth to this? Anyone heard anything?
At BlizzCon 2010, they discussed the balance of the Terran vs Protoss matchup.
At that point in time, they felt that Terran was favored in the early game and Protoss was favored in the late game. This led to around a 50% win rate for both sides but left for a very unsatisfying matchup overall. They felt that Stimpack and Psi Storm may be good targets to adjust the balance to be more even in both the early and end-games but would have to analyze the effects of those nerfs on every matchup more before they decided on anything.
So yes, kind of. There is a half-truth in that they are looking at Stimpack and Psi Storm and the matchup in general.
There is no truth in that they will "DEFINITELY" nerf both Stimpack and Psi Storm. They're still looking into it.
On November 20 2010 18:44 Kurdaj wrote: I heard a rumor on the SC2 forums that the next patch will nerf Psi Storm and StimPack.
Any truth to this? Anyone heard anything?
Blizzard have stated that they believe TvP is T favoured early game and P favoured late game. They've also said that they're 'looking at' psi-storm and stimpack - so it's a reasonable assumption that they were/are considering nerfing the two.
As for my question
What word do the koreans use to describe what us foreigners refer to as 'cheese'?
On November 19 2010 14:55 combatfetus wrote: I realize this is probably asked a lot, but I'm rather annoyed that my 3v3 hasn't ranked up from a bronze league yet. We're 48 and 26, 1200pts (2nd place is 800), and have been stuck in bronze since the beginning. We almost exclusively play against platinum/diamond, so I don't understand why we haven't ranked up- can someone enlighten me?
If you have not ranked up despite playing platinum and diamond opponents, it can only mean that the system is still deciding which league you belong to. If you are currently on a winning streak against favoured opponents, losing a couple of times before winning once more will probably give you the promotion.
I have a question about this achievement: Outmatched: 1 vs 4 Very Hard A.I
I've tried and tried for several hours/days! I've tried to cannon rush them, i've tried to fly to an island and build battlecrusiers, I've tried with banshees, i've tried to build up a big bio-ball while guarding my base with bunkers and all that stuff, but I always get overrun!
is zvp lategame possible anymore? they just mass a huge ball of blink stalker, colossi, ht, rest mineral dump on zeolot and atk and win. btw 2200 diamond z here
Was searching for this for a while and couldnt find it but does anyone have the exact answer on Protoss Shield Regen?
Is it 2 per or 3 per second after 10 seconds out of combat?
Another question is the 5-6 gate 2 base timing push what is the optimal time you should be pushing out? This is a best case scenario of course meaning not being harrassed. Just want to get a idea of the timing.
marine drops in ZvT are seriously making my head spin
is there really anyway to play out ZvT without maintaining a high muta count? terran can just be all over the map while setting up a third and macroing a huge army and it's such a struggle just to defend
ugh, i dislike the vikings. the major issue is that they stack so can lolwtf snipe soo many air units, its just so annnoying trying to deal with them.....hmm maybe HOTS will give toss an air unit with splash attack. A templavarkrie
On November 20 2010 21:58 oZii wrote: Was searching for this for a while and couldnt find it but does anyone have the exact answer on Protoss Shield Regen?
Is it 2 per or 3 per second after 10 seconds out of combat?
Another question is the 5-6 gate 2 base timing push what is the optimal time you should be pushing out? This is a best case scenario of course meaning not being harrassed. Just want to get a idea of the timing.
1) 3 seconds in game time, about 2 seconds regular time.
2) It's really dependant on what strategy you're facing, there is no real answer. Ideally before a critical mass of a counter to your units, which I'm sure you know... You must scout well and see a time when & where they are vulnerable.
is zvp lategame possible anymore? they just mass a huge ball of blink stalker, colossi, ht, rest [mineral dump on zeolot and atk and win. btw 2200 diamond z here
Hmm I find that rather interesting. If you really are 2200 diamond zerg, the main thing I would focus on is getting your 3rd and 4th pretty early. It can be very challenging dealing with collosis + stalker since you can't kill the collosi with the corruptors for your life against good control. It depends alot what builds you do too. Roach hydra off very early 3 base can deal with the ground army + collosis very well before they get a critical mass of them; also punish them if they move out even one bit(never engage in chokes obviously). If you go 2 base muta ling you need to be very agressive and never passive with your mutas... You really need to stay ahead on economy or you'll lose, there is always room to improve when to drone and when to not. And possibly the most important thing I see that makes zergs lose is they overreact to my early game harassment. Hope that helps a bit.
I have a question myself. What build do you guys do on Steppes of War and Blistering Sands in PvT. A very well microed 3 rax bioball right as stim + cshells hit is very powerful, and I am just unable to beat it with a 3 gate robo expand or 2 gate robo expand. I feel like the only thing I can do is go fast 3 gate robo collosis or I'll die to that push.
On November 20 2010 21:17 nullflow wrote: I have a question about this achievement: Outmatched: 1 vs 4 Very Hard A.I
I've tried and tried for several hours/days! I've tried to cannon rush them, i've tried to fly to an island and build battlecrusiers, I've tried with banshees, i've tried to build up a big bio-ball while guarding my base with bunkers and all that stuff, but I always get overrun!
Please helppppp...
Play on megaton against 4 non-Zerg computer players. Build your first pylon in between all 4 of their bases, and proceed to cannon them from there. You can look on youtube if you trouble placing that first pylon down, but I don't remember it being particularly difficult.
Question about carriers: the game lists interceptor attack speed as 1, yet ive been testing it out and it turns out that each interceptor only fires once per every approximately 3 game seconds. is there something that i am missing here? because im actually quite confused by this as it really would hugely affect the DPS of the carrier if this is true
On November 21 2010 16:25 RedChaos wrote: Question about carriers: the game lists interceptor attack speed as 1, yet ive been testing it out and it turns out that each interceptor only fires once per every approximately 3 game seconds. is there something that i am missing here? because im actually quite confused by this as it really would hugely affect the DPS of the carrier if this is true
yeah, i tried working the DPS out once but it just got so complicated. better just to not use them
Hi guys, I'm a newbie starcraft player (infact, a newbie to all games in general, considering I only bought my first computer 4 months ago). Anyway, I'm a ~400-500 point bronze league protoss player, Im doing OK and have a win rate of about 60%. I almost always beat my terran opponents, usually can beat other protosses, but really struggle against zergs, namely mutalisks (which most zerg players end up using). Can anyone tell me what I can change to help win against them
I basically end up on 2 or 3 bases, whilst my opponent is usually on 2 bases with mainly mutalisks and zerglings. Then the group of muta's come in and do hit and runs on my mineral line, whilst my stalker heavy army with a few sentries stalkers and collosi runs from base to base, trying to stop them but in the end my income is severely crippled with only a few muta's killed, and then my opponent gets ahead and finishes me off. If I try to attack, we both lose most of our armies but again my income is already crippled so he rebuilds faster than I can and also finishes me off.
I don't really want to hear "macro better/build more" as an answer. Firstly I know this would work but I'm already trying and slowly improving my macro skill, I won't get any better if someone just tells me to build more probes, and before the mutalisks come in my income/probe count is usually slightly higher whilst my army is just as big, if not slightly bigger than his so I am generally out-macroing my opponent
Q: What should I be posting about? A: Basically, anything you want to talk about but aren't sure if it warrants a topic of its own. Heard a rumour you want to share? A new video? A question you are sure is super common but can't find the answer to via searching? A brilliant new idea that you want to vet, to make sure it's really as brilliant as you think it is?
This is the place.
Note: Posting standards will not be as high as if you were to make a new thread, but pointless spam will still not be tolerated. I have seen threads like these work out alright on other sites (for other games) so I figured, why not give it a shot? It's possible there's not really enough content for something like this to exist at this point in time, but no harm then, it will just die on its own.
Hello Liquidhorseface! I just wanted you know that we here in sweden are supporting your mission to take over the south korean esports scen then slowly taking over the whole country with your awesome terran play. And we wish that you would change your nick to horseface since you look like a horse in your face and a horse is the logo of team liquid! Your biggest fans Elhonko and Geggamojja :D
While digging through some of my bookmarks I came across the beta hdh videos. I havent really been keeping up with things other the GSL, anyone heard of any news about HDH2? It has been "pending" for blizzard authorization since end of beta...
On November 22 2010 02:24 housey wrote: Hi guys, I'm a newbie starcraft player (infact,... + Show Spoiler +
a newbie to all games in general, considering I only bought my first computer 4 months ago). Anyway, I'm a ~400-500 point bronze league protoss player, Im doing OK and have a win rate of about 60%. I almost always beat my terran opponents, usually can beat other protosses, but really struggle against zergs, namely mutalisks (which most zerg players end up using). Can anyone tell me what I can change to help win against them
I basically end up on 2 or 3 bases, whilst my opponent is usually on 2 bases with mainly mutalisks and zerglings. Then the group of muta's come in and do hit and runs on my mineral line, whilst my stalker heavy army with a few sentries stalkers and collosi runs from base to base, trying to stop them but in the end my income is severely crippled with only a few muta's killed, and then my opponent gets ahead and finishes me off. If I try to attack, we both lose most of our armies but again my income is already crippled so he rebuilds faster than I can and also finishes me off.
I don't really want to hear "macro better/build more" as an answer. Firstly I know this would work but I'm already trying and slowly improving my macro skill, I won't get any better if someone just tells me to build more probes, and before the mutalisks come in my income/probe count is usually slightly higher whilst my army is just as big, if not slightly bigger than his so I am generally out-macroing my opponent
Large muta counts: storm/blink work rather well.
I recommend defending mineral lines iwth cannons, it may not kill mutas but it will force him to be more careful with them.
Also I recommend you read plexa's PvZ overview, if you haven't already.
On November 22 2010 02:24 housey wrote: Hi guys, I'm a newbie starcraft player
...
I really struggle against zergs
...
I don't really want to hear "macro better/build more" as an answer.
Problem is, "macro better/build more" is the correct answer to your problem. Focusing on anything else before you can macro well will just stall your improvement.
Also, scout well so you're prepared for mutas and build cannons if you have to. Mutas suck against cannons so 2/mineral line should stall them for long enough for the stalkers to arrive. Or just learn some good timing pushes so he's forced to use his mutas to defend. Liquipedia is a good place to start,
Hello, I searched and couldn't find it so I was wondering about points, in my friends silver league the No. 1 guy had 2000 points, is his 2000 points different to a 2000 point diamond? do they reset when you go into a higher league?
On November 23 2010 01:46 NexUmbra wrote: Hello, I searched and couldn't find it so I was wondering about points, in my friends silver league the No. 1 guy had 2000 points, is his 2000 points different to a 2000 point diamond? do they reset when you go into a higher league?
No, when you move up you lose a few points, thats it.
On November 21 2010 16:25 RedChaos wrote: Question about carriers: the game lists interceptor attack speed as 1, yet ive been testing it out and it turns out that each interceptor only fires once per every approximately 3 game seconds. is there something that i am missing here? because im actually quite confused by this as it really would hugely affect the DPS of the carrier if this is true
A Carrier has a DPS of roughly 26, in comparasion a Battlecruiser does 35.5 to ground and 26.7 to air and a stimmed Marine does roughly 10.5. The test was done on Terran buildings, I have accounted for their armor but not for the damage caused by the building burning.
Is there a place I can post to try and find practice partners on TL? I didn't know if it should go in General or if there was a specific topic to use. It's so hard to find people to play with >.<
On November 23 2010 20:56 sh4w wrote: Is there a place I can post to try and find practice partners on TL? I didn't know if it should go in General or if there was a specific topic to use. It's so hard to find people to play with >.<
On November 23 2010 20:56 sh4w wrote: Is there a place I can post to try and find practice partners on TL? I didn't know if it should go in General or if there was a specific topic to use. It's so hard to find people to play with >.<
I'm really considering buying the season ticket for GSL 3. I'm not so much into watching it live... but I have a couple of questions:
Are the videos for the 3rd season available forever or do they expire? Can I also watch 1st and 2nd season videos after I buy the 3rd season ticket? (other than match one of each set)? How much does it cost?
On November 22 2010 23:10 Grhym wrote: Large muta counts: storm/blink work rather well.
I recommend defending mineral lines iwth cannons, it may not kill mutas but it will force him to be more careful with them.
Also I recommend you read plexa's PvZ overview, if you haven't already.
Thanks, very useful and interesting article. I'm currently re-reading over it and trying to aborb as much of it as I can and incorporate it into my play
On November 22 2010 23:18 SiegeMode wrote: Problem is, "macro better/build more" is the correct answer to your problem. Focusing on anything else before you can macro well will just stall your improvement.
Also, scout well so you're prepared for mutas and build cannons if you have to. Mutas suck against cannons so 2/mineral line should stall them for long enough for the stalkers to arrive. Or just learn some good timing pushes so he's forced to use his mutas to defend. Liquipedia is a good place to start,
Sorry, I didn't want to come across as saying I think macro isn't important or anything, believe me improving my macro and APM is by far my biggest goals at the moment when I play. Winning to most gameplays incredibly easily and then almost constantly losing to only one type of play was really bugging me though
Problem has been fixed I think, after watching other replays and my own replays, I was way to passive with my army and scouting. Usually there is huge gaping holes in their own strategy, like no detection whatsoever, and non-existant scouting is almost a given after the first drone (so I send dts to their mineral line), or a point where my army is twice there own army, in which case I send in an attack. Hopefully this will allow me to progress to silver league fairly quickly
Hey guys, I have a question about the battle.net ranking system, or more specifically, the match-up system. I'm a silver league player with about a 50% win rate, but I've lately been put up against a lot of gold and even platinum players. And I'm almost always losing those matches. Is there something wrong with the battle.net system, or are they just trying to keep me on a losing streak?
On November 24 2010 07:09 NoodleFish wrote: Hey guys, I have a question about the battle.net ranking system, or more specifically, the match-up system. I'm a silver league player with about a 50% win rate, but I've lately been put up against a lot of gold and even platinum players. And I'm almost always losing those matches. Is there something wrong with the battle.net system, or are they just trying to keep me on a losing streak?
no, this means that the system thinks u are so good that u are a contender for a promotion from silver to a higher league. therefore, the bn matchmaking system puts u against gold and platinum players to determine if u are indeed on their level yet. if u manage to get a record of close to 50:50 against these guys while having a distinct winning record against silver and bronze league guys, u will eventually get promoted.
Hey guys, I have a question about the battle.net ranking system, or more specifically, the match-up system. I'm a silver league player with about a 50% win rate, but I've lately been put up against a lot of gold and even platinum players. And I'm almost always losing those matches. Is there something wrong with the battle.net system, or are they just trying to keep me on a losing streak?
no, this means that the system thinks u are so good that u are a contender for a promotion from silver to a higher league. therefore, the bn matchmaking system puts u against gold and platinum players to determine if u are indeed on their level yet. if u manage to get a record of close to 50:50 against these guys while having a distinct winning record against silver and bronze league guys, u will eventually get promoted.
Oh, ok so then they're not trying to just mess me around ^.^ Just helping me get better I guess. Thanx for the info
On November 24 2010 03:04 Mczeppo wrote: I wonder what a 1800 diamond rating says about skill atm. As i dont play tournaments i really dont know how to judge my skill level.
I know that points don't always say much about ones skill. Now what do you think about it?
Due to inflation i might be pretty low?!
I'm around that level myself and I feel like it's really low :D I think a good way to judge skill is to substract the total amount of bonus pool from your points, assuming you have used all bonus pool.
I meet many people who are real bad, so I don't find 1800-2000 diamond as anything special anymore. I still consider myself pretty bad, compared to people 2600-2800 diamond. Always consider the total amount of bonus pool tho!
I didn't know where to ask this question so i thought this might be a good place. If I have SCII NA server acc and want to have a european SCII acc where do i save it at? I know I can't save it in my documents because thats where my other SCII is at so where do i save the european version?
I'm sorry to post this on here, but I am in my "trial" period, so I cannot make a new topic. I am in bronze league ( this is my first sc game ive owned) and i am 45 and 46. However, when I win, i get TWO POINTS, not ranks. What should I do? I'm about to quit, because I just went on a 17 game win streak, and then i lost and i got a - 12. SOmeone PM me. Thank you.
On November 24 2010 03:04 Mczeppo wrote: I wonder what a 1800 diamond rating says about skill atm. As i dont play tournaments i really dont know how to judge my skill level.
I know that points don't always say much about ones skill. Now what do you think about it?
Due to inflation i might be pretty low?!
I'm around that level myself and I feel like it's really low :D I think a good way to judge skill is to substract the total amount of bonus pool from your points, assuming you have used all bonus pool.
I meet many people who are real bad, so I don't find 1800-2000 diamond as anything special anymore. I still consider myself pretty bad, compared to people 2600-2800 diamond. Always consider the total amount of bonus pool tho!
yeah but who isn't bad compared to 2600-2800 people^^? but yeah i thought the same... i just have general strategy game "sense" because i played wc3 for a long time but to really go deeper into the game and to get really high level i'd have to train hard. I also used all my bonus pool in a few days. It was quite much
So i dont play enough to train my skill... And i just ladder. My quality of "training" is not very high.
It's pretty low i think so, too
At least i understand the game enough to create nice games and thats what matters tho :p
I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)
On November 26 2010 21:33 Mothxal wrote: I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)
It definitely does happen, JookToJung vs Littleboy Game 1 GSL match just a few days ago comes to mind.
On November 26 2010 21:33 Mothxal wrote: I have a strange question, but has anyone ever seen a game on Shakuras Plateau that wasn't cross map? I know they say you can't spawn on vertical positions, but the casters always make it seem like you can spawn on horizontal positions. I just have never seen a game where that happened, and it never happened to me while playing it either. (sample size of like 30 games)
It definitely does happen, JookToJung vs Littleboy Game 1 GSL match just a few days ago comes to mind.
I was thinking it might be a bug in the code that says that when you spawn in vertical positions, you instead get assigned the diagonal position, so that has a 2/3d chance. That's just paranoia though.
On November 25 2010 04:44 zzzwakeup wrote: I'm sorry to post this on here, but I am in my "trial" period, so I cannot make a new topic. I am in bronze league ( this is my first sc game ive owned) and i am 45 and 46. However, when I win, i get TWO POINTS, not ranks. What should I do? I'm about to quit, because I just went on a 17 game win streak, and then i lost and i got a - 12. SOmeone PM me. Thank you.
EDIT: I am rank 68.
You shouldn't focus on points but on playing better every game. If you go 12-1, you should be happy, play some more & get promoted to a higher division if you keep it up.
Well I just had a nice treat yesterday of observing some custom 1v1 games between 2700 2200 and 1900 players, and now I'm having trouble trying figure out what exactly separates all these players from each other in terms of skill.
I watched the 2700 player vs a 2200 player make some mistakes that would have (should have) lost him the game, but the 2200 player made even more mistakes that resulted him basically throwing away the game.
I mean, when you observe these players, and compare them with the pros, they look so silly, like really silly. But then if I step back and observe from the semi-competitive stand point, I get really confused. I get confused when I try to flesh out the skill gap between pros, high level players, and lesser high level players. From the single game I saw, it was just some bad decision making on both parties, and the 2700 player made less mistakes so he won, but at the same time the 2200 player could have easily won that match with 1 or 2 less bad decisions (simple attacking and defending decisions).
So really I'm quite lost on how big the skill gap is from a 2700 player to a 2200 player is, and then a pro player. I myself hit a significant wall when I was trying to break into 2000. I lost 10 games in a row =(. Then I rewatched my replays and made minor changes to my play. Like it was quite literally small changes in my BO, my decision making, and whatnot. Things like reprogramming "alright I HAVE to get a roach warren if he's going for hellion harrass, and beware of banshees" carefully into my brain, so I don't try to just barely defend with queens and lings. Then I went on a winning streak against these 1900ish players that I was on a losing streak before. No doubt I'll break 2k without a sweat with another day of laddering.
But yeah, what are your thoughts on this? I mean is it really that simple to move up the ladder by changing minor minor things in your play? Is there a major skill gap anywhere or are all ratings similar in skill with small discrepancies that separate people from one another?
I have a strange balance suggestion for protoss, what if we nerf sentry somehow (maybe decreased range and sight) but make observers easier/faster to access so it will be much easier and economical to get more than one obs out in the beginning of the game. this could fix protoss reliance on sentry for early game allow for more flexible and creative tech responses to attacks thanks to better scouting
(At above) when I'm playing i"m in this mental zone where I think I'm gosu but if I watch the same game in replay I see a lot of laughable and amateurish blunders.
On November 25 2010 04:44 zzzwakeup wrote: I'm sorry to post this on here, but I am in my "trial" period, so I cannot make a new topic. I am in bronze league ( this is my first sc game ive owned) and i am 45 and 46. However, when I win, i get TWO POINTS, not ranks. What should I do? I'm about to quit, because I just went on a 17 game win streak, and then i lost and i got a - 12. SOmeone PM me. Thank you.
I checked Sc2ranks.com and saw this guy among the top: NEXExcrement. Now is this a troll account, or an unfortunate guy who doesn't actually know what it means? Someone should tell him if he tries to get into the GSL next season :p
On November 27 2010 05:29 JeanLuc wrote: I have a strange balance suggestion for protoss, what if we nerf sentry somehow (maybe decreased range and sight) but make observers easier/faster to access so it will be much easier and economical to get more than one obs out in the beginning of the game. this could fix protoss reliance on sentry for early game allow for more flexible and creative tech responses to attacks thanks to better scouting
(At above) when I'm playing i"m in this mental zone where I think I'm gosu but if I watch the same game in replay I see a lot of laughable and amateurish blunders.
Why does everything have to be a give-and-take with Protoss balance. Imo, if they nerfed voidrays into the ground because of silver league complaints, then they better nerf mutas because those are even more annoying than void rays. My suggestion, give the archon a range 5 attack that does 12dmg +6dmg to light units. Also make it's attack deal splash damage to units in an area slightly bigger than magic box spread. If this was implemented I think the game would be balanced perfectly.
Hey i don't really know were to put it , but i just encountered a huge troll on the ladder , i would like to know what i should do because honestly it sucks to face such people on the ladder .. Here is a copy of the chat I used the "report abuse" function ,is that all i can do ? Will i get a reply from blizzard?
Haven't spotted any thing on this yet... With regard to Protoss v Zerg especially
I am having trouble with toss walling off my base with two pylons and a photon cannon or variations on this. (also to a lesser extent terrans with bunker rush outside the base) I am looking for solutions so that I can safely get off a 14 pool 20 hatch and macro my way to a win. It is just getting here every time without fail that I would like to be able to do.
I am a 1760 diamond zerg and still lacking a lot of experience. My play style is kynda greedy. I like to hold off any early aggression and win later through strong economy and playing a good solid macro game.
I have started 14 pooling because the scouting probe always blocked my 15 hatch first FE (that i used to love so much) and now the earliest I can expand is around 20 supply (after I chase away the probe with 2-4 lings)
I have seen replays where the zerg patrols a drone at the ramp to stop the pylons. From a protoss perspective is this sufficient to make the whole photon cannon thing not worth while any more?
ideas for ensuring that the 20 hatch goes down are much appreciated!
Us macro style zergs need one of those trusty solid openers!
Firstly if you're going 14 pool, you should try to get a 15 hatch. Even if he has a probe at your natural, you can often get the expansion in anyway or at least force him to build a pylon there which is going to slow down his tech.
There are 2 ways to deal with the ramp block if you're going 14 pool. The first is to instantly pull 3 drones when you see it and attack one of the pylons. You'll get it down before the cannon completes, allowing your lings to get out (you should save up 3 larvae so you can get 6 instantly) and deal with the cannons together with drones.
The second is to just have a drone patrolling down the ramp to stop all the cannon silliness in the first place. The key there is that you have to react instantly if his probe starts attacking your drone. Attack back and instantly pull another drone to take up the first drone's job once it's low on hp.
With 15 hatch it's more tricky since you won't have lings out in time to defend. If he manages to block you in, it's pretty much over, so you absolutely need to have a drone patrolling down the ramp. If he gets the pylon and goes for the cannon rush anyway, you _need_ to pull drones in time to target the cannons down.
I'm going to repost a thread of mine that got closed due to containing contraband (that most volatile substance known as "proposed game changes" ) I made the thread in good faith especially because I think my suggestions are an elegant solution to a crude problem.
The closed thread may be found here (for the purposes of continuing discussion).
Here is the OP:
I'd like some feedback (no pun intended) on a pretty simple idea I've had for a while now. I am a 2100 rated EU Protoss player, so mediocre at best. I've enjoyed this game since the beta and although I've toyed with all of the races, I keep coming back to Protoss (maybe it's just the RPer in me ).
We have all heard the Protoss cries for attention, warranted or not. The issue that has been publicized the most, I feel, is the cloaked banshee opening by Terran that very effectively forces the Protoss player into robo-tech for Observers. While cannons can be an effective deterrent, once banshee numbers start climbing they no longer suffice - not to mention you cannot leave your base at all without mobile detection.
But what if it was possible to counter cloak without detection? Enter the High Templar.
What is the first thing that comes to mind with these iconic Protoss warriors? Psi-storm. Feedback, even though I think it's one of the coolest abilities in the game, doesn't get much press. It is designed as a counter to "caster" units - such as ghosts, ravens and banshees and does so admirably. Currently it's in the form of a targeted spell.
Here are the changes to Feedback I suggest:
-make Feedback an AoE spell with the same range and radius as EMP -introduce an ENERGY CAP for how much energy Feedback can burn and set it to 200
What we have here is an AoE Feedback that will never burn more than 200 energy. Here's an example situation:
A) We have 5 Ghosts closing in on a single High Templar. The ghosts are packed close together and the Templar manages to cast Feedback on them before EMP is launched (better micro or whatever reason). Each of those 5 ghosts in the AoE will have 40 energy drained and sustain 40 damage.
B) A single Ghost faces a High Templar. Feedback hits. The Ghost is completely drained of energy (200) and dies.
What are the problems this solves? The major benefit of such a mechanic is that you can target it on ground - which means that a High Templar can strip a cloaked banshee of it's remaining energy and reveal it, providing a counter to banshee cloak without direct detection.
Secondly, it somewhat "rebalances" the Ghost-High Templar dynamic - with this change, Feedback and EMP would have the EXACT same range, allowing Templar to hold their own against Ghosts in small numbers.
I hope posters will have read the entire post and actually understood the changes. In other words, behind every "OMG THIS CHANGE IS IMBA 1 HT NOW INSTAKILL 5000 GHOSTS IN AOE WTF" is a poster that has NOT understood the changes suggested.
I think this is an elegant solution that would add to the diversity of the PvT matchup by enabling Protoss non-robo play with at least a diminished chance of a build order loss. Please comment constructively.
Hey guys I was told I could post this here. It's a great replay I was sent by another TL'er from one of my blog posts. It starts off a little slow - but you won't be disappointed by the ending!
Hello all! I have a question about APM that i could not find a good answer for while searching so ill try asking here.
You often see pros with well over 200 APM in the very early game which i suppose is spamming made for warming up your hands. But the question is, how exactly are those early game APM-spams executed? is it just plain simple spam on a mineral patch with the waypoint or is there anything more complex to it, like special "spam patterns" for improving your mouse precision or your overall APM etc?
Ok so is anyone else really annoyed at the game's countdown system before a game starts? Like for custom games it takes almost 30 secs for a game to actually start, whereas for ladder games you're only given 3 secs? wtf? I can't even count how many times I get caught off guard because I'm alt-tabbed while queuing for a game.
On November 30 2010 07:31 VAGZ wrote: Hello all! I have a question about APM that i could not find a good answer for while searching so ill try asking here.
You often see pros with well over 200 APM in the very early game which i suppose is spamming made for warming up your hands. But the question is, how exactly are those early game APM-spams executed? is it just plain simple spam on a mineral patch with the waypoint or is there anything more complex to it, like special "spam patterns" for improving your mouse precision or your overall APM etc?
yes they are mostly precice patterns where you mix up clicks and boxes in a precise manner.
I have a question too: how will the GSL tournaments go on next year?
Going from bw to sc2...whatever happened to overpool expand builds in zvp? I guess it does sacrifice economy, but did the entire player base unanimously decide it wasn't worth it in beta or something?
On December 01 2010 02:11 Vanka wrote: Going from bw to sc2...whatever happened to overpool expand builds in zvp? I guess it does sacrifice economy, but did the entire player base unanimously decide it wasn't worth it in beta or something?
what build exactly do you mean? extractor trick will it not be right?
On December 01 2010 02:11 Vanka wrote: Going from bw to sc2...whatever happened to overpool expand builds in zvp? I guess it does sacrifice economy, but did the entire player base unanimously decide it wasn't worth it in beta or something?
what build exactly do you mean? extractor trick will it not be right?
overpool means you build an overlord and then build a pool, In sc2 that means 10 ovie, 10 pool. Overpool expand (in sc2) means that you get your hatch on 16 or 17, and goes down as your first 6 lings go out. That means you have lings the instant when you want to expand, so a pylon block basically means nothing.
On November 30 2010 07:31 VAGZ wrote: Hello all! I have a question about APM that i could not find a good answer for while searching so ill try asking here.
You often see pros with well over 200 APM in the very early game which i suppose is spamming made for warming up your hands. But the question is, how exactly are those early game APM-spams executed? is it just plain simple spam on a mineral patch with the waypoint or is there anything more complex to it, like special "spam patterns" for improving your mouse precision or your overall APM etc?
yes they are mostly precice patterns where you mix up clicks and boxes in a precise manner.
I have a question too: how will the GSL tournaments go on next year?
Do you have any more precise "step by step" example of a pattern that is pretty commonly used and for what purpose? the reason I'm asking this is because I feel that my APM and mouse control is a little bit off and I would like to try different spam methods that can possibly help me out a bit on that matter. I've just started experimenting with this, spamming around with the waypoint a bit but I don't think that really helps a lot.
Ummm, excuse me everyone. I have an addition to make to the metagame of the free-for-all game type. I am the blue protoss that goes nexus first. Basically just set the speed to 8x and wait for the blob of red to attack my left-side gold. Then sit back and enjoy my gift of how StarCraft II will be in the future. You can also pop into my opponents' first-person views for extra lulz if you so wish.
On November 30 2010 07:31 VAGZ wrote: Hello all! I have a question about APM that i could not find a good answer for while searching so ill try asking here.
You often see pros with well over 200 APM in the very early game which i suppose is spamming made for warming up your hands. But the question is, how exactly are those early game APM-spams executed? is it just plain simple spam on a mineral patch with the waypoint or is there anything more complex to it, like special "spam patterns" for improving your mouse precision or your overall APM etc?
People have different habits. I personally re-select individual workers over and over, and keep grouping them into different groups. I try to run through all the combinations of the initial 6 workers before my barracks finishes, which is a little quirk of mine. =D
So I found a pretty effective way of improving my play. I always found it awkward to use any number past 5 on my keyboard in terms of keybinds, but I fixed that with some sweet TF2. I basically rebound all of my movement keys and stuff to TGFH and although it was super weird at first, after many hours of instense TF2 it became second nature to me fast. And now that I go into Starcraft 2, my hand just naturall goes to the middle of my keyboard, and it's much more fluid to use 2-8.
Hey guys, don't know if there has any info about this but I've recently come across a glitch when I played a 2v2 against a Protoss and Terran on Metaopolis(don't know if it works on all maps or not) and they built buildings on the very edge of their main and the units began to spawn outside the map. The protoss had 2 immortals stuck between the gateway and robo and then 2 colossus were on the outside the very outskirts on the map walking on thin air and proceeded to attack my main from the outside where I couldn't attack him. The terran also built his barracks on the edge of his main and did the same thing with reapers.
After the game I tested it out on a custom match with my friend on metaopolis. I made a clump of buildings on the edge of my main and rallied the robo right outside. A couple of colossus got stuck inbetween but eventually a collosus(or any unit) will spawn outside. It is very glitchy and difficult to control, but it works. O_O
Anyone know or encountered this glitch? Sorry if this was identified as a very old bug or something.
On December 01 2010 14:02 aPhanther wrote: Hey guys, don't know if there has any info about this but I've recently come across a glitch when I played a 2v2 against a Protoss and Terran on Metaopolis(don't know if it works on all maps or not) and they built buildings on the very edge of their main and the units began to spawn outside the map. The protoss had 2 immortals stuck between the gateway and robo and then 2 colossus were on the outside the very outskirts on the map walking on thin air and proceeded to attack my main from the outside where I couldn't attack him. The terran also built his barracks on the edge of his main and did the same thing with reapers.
After the game I tested it out on a custom match with my friend on metaopolis. I made a clump of buildings on the edge of my main and rallied the robo right outside. A couple of colossus got stuck inbetween but eventually a collosus(or any unit) will spawn outside. It is very glitchy and difficult to control, but it works. O_O
Anyone know or encountered this glitch? Sorry if this was identified as a very old bug or something.
On December 01 2010 16:12 KillerPlague wrote: what happened to idra in the gsl? i never saw him eliminated, and yet i don't see him in the current standings!@?
i open with a 2 rax expansion into 3rax to starport and beat him if he goes anything but storm, if he goes storm i lose to it, anyone has a good way with dealing with it? i am too bad dodging and my emps are always bad so i need another solution ;D
i had a strange idea, where people would practice games against one another but with fog of war turned off, that way they can see strategies of oppoents in play and how they are executed, this will teach them what to look for when scouting when fog of war is turned off. This way when they scout and they see something they can be like "okay, i see what he is doing, so im gonna be prepared" or something like that...i dont know lol
On December 02 2010 09:10 Brewed Tea wrote: i had a strange idea, where people would practice games against one another but with fog of war turned off, that way they can see strategies of oppoents in play and how they are executed, this will teach them what to look for when scouting when fog of war is turned off. This way when they scout and they see something they can be like "okay, i see what he is doing, so im gonna be prepared" or something like that...i dont know lol
This actually seems like a really good idea. Would only take a few clicks in the map editor too.
I can imagine practice versions being made of popular maps. You could disable build order viewing, fog of war, have quick map restart (reset to 6 workers + CC), etc. Could be a useful tool for pros to use.
I actually wanted to make a thread about this, but I don't know what forum to put it in and I'm not sure if it's important enough to warrant a new thread. So I'm posting it here...
About Unit Control Groups (as Protoss)
So I recently realised that the way I hotkey my units is not particularly efficient. I generally leave hotkeys 1-4 open for units and 5 or higher for buildings. At the moment I use:
1 for melee (ie: Zealots) 2 for other ranged units (Stalkers, Sentries, Immortals) 3 for any other special units I have (ie: Collossi or Templar or air) 4 used on rare occasions when I have a 4th type of unit, or if I need to temporarily bind some workers to a hotkey etc
But this setup has several problems:
1) When I 1a2a3a the Zealots tend to run ahead and fight outside the range of guardian shield, or engage before the rest of my army is in position. This is especially a problem when I have Charge.
2) Immortals can't attack air, so having them in the same group as Stalker/Sentry is problematic. For example, sometimes I want to shoot down Vikings or Corruptors that are attacking my Collossi, but I don't want to disturb the Immortals who are supposed to be attacking other units.
3) In most battles I want the Immortals attacking specific targets like Tanks or Collossi, but I don't want to move my whole ranged army out of position just to do that.
So I've been thinking about different ways to solve this. Really, I want to be able to control Immortals separately the same way that I can with Collossi, so if I move Immortals to control group 3 and Collossi to 4 then it achieves this purpose. But using 4 separate hotkeys for units seems a bit excessive, and increases the chance of mismicroing or leaving one group behind etc.
So my question for Protoss players is, how do you control your units efficiently? What is your hotkey setup and how effective have you found it?
I don't know how many of you played WC3, but there was this site called demonreps.com where you could upload all of your replays. Basically it was your own personal online replay database. You could make it private so only you have access. Does anyone know if there's a site like this for SC2?
looking for some decent players to play some team matches with me and one of my friends...if interested please add either me or him: xPHANTOMx or grudge...thank you
why do i only play on 2 player maps on the ladder? why do i only face 1 basing on the ladder? why do i only face 4gate, cannonrush, proxy gates in pvp? why did my winrate drop in a single evening from 66% to 58%? why do ppl bust an early expansion every time instead of playing the macro game? why do i keep playing the same ppl on the ladder 3 times in a row? (started giving them freewins, because my cyber got blocked/scout probe surrounded/missplaced pylon)
why are ppl always playing the lame, easy win way instead of the fun way? (this applies to all games in general)
Heya, I was wondering how to de-select units or buildings in a control group? Sometimes i miss click the key , and group units with a command center or factory. Thank you for your help
On December 04 2010 13:15 Lucius2 wrote: why do i only play on 2 player maps on the ladder? why do i only face 1 basing on the ladder? why do i only face 4gate, cannonrush, proxy gates in pvp? why did my winrate drop in a single evening from 66% to 58%? why do ppl bust an early expansion every time instead of playing the macro game? why do i keep playing the same ppl on the ladder 3 times in a row? (started giving them freewins, because my cyber got blocked/scout probe surrounded/missplaced pylon)
why are ppl always playing the lame, easy win way instead of the fun way? (this applies to all games in general)
Possibility you haven't thumbed down as many 2 player maps as possible, that would open up the variety a bit. However this is just incredibly random as what map is selected.
The rest of your questions, really can be answered by some people just prefer playing like that. Just make sure to scout early and often so you can be readily prepared.
For playing the same person multiple times in a row, Blizzard wants the matchmaking to go as quick as possible. So at the time of your queue you and that other person are the only one around that level currently searching.
Do a lot of high diamond players seem to come off as passive egotistical people to anyone? O.o I don't know what the term is for it, but I hope you know what I mean.
I don't know if its just me, but it's been getting on my nerves. =_=
On December 05 2010 02:36 Zaka wrote: Anyone know how pros do the moving dropship-drop?
I thought I knew it, but then I saw FruitDealer do it too... except with two or three overlords at once (rewatching GSL1, for what it's worth).
Click drop then click on the dropship.
For example, let's say you have an overlord with 4 banelings. Right click somewhere to make it move to that location. While it's moving, press D (drop hotkey) and then click on the overlord. The overlord will start dropping the banelings while still moving to the location.
It's pretty much the same if you have three overlords. Just select all of them, right click somewhere to make them move, press D, then click on every overlord.
On December 05 2010 02:36 Zaka wrote: Anyone know how pros do the moving dropship-drop?
I thought I knew it, but then I saw FruitDealer do it too... except with two or three overlords at once (rewatching GSL1, for what it's worth).
Click drop then click on the dropship.
For example, let's say you have an overlord with 4 banelings. Right click somewhere to make it move to that location. While it's moving, press D (drop hotkey) and then click on the overlord. The overlord will start dropping the banelings while still moving to the location.
It's pretty much the same if you have three overlords. Just select all of them, right click somewhere to make them move, press D, then click on every overlord.
Oh thanks, I just tried it out. Bloody awesome!
I was trying to do it by either move + (shift+D) or clicking the portraits as the dropship moved. Which either didn't work or was just flat out inefficient.