|
On March 07 2011 20:58 Kenkadrums wrote: Couldn't really find any information on this but When and where is the TSL? How is it gonna work exactly and how will i be able to watch?
There's a counter in the top right of the page now. Also, there's a forum for all TSL related news/questions: http://www.teamliquid.net/forum/index.php?show_part=55
On March 08 2011 00:52 exog wrote: A Creep Tumor takes just less than 86 seconds to fill up its entire area. (From liquipedia) Creep tumour has 15s cooldown.
Why don't every pro zerg with have an overlord generate creep at the maximum range of a tumour, so you can refresh it at max range after just 15s?
You can, and it's a good tactic to have, but it's problematic. For one, a Terran player at a decent level will poke at the edge of your creep, potentially taking your tumor and an overlord. But mostly, it's because it takes more than 1 overlord (w/o speed upgrade) to do this. The overlord moves too slowly from spot to spot. Generally if you see this, it's a zerg player making a "bridge" of creep w/ 4-5 overlords and sending 1 new tumor down it's path to fill it in. Also, even most pros are pretty lazily or careless w/ their tumors.
On March 06 2011 07:37 blubbdavid wrote: Got a question. I don't play terran, and I suck at it, but why don't terran just add Macro Orbitalcenters, like Zerg adds Macro Hatch. Wouldn't 2-3 Mules make up the cost of the OC, and make you able to get minerals faster-> more production facilities-> More Marines, and faster restocking of Units.
There is a strategy like this, I'm not sure if it's in liquipedia: http://www.teamliquid.net/forum/viewmessage.php?topic_id=173703
|
Yeah, I agree Ashok. The new maps certainly make it harder to actually kill anyone, great for tournaments but hard to squeeze in a few sneaky games before bed or whatever. Maybe after the patch you could wait ~12 mins for the protoss deathball to kill you ^^
|
Is hatch first viable for Zergs in PvZ? I am a toss player but I would like to know. thanks.
|
On March 12 2011 02:26 Reno(TE) wrote: Why the hell isn't prism speed the same as phoenix movement??!? It's a joke that mutalisks can easily pick off a speed prism. They need to align up the speeds to return the concept of skytoss again, like in BW pvz - sairs/shuttle
IMO, the idea that drop ships be faster than attack units is "a joke." The idea of a drop is to largely catch your opponent out of position, and cause a disproportionate amount of damage for your investment. If the opponent can get into position (IE have mutas in the area of your prism as you leave) then you SHOULD lose the investment. All races have an air unit that can catch any races drop unit.
On March 13 2011 13:31 Gauss253 wrote: Am I doomed to platinum forever? Is there any way to see how far away I am from promotions? Appreciate any responses. Add me in game, Gauss code 253
-Thanks
This is by no means, verified/proven (it may have even been dismissed as inaccurate) but you can check the math equation on http://sc2mmr.blogspot.com/2011/02/sc2mmr-in-progress.html to get an idea on where you are. Do the first equation to get your Rank Point differential, then use that in the 2nd equation to get the approximate # of games you need to play at your current rate to earn a promotion. IIRC, that author had a much more simplified opinion on how MMR is calculated. If you go by Excalibur and the others who help contribute to all his awesome threads, it's probably that your disconnects and long win streaks are causing you to have a high uncertainty. If the system is really as complex as some think, it's waiting until your math works out to have a better idea of just how good you are before you're promoted.
On March 06 2011 16:39 Tachion wrote: What's the optimal way to use corruption with corruptors in an engagement? As in, move them into battle, corrupt all the colossus, then focus fire each one down. What's the best way to queue up commands? Or should I corrupt one colossus, focus it down, then corrupt another etc and do it all individually?
I say this as a mid-diamond Zerg who doesn't use corruptors all that often, but I corrupt all my targets at the start of the fight. Corruption lasts 30 seconds (I think) and most battles don't last nearly that long, especially if you're trying to snipe the colossi anyways. So I hold Shift + C, click all the colossi w/ the corruptor group, then shift + a them back to the nearest colossi so they start attacking as soon as the corruption is done.
On March 04 2011 13:31 hun13 wrote:Show nested quote +On March 03 2011 10:23 ChefStarCraft wrote:On March 03 2011 09:47 loving it wrote: Why do zerg players use the Detnonate button on their burrowed Banelings instead of telling them to unburrow? Isn't it smarter to tell your banelings to unburrow and either blow up instantly like Detnonate would, but with the added bonus of chasing down the few remaining units left over cause they're now unburrowed? I believe its because of the delay it takes to unburrow, at least that how i see it actually no thats not it, its because when the banelings unburrow they push the units above them out of the way making large holes thus greatly dimishing the amount of splash from the banes.
Actually, I think it has much more to do with the speed of unburrowing. But either way, since the burrrowed detonation does just as much damage as unburrowed, there's really no reason NOT to detonate them (assuming the enemy is walking right over).
On March 04 2011 20:14 Gene(S)is wrote:
Question 2: How do you micro marines when kiting, is it really just move command + attack?
Question 3: In SC1 there was a huge depth on how to micro mutas, move them and hold position to spray etc, but in SC2 im not getting that feeling. The only micro avaliable is magic box and possibly shift + A on various targets....
2) Right click (move) back away from the enemy just a small step, then hit stop or hold (S or H). Right click, stop, right click, stop. Same thing if you're trying to attack and move in towards an enemy as well.
3) I am by no means knowledgeable on BW, but there is a bit more muta micro than you're giving credit for. If you stack the mutas, you can kind of tease into the range of turrets without getting hit if you move the mutas back before the turret actually shoots. I don't know if that explanation makes any sense, but I've seen Idra do it a number of times. Either he's moving in and out of the range w/o getting hit, or by keeping them stacked, he prevents the spread that would move mutas into the range of a turret.
On March 03 2011 18:45 Terkill wrote: So where are you able to watch Starcraft tournaments like TLS and GSL for free on the internet? Or are their websites that put up the replays?
GSL has a free live stream, you just have to be awake while it's happening (Most gomtv.net pages have a countdown to the next live event, when it's live it'll have a link to the page to launch the live stream (requires the gomtv player).
TSL will have a free stream I believe.
|
On March 14 2011 00:20 bluehunter wrote: Is hatch first viable for Zergs in PvZ? I am a toss player but I would like to know. thanks.
maybe on enormous maps where you won't scout it but if you see it go down you can just build a forge and cannon either the mineral line or the ramp and its usually GG. just make sure you don't sink too many resources into the pylons and cannons and make sure you have enough units to defend the one base roach ling all in that will come if the zerg stays in the game and can't get a hidden expo up. you also need to remember that they can nydus worm as well and keep pylons in important places in your base to get vision of this.
basically i would say it is risky for the zerg to do sometimes but if you cannot cannon it or make a sufficiently macro based response (i'm pretty sure that nexus first is viable against hatch first builds) then the risk will pay off and they will get their economic advantage and you cannot punish them as effectively for it.
|
On March 14 2011 00:59 rolfe wrote:Show nested quote +On March 14 2011 00:20 bluehunter wrote: Is hatch first viable for Zergs in PvZ? I am a toss player but I would like to know. thanks. maybe on enormous maps where you won't scout it but if you see it go down you can just build a forge and cannon either the mineral line or the ramp and its usually GG. just make sure you don't sink too many resources into the pylons and cannons and make sure you have enough units to defend the one base roach ling all in that will come if the zerg stays in the game and can't get a hidden expo up. you also need to remember that they can nydus worm as well and keep pylons in important places in your base to get vision of this. basically i would say it is risky for the zerg to do sometimes but if you cannot cannon it or make a sufficiently macro based response (i'm pretty sure that nexus first is viable against hatch first builds) then the risk will pay off and they will get their economic advantage and you cannot punish them as effectively for it.
ok thanks. one question .. say if the zerg takes a 2nd (sneaky 2nd) after getting cannon'd and a toss scouts it (now lings are out so cannons are out of question).. whats a proper response? i mean with forge, the warp-gate tech is a little behind so 3 gate exp will take a little while longer.. so what's a proper response to this? it seems with a 2nd farther away is has to be vulnerable so a good timing push should work but it turns out to be very much micro dependent for the toss to win.. so basically, what is a good response? some zergs not only get back their natural before my 5 gate hits but also have a good lead on drones and creep and map coverage (mostly due to 2nd being away) and are kind of safe behind spine at their natural and main. And if i attack the base farther away, most maps seem to have multiple entry to the base and unless i micro good i get sandwiched or crushed.
i know it seems to be a personal fault and most probably it is some mistake that i am making but if you think there is an easier way lemme know :D
|
On March 14 2011 03:02 bluehunter wrote:Show nested quote +On March 14 2011 00:59 rolfe wrote:On March 14 2011 00:20 bluehunter wrote: Is hatch first viable for Zergs in PvZ? I am a toss player but I would like to know. thanks. maybe on enormous maps where you won't scout it but if you see it go down you can just build a forge and cannon either the mineral line or the ramp and its usually GG. just make sure you don't sink too many resources into the pylons and cannons and make sure you have enough units to defend the one base roach ling all in that will come if the zerg stays in the game and can't get a hidden expo up. you also need to remember that they can nydus worm as well and keep pylons in important places in your base to get vision of this. basically i would say it is risky for the zerg to do sometimes but if you cannot cannon it or make a sufficiently macro based response (i'm pretty sure that nexus first is viable against hatch first builds) then the risk will pay off and they will get their economic advantage and you cannot punish them as effectively for it. ok thanks. one question .. say if the zerg takes a 2nd (sneaky 2nd) after getting cannon'd and a toss scouts it (now lings are out so cannons are out of question).. whats a proper response? i mean with forge, the warp-gate tech is a little behind so 3 gate exp will take a little while longer.. so what's a proper response to this? it seems with a 2nd farther away is has to be vulnerable so a good timing push should work but it turns out to be very much micro dependent for the toss to win.. so basically, what is a good response? some zergs not only get back their natural before my 5 gate hits but also have a good lead on drones and creep and map coverage (mostly due to 2nd being away) and are kind of safe behind spine at their natural and main. And if i attack the base farther away, most maps seem to have multiple entry to the base and unless i micro good i get sandwiched or crushed. i know it seems to be a personal fault and most probably it is some mistake that i am making but if you think there is an easier way lemme know :D
this seems difficult to provide a definite answer to. i think a lot of it depends on what the zerg is specifically doing, if their build is only delayed a little, say they got a hatch on 21 or something and ~6 lings out without speed then its probable they will be able to defend a 4gate albeit awkwardly but there is a good chance it could win. if the map allows you to block off reinforcements with a sentry this could work but the zerg could also attack in the open, so i think this is quite map and micro dependent.
if they make a LOT of lings then you will be ahead as long as you expand safely, some +1 5-6gate timing would probably work. but then again anything should work as long as they don't kill you early.
I haven't had loads of experience with the follow up to cannons (and the last time i did i didn't cancel my cannons in time, or scout well enough and died to a one base roach nydus thing ) but i think you might be right that its impossible to go back to a standard 3gate expo. but i think if you get some cannons and use chrono right you might be able to get enough sentries out too which should make your expand safe while getting your warp gate tech done and gateway numbers up.
|
I'm probably a year late to the party, but checked today that queuing up a drop while moving is doable. I knew that you could drop while moving by clicking d and on the transport, but didn't know if you could do that beforehand so you could movedrop while not needing to frantically click when you finally reached your location.
http://i.imgur.com/LMC8e.gif
|
On March 13 2011 09:11 exog wrote: "All" PvsP GSL games are ~10 min... I believe its because of warp-in, if you get an advantage and can warp into enemys base its over. Luckily i know how to fix this.
In order to create a defenders advantage, make warp-in dependant on distance to warpgate. So if you warp into/close to enemys base, it takes 2x the time.
Or, even better, move the warpgate tech back to Twilight council tech. And do something with the Collossi because it seriously ruins that matchup.
|
On March 14 2011 05:12 Lobo2me wrote:I'm probably a year late to the party, but checked today that queuing up a drop while moving is doable. I knew that you could drop while moving by clicking d and on the transport, but didn't know if you could do that beforehand so you could movedrop while not needing to frantically click when you finally reached your location. http://i.imgur.com/LMC8e.gif Only about 8 months, I think. But yes, it's pretty cool.
|
On March 14 2011 05:17 Zystra wrote:Show nested quote +On March 13 2011 09:11 exog wrote: "All" PvsP GSL games are ~10 min... I believe its because of warp-in, if you get an advantage and can warp into enemys base its over. Luckily i know how to fix this.
In order to create a defenders advantage, make warp-in dependant on distance to warpgate. So if you warp into/close to enemys base, it takes 2x the time. Or, even better, move the warpgate tech back to Twilight council tech. And do something with the Collossi because it seriously ruins that matchup.
Dont be ridiculous. This would destroy the other match ups. Terran would just stim timing every game and itd be gg. Yeah PvP can be chancy but nerfing the shit out of core Protoss mechanics/units isnt the answer.
|
On March 14 2011 05:17 Zystra wrote:Show nested quote +On March 13 2011 09:11 exog wrote: "All" PvsP GSL games are ~10 min... I believe its because of warp-in, if you get an advantage and can warp into enemys base its over. Luckily i know how to fix this.
In order to create a defenders advantage, make warp-in dependant on distance to warpgate. So if you warp into/close to enemys base, it takes 2x the time. Or, even better, move the warpgate tech back to Twilight council tech. And do something with the Collossi because it seriously ruins that matchup.
Or perhaps make so protoss cant warp into another players "pylon-field".
|
On March 14 2011 21:10 akaMadMike wrote:Show nested quote +On March 14 2011 05:17 Zystra wrote:On March 13 2011 09:11 exog wrote: "All" PvsP GSL games are ~10 min... I believe its because of warp-in, if you get an advantage and can warp into enemys base its over. Luckily i know how to fix this.
In order to create a defenders advantage, make warp-in dependant on distance to warpgate. So if you warp into/close to enemys base, it takes 2x the time. Or, even better, move the warpgate tech back to Twilight council tech. And do something with the Collossi because it seriously ruins that matchup. Or perhaps make so protoss cant warp into another players "pylon-field". lol interesting way to make this work, a pylon field cause other pylons with in the pylon field to become overpowered. (a behavior buff) Overpowered Pylons warp in units twice as fast. Then make it so that units take twice as long to warp in =P. so even if you wanna proxy u gotta drop 2 pylons.
Now for my contribution, I think Battlecruiser is going to become a revolutionary unit in the next patch =P. Mostly in TvZ. As there is little save for corruptors that effectively deals with them, and for that there's vikings. (Vikings are so slow though) but with Marine Support, or rather I should say Marines with battlecruiser support is a force to be reckoned with
|
I've always been wondering what exactly makes seperates a Mechanical player from a Creative player. Don't you need good mechanics for your creativity to work?
is mechanics just build orders, apm, control and building placement? Or is there something more to mechanics that I am missing?
And if there is more to mechanics, how would you be able to improve them?
|
When ladder resets at end of season, do you keep portraits?
|
What's the status on the Kespa vs Blizzard argument? I seem to remember reading somewhere that Kespa wouldn't be able to operate on starcraft1 anymore.
|
On March 15 2011 05:13 Valckrie wrote: When ladder resets at end of season, do you keep portraits?
One would be safe to assume that all achievements and prizes that come with it will remain intact.
|
Prior to the last 2 GSL season there were regular translators who translated the PlayXP and other interviews (post-game), I think a lot of people miss these (well I do!). I don't think it deserves a thread, but I thought I would post here in the hope someone who knows Korean will valiantly start translating again. Meanwhile, I will start learning Korean so that I might know it in a year....
|
I have a question
where did MVP_DRG go?
|
On March 15 2011 01:15 CampinSam wrote: I've always been wondering what exactly makes seperates a Mechanical player from a Creative player. Don't you need good mechanics for your creativity to work?
is mechanics just build orders, apm, control and building placement? Or is there something more to mechanics that I am missing?
And if there is more to mechanics, how would you be able to improve them?
That is a good question, I would like to say Creativity is all in the mind thinking of new builds/strats. You obviously need the mechanics to do these builds or strats. Mechanics is Macro and keeping your money low by making your army building ovies/pylons/depots and gateways/barracks/factories etc. and building your army up and continuously pumping out more and more scvs/drones/probes.
To improve mechanics is just simply making a mental checklist (Something Day9 thought of) and executing everything you need to do. If you have good macro 7/10 times your going to win.
|
|
|
|