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Simple [HOTS] Questions, Simple [Beta] Answers - Page 14

Forum Index > SC2 General
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Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
October 08 2012 08:20 GMT
#261
On October 04 2012 11:03 BisuDagger wrote:
This question doesn't deserve a thread so here it is:

Should ladder games have an option for rematch? Further explanation after one player forfeits their game, should those two players have an option to engage in a Bo3 or Bo5 depending on what the players decide on? And it would still count as ladder points. This would be a way to continue practicing a match up or to settle a grudge match between your opponent.


Pretty cool suggestion - I'd recommend posting that on the Blizz forums!
SharkBait
Profile Blog Joined November 2011
United States36 Posts
October 08 2012 15:08 GMT
#262
Does the tempest still have the range upgrade or is it just 15 now?
Shark Bait Ooohhaha!
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2012-10-08 15:25:05
October 08 2012 15:22 GMT
#263
On October 09 2012 00:08 SharkBait wrote:
Does the tempest still have the range upgrade or is it just 15 now?



no range upgrade, it starts with 15 range

On October 08 2012 17:20 Cabinet Sanchez wrote:
Show nested quote +
On October 04 2012 11:03 BisuDagger wrote:
This question doesn't deserve a thread so here it is:

Should ladder games have an option for rematch? Further explanation after one player forfeits their game, should those two players have an option to engage in a Bo3 or Bo5 depending on what the players decide on? And it would still count as ladder points. This would be a way to continue practicing a match up or to settle a grudge match between your opponent.


Pretty cool suggestion - I'd recommend posting that on the Blizz forums!



This would make the game so much more enjoyable because playing mannered people seems to be a rarity and i would like to rematch them instead of getting a chessy bmer next
ThirdDegree
Profile Joined February 2011
United States329 Posts
October 08 2012 17:59 GMT
#264
Can you recall by clicking the nexus on the minimap? or do you have to have your camera on it? I would try it, but I'm at work at the moment
I am terrible
Kommatiazo
Profile Blog Joined February 2011
United States579 Posts
Last Edited: 2012-10-08 18:41:30
October 08 2012 18:07 GMT
#265
On September 24 2012 08:46 Thrasymachus725 wrote:
If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals?


The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't.

EDIT: I just checked out exactly how this works in the beta, and the worker count just goes away entirely when your nexus/hatch/CC isn't within mining range, even if you start to return minerals there. But like I said, if it is a mining position, it says X/24 no matter how many patches are extant at that base.

On October 09 2012 02:59 ThirdDegree wrote:
Can you recall by clicking the nexus on the minimap? or do you have to have your camera on it? I would try it, but I'm at work at the moment


Yes you can. If you have the mouse accuracy this is definitely the fastest way.

On October 08 2012 14:43 enemy2010 wrote:
Might have been asked in this thread, but:

When you abduct a warp prism that is warping in units, you cancel the warp ins, right?


Yep. I'm pretty sure that's been a thing since WoL right? (HuK just had that done to him like five times in one game in the MLG MvP Tourney just recently I believe)
"You must enemy don't know, and very good micro" - Bosstoss #Wet4Ret
Conti
Profile Joined November 2010
Germany2516 Posts
October 08 2012 18:15 GMT
#266
On October 09 2012 03:07 Kommatiazo wrote:
Show nested quote +
On September 24 2012 08:46 Thrasymachus725 wrote:
If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals?


The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't.

I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong.
ThirdDegree
Profile Joined February 2011
United States329 Posts
October 08 2012 18:17 GMT
#267
It does decrease per patch, but I am not sure it goes above x/24
I am terrible
ThirdDegree
Profile Joined February 2011
United States329 Posts
October 08 2012 18:17 GMT
#268
Also, thanks to Kommatiazo <3
I am terrible
Kommatiazo
Profile Blog Joined February 2011
United States579 Posts
Last Edited: 2012-10-08 18:50:31
October 08 2012 18:46 GMT
#269
On October 09 2012 03:15 Conti wrote:
Show nested quote +
On October 09 2012 03:07 Kommatiazo wrote:
On September 24 2012 08:46 Thrasymachus725 wrote:
If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals?


The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't.

I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong.


You sir are correct, I was wrong about that X/. One of those cases where I thought it always stayed at /24, so my brain just edited that out of my vision or something whenever I looked at it, but I just now watched a replay and watched it tick down to /21 after the first patch ran out. So, that's settled!

On October 04 2012 05:09 iHirO wrote:
If you neural parasite a probe and build a mothership core, is it possible to recall to a hatchery, or is it limited to nexus only?


Just tested this to be sure, even though I'm pretty sure the tooltip for the the MSC recall says "targeted Nexus", and indeed, when you try to click a hatch on the minimap or otherwise, it says "Must target Nexus". But it does work on zerg units when you do click a nexus that you built, which is cool; I used it to spam infested Terrans in the AI's base then recall my infestors away. Which is cool. Also, something I never noticed is that pylons/nexuses increase your food cap. So you could neural a probe and spam pylons so you don't need overlords for supply. Well, I thought that was neat
"You must enemy don't know, and very good micro" - Bosstoss #Wet4Ret
Conti
Profile Joined November 2010
Germany2516 Posts
October 08 2012 18:47 GMT
#270
On October 09 2012 03:46 Kommatiazo wrote:
Show nested quote +
On October 09 2012 03:15 Conti wrote:
On October 09 2012 03:07 Kommatiazo wrote:
On September 24 2012 08:46 Thrasymachus725 wrote:
If you park your nexus 2 squares away from the ideal spot will the nexus calculate the new ideal number of workers to saturate a the minerals?


The worker count above the nexus isn't a calculated thing. It is simply X/24, whether you're in the ideal spot or not. If not, it would also shrink when you depleted some patches. But it doesn't.

I thought it does? I could swear I saw the worker count shrink when patches were depleted on streams. But then again, I might be wrong.


You sir are correct, I was wrong about that X/. One of those cases where I thought it always stayed at /24, so my brain just edited that out of my vision or something whenever I looked at it, but I just now watch a replay and watched it tick down to /21 after the first patch ran out. So, that's settled!

Hooray!
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
Last Edited: 2012-10-09 04:05:50
October 09 2012 04:05 GMT
#271
On October 09 2012 03:07 Kommatiazo wrote:

Show nested quote +
On October 08 2012 14:43 enemy2010 wrote:
Might have been asked in this thread, but:

When you abduct a warp prism that is warping in units, you cancel the warp ins, right?


Yep. I'm pretty sure that's been a thing since WoL right? (HuK just had that done to him like five times in one game in the MLG MvP Tourney just recently I believe)

How can it be a thing since WoL? o.O
"Abduct" is this pull ability from the viper. No viper in WoL.

But if that works, then nice
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
October 09 2012 12:08 GMT
#272
Does the dmg Widow Mines do ignore armor? F.e. do they one-shot Stalkers, or leave them at 1 HP? Or do only shields count since the Hit is so massive and the engine forgets to factor in armor, so any difference with +1 shield Stalkers?
RancidTurnip
Profile Joined August 2010
United States105 Posts
Last Edited: 2012-10-09 15:53:19
October 09 2012 15:52 GMT
#273
On October 09 2012 21:08 CruelZeratul wrote:
Does the dmg Widow Mines do ignore armor? F.e. do they one-shot Stalkers, or leave them at 1 HP? Or do only shields count since the Hit is so massive and the engine forgets to factor in armor, so any difference with +1 shield Stalkers?

Widow mine damage isn't mitigated by armor because its "attack" is actually an ability like Psi storm, Fungal, or Yamato.
Romitelli
Profile Blog Joined August 2011
Brunei Darussalam566 Posts
Last Edited: 2012-10-09 17:19:19
October 09 2012 17:19 GMT
#274
I don't have beta access yet, so I have the following question:

With the new MSC design and its purify ability, have 1 base timings in PvP (e.g. zealot archon) gotten significantly worse? (Please say yes, please say yes... :D)
Zed's dead, baby, Zed's dead.
IamZieK
Profile Joined August 2010
Canada162 Posts
October 09 2012 20:16 GMT
#275
Whats the counter to ultralisk burrow? I find if I invest in to many tanks my army will auto lose to this. playing with bio+tanks I usually spread my tanks also in groups of 2-3 at a few different spots
unteqair
Profile Joined November 2011
United States308 Posts
October 09 2012 20:19 GMT
#276
Does HotS have new gameplay music?
( bush
Profile Joined April 2011
321 Posts
October 09 2012 20:31 GMT
#277
where can i find some good beta replays?
oo
SuperYo1000
Profile Joined July 2008
United States880 Posts
October 09 2012 21:08 GMT
#278
On October 10 2012 02:19 Romitelli wrote:
I don't have beta access yet, so I have the following question:

With the new MSC design and its purify ability, have 1 base timings in PvP (e.g. zealot archon) gotten significantly worse? (Please say yes, please say yes... :D)




yes and no. Defense is significantly better since purify has awesome range and can really help against that kind of thing. They other thing is that your opponent can now recall to save a good chunk of his army from being wiped out. So the all ins are still there but you will definitely be at an advantage at the same time all ins can be salvaged so you wont be as far behind with the recall abiity
ThirdDegree
Profile Joined February 2011
United States329 Posts
October 09 2012 21:24 GMT
#279
Not sure if it's been asked: But for protoss, when do you guys think you should invest in the msc in all the matchups?
I am terrible
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 09 2012 21:37 GMT
#280
On October 10 2012 05:16 IamZieK wrote:
Whats the counter to ultralisk burrow? I find if I invest in to many tanks my army will auto lose to this. playing with bio+tanks I usually spread my tanks also in groups of 2-3 at a few different spots

With detection you can atack ultralisk while they're burrow-charging
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