Simple Questions Simple Answers - Page 118
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Rexar123
Croatia49 Posts
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Bleak
Turkey3059 Posts
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CecilSunkure
United States2829 Posts
On April 27 2011 04:32 Bleak wrote: How do I learn the timings as Terran? I really don't know when to attack really, and it costs me games. I see people talking about "Well at this minute you move out and and that upgrade finishes so your opponent has X and cannot defend it or takes huge damage" so and so on. But I don't have a freaking clue about this, I sit up and macro and lose the game like a champ. Just in general, when is a good time to attack? If I may, I suggest you read section [7] of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343 | ||
Kambing
United States1176 Posts
Personal testing after having the same idea several months ago (and I updated http://wiki.teamliquid.net/starcraft2/Larva to reflect this finding). I can reproduce the experiment and post more detailed information elsewhere if people are interested. I've been wanting to do a mega-post post on larva management that includes facts like this for awhile now. But after this doing this experiment, I honestly didn't think there was anything exciting to say since it boils down to "keep your active larva below 3 at all hatches; inject as often as humanly possible". The other thing I've looked into is how larva selection is distributed when you have multiple hatches selected, e.g., do you get even an even distribution of drones at all N bases if you produce N * K drones. It turns out the answer is probably yes, but I can't figure out the precise algorithm they use for determining the order of a selection of larva (and in general the order of any group consisting of the same units). | ||
rsvp
United States2266 Posts
On April 27 2011 04:08 Quochobao wrote: There is an interesting question from the Zerg Detection thread that no one answered, so would some one with good game knowledge explain it for me please? In BW, every overlord is a detector, yet corsair/dt remains a legitimate strategy (and iirc, sunken colony detects too). So why is phoenix/dt not as dominant now? - Is it because of a change in relative tech timing? - Is it because zerg has more drones and can afford spores more easily? The main reason is that phoenix/corsair/dt is not a strategy that's designed to kill the zerg, it is only meant for harass and map control. In that sense, phoenix/dt is still viable to achieve that goal. However, the problem in sc2 you need a robo based army, or at least a lot of sentries to be able to fight against the zerg's main army. By going phoenix/dt you can't afford either and you'll end up just dying. In BW, speedlots were great against zerg even as the bulk or "backbone" of you army. Also by going DTs, you have easy access to HTs which were effective against all zerg compositions. Not so anymore - thanks to the roach, zealots are pretty horrible against zerg (also hydras are much better against zealots now), storm is not as effective and even involves an additional tech building. So in other words, it's not so much a change in tech timing, it's just that you can't transition from phoenix/dt without dying, whereas it was very easy to transition corsair/dt into zealot/ht. Other minor reasons include the fact that it's actually much harder to "snipe" 2 overseers than it is to kill 5 overlords, since hydras do a LOT more damage now, phoenix have 2 less range than hydras as opposed to corsairs having the same range as hydras, and corsairs doing splash damage to be able to kill multiple overlords quickly. People have been theorycrafting that stalker/dt is a better alternative since it's the same tech path, and with blink you can actually snipe overseers better than phoenix can. However in my experience, you are still facing the problem that your army can't kill roach/hydra. Even if you manage to snipe all detection, it takes 4 hits to kill a roach with a DT, and the zerg just runs back to his base without much losses, wait for 2 new overseers, and goes back to kill you. Also sunken colony does not detect. | ||
Tavalus
Czech Republic42 Posts
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Paper117
United States210 Posts
1) When is an important time to get an overseer into the enemy base? I've heard 7-8 minutes generally (regardless of match up?), but I don't know why or what to look for at that time. 2) What exactly is the gaspool build? I hear it's a nice and safe build, and I would like to learn it. The only landmarks I've heard are the 14 gas, 14 pool, and the potential 21 hatch. Where do lings, the queen, and the ovie fit in? Liquipedia has a lot of builds that sound like this build, and the articles are missing some of the details. Also, why do some people do 13 gaspool? When and why would I pull guys from gas? Thank you. | ||
Autofire2
Pakistan290 Posts
On April 26 2011 16:29 Autofire2 wrote: I want to steal a build in accordance with Day 9's advice. Like really go through replays, figure out what works etc. I thought I'd ask here: What are 3 good builds to steal for a low-level player hoping to focus on his macro? 3 solid builds for TvT, TvZ and TvP. This is different from a build order, because build orders usually only take you upto your first expo. I'd like to note down how many buildings a really good player has, his supply etc. Any great Terrans to follow? I love MarineKingPrime but his micro is godly and I believe necessary for his build. Thorzain, possibly, that guy is sick. Anyone easier to "steal" come to mind? Thanks in advance! | ||
Cuh
United States403 Posts
liquidpedia wins!! | ||
Kambing
United States1176 Posts
On April 27 2011 06:08 Paper117 wrote: Bronze level Z here, with a couple questions. Couldn't find exactly what I was looking for in the pages I read. Sorry if this stuff is more readily available than I thought. 1) When is an important time to get an overseer into the enemy base? I've heard 7-8 minutes generally (regardless of match up?), but I don't know why or what to look for at that time. 2) What exactly is the gaspool build? I hear it's a nice and safe build, and I would like to learn it. The only landmarks I've heard are the 14 gas, 14 pool, and the potential 21 hatch. Where do lings, the queen, and the ovie fit in? Liquipedia has a lot of builds that sound like this build, and the articles are missing some of the details. Also, why do some people do 13 gaspool? When and why would I pull guys from gas? Thank you. 1) Typically by the time your lair goes up (and you are able to make an overseer), you are starved for information as to what your opponent is up to, especially if your sacrificial overlord fails to find anything. So sending in an overseer or researching pneumatic carapace and then sending in a speed overlord is a good idea to learn what your opponent's mid-game transition is. Specifically you should be looking at their production buildings (e.g., gateways and no robo for 6 gate, double tech lab factory for tank/marine timing) to make an educated guess. 2) http://wiki.teamliquid.net/starcraft2/Speedling_Expand is what people are referring to by gas/pool usually and the article covers the basics pretty well. 13 gas/pool trades off a slighter quicker pool (for defense) in exchange for a weaker economy. After picking up speed, you usually pull gas to maximize your mineral intake to make drones. When you put the drones back in gas typically varies between player preference and context but generally they go back in when your 2nd queen is at 50%. There's no magic behind this other than letting you put up your lair after your get your expo up along with a decent number of drones. On April 27 2011 06:21 Cuh wrote: Does an unborrowed spore crawler still detect? liquidpedia wins!! To clarify http://wiki.teamliquid.net/starcraft2/Spore_crawler says no. =) | ||
Tzeratlan
Canada12 Posts
On April 27 2011 05:23 Tavalus wrote: Hi, i have a question. Is it possible to have 2 shortcuts to sc2, one for windowed mode and the other for fullscreen? Because when i'm watching a replay, i prefer to see it in window, but fullscreen is better for playing. If it is possible, how to do it? Thanks. Not strategy related but I'll risk giving a simple answer to that simple question. Add -displaymode 0 at the end of the "target" property of your windowed mode shortcut so that it looks similar to this: "C:\Program Files (x86)\StarCraft II\StarCraft II.exe" -displayMode 0 Other usefull params: http://bchantech.blogspot.com/2010/10/starcraft-ii-parameters.html | ||
Baltor
United States171 Posts
I play using the default keybinds, and I'm currently thinking that I'll map my 9 and 0 hotkeys to them (which typically contain my E-Bays and Armories,) as they're hard to reach and it might encourage me to upgrade even more actively than I already do. But I'm open to any suggestions from anyone who may have more experience with this type of thing than I do. Thanks! | ||
Quochobao
United States350 Posts
On April 27 2011 04:42 Anihc wrote: The main reason is that phoenix/corsair/dt is not a strategy that's designed to kill the zerg, it is only meant for harass and map control. In that sense, phoenix/dt is still viable to achieve that goal. However, the problem in sc2 you need a robo based army, or at least a lot of sentries to be able to fight against the zerg's main army. By going phoenix/dt you can't afford either and you'll end up just dying. In BW, speedlots were great against zerg even as the bulk or "backbone" of you army. Also by going DTs, you have easy access to HTs which were effective against all zerg compositions. Not so anymore - thanks to the roach, zealots are pretty horrible against zerg (also hydras are much better against zealots now), storm is not as effective and even involves an additional tech building. So in other words, it's not so much a change in tech timing, it's just that you can't transition from phoenix/dt without dying, whereas it was very easy to transition corsair/dt into zealot/ht. Other minor reasons include the fact that it's actually much harder to "snipe" 2 overseers than it is to kill 5 overlords, since hydras do a LOT more damage now, phoenix have 2 less range than hydras as opposed to corsairs having the same range as hydras, and corsairs doing splash damage to be able to kill multiple overlords quickly. People have been theorycrafting that stalker/dt is a better alternative since it's the same tech path, and with blink you can actually snipe overseers better than phoenix can. However in my experience, you are still facing the problem that your army can't kill roach/hydra. Even if you manage to snipe all detection, it takes 4 hits to kill a roach with a DT, and the zerg just runs back to his base without much losses, wait for 2 new overseers, and goes back to kill you. Also sunken colony does not detect. Perfect answer. Kudos to you sir. | ||
Tavalus
Czech Republic42 Posts
On April 27 2011 07:15 Tzeratlan wrote: Not strategy related but I'll risk giving a simple answer to that simple question. Add -displaymode 0 at the end of the "target" property of your windowed mode shortcut so that it looks similar to this: "C:\Program Files (x86)\StarCraft II\StarCraft II.exe" -displayMode 0 Other usefull params: http://bchantech.blogspot.com/2010/10/starcraft-ii-parameters.html Wow it worked, thanks man. I didn't think, it would be that easy. I expected some .cfg tinkering. Thanks | ||
Havefa1th
United States245 Posts
On April 27 2011 06:08 Paper117 wrote: 2) What exactly is the gaspool build? I hear it's a nice and safe build, and I would like to learn it. The only landmarks I've heard are the 14 gas, 14 pool, and the potential 21 hatch. Where do lings, the queen, and the ovie fit in? Liquipedia has a lot of builds that sound like this build, and the articles are missing some of the details. Also, why do some people do 13 gaspool? When and why would I pull guys from gas? Thank you. 9/10 overlord 14/18 gas 14/18 pool, put three on gas (if you do it right the gas will pop as you drop the pool) 15/18 overlord pull drones off gas at 100 gas 17/26 queen, metabolic boost 19/26 4 zerglings 21/26 hatch the safest zerg build there is! 13 gas pool < 14 gas pool sorry, I forgot to answer the why you pull off gas: for the faster hatch. you don't need lair quickly, speedlings give you map control and can hold off many early pushes with queens and spine crawlers, all of which require minerals, not gas bumping with my question: To terran players: When playing against zerg, how scary is ling/infestor/ultra or ling/infestor brood lord as opposed to ling/bling/muta? Do you feel like you have an advantage or can tech switch quick enough if you went hard marine/siege tank? Do you feel you have to tech switch? | ||
Kambing
United States1176 Posts
On April 27 2011 09:45 Havefa1th wrote: To terran players: When playing against zerg, how scary is ling/infestor/ultra or ling/infestor brood lord as opposed to ling/bling/muta? Do you feel like you have an advantage or can tech switch quick enough if you went hard marine/siege tank? Do you feel you have to tech switch? I think a more apt comparison is mid-game compositions of ling/bling/muta vs. ling/infestor (as you won't have any significant numbers of ultras or broods until the late game). Infestors command a battlefield much more convincingly than ling/bling/muta (which can fall easily to mismicro), so it deters pushes. Ling/infestor/broodlord forces tech switches to vikings unless the terran dominates the ground with marines (i.e., the broods have no support). Ultralisks on the other hand can generally be dealt with the standard terran composition of tank/marine unless their numbers get out of control. | ||
57 Corvette
Canada5941 Posts
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Quochobao
United States350 Posts
On April 27 2011 12:07 57 Corvette wrote: Is it possible to FFE (Forge fast expand) in PvP without getting roflpwned by a 4gate/quick attack? No | ||
Kenpachi
United States9908 Posts
So i made my own variation to it and since im too lazy to make my own thread and check all guidelines, ill ask it as a simple question. Im only high platinum but i happen to win every TvT with this build.. (i am not shitting you) In TvT when i do my hellion build, i go 1-1-1 with tech lab from rax to fact. Then i make hellions and a viking and get blue flames. with my viking, i go scout them and make a medivac. i should have 4 hellions so i drop them and wreck them. Here i usually win but if it doesnt end, i make my CC in base and make my 2nd Port (which would have a reator. first port has a tech lab now). Then i make my factory shortly after and add a reactor. Keep in mind im pumping hellions non stop off my first fact. because i am aware this build gets crushed by thors, i add another tech lab to my first rax and throw down 2 more. I pump Marauders and research C-Shell. This also kills tanks pretty efficiently but its really against them Thors. Now that thats down, what am i vulnerable against? | ||
Belial88
United States5217 Posts
Why do pro gamers always seem to move their infestors by casting fungal growth somewhere impossibly far (and then execute a move or some type of command to cancel it before it gets there)? Like for example if they want to move the infestor a screen away, they will fungal growth the edge of the screen and then execute a move command real quick so it isnt cast. Does it make them move faster, or ignore being blocked by other units or something? | ||
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