Simple Questions, Simple Answers - Page 52
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Golgotha
Korea (South)8418 Posts
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Skelephile
United States64 Posts
is it after the 6 raxes start? im sure theres variations, but roughly speaking | ||
CaffeineFree-_-
United States712 Posts
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PenguinWithNuke
250 Posts
I know to put stuff like mutas, lurkers, defilers, etc. on hotkeys and hatcheries too (camera keys), but its overwhelming trying to control the whole zerg army. | ||
Zariel
Australia1277 Posts
1) If I have 12 vultures and I want to lay 12 mines simultaneously, what is the most efficient way? I see pro-gamers lay 12 mines at a time then the vultures dart off in a matter of about 2 seconds. I can't even lay more than 1 mine per 2 seconds and all my vultures start stacking on top of each other. I dunno what kind of keystroke, whether they use the shift key or not. 2) How should I be storm dropping effectively? I find I take way too many actions to: - fly the shuttle to behind a mineral line - drop the HT - click on HT - press T and T - pick up the HT - fly the shuttle away Cheers | ||
lyAsakura
United States1414 Posts
2) You can just move drop the ht parallel with the mineral line and just box all of them (the shuttle should have moved away since move drop) and storm with both of them at the same time and they should storm both sides of the min line because of magic box. Or you can just manually select templars and aim them, which is better if they're actually pulling workers away. | ||
Puyi
United States175 Posts
On December 21 2011 13:17 Skelephile wrote: when ur doing a 1 rax expand build, when do u get ur natural refinery in tvz? is it after the 6 raxes start? im sure theres variations, but roughly speaking i do it when factory is half done so as soon as its done so is the second refinery. | ||
NationInArms
United States1553 Posts
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xxpack09
United States2160 Posts
On December 22 2011 08:13 NationInArms wrote: How do I tell if a Zerg is going 2 Hatch or 2 Hatch in TvZ? assuming you mean 2hatch or 3hatch... just keep your SCV alive and see if he has 2 or 3 hatcheries. Gas timing is also a giveaway--zergs build their gasses earlier with 2hatch than 3hatch, so if he's doing 3hatch with the 3rd hatch at some mystery location you can tell by his late gas. | ||
Ribbon
United States5278 Posts
I've been hotkeying one factory as 4, and I hit 4 every now and then to check it. When that fact's about done, I 44 and build out of all of them. That seems to be working, but is there a better way I should be learning before I get too attached> | ||
jello_biafra
United Kingdom6631 Posts
On December 22 2011 09:32 Ribbon wrote: What is a good way to keep your macro timings? I've been hotkeying one factory as 4, and I hit 4 every now and then to check it. When that fact's about done, I 44 and build out of all of them. That seems to be working, but is there a better way I should be learning before I get too attached> I put 4567 as my factories then manually go round the rest after that but you've pretty much got it, that's how most people do it, use that one as a clock to tell you when the next round of units needs to be made. | ||
Puyi
United States175 Posts
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CaffeineFree-_-
United States712 Posts
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Makaveli1
United States118 Posts
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MrRicewife
Canada515 Posts
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phyren
United States1067 Posts
On December 21 2011 14:22 PenguinWithNuke wrote: How do zergs control their army? There are so many units, especially with lings, so what kind of hotkeys are used/not used? I know to put stuff like mutas, lurkers, defilers, etc. on hotkeys and hatcheries too (camera keys), but its overwhelming trying to control the whole zerg army. It depends on the player and the match up, but basically you have the idea. Early game you can afford to have 1-3 control groups of lings, but eventually the tech units are the ones you have to hotkey. I basically just box and click by the time I'm nearing max. Day[9] talked about how you can arrange to have groups of 12 units staggered so that you issue commands to the farthest back and then the next farthest and so on so they all arrive around the same time. This is a large part of why zerg players tend to have higher apm imo. | ||
JMave
Singapore1802 Posts
On December 22 2011 14:03 Puyi wrote: when is it ideal for a terran in TvP to expand to his 3rd? on say... fighting spirit? i usually start my cc in base when i have 4-5 tanks out. is that a good time or should it be faster/slower? what signs should i look for to let me know getting a quick 3rd is a bad idea? if you have correct vulture timing, you can pull off a very early third and set up your wall before he can do anything about it. if he is camping on top of that spot to stop your expo, then its better to build up vulture count first and move for harassment before you move out to take the expansion. | ||
ASTARA.VOJ
New Zealand49 Posts
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Puyi
United States175 Posts
On December 24 2011 12:20 Makaveli1 wrote: In TvZ what time do mutas come out if they 3 hatch, or 2 hatch i time it by my build. assuming you went 1rax FE and got ur academy after ur 2nd rax. around 20-30seconds after stim finishes mutas should pop for 3 hatch. for 2 hatch its right when stim finishes | ||
CaffeineFree-_-
United States712 Posts
On December 25 2011 02:43 Puyi wrote: i time it by my build. assuming you went 1rax FE and got ur academy after ur 2nd rax. around 20-30seconds after stim finishes mutas should pop for 3 hatch. for 2 hatch its right when stim finishes Wtf? You have range vs 3 hatch muta, and you have it started vs 2. 3h muta comes around 6:30-6:45 can't remember 2h. Edit: to clarify that's around when they hatch, not reach your base. | ||
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