How long does the weekly scheduled maintenance take on average? It says 3am - 11am PST in the notification that pops up, but does it usually take the whole 8 hours, or does it usually finish quicker and about how much quicker on average?
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TwentyOneJN
United States56 Posts
How long does the weekly scheduled maintenance take on average? It says 3am - 11am PST in the notification that pops up, but does it usually take the whole 8 hours, or does it usually finish quicker and about how much quicker on average? | ||
MarFol
17 Posts
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ZessiM
United Kingdom232 Posts
On February 19 2012 22:13 cleecks wrote: Either expand somewhere else or put your third right next to the rocks. In the latter case: any excess drones can mine from it in a sub-optimal way, while it also functions as a macro hatch. Of course when the rocks are taken down you plant a hatch in the proper spot so you can mine more efficiently. The first one is obviously better for your economy but leaves you more spread out against agression. Thanks for the reply, I like the sound of the first option, though neither are ideal! On February 21 2012 00:35 Intricate1 wrote: 15 Hatch? Im not a Zerg but on large map like Tal'Darim a 15 Hatch is Safe/Standard right? Perhaps, but that doesn't really help me take a third quicker! | ||
DoctorFunk
160 Posts
On February 22 2012 00:36 rdgMarfol wrote: Why do many pros hotkey Bases on zero? It seems hard to reach on the keyboard with your fingers.... it's not actually bound to zero. It is utilizing the previously further away control group "0" and rebinding it to something like space at or ~. It is control group zero, but it is not accessed by pushing "0" | ||
MarFol
17 Posts
On February 22 2012 01:58 DoctorFunk wrote: it's not actually bound to zero. It is utilizing the previously further away control group "0" and rebinding it to something like space at or ~. It is control group zero, but it is not accessed by pushing "0" Thank you. | ||
KimJongChill
United States6429 Posts
I suppose my scouting and map presence should be the most important factors, but I guess this is something nice to know. | ||
K3Nyy
United States1961 Posts
On February 22 2012 01:58 DoctorFunk wrote: it's not actually bound to zero. It is utilizing the previously further away control group "0" and rebinding it to something like space at or ~. It is control group zero, but it is not accessed by pushing "0" Actually I think it's a carry over from BW. A lot of Protoss from BW still hotkey their nexus 0. | ||
titanicnewbie
63 Posts
On the one hand I'm noticing he was able to land a huge number of auto-turrets before the Mutas popped, killing the Lair and beginning to work on the rest of the tech. The timing was really effective. On the other hand, wouldn't seeker missile be really useful to defend against mass muta? Sure mutas can run away, but since they need to be so close to hit the zerg player would need to be constantly watching them or 2 seekers can just destroy his whole air army. So I guess my question is, why don't terrans use ravens more vs muta? It feels like there's no particular reason this shouldn't work. Is it more of a metagame issue where terrans who don't typically play sky-terran styles are lacking the available buildings? I can understand a player doing a big barracks play just making more marines, no problem. Likewise thors are the obvious choice for a meching player. Or is it that ravens vs muta simply fails in testing? | ||
DoctorFunk
160 Posts
On February 22 2012 03:07 titanicnewbie wrote: I'm currently watching TSL_Polt play mass Ravens/Hellions vs a zerg going Muta/Ling. On the one hand I'm noticing he was able to land a huge number of auto-turrets before the Mutas popped, killing the Lair and beginning to work on the rest of the tech. The timing was really effective. On the other hand, wouldn't seeker missile be really useful to defend against mass muta? Sure mutas can run away, but since they need to be so close to hit the zerg player would need to be constantly watching them or 2 seekers can just destroy his whole air army. So I guess my question is, why don't terrans use ravens more vs muta? It feels like there's no particular reason this shouldn't work. Is it more of a metagame issue where terrans who don't typically play sky-terran styles are lacking the available buildings? I can understand a player doing a big barracks play just making more marines, no problem. Likewise thors are the obvious choice for a meching player. Or is it that ravens vs muta simply fails in testing? Mass raven leaves your ground army unsupported by tanks, and you can just get rolled by ling/bane. I've seen mass raven work, used mass raven, and failed with it. It just doesn't feel solid. also, the mutas can ambush the ravens, making them waste energy on PDD + auto turrets, then just back off. Zerg basically needs banelings or roaches to bust the turrets down due to clever chokes. For a long term game, It doesn't seem entirely viable, but if you're being super aggressive while keeping your ravens secret until 4-6, it can work! It's a fun style, I haven't had a terrible amount of success with it though. | ||
HardCorey
United States709 Posts
Although the answer he gave you was true in some cases it is not entirely. For example Huk still binds Nexus' to 0 because of the classic hotkey setup from brood war of nexus 0 (p was the old hotkey for probe directly below the 0 key). Some pros already have old BW habits and kept those hotkey setups. | ||
titanicnewbie
63 Posts
On February 22 2012 03:21 DoctorFunk wrote: Mass raven leaves your ground army unsupported by tanks, and you can just get rolled by ling/bane. I've seen mass raven work, used mass raven, and failed with it. It just doesn't feel solid. also, the mutas can ambush the ravens, making them waste energy on PDD + auto turrets, then just back off. Zerg basically needs banelings or roaches to bust the turrets down due to clever chokes. Polt seemed to be doing all right vs the ling/bane the zerg had with his hellions. What I'm seeing may just be a specific timing, and completely fall apart in a mid-to-lategame setting with mass ling/bane. The games I'm seeing are ending fairly quickly (13 or 14 minutes) he seems to be harassing the zerg to death. I'm asking because I'm not sure what the result is on a larger scale as a defensive tactic against a zerg who already has a lot of mutas. Also I'm talking about using seeker missile against mutas, it's fairly obvious that auto-turrets would be an ineffective defense against them. | ||
IMHope
Korea (South)1241 Posts
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Gugg
Norway32 Posts
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Vod.kaholic
United States1052 Posts
On February 22 2012 07:41 nV wrote: Would playing at a higher dpi on mouse be beneficiary in sc2? I currently play with 800 dpi and am thinking if I should or shouldn't try playing with 1600 dpi. Play with whatever settings feel comfortable for you. Personally I play with 1600 because I feel it gives a good balance between speed and precision with the way I move and hold my mouse (semi-claw grippy), but if 800dpi and higher cursor speed settings work for you, just stick with that. I tried playing with 450 and 3500 dpi on my mouse, but those were too extreme for me. | ||
ARick
17 Posts
Me and a mate can't agree on what generally is the best race late-game. So what u guys think? | ||
Joedaddy
United States1948 Posts
On February 22 2012 08:35 ARick wrote: Dont know if this is the right place to ask this but here we go. Me and a mate can't agree on what generally is the best race late-game. So what u guys think? Pretty subjective. Looking at the numbers from the MLG Providence(?) Stats thread, zerg had the highest win rate in games lasting 20 minutes or longer, Protoss came in 2nd, and Terran 3rd iirc. | ||
HardCorey
United States709 Posts
On February 22 2012 08:35 ARick wrote: Dont know if this is the right place to ask this but here we go. Me and a mate can't agree on what generally is the best race late-game. So what u guys think? As the ^ said it is incredibly subjective. Best can be in pure damage, mobility, survivability, cost, base management, economy, macro, production. There are simply too many factors to consider to generically say what the best race in the late game is. Now if you want to be more specific and just consider the strength of a maxed army in my personal opinion I think protoss has the strongest late game army composition when they get their stalker/collossi/archon/storm/mothership composition. However simply saying that does not mean they are by any means the best race in the late game. | ||
CallmeMuppet
Ireland176 Posts
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envisioN .
United States552 Posts
On February 22 2012 08:47 CallmeMuppet wrote: Who was that semi-pro guy who 2 based into very quick Brood lord and is taking 3rd and 4th while pushing against Protoss? I watched a video of QxG.Destiny today where he had a new idea for ZvP and his practice partner, coL.Minigun, asked if it was like the 2 base Broodlord "build" that Destiny had done. Idk if this is who you are looking for or not but it could be. | ||
CallmeMuppet
Ireland176 Posts
On February 22 2012 08:52 envisioN . wrote: I watched a video of QxG.Destiny today where he had a new idea for ZvP and his practice partner, coL.Minigun, asked if it was like the 2 base Broodlord "build" that Destiny had done. Idk if this is who you are looking for or not but it could be. Unfortunatley not, I would have rembered Destiny, also I'm almost sure I'm looking for a European zerg, maybe it's the same style after all though, are there any vods? Cheers! | ||
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