I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba).
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EngrishTeacher
Canada1109 Posts
I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba). | ||
PinheadXXXXXX
United States897 Posts
On April 07 2012 09:46 EngrishTeacher wrote: In TvT, what is the best way to defend against cloaked banshees when you don't have enough marines? Specifically, where and how many turrets should be placed? I'm thinking of games where I go for a reaper/hellion medivac push mid-game, do decent damage, but later sustain way too much damage from 2+ cloaked banshees even with turrets (banshee range is seriously imba). umm banshee range is only 6 but to answer your question one per banshee is usually enough, as long as you are on top of moving the marines you have around to respond to theats. However, if I were you, I would just go marine-tank or something with anti-air, because if the other player builds even a single banshee before your push you are dead. | ||
VKCA
Canada391 Posts
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IamPryda
United States1186 Posts
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AmericanUmlaut
Germany2560 Posts
On April 07 2012 07:21 TRaFFiC wrote: Thanks for the reply. This is new to me. Which leads me to another question... Can you tell if a unit is overkilled (perhaps by counting extra projectiles)? Also, have any pros come up with a standard on how to micro these situations? Seems to me it could make a big difference if you only selected exactly enough to kill the enemy unit. There isn't any kind of signal from the game that a unit has been overkilled, but you can see the unit die and see more shots hit it afterward. It's too situational for a standard solution to exist. In small fights, it can be useful to try to only use up as many shots as you need on any given target, but in larger battles there are more impactful places to spend your APM. | ||
Geiko
France1929 Posts
On April 07 2012 16:50 IamPryda wrote: What is the proper response to an in base hatchery when u are ffeing. Obviously if it finishes before u notice your dead. But alot of times I scout it about half way done and not sure how many probes to pull to kill it or do I just build a cannon near it and let it finish? 2 cannons directly next to it timed so that they finish right after the hatchery finishes. And get a fast zealot too. | ||
JOJOsc2news
3000 Posts
On April 07 2012 21:12 Geiko wrote: 2 cannons directly next to it timed so that they finish right after the hatchery finishes. And get a fast zealot too. Agreed. I also pull probes to get some damage in before the hatch finishes. | ||
EasyDee
Canada5 Posts
Does the overseer spell contaminate stop a planetary from shooting? | ||
Kambing
United States1176 Posts
On April 08 2012 00:39 EasyDee wrote: I have a quick question Does the overseer spell contaminate stop a planetary from shooting? No. | ||
PinheadXXXXXX
United States897 Posts
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phiinix
United States1169 Posts
On April 08 2012 08:21 PinheadXXXXXX wrote: How should I defend against doom drops as terran? Often in T v T's the terran doom dropps with like 5 medivac loads of stuff. How should I defend against this? sensor tower | ||
EngrishTeacher
Canada1109 Posts
On April 07 2012 09:53 PinheadXXXXXX wrote: umm banshee range is only 6 but to answer your question one per banshee is usually enough, as long as you are on top of moving the marines you have around to respond to theats. However, if I were you, I would just go marine-tank or something with anti-air, because if the other player builds even a single banshee before your push you are dead. Thanks for the response, but "just go 'x' build instead of 'y' build" isn't good advice. Even the earliest gas-first banshee builds don't hit (arrive at your mineral line) until the ~7 minute mark. My 4 reapers+2 hellions+medivac push usually hits much earlier than that and does disgusting amounts of damage to rines+scvs when my T opponent goes for banshees. Problem is, without enough marines, well-micro'ed banshees are a nightmare. They can hit your mineral line from so many different angles, and once you waste money on 3+ turrets per mineral line the banshees can still pick off gases / stray units / supply depots. Maybe I just have really bad turret placement, but even with 2 turrets per mineral line a single banshee can just hold position and still hit scvs. | ||
MatthewRock
Poland11 Posts
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MekTypro
France360 Posts
Does it reset all your stats and gives you a new account ? Is that what people use for their smurfs ? Thx EDIT : Sorry if not the proper thread/forum :x | ||
lordsaul
13 Posts
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Forbidden17
666 Posts
On April 08 2012 21:22 MatthewRock wrote: Should I first make drone then pull my drones to minerals, or first take drones to minerals and make drone after it? make the drone first. the priority is larva, and your hatchery will not produce additional larva if it has 3 or more idle. | ||
Drowzee
40 Posts
around nexus, to natural mineralline, in gas? any tips on how to improve pulling workers are apreciated. died so many times because of losing like 20 workers off a single drop because i have no idea how to pull them taking as less damage as possible | ||
ZeroClick
Brazil63 Posts
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ErrantMind
United States63 Posts
On April 08 2012 23:33 Forbidden17 wrote: make the drone first. the priority is larva, and your hatchery will not produce additional larva if it has 3 or more idle. Every second a worker is idle is ~0.65 minerals lost. I assume a delayed worker is the same opportunity cost as an idle worker. As a low-level player, it takes me about 5 game seconds to get my first worker going after putting my first 6 to mining. I would rather have the 5 second mineral loss from 1 (~3.25 minerals) worker than from 6 (~19.5 minerals) That said I play Terran, and I don't know how the opportunity cost of a hatchery not producing larva is calculated. | ||
ErrantMind
United States63 Posts
I've been using: Unit Test Solo-by Link YABOT Metalopolis-by xor Multitasking Trainer v.0941 Easy Edit-by Inadan | ||
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