Simple Questions, Simple Answers - Page 267
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ArmadA[NaS]
United States346 Posts
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StarFoxeR
68 Posts
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Capresis
United States518 Posts
For Fighting Spirit, there is a nice clear area near your ramp in your main where you can put all your production without any pathing problems. Then there is a big area on the other empty side of your command center where you can put all your supply. You can put most of your tech in the map corner, or you can put it with your supply. If you think of your base as a production zone and a supply/tech zone, placement on most maps becomes obvious and most pathing problems go away with just that, as long as you don't place buildings messy. Play a game offline to figure out where you will generally place everything for each spawn position. Then of course there are lots and lots of details such as turret placement, placing your first few buildings to not die to rushes, main and nat wallins, etc and even some maps where you can't place your production near the front of your base. That's mostly map specific though. But you do need to learn what combinations of rax and supply depots are ling / marine / zealot proof or you will continually die to early game aggression. Look at the pictures in these pages: Liquipedia - Walling as Terran Liquipedia - Walling FS Wall Examples Wall Examples on Lots of Maps I hope this helps some. | ||
Cryoc
Germany909 Posts
It starts with the Barracks, Depot and Factory zealot tight sim city near the ramp. After expanding I just place additional Factories around the first one and all supply depots, armories and academy go down at the bottom corner where they don't block anything. As you can see, I could easily fit 3 more factories in that position. | ||
Highgamer
1373 Posts
Building-placement feels stressful now, but if you figure out how it's done on FS then you will have no problem adapting to other maps on the fly after a while. It's similar with pretty much everything in BW, even whole build-orders: the first one will be the hardest. Once you've learned one really well on one map, it's at least much easier to learn the next or move on to another map. And be prepared to play hundreds of games until you make no more mistakes in your building-placement. Even stuff like forgetting the 2nd or 3rd depot will happen after dozens of games where it didn't. | ||
oGoZenob
France1503 Posts
On July 24 2016 23:46 f10eqq wrote: Is it possible to dodge tank shots by lifting a reaver into shuttle as soon as it lands? I swear I've seen a video of this, but I can't reproduce it. I'm pretty sure the tanks shots are instantaneous, so you cant dodge them | ||
Probemicro
3708 Posts
On July 25 2016 09:15 oGoZenob wrote: I'm pretty sure the tanks shots are instantaneous, so you cant dodge them | ||
Cele
Germany4016 Posts
On July 25 2016 09:15 oGoZenob wrote: I'm pretty sure the tanks shots are instantaneous, so you cant dodge them no, it's an old trick, you can dodge tank fire, the way Probemicro showed in the gif. However, in real games it's more feasible to bring two zealots in the shuttle. You have much more time to shoot with the reaver and the help a lot vs tanks (force them to unsiege) | ||
oGoZenob
France1503 Posts
My whole life is a lie | ||
TheNewEra
Germany3128 Posts
One of them may be IntotheRain. Atleast I believe Artosis said so on Day1 but not sure about the others. | ||
StarFoxeR
68 Posts
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evilfatsh1t
Australia8593 Posts
despite mech being the 'standard' late game build (and honestly its hard to win without it), new players typically wont have the mechanics nor the understanding of the game to pull it off. stick to m&m builds until you understand the matchup before you start going for mech switches etc. unless your opponents are above average m&m builds should still win you a lot of games | ||
Highgamer
1373 Posts
Of course you can try copying what Flash does in the lategame if you feel like it, but it's pretty hard to do without messing up your economy and/or missing out on army control. Keep in mind though that if you play bio (+ vessels, a few tanks and vultures), once you reach D+ and higher, you will eventually struggle against Zergs who get their 3rd up easily during the muta/lurker-phase and who know how to defend with defilers/swarm. At some point it will feel as if it's impossible to do damage, and then suddenly masses of ultra-ling show up... The multi-tasking and precision in control that is required to play a bio-heavy lategame TvZ just gets too much for sheer mortals if they don't go into the lategame with a huge advantage already. Still imo it's better to start your TvZ practice by concentrating on learning the bio-heavy early- to midgame well, and only once you know your way into the lategame start practicing the mech-transition. For the mech-transition to work, first there has to be a lot of pressure on the Zerg and map control for the Terran which is to be achieved by bio-play. Most TvZs are decided in the midgame anyways, so learn how to play well with mostly bio-units against mutas and lurkers first. | ||
StarFoxeR
68 Posts
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jello_biafra
United Kingdom6632 Posts
On July 27 2016 22:07 StarFoxeR wrote: Is it super important to have medics and marines on separate hotkeys ? Yes because you can't stim the marines when they're grouped together. | ||
Highgamer
1373 Posts
On July 27 2016 22:07 StarFoxeR wrote: Is it super important to have medics and marines on separate hotkeys ? In BW you want to be very precise about your control-group-composition, you want to make it a routine to form/fill up your control-groups in exactly the same way every game (until the overall situation gets too messy to do that, and even then it is strongly advised to keep everything in order as best as possible). In TvZ that could mean the following: You should have a hotkey-setup that reserves 3 or more control-groups in the early- and midgame for nothing but bio-units (for me these are control-groups 1, 2 and 3).+ Show Spoiler + Obviously I also use these control-groups for my worker-scouts or builders in the very-early-game when there are no marines out yet If you use such a setup, then you should never need to put your handful of medics into the same control-groups as your marines, at least not in the early- and midgame where your army is relatively small and has to be perfectly stimmed. What's important is that you practice the different methods of forming your control-groups (most notably ctrl+click-select and shift-adding units). If you do that, then after a while it will be really easy to always have your medics in a separate control-group. Furthermore, for the mixed control groups you'll eventually have: You can still stim the marines in mixed control-groups by ctrl+click-selecting only them via one of the unit-icons at the bottom center of your screen when you have the said mixed control-groups selected (and then pressing 't' for stim obviously). That should not take much time once you've done it a few dozen times. | ||
jello_biafra
United Kingdom6632 Posts
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StarFoxeR
68 Posts
Just one more question. How many medics is too much ? Lets say I have 2 control groups of marines. Should I have an entire control group of medics ? | ||
c3rberUs
Japan11285 Posts
On July 26 2016 06:52 TheNewEra wrote: Who are the 3 korean casters of the asl? I'm pretty new and would love to know more about the personalities One of them may be IntotheRain. Atleast I believe Artosis said so on Day1 but not sure about the others. Yes, IntoTheRain is there as well as Lee Seung Won and a guy I can't remember. On July 28 2016 03:51 jello_biafra wrote: Anyone ever noticed that high templars float but they still trigger spider mines? When I started playing vs humans, this assumption totally killed me one game.It was push-break situation and I was slow to execute so my HTs were still at the back about 1/3 of the way through the battle. I selected them and commanded they storm the shit out of the clumps of tanks. I saw mines on the path but I let them come close anyway thinking it was okay. Just guess the horror show that ensued. | ||
jello_biafra
United Kingdom6632 Posts
On July 28 2016 10:25 StarFoxeR wrote: Thanks again guys. Just one more question. How many medics is too much ? Lets say I have 2 control groups of marines. Should I have an entire control group of medics ? You only really need 6-7 medics for 2 groups of marines. | ||
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