Simple Questions, Simple Answers - Page 295
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Liquid`Drone
Norway28528 Posts
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shall_burn
252 Posts
On January 21 2017 21:26 Liquid`Drone wrote: yes to both. Mines don't care about vision, and sometimes you see those funny mines just running around underneath a cliff. ah, very interesting. That BeSt reminiscence thread made me curious about how mines work. Thank you | ||
HaFnium
United Kingdom1071 Posts
On January 21 2017 00:05 Dazed_Spy wrote: On non cross spawns on FS, would the geography not help a slow push in a similar way as python? (even if a bit worse) I.e is the rush distance too excessive/flanks too viable for a crawling style like that? The timing of the push is very important in tvp. Too fast you can be caught offguard and lose the battle (and usually the game), too slow you are just simply letting protoss marco up. I think early/mid game slow push on FS isn't that viable. In late game split map situations I guess it can be useful. In a map like FS there are a few choke points. The first would be be across the bridge (I guess in some instances you may want to push out from your 3rd - but that can be quite difficult). Then you have the centre of the map which is quite wide. Finally you need to push across the bridge of protoss. Another way to "slow push" is to advance till you reach the bridge of protoss and then set up a contain and push forwards. This is particularly useful to catch protoss offguard (if the obs are late/ early game advantage in BO or FD etc...). Again one can argue if this should be classified as a proper "slow push". | ||
oldbozo
4 Posts
On January 21 2017 10:57 Liquid`Drone wrote: you can kinda prevent it, if you manually move your scourges real close to the vessels before you issue the attack command, they won't screw up like that, or at least much less frequently. But then sometimes you misclick instead. I do think that overall, the scourges screw up slightly more frequently than I do, though. thanks! I will try this method then. | ||
HaFnium
United Kingdom1071 Posts
On January 21 2017 09:10 oldbozo wrote: Sometimes my scourge will pause before attacking a science vessel when they get close to it. It's like they to stop for a moment (which often leads to them getting shot down by marines). Is this something I can prevent or simply something I need to deal with? the scourges are just scared as they don't want to die themselves... not much you can do on the other hand I find the infested terrans a lot braver... Maybe coz they are infested... | ||
shall_burn
252 Posts
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B-royal
Belgium1330 Posts
I've recently changed up my plan versus 1 base builds to not rush lair anymore (on 3 hatcheries) and focus more on economy and hydralisks instead (earlier 4th hatch, hydra speed at least). I used to rely on sunkens and zerglings to defend (and threaten a backstab), while building up my mutalisk count but that's obviously not possible with this new style. Now I've tried just making hydras a few times with some sunkens as needed, but I think there's something better out there. Dragoons with range are really good vs hydralisks (with or without range) in these low economy situations. Do you think just pumping zerglings would do much better in a situation like this? I don't get that many opportunities to practice vs this build, it's just very occasionally a guy on ladder who decides to do it, and then I tend to stick with what I know. | ||
Liquid`Drone
Norway28528 Posts
So basically, you drone up a decent amount (it doesn't have to be too much - you just need to have better economy than a one base protoss), then you get two hydras pretty fast against the corsairs, then you start building hydra ling and research burrow. Keep some lings around his natural, if he comes out with a bunch of dragoons (so many that there can't be a reaver), immediately start a sunken in your natural and burrow all your zerglings between 6 and 9 matrixes away from the sunken. (If the amount of dragoons instead indicates that he's reavering, burrow hydras in your mineral lines instead. If he tries to combine into a reaver dragoon attack, burrow both zerglings and hydralisks but more spread out than they'd otherwise be, when unburrowing immediately focus hydras on the reaver) Assuming it actually is a 3 gate goon, you want to taunt him into attacking your sunken, ideally you start morphing it so late that he gets the impression that if he just hurries up and attacks it he'll get you, then he's sandwiched between the few hydras you have, units that were produced the past 30 seconds, and the 16 or so zerglings that unburrow as he's pretty much right on top of you. My experience is that this leads to like, entire protoss army dying while you still have 25 hydraling left and good economy to boot. | ||
Dazed.
Canada3301 Posts
Edit: This is my 'understanding' of timings/key points to scout in tvp -Toss should have 3 pylons built shortly after core/gas if I get an scv in, not sure the exact timing I should expect a third pylon tho. No third pylon=Possible proxy. What is the precise timing? -Scouting his natural at 4:00-4:05, If I see 2-3 goons and a nexus im safe, if a nexus comes down later than 4:20 I should be suspicious, 4+ goons at the 4:00 timing would also be cause for alarm. yes/no? -If he skips 2nd gateway after nexus and goes for a robo, or a super fast third, I can in theory do a fact cc fact timing (assuming im fding) and push him << How many goons would he be on at x timing to rule this in/out? -If he goes for a "fast third" I could in theory do a 4 factory timing < I dont know what constitutes a fast third/timing/what to scout -5 fact A fast third but not quite as fast as what would necessitate a 4 fact? Again no real idea of the timings/what to see -6 Fact if hes just powering on 2 base for a while and took a delayed third? 2 base arbiter? No idea >> And if hes not playing very greedily or is powering I should play a more double armory kind of style? - if going for a double armory/late game terran and I scout the toss powering, go 4 factory before securing third if hes going for an averagely fast third, take my third off two factory. correct? -What time should I scan zerg when they 2 hatch, when should I scan zerg when they 3 hatch? | ||
Cryoc
Germany909 Posts
On January 23 2017 11:05 Dazed_Spy wrote: -Whats a 'normal' third timing for protoss in tvp where I should rule out any attempt at a timing attack? (i.e what is the standard timing where protoss is safe)/how do i ascertain that Edit: This is my 'understanding' of timings/key points to scout in tvp -Toss should have 3 pylons built shortly after core/gas if I get an scv in, not sure the exact timing I should expect a third pylon tho. No third pylon=Possible proxy. What is the precise timing? -Scouting his natural at 4:00-4:05, If I see 2-3 goons and a nexus im safe, if a nexus comes down later than 4:20 I should be suspicious, 4+ goons at the 4:00 timing would also be cause for alarm. yes/no? -If he skips 2nd gateway after nexus and goes for a robo, or a super fast third, I can in theory do a fact cc fact timing (assuming im fding) and push him << How many goons would he be on at x timing to rule this in/out? -If he goes for a "fast third" I could in theory do a 4 factory timing < I dont know what constitutes a fast third/timing/what to scout -5 fact A fast third but not quite as fast as what would necessitate a 4 fact? Again no real idea of the timings/what to see -6 Fact if hes just powering on 2 base for a while and took a delayed third? 2 base arbiter? No idea >> And if hes not playing very greedily or is powering I should play a more double armory kind of style? - if going for a double armory/late game terran and I scout the toss powering, go 4 factory before securing third if hes going for an averagely fast third, take my third off two factory. correct? -What time should I scan zerg when they 2 hatch, when should I scan zerg when they 3 hatch? From my limited knowledge, this is how I keep track of Protoss endeavors. If Protoss has only one gate at his base, the 3rd pylon should be built latest around the time his first goon is done (except he went for a faster nexus). I am not sure about your written timings, because I don't think you can even get 4 goons at 4:00 with 10/15 gates. A normal 1 gate expo gets 3 goons at ~4:25, a normal 2 gate gets 4 goons at ~4:25. I am basing my opponents timings more on my own ones. I scout his natural between when my tank is done (around 4:20). If there is no Nexus, it is not a 1 Gate expo and if you are lucky you might see 2 goons coming out of his base at this time, indicating a 2 gate. I would only go for 2 fact timing if I see a super fast nexus with only 1 gate or my FD already did good damage. With Robo first P can often stop it if they go shuttle/reaver. The fast nexus is not so easy to answer, I would constitute anything a fast nexus, when he takes it immediately after his obs gets out (Robo after nexus) or if he takes it after 2 gate expo opening with no obs at all. You scout it simply with your vultures left over from the fd. I think the fast 3rd Nexus timing is significantly before a 2 Fact 3rd cc timing, your 2nd factory is just done around that time, but not 100% sure. I don't make much difference between 4-5 fac. Depends more on how good my macro was beforehand. 6 Fac I rarely go, that is more for maps, where you cannot use the typical 2 fac 3rd cc timing. So I rather try to kill him as soon as possible. 6 fac is pretty bad in case he goes 2 base arbiters. You won't be able to push to far and he only needs to stall a bit for energy and you are going to have a bad time, be it stasis or recall. Some pro players go flash style on 2 base vs 2 base arbiters like sea did vs bisu, where they also tech to vessels and don't go just pure army, so that may be an option. If P plays safe (that means you scan 3 gate obs), Flash style is the best option. If you see that P is clearly gearing up for a 3rd denial, you should indeed just wait for more factories to take it, but it is often hard to know if he does. 3 Hatch scan timing is around 6:20 to see the hatching of mutas and to start building turrets. 2 Hatch scan timing should be around 5:30 I think, but it is at the same time your scanner should be done by going for 2 Rax Academy after 1 Rax CC. | ||
B-royal
Belgium1330 Posts
Is it possible to play a game against myself? I want to have 2 instances of starcraft active. This would make it very easy to test so many things. Right now I want to know if my opponent can see my overlord or not (in various positions on different maps) and if I can spot a worker moving out from a base or not if it moves along a standard path. | ||
Sero
United States692 Posts
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Probemicro
3708 Posts
On January 24 2017 10:14 Sero wrote: Can you still bypass Fish's time and melee game requirement for ladder if you have a Korean phone number? phone number not needed anymore, for now | ||
ppshchik
United States862 Posts
1.Do I just mix the bio together in one group, and then ctrl+left click all the non-medic units to stim whenever the group engages units? 2. Or do I separate the bio between combat groups and medic groups, and then 1a2a3a4a since the medic's heal hotkey is also "A", then I can just stim the entire combat biogroup? 3. Whenever I "a-move" my medics sometimes they end up healing injured scv's in the mineral line (a result of being harassed by ling / muta / lurkers, thus messing up the pathing whenever my bio wants to leave my base to attack. Is there an optimal way for me to control my medics? Thanks a lot! | ||
Highgamer
1373 Posts
That said: at some point, when all your hotkeys are in use, it will be better to fill the medic-group up with additional marines/firebats, better to have more on the battlefield. So you will end up with one mixed group, but you can - as you said - stim those marines with ctrl+click-select. On your last point: If you have your medics on a separate hotkey, you can do stuff like: a-move all your marines/firebats out of your natural, but move-command your medic-only-group a short distance out of the natural. So all units will leave, you just have to remember to a-move the medics as soon as they're out of range of the SCVs. Apart from that, I don't think there's much you can do about some of the medics straying off, healing SCVs. I'd like to know what units they prioritize in terms of healing, actually. edit: if you have small groups of M&M out on the field, like a drop that survived, I would just put them on one hotkey, medics+marines. ctrl+click will be enough here, and generally better than using 1 control-group for 1-2 medics in this phase of the game. | ||
shall_burn
252 Posts
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LetaBot
Netherlands557 Posts
On January 24 2017 07:51 B-royal wrote: Thank you Liquid`Drone. Is it possible to play a game against myself? I want to have 2 instances of starcraft active. This would make it very easy to test so many things. Right now I want to know if my opponent can see my overlord or not (in various positions on different maps) and if I can spot a worker moving out from a base or not if it moves along a standard path. With the BWAPI you can. http://www.starcraftai.com/wiki/Multiple_instances_of_StarCraft use ai = null , ai = null and you can control both instances (use windowed mode to make it easier) | ||
B-royal
Belgium1330 Posts
On January 27 2017 23:05 LetaBot wrote: With the BWAPI you can. http://www.starcraftai.com/wiki/Multiple_instances_of_StarCraft use ai = null , ai = null and you can control both instances (use windowed mode to make it easier) Thank you very much leta | ||
fazek42
Hungary438 Posts
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Bakuryu
Germany1065 Posts
stuff like: damage, miss chance, unit regeneration... could somebody post it again please? ^^ | ||
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