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On September 19 2021 03:07 Ballnazor wrote: how do i make PvP fun, its such a dogshit fucking matchup, im hardstuck at 1700 because i drop every PvP
if you don't like it, just proxy 2 gate to get it over with quickly
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I am a newbie. I have two questions:
1/ Let's say the opponent have a range of tanks, and I have good vision of them. I also have a group of Queens that I want to spawn the tanks into broodlings. I ctrl-1 the Queens. What is the fastest way to do that? The only way I know is to hit 1, click on a Queen, hit the target, and 1 again, to choose another target. but with that I might click on the same Queen twice. I saw that Zerg players omit the used Queen out of the group 1 - how to do that efficiently? Or is there other way than the slow method that I am using?
2/ How to organize an unit to hit several target in a pre-determined order? Or such as move to location A, and after that to location B?
Thanks
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Norway28256 Posts
First, if you have a group of queens with mixed energy so not all of them have 150, you should tell the entire group to broodling a unit just to see which ones start moving.
From that point, what you should do is a technique referred to as 'cloning'. You select all the queens with energy, tell all of them to broodling one tank, then hold down shift while you click on one of the icons of the grouped queens. (You can press the actual queens too, but that's far less reliable with a bunch of moving ones.) This deselects that queen from your group. Say you had 6 queens initially that you told to broodling the first tank - now you have 5 left. Then tell those 5 to broodling another tank, shift-click another queen from your group, now you have 4 left. Then tell those 4 to broodling a new tank, etc, all the way down to 1.
Make sure you have enough distance before you start cloning - or tell your remaining queens to stop their action before you reach the target, because otherwise you risk wasting a lot of energy. Unless you have parasited a terran unit, you will also normally have a fairly short window in terms of having vision of the terran army. Cloning broodlings is one of the areas of brood war where mouse speed and precision are the most important. It might well be good for you to use smaller groups- 3-4-5 queens, until you get the hang of it.
You can use shift to queue commands. If you hold shift while issuing several commands, your units will do them in the order you commanded them to. Does not work with sieged tanks (for whatever reason). Units also do tend to make a tiny pause when they reach their first target, so movement is even smoother and faster if you actively control your unit. (This is a significant factor when controlling your scouting worker in the early game. Giving it shift commands to move around the opponent's base makes it fairly easy to block it off and kill it, while actively controlling it makes it really hard. )
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Thanks, that's super helpful.
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On September 15 2021 13:29 evilfatsh1t wrote: you dont need to wait until 7 or 8 corsairs. if he comes to harrass, defend with cannons and run around with your corsairs as well as possible to keep them from dying. your zealots should be running to his base to buy time or harrass. if he doesnt come to harrass then you only need 5 corsairs with +1 to move out. if you control your corsairs well (ie. dont lose them stupidly to scourges), 5 corsairs will kill scourges before they hit and then you have easy air superiority. even if you lose a few corsairs you should have 1 or 2 more in production before you stop building corsairs so you get to maintain at least 5 if it's 5 corsairs with +1, what are you going to do against 12+ scourge all flying in with the 5 mutas? there's no way to kill them unless they stack into one area
Just make an archon and throw down a third
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5 sairs kills any scourges that come from the same direction. if your opponent is good enough to split all his scourges and fly at you from all different directions then you should put in an equal effort to maneuver your corsairs to give you a better angle to hit them. and if youve got 5 sairs in proper time theyre not going to have 12 scourges with a bunch of mutas. itll be less
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Does anyone know where I can find good wall ins for new maps? Liquidpedia only has them for older maps atm. Ofc I can just test in singleplayer and come up with my own walls but it’s nice to learn the optimal placements. Thanks guys
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On September 27 2021 04:57 Immaterial wrote: Does anyone know where I can find good wall ins for new maps? Liquidpedia only has them for older maps atm. Ofc I can just test in singleplayer and come up with my own walls but it’s nice to learn the optimal placements. Thanks guys https://broodwall.com/
There you go.
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Lol cool site but it needs expanding.
Also they intermixed TH and BGH o.O Completely different maps.
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On September 26 2021 09:54 evilfatsh1t wrote: 5 sairs kills any scourges that come from the same direction. if your opponent is good enough to split all his scourges and fly at you from all different directions then you should put in an equal effort to maneuver your corsairs to give you a better angle to hit them. and if youve got 5 sairs in proper time theyre not going to have 12 scourges with a bunch of mutas. itll be less
Zerg can build scourge and muta out of 5 hatcheries, basically only limited by the speed of the second and third gas
if 5 sairs could kill all of Zerg's production by that point (we're talking 7-8 minutes into the game) nobody would go muta ever
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whats your point? you asked how toss would deal with roughly 5 mutas and a handful of scourges and the answer is to have minimum 5 sairs with +1. suddenly you change the scenario and zerg is mass producing mutas and scourge out of 5 hatcheries? well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge. nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack.
and the reason why using 5 sairs with +1 is the recommended response is because protoss wants to be the aggressor as much as possible. if you do what you suggested and just sit back and take a 3rd, you better be much better than the zerg because its more of a pain to win. you have to forfeit map control to zerg for a long time while you dream about reaver/ht compositions
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On October 03 2021 23:07 evilfatsh1t wrote:well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge
Assuming both sides micro, it is a disengage for the protoss with +1 8 sairs vs a +1 muta/scourge cloud. (5/6 hatch 3 gas)
Good enough to force not just drones, not good enough to commit to an attack with zealots.
If there's also an archon escorting the sairs, P can do an attack but it can still go south depending on the micro.
Considering that, saying it is an a-move win for protoss with just sairs is a bit much.
nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack. Ehh, muta/mass scourge defense has been around for a few years now, specially on maps with easy to defend 3rd gas. It is pretty damn strong.
Note: I'm not saying you shouldn't go for 8(or more) sairs with +1 vs this, I'm saying just 1 stargate production ain't enough and scourge flanks are strong.
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On October 03 2021 23:07 evilfatsh1t wrote: whats your point? you asked how toss would deal with roughly 5 mutas and a handful of scourges and the answer is to have minimum 5 sairs with +1. suddenly you change the scenario and zerg is mass producing mutas and scourge out of 5 hatcheries? well then you just make up to 7-8 sairs and defend in base until you hit that number with cannons. then you literally a click to their base with +1 speedlots and +1 sairs and laugh because they were dumb enough to use all their resources on mass muta/scourge. nobody does go mass mutas to stop +1 pushes, so your scenario is irrelevant. players go muta after their hydras and lurkers are out to stop the subsequent pushes with ht, not to block the first zealot/sair attack.
and the reason why using 5 sairs with +1 is the recommended response is because protoss wants to be the aggressor as much as possible. if you do what you suggested and just sit back and take a 3rd, you better be much better than the zerg because its more of a pain to win. you have to forfeit map control to zerg for a long time while you dream about reaver/ht compositions
I didn't ask the question, I'm just saying Zerg sitting around making mass scourge is actually very strong since they only cost gas, so it's easy to switch into mass hydra behind it
You go 5 muta, make scourge as necessary while getting six hatcheries, a sunken at each place, hydra den, evo chamber
it's not very smart to try to go into a zerg wall-in with just zealots even if their hydras have no upgrades yet
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Are Valkyries supposed to be good against Carriers like for killing interceptors?
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On November 17 2021 04:05 Optimate wrote: Are Valkyries supposed to be good against Carriers like for killing interceptors? no they're surprisingly awful at it
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On November 17 2021 04:05 Optimate wrote: Are Valkyries supposed to be good against Carriers like for killing interceptors? Late response, but valkyrie splash damage does not affect interceptors at all. That is why they are awful against them. Only if a interceptor is targeted directly then that single interceptor takes damage.
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What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks!
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On November 28 2021 15:33 DyEnasTy wrote: What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks! Just kill them before the Mutalisk timing with something like Ayumi or Sparks build? You could even consider going 1 base 2 Barracks bust if you want to end things quickly and not have to deal with the increasing disparity in performance in the mid and late game due to their greater speed
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TLADT24917 Posts
Have you considered something like the 1-1-1? It's lighter on APM and vulture micro is lots of fun :D You do have to scout a lot and walk a tightrope if you play this, but aside from the ones recommended above, this would be a fun build to try imo.
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