On January 26 2022 17:31 quaristice wrote: does anyone know precisely what inputs causes the stuck goons (and hydra/gols/marines) glitch? i notice it happens more when my execution isnt clean, like if im anxious or trying to go faster than i can be precise
technically a double post but it's been over a month so, yeah
quaristice i only see that with goons! But let me give you a tip: when goons get stuck (cause they are so clumsy) press S 3 times and it's all good! but, if they are stuck on a ramp , like some ramps on FS, then it's a bit harder !!
oh it definitely happens with hydras and marines and goliaths and medics too. just for some reason it happens more with goons.
i know how to get them unstuck but what im wondering is what makes them stuck in the first place, and how to avoid it?
it definitely seems to not just be random because i've noticed when im precise and slow and clean with my inputs it doesnt happen as much.
It has to do with the attack animation and the target leaving the range of the unit during it. Dragoons have a very long attack animation so it happens most frequently with them. It can happen to just about any unit; saw it a number of times with Zerglings recently, not too long ago saw it with a Medic, etc.
From what I know no one has figured out a way to reduce the likelihood of goons getting stuck. But the solution certainly isn't to press 's' a few times. The solution is either to press 'h' once for hold position, or to briefly move command the goon in the opposite direction. Otherwise call step brother.
On January 26 2022 17:31 quaristice wrote: does anyone know precisely what inputs causes the stuck goons (and hydra/gols/marines) glitch? i notice it happens more when my execution isnt clean, like if im anxious or trying to go faster than i can be precise
technically a double post but it's been over a month so, yeah
quaristice i only see that with goons! But let me give you a tip: when goons get stuck (cause they are so clumsy) press S 3 times and it's all good! but, if they are stuck on a ramp , like some ramps on FS, then it's a bit harder !!
oh it definitely happens with hydras and marines and goliaths and medics too. just for some reason it happens more with goons.
i know how to get them unstuck but what im wondering is what makes them stuck in the first place, and how to avoid it?
it definitely seems to not just be random because i've noticed when im precise and slow and clean with my inputs it doesnt happen as much.
It has to do with the attack animation and the target leaving the range of the unit during it. Dragoons have a very long attack animation so it happens most frequently with them. It can happen to just about any unit; saw it a number of times with Zerglings recently, not too long ago saw it with a Medic, etc.
hmm, and there's no other reason it happens? interesting, thank you
Does anyone know why the 1-1-1 build Flash created and popularized a few years back fell out of favor in TvZ? I'm thinking it's either maps or Zerg found a counter but not sure about the specifics.
As noone more knowledgeable than me seems to have the time to answer: Afaik Flash took another shot at the 1-1-1 at a point in time when all Zergs were doing 3hatch-muta with as-low-as-you-can early-/mid-game ling-counts almost exclusively. The 1-1-1 basically cuts on everything except for the bare minimum of units early on (1-3 vultures + 1 wraith; no marines if possible) to rush for vessel/irradiate against the mutas, and it relies on some very technical micro for early harrass/defense. Thus it's inherently weak to all kinds of early aggression, be it just more speed lings or 2hatch muta or a hydra push. Flash being Flash, of course, had thought of counters to all those things (fast speed or mines; cloaked wraiths; quick tank etc.) and they worked at first because Zergs were not committing enough or didn't know what exactly to do. But over time the blatant problems of the build against aggressive play got more and more obvious.
On January 27 2022 09:09 Magic Powers wrote: From what I know no one has figured out a way to reduce the likelihood of goons getting stuck. But the solution certainly isn't to press 's' a few times. The solution is either to press 'h' once for hold position, or to briefly move command the goon in the opposite direction. Otherwise call step brother.
They get stuck when you try to move them while attack animation is playing. If you stop giving move command before attack animation is done you are fine.
On January 27 2022 09:09 Magic Powers wrote: From what I know no one has figured out a way to reduce the likelihood of goons getting stuck. But the solution certainly isn't to press 's' a few times. The solution is either to press 'h' once for hold position, or to briefly move command the goon in the opposite direction. Otherwise call step brother.
They get stuck when you try to move them while attack animation is playing. If you stop giving move command before attack animation is done you are fine.
You have to move them the opposite of the direction they were going to unstuck them
I never got any response in the other thread, wondering what I should have done differently. In other words, how to defeat an enemy that's turtling on dark archon, dt, archon?
If you ask that question you surely havent watched your own replay. Up to 15 min mark there are tons of improvements you can do but you care more about da,dt,archon? Why? If you can win the game earlier by improving your early game, why focus on 30-40 mins into the game?
I would like to hear from your own analysis why you didnt win that game in the first 15 mins.
I could tell you why but that wouldnt help your self-improving analysis skills.
On April 01 2022 21:08 MeSaber wrote: If you ask that question you surely havent watched your own replay. Up to 15 min mark there are tons of improvements you can do but you care more about da,dt,archon? Why? If you can win the game earlier by improving your early game, why focus on 30-40 mins into the game?
I would like to hear from your own analysis why you didnt win that game in the first 15 mins.
I could tell you why but that wouldnt help your self-improving analysis skills.
I already know THAT part
he sneaked a fucking main base on me even though he couldn't actually hold a base, then I couldn't prevent him from mining out a fourth base, even though I had enough troops if I rotated in or just macroed better earlier (faster expos, more hatcheries when I had the chance)
but I already knew that part - it's not REASONABLE to expect me to deny a Protoss a fourth base, so I want to know what I could do if my opponent was ALSO better
Game was practically over once JD committed to the early ling pressure while trading for a few zealots and a probe or two. The middle expo at 10 minutes showed that.
JD's first 6-8 lings were doing well for a second, then he overcommitted and lost all his lings for a zealot. JD decided to continue the pressure to try to comeback since he'd be too far behind economically to try to play a standard game out of it. JD was literally on 8 drones while protoss had his expansion running, 3x the workers and cyber core halfway done. Taking a risk and going for a timing or an all in when super behind is almost always the best idea when facing an opponent of equal or better skill.
I m curious if there are some threads/articles/VODs about specifically practicing mechanics and the routine you need, what to prioritise etc. I m aware of Ver s excellent guide but I meant more from Kespa pro house training regimen or may be some of the top foreigners input? I think i remember Bonyth saying he played a few single player games regularly to keep the mechanics going (apologies if I m wrog) but I never actually saw what is the focus.
I am not talking about specific micro here but more very general "key" mechanics such as Fkeys, using all/most hotkeys, general army movements (for example you see the pro's army always in motion). I couldnt find anything very detailed either on ygosu or namuwiki but it may be because I didnt search well.
I expect it to be race-independent but if you have multiple sources, I m interested in Protoss (queue 1a 2a 3a joke from Eon ^^ <3)
On July 21 2022 00:39 WGT-Baal wrote: I m curious if there are some threads/articles/VODs about specifically practicing mechanics and the routine you need.., what to prioritise etc.
These are mostly for Zergs but as you mention there are general things that apply for all races. (English CC)
He gives feedback on army movements, Fkeys and hotkeys but those are generally cover per match-up on other vids, his guides are very detailed. We have 42+ translated videos covering from map analysis to guides for all match ups.
On July 24 2022 12:32 WGT-Baal wrote: Very interesting thanks! do you have a protoss one by any chance? I do not need the translation I understand Korean well enough
Protoss is exactly the same. You need to practice muscle memory. There is no easy way to become good unless you practice like Soma does in this vid.
For Protoss you would want to practice storms vs mass incoming units and reaver control too. Just make a UMS where PC is forcing itself onto you and make a stats counter how much you killed until you die. Then make a restart button and repeat it until you do 9/10 times good result.
One difference T/P has for location hotkeys is spamming rallypoint to wherever you want your army to go after produce. This could be for example just outside your enemys base. This could be done in mere 2-3 seconds and it will save you A LOT OF TIME not having to go back to base gathering forces that you need.