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I am aware most/some of this stuff is probably well known. If not cool, whatever.
I want to share some timing stuff for zerg (mostly) and would like to see some other stuff I might not know for Z. However, I would like to see stuff for any race so all can participate (plus it can't hurt my off-races anyways).
Anyways
Zerg Tips:
Perfect Lings/Sunken: Stop making drones before pool is at 450/750 to save larva for lings, likewise make colony at 450 for perfect timing. larva/drone = 20?
Perfect Lurkers: Make Hydra Den exactly at 60% Lair completion (hydra den takes 40, lair takes 100)
Perfect Expo Gas: Make an extractor at around 835/1250 of the hatch for dual completion (right when the hitpoints turn green). Extractor takes 40, Hat takes 120. This also helps complete the creep to spread faster.
Least Optimal Mutalisk Morphing: 6 drones on mineral and 3-4 on gas (depending on placement) for constant muta/lord morphing. *3 muta, 1 lord, 1 muta, repeat. (For those crucial ZvZ games) *This is optimal way to pump off of 1 hatch mutas even with more drones.
Fastest Lair/Muta: Wait for 250 mineral then 9extractor/8pool (same time nearly), 2 drones, 9lord, 9Lair, 9drone, 10-3 sets of lings, 2 drone, Spire, Ling, Ling, Lord, Ling, 3 muta, Muta, Hatch, Lord, Muta, --- 6:40~ mutas
Battle.net Tips: Wait about 6 cursor blinks if booted, banned, or closed out of a game to avoid the blank game list 'glitch'.
When you don't join a game right away, Press ESC to avoid the popup latency window (You'll never see it again).
Now here is somethings I would like to find out: Higher DPS for tanks? What kills a base faster seige or unseige? (assuming that the you move tanks into new targets as they run out)
As Zerg, how long to wait after opponent stims before I rush in so that it will wear off just before combat or during combat (so he will have to re-stim)?
By all means please post anything relevant at all. I'll try an update the OP with new info as it is confirmed by me or others.
edit- sorry for typos and such I posted this and didn't have time to edit. Plus I added a few more
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Thanks for the battle.net tips. Life savers they are =D
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GrandInquisitor
New York City13113 Posts
In general, you should destroy an empty defenseless base (that has no reinforcements) with unsieged tanks instead of sieged tanks. Sieged tanks have a higher dps: Unsieged tanks have a damage rate of 0.81; sieged tanks of 0.93 - but the siege mode is useful in battles for its range, splash, and 1-hit kills; none of those matter in base-destruction (splash might even hurt you), and mobility does matter, to the point where it's probably better to be able to always move around killing buildings instead of having to unsiege and reseige every so often.
See:
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Wow, I had no idea about the Battle.net tricks, thank you! I always play on iCCup now anyway... I'm going to go try them now ^^
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51284 Posts
What exactly is a cursor blink?
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GrandInquisitor
New York City13113 Posts
For reavers + shuttles:
Shuttle build time = 40 Zealot build time = 40 Reaver build time = 70 Bay build time = [I forget]
If you want 2 zealots in your shuttle from one gate, start one as your shuttle is around 75% done (assuming you are starting reaver right after shuttle) and the other should start a little before your reaver is halfway done. The three will all be ready for the shuttle.
The support bay can be built around when the shuttle is halfway done for the shuttle to finish just as the bay finishes, allowing you to start the reaver immediately. [I'd need a more solid build time figure before giving a more precise timing]
For arbiter research timing, check out this sick post from NonY:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=68289#15
On March 21 2008 04:50 NonY[rC] wrote: ...This isn't exactly right because if the arbiter begins building before the energy upgrade is complete, it will spawn with 50 energy even if the energy upgrade completed while the arbiter was building. Upgrading energy can benefit the second arbiter. Also, an arbiter gains just under 50 energy in the time it take stasis to research, so no time is lost from the ability to cast your first stasis by upgrading energy first.
So the optimal setup: 1. Build arbiter and research energy upgrade as soon as tribunal finishes. 2. First Arbiter finishes. 3. A few seconds later, energy upgrade finishes. Start second arbiter and stasis upgrade. 4. Stasis finishes at the same time first arbiter reaches 100 energy. 5. Second arbiter completes and starts with 62.5 energy.
Going through that trouble will get you a 2nd stasis/recall 12.5 energy sooner.
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Kinda always wish there was an actual chart of building times on fastest.
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The only ones I use are when I'm zerg. The hydra den one that has already been mentioned, and the 9 pool speedling (pool,drone, extractor,drone, overlord, and the overlord will finish right as the spawning does).
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GrandInquisitor
New York City13113 Posts
Another Zerg build whose larvae timing works out well (from July):
9 overlord 11 pool 11 hatch
Pool should finish with 3 larvae and 150 minerals just barely in the bank.
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11/11 Barracks/Refinery timing will let you build a Factory immediately after the Barracks is complete.
I guess this is the sort of thing you're looking for?
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8748 Posts
Stasis duration = the time it takes to gain 33 energy. You can have some sick storm timing on units just coming out of stasis with this info! And also, of much less practical use, it means that 3 arbiters that have at least 34/67/100 energy can keep a stasis going forever.
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8748 Posts
Shuttle = 60 Support Bay = 30
So Grinq is right about starting the bay halfway through shuttle build time.
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On September 06 2008 11:40 Equinox_kr wrote: 11/11 Barracks/Refinery timing will let you build a Factory immediately after the Barracks is complete.
I guess this is the sort of thing you're looking for?
Everyone sorta knows that.
On the topic of really obvious and known Terran timings:
Start Tank and Mines at the same time. Queue up vulture behind tank. Vulture pops the EXACT second mines finish.
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Making a 2nd shop right before first tank when doing 2fac allows the shop to finsh right when the tank finishes. take 2 scvs off gas right after your first factory finishes. Put them back when your factory is at either 950/1250 or when your gas count reaches 100 (which ever comes first) so that when you start shop, you will have approx 250 gas to get tank and seige mode when shop is complete.
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United States4991 Posts
On September 06 2008 11:11 CharlieMurphy wrote:
Perfect Lings/Sunken: Stop making drones before pool is at 450/900 to save larva for lings, likewise make colony at 450 for perfect timing. larva/drone = 20?
Spawning pool has 750 life, not 900?
Ah hah, you post at the pace of an ensnared Reaver! vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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Calgary25954 Posts
A Spawning Pool doesn't have 900 HP. You save at 375 for perfect Zerglings. I stopped reading after that. Utter failure.
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PvT First 2 goons will reach the terran base before the tank pops out so u can rape the marines
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On September 06 2008 12:52 liquid_team wrote: PvT First 2 goons will reach the terran base before the tank pops out so u can rape the marines
That makes no sense.... elaborate? 1 gate? 2 gate? proxy? what map? is this with a zeal rush stall? what about his fact timing?
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On September 06 2008 12:24 Chill wrote: A Spawning Pool doesn't have 900 HP. You save at 375 for perfect Zerglings. I stopped reading after that. Utter failure. I thought it was 350? The first larva always comes out at 350 hp
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Can anyone answer some of these timing questions for Terran: When do you get 2nd fact in TvP 1 fact FE, while the cc is building? what HP? when its finished? right before? When do you get ebay in TvP 1 fact FE, before you add 'X' number facts for a timing push? right after? save up to build all facts and ebay at the same time? is the timing based on his build? When do you get academy in TvP 1 fact FE, right after ebay? shortly after? is this dependent on his BO? Do I push out to my 3rd before getting sci vessels or after? (for TvP/TvT)
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