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If anyone wants to answer some questions I'd really appreciate it: 1) Is there any reason not to pop off my F1 key cause it's annoying when I hit it every now and then. 2)How many muta does it take to one shot a temp, 9? 3)How far thru the lurk upgrade should you build your hydras if you want to have them out and away from your base, I've been doing it half way but I feel like that's to early 4)When you overpool into 11hatch you have to delay the lings a little right? Maybe I'm mechanically weak... 5)Why do people doom drop with hydras and lurkers? I usually just drop 2/3 ols full of cracklings, I'd be afraid to be run over if I dropped like a control group of hydras and a few lurks. 6)In ZvP, if your drop 3hat spire--5hat hydras, do you still have to get ling speed? I like to skip it and get fast 2evos with missile/carapace. -That's all I can think of for now, if you want to answer a few questions go ahead; if not thats fine too. Thanks in advance, unrelated; D zerg on east, always looking for opponents if anyones interested. Edit- 7) When your attacking the terran ball from one direction w/ lurker/ling, is it lings out in front so your lurkers can safely burrow or lurkers in front to absorb damage because they have more hp and need to close faster because of the burrow delay.
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1) No 2) Common dude learn to do some basic math... 3) Then do it a little later...3/4. Another freaking obvious question. 4) You have to delay the lings a bit after the pool is done but it shouldn't waste any larvae production time as you should have time to make a ling set before/just as the 3rd larvae spawns. 5) You drop hydra/lurk when you have a solid spore/sunk/lurk defense and want to eliminate gates even when their army is close to home by sniping obs with your hydras. It also takes longer to clear out than cracklings so it can buy a lot more time. 6) Of course not? Why would you get ling speed if you don't plan on making any lings? The only sacrifice is that you will have less threat in the early game(almost no fear of a ling all in) and they will have better than normal scouting opportunities until their sair is out. Not that big of a deal.
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On April 09 2009 10:31 TheFoReveRwaR wrote: 1) No 2) Common dude learn to do some basic math... 3) Then do it a little later...3/4. Another freaking obvious question. 4) You have to delay the lings a bit after the pool is done but it shouldn't waste any larvae production time as you should have time to make a ling set before/just as the 3rd larvae spawns. 5) You drop hydra/lurk when you have a solid spore/sunk/lurk defense and want to eliminate gates even when their army is close to home by sniping obs with your hydras. It also takes longer to clear out than cracklings so it can buy a lot more time. 6) Of course not? Why would you get ling speed if you don't plan on making any lings? The only sacrifice is that you will have less threat in the early game(almost no fear of a ling all in) and they will have better than normal scouting opportunities until their sair is out. Not that big of a deal. Thank you the responses, and I know these seem like stupid questions to you but Sc is a still fresh and exciting to me. I don't have the conventional flow of the game mapped out in my head, I just do what the b/o tells me to do. And I can do basic math, I'm not an idiot, I'm not sure how much damage mutas do to temps. I've heard so many odd damages laws like some units types do half dam to other unit types because their attack type is X. I'm learning, I don't know all the rules. For number three I'm not looking for a remedy, I'm looking for a definitive answer; something akin to you stop building drones when your pool is at 350. For number 6, I know that would seem obvious but their could be some timing window I'm unaware of, maybe there's a build a toss immediately transitions into when he see's you don't have ling speed after X or something.
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Well Foreverwar got them all. Except the 2nd one. If you really can't do the math... + Show Spoiler +yes, 9. 40 life + 40 shield = 80HP. Muta = 9 damage. So 9 mutas x 9 damage = 81 damage, HT's have 80HP. Also for #5, because having even 2 or 3 lurkers can make it incredibly hard for a Terran to defend against the drop due to the narrow passages of his base and such. This is also why hydras are good. Ranged units + splash damage + 2 hits to kill a marine + Narrow passage = A sad Terran.
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n.DieJokes, some units only do half damage and 75% damage and stuff because their attacks are a certain type and the unit they are attacking either resists them or is a larger or smaller size or something.
Some common changes are: Hydras (medium) = 50% damage against small units(ex. marines) Dragoons (large) = 50% damage against small units, 75% against medium(ex. vultures) Ghosts (small) = 75% damage against medium units(ex. hydras), 50% against large(ex.ultras) Wraiths = 50% against mutas, scourge, etc.
I'm sure if Hydralisks did a full 10 damage against marines they would be used a lot more TvZ.
I believe those are correct. There are many more. You just have to learn what they are good and not good against the long way I guess.
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On April 09 2009 10:59 Grobyc wrote:Well Foreverwar got them all. Except the 2nd one. If you really can't do the math... + Show Spoiler +yes, 9. 40 life + 40 shield = 80HP. Muta = 9 damage. So 9 mutas x 9 damage = 81 damage, HT's have 80HP. Also for #5, because having even 2 or 3 lurkers can make it incredibly hard for a Terran to defend against the drop due to the narrow passages of his base and such. This is also why hydras are good. Ranged units + splash damage + 2 hits to kill a marine = A sad Terran. Thank you very much. Why would people assume I couldn't do math? Where do you think that "9" came from
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On April 09 2009 11:05 Grobyc wrote: n.DieJokes, some units only do half damage and 75% damage and stuff because their attacks are a certain type and the unit they are attacking either resists them or is a larger or smaller size or something.
Some common changes are: Hydras (medium) = 50% damage against small units(ex. marines) Dragoons (large) = 50% damage against small units, 75% against medium(ex. vultures) Ghosts (small) = 75% damage against medium units(ex. hydras), 50% against large(ex.ultras) Wraiths = 50% against mutas, scourge, etc.
I'm sure if Hydralisks did a full 10 damage against marines they would be used a lot more TvZ.
I believe those are correct. There are many more. You just have to learn what they are good and not good against the long way I guess.
I belive ghosts are concussive damage, they should do 50% to medium and 25% to large, same for vultures.
The oddest one is wraiths being a LARGE type, like a battlecruiser, while mutas are small, like scourge. And wraiths have explosive damage(50% vs small mutas) while mutas have pure 9 dmg to all types and bounce.
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what's with the 70% chance of hitting bs more like 70% chance of missing
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I always thought it was 25% hit rate, aka w3. lol.
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To the lurk ling quesiton you added:
You want to fan out the lings to both sides while the lurks run up as close to the marines as you can. It takes a lot of practice but when executed right the lings will be running around the marines to surround just as the lurks are moving RIGHT next the ball to burrow. So basically the T as to decide to lose a bunch of mnm to snipe your lurks , or not snipe the lurks and run out of range. Then you pull the lings back, repeat if necessary.
So basically. The lings go to the sides, lurks through the middle, lings attack the ball as the lurks are burrowing.
Using lurk lings though is much easier if you burrow a couple lurks on one or more sides of his flank. That way when he backs up theres a good chance he will back up into your other lurks.
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Someone recently did a gosu test of the actual hit rate in bw and found it to be at about 50ish%
Sorry I don't remember to give proper credit.
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