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Zurich15305 Posts
Got a simple question?
- Why do some pros not mine the middle minerals at the beginning of the game?
- Why do I see Zerg players not scouting the close positions first?
- How many workers should I transfer to my new natural?
Ask in this thread when you have a simple question that can be answered by a simple answer. Please always check if you can find an answer in Liquipedia or by using the Search function first. Most simple questions have already been answered elsewhere.
What not to ask in this thread
- When is a good time to expand? (Situational / game dependent)
- How much damage does a Thor do against light-bio? (Liquipedia)
- How can I micro better? (Too generic)
- What kind of 1-1-1 opening do you guys and gals play? (Survey / spam question)
Anyone doing anything in this thread but asking or answering simple questions will get their asses kicked.
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Some of your simple look pretty advanced to me. Then again I just started SC2 few weeks ago with 0 RTS experience.
My question(s): What standard generic opening works for: P: T: Z: against all match-ups?
Link to BO would be appreciated, since I've seen some people recommending 7RR for Zerg and I've tried searching it with no luck. It's not on Liquidpedia AFAIK.
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Zurich15305 Posts
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How long is Neural parasite last?
how much damage does a collosi deal to zealot / stalker assuming no upgrades except thermal lance for Collosi ?
Are you able to tell me the total time it would take for me to invest the 2x upgrades for Neural parasite ?
Thank you
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Zurich15305 Posts
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I got your back zatic
As Zerg, where should I send my first overlord?
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As zerg in a situation where you have ~22 drones mining and your expo finishes, is it better to change your main hatchery's rally to the expansion, or is it better to transfer half your workers and keep the rally point the same?
Thought of another one: In WC3 you had a lot of blocking and surrounding micro, in SC2 I tried to do some of this, but I never succeed. Am I doing it wrong or does it have to do with the engine?
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On January 26 2011 18:50 Grumbels wrote: Thought of another one: In WC3 you had a lot of blocking and surrounding micro, in SC2 I tried to do some of this, but I never succeed. Am I doing it wrong or does it have to do with the engine?
It seems difficult in SC2, It is definitely possible but i have seen some units get out of some crazy surrounds, not ling surrounds of course.
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If I send in a bunch of units on Attack Command next to another bunch of units on Move Command, will there be any difference in targeting?
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Is there a more reliable way than raven/banshee 1base allin to punish a 1gate FE?
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Zurich15305 Posts
On January 26 2011 18:57 Excellent wrote: Is there a more reliable way than raven/banshee 1base allin to punish a 1gate FE? Yes.
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On January 26 2011 18:57 Excellent wrote: Is there a more reliable way than raven/banshee 1base allin to punish a 1gate FE?
keep in mind you can always expand yourself as well, assuming you scout it early enough not to be behind.
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I have a few questions:
1. I saw some people doing a gather trick on replays on youtube. I heard that it increases your mineral gain by 8% or something - is it still doable, or is it already removed?
2. Are overseers faster than overlords, despite the upgrade? I mean, is a speed upgraded overseer faster than an overlord with speed and the same without speed?
3. Is sending in 1 speedling into the enemy base a reliable scout? Sometimes I need a very quick scout of his wall, so I sacrifice a speedling to get some tech knowledge. Is it worth the exchange? Or should I send in an overseer instead?
4. As Zerg, if I want to get metabolic boost as soon as the pool goes out, when do I need to put up an extractor? Like, how many seconds before/after putting up a pool?
5. For a baneling bust, what ratio of ling/bane should I have?
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What is the optimal amount of drones to pull off mining when you need to destroy a pylon from a toss who's cannon rushing if your zerglings won't finish before the cannon?
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On January 26 2011 18:59 zatic wrote:Show nested quote +On January 26 2011 18:57 Excellent wrote: Is there a more reliable way than raven/banshee 1base allin to punish a 1gate FE? Yes.
What would that way be? Other then expanding yourself, because 1 rax FE is a bit behind 1 gate core FE and I don't like macro games against protoss.
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Zurich15305 Posts
On January 26 2011 19:22 Endorsed wrote:Show nested quote +On January 26 2011 18:59 zatic wrote:On January 26 2011 18:57 Excellent wrote: Is there a more reliable way than raven/banshee 1base allin to punish a 1gate FE? Yes. What would that way be? Other then expanding yourself, because 1 rax FE is a bit behind 1 gate core FE and I don't like macro games against protoss. That's not a simple question that asked for a simple answer and has no place here.
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Questions and Answers in regards to Yonkid's post in spoiler.
+ Show Spoiler +On January 26 2011 19:12 Yonkid wrote: I have a few questions:
1. I saw some people doing a gather trick on replays on youtube. I heard that it increases your mineral gain by 8% or something - is it still doable, or is it already removed?
2. Are overseers faster than overlords, despite the upgrade? I mean, is a speed upgraded overseer faster than an overlord with speed and the same without speed?
3. Is sending in 1 speedling into the enemy base a reliable scout? Sometimes I need a very quick scout of his wall, so I sacrifice a speedling to get some tech knowledge. Is it worth the exchange? Or should I send in an overseer instead?
4. As Zerg, if I want to get metabolic boost as soon as the pool goes out, when do I need to put up an extractor? Like, how many seconds before/after putting up a pool?
5. For a baneling bust, what ratio of ling/bane should I have? I don't play zerg but I will try and answer the best that i can 1. This has been removed. 2.I believe overseers are faster than overlords both without and without speed upgrades for both. 3. A ling can be a good way to scout his army composition and also you can see how strong the wall in is. 4. I believe you get the extractor as soon as the pool goes down, but I may be mistaken. Day 9 always mentions it so I should know but sadly I don't 5. I suppose it depends on the wall in. I guess enough that you can lose some banelings and stiff break through, and maybe have several left over for more damage once inside their base.
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Q: Is there a way to change grid keys so you can also select larva with caps lock? I always want to spam select larva, but with grid keys i produce drones by accident then ;_;
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On January 26 2011 19:18 Dhurn wrote: What is the optimal amount of drones to pull off mining when you need to destroy a pylon from a toss who's cannon rushing if your zerglings won't finish before the cannon?
First things first, if you kill the probe, you have officially fended it off. I would pull 4-5 to catch a surround on the probe, but if you can't reach him, ~5-6 drones on that pylon, you want it destroyed as fast as you can. Don't forget that he didn't invest in economy so pulling those drones will not damage your economy as much as he hurt his own.
Another alternative is, because you're Zerg, he can't build on creep, so you can let him get cannons and waste economy, which will not outrange your units anyway, and when you get a fair army you can move out and kill him.
Although it's WAY better to get rid of that pylon as fast as you can.
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On January 26 2011 17:45 zatic wrote: Got a simple question?<ul> <li>Why do some pros not mine the middle minerals at the beginning of the game?</li> <li>Why do I see players not scouting the close positions first?</li> <li>How many workers should I transfer to my new natural?</li> I'd like to know the answer to these three.
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