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On January 27 2011 08:14 AlgoFlash wrote: Does the automatic priority change once you scanned a hallucinated unit?
If hallucinated units are within an area of detection, they will have lowest priority. Im not sure what happens once the scan runs out.
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On January 27 2011 13:43 DaXxX wrote: As terran how should i hold off the 12 drone rush on steps?
keep your scout alive in the zerg base, cut drones/gas and wall asap if you see it coming, repair the wall until you get a marine out.
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On January 27 2011 10:00 Kavas wrote: As Zerg, what are the signs of early cloak banshee harass? How do you scout it if they wall-in and spread marines to prevent overlord scouting?
Why do pro zergs always choose to upgrade +1 attack instead of armor?
I cant help with the +1 attack, although i would say that its because of the low base health of lings and their high attack speed.
Some signs that a terran may be going for cloaked bashees are - he takes two gas and you somehow are able to scout it (rare), you scout at his ramp and he has all marines, you scout at his ramp and he has a factory, you are attacked by a small group of hellions early, you are attacked by a small group of marines and one hellion early, if he builds a marauder or a reaper, your probably not going to have to deal with fast banshees.
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On January 26 2011 20:28 zester wrote: Why dont pros ever seem to take hidden expos?
A player may try this when he is behind. it is a very risky gamble and is not really worth taking in a match that is even.
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On January 27 2011 06:42 canavarr wrote: How do you micro the marines dropped behind the enemy mineral line for harass. (shift clicking all 16 marines to attack workers is an overkill as you only need about 8 (!?) marine shots to kill one worker, and the rest of the shots would be wasted?)
its best to select all your units, spread them a little and stim-A move them into the mineral line. you want to keep your medivac near the edge of the base so your units can run back into it as it starts to accelerate away. at best you will usually get only a second or so of damage time, then when the workers run away, pick a piece of tech/gas/depot and take as much out as you can until u see a hint of his army, then hop back in your drop ship. the idea is you do free damage and make him lose mining time/move his army out of position, killing all his workers is a bonus.
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Actually Marines got no projectile, so their attack is instant, and wouldn't be wasted like stalker shots or Marauder shots. So that is generally not a concern. Shiftclicking each worker however is a very bad choice. Takes too much time and effort. Just let them be, or move and shoot with them.
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On January 27 2011 10:00 Kavas wrote: As Zerg, what are the signs of early cloak banshee harass? How do you scout it if they wall-in and spread marines to prevent overlord scouting?
Why do pro zergs always choose to upgrade +1 attack instead of armor?
1. If a terran gets a 2nd gas while u are still scouting aka as his first marine is popping thats a good indicator. Also if u run his ramp about 1- 1:30 later and scout pure marine and/or bunker thats a good indicator. Around that time its a good idea to be sacing your overlord through his base if you are still unsure, if the map allows so.
2. upgrades is situational and some players have certain preferences, but there are patterns. study specific replays and ask why they got one or the other rather than trying to deduce a commandment from your own general knowledge.
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ppl say that zerg is the reaction race so have the reactions to what u would see like if a zerg saw a 4gate what would he do? what would u do if you scouted 2 rines at the 4 min mark is it bancheese?
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+ Show Spoiler +On January 27 2011 14:42 ZomgTossRush wrote:Show nested quote +On January 27 2011 10:00 Kavas wrote: As Zerg, what are the signs of early cloak banshee harass? How do you scout it if they wall-in and spread marines to prevent overlord scouting?
Why do pro zergs always choose to upgrade +1 attack instead of armor? 1. If a terran gets a 2nd gas while u are still scouting aka as his first marine is popping thats a good indicator. Also if u run his ramp about 1- 1:30 later and scout pure marine and/or bunker thats a good indicator. Around that time its a good idea to be sacing your overlord through his base if you are still unsure, if the map allows so. 2. upgrades is situational and some players have certain preferences, but there are patterns. study specific replays and ask why they got one or the other rather than trying to deduce a commandment from your own general knowledge.
Cool thanks.
Another question, does the Overseer's contaminate prevent Terran CC from performing all action (including Liftoff, Call Mule,) and gathering energy?
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Why do korean zerg players (IMNestea, oGsTheWind, him, them, all) do 10 overlord, 10 extractor trick, 10 drone -> 11 drone when I thought someone on TL already did the math and proved overlord on 9 is superior?
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On January 26 2011 17:45 zatic wrote: <li>Why do I see Zerg players not scouting the close positions first?</li>
I am not 100% positive about this, but this might be a meta-game move against the growing number of Protosses and Terrans that send a worker to the edge of their base around 12 supply to catch sight of that overlord.
This could trick the Zerg's opponent (at least in the beginning of the game) into thinking that the two players have not spawned in close positions. Meanwhile, the Zerg can easily send out a drone scout around 9 supply to get the information he needs with no real harm done.
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Simple questions:
What is the range of Pylon and Warp prism power fields? How much of a Protoss building must be within a power field to warp in/be powered?
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Which came first: the overlord or the larva?
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does a protoss lose minerals or gain them back if i kill a pylon while things are warping in?
Is it worth it to spend your money on hatcheries when your maxed and banking money or should you save that money to re-max with the hatcheries you already have?
Is it worth it to patrol a drone at your ramp every game when you 15 hatch?
Is it better to spend money on drones or save up for the double queen when you 15 hatch?
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On January 27 2011 17:01 pullarius1 wrote: Which came first: the overlord or the larva? Zerg units are mutated versions of already existing species, so I think the first overlords wouldn't have born by larva. However, since there are other creatures than overlords the larva mechanism for birth likely existed before that, so that would make larva first.
Question: why do some players put 2 workers on gas sometimes in the early game? Is that always a mistake or is it because they don't need any more gas?
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Question: why do some players put 2 workers on gas sometimes in the early game? Is that always a mistake or is it because they don't need any more gas?
Certain rush builds only need a little gas, like Korean 4-gate where you want only 50 for warp gate, then pure minerals for gateways, zealots and pylons. You can incorporate this into a timing build of your own creation too. Mostly it's a mistake, as people will want to delay spending on an assimilator until they need to put 3 on it to hit timings.
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On January 27 2011 17:20 Akuemon wrote: does a protoss lose minerals or gain them back if i kill a pylon while things are warping in?
Is it worth it to spend your money on hatcheries when your maxed and banking money or should you save that money to re-max with the hatcheries you already have?
Is it worth it to patrol a drone at your ramp every game when you 15 hatch?
Is it better to spend money on drones or save up for the double queen when you 15 hatch?
1. You gain the minerals back; however, the CD in the warp-gate is used.
2. If you have extra minerals early-mid game, it is best to place a macro hatch down. Only in the late-late-late game where two armies 200/200 food are colliding and, in order for you to win, you have to reinforce with 300/200 army then you need to bank. In that rare situation, you should be already should have 10-19 larva at each hatch (good queen injections) for 4-6 base/hatch.
3. This is an entirely stylistic thing. If you can scout well then you can just react and place a drone down at your ramp if you see 3scvs coming at you or a forge. Otherwise, if you're slow to react or just don't want to risk, then yes it is worth it.
4. It is dependent on the situation. Against a toss who gets an early stalker + zealot to harass, you will need to use that 100 minerals to place a spine down at your nat, then you can't get that 2nd queen right away. Against a Terran who is 2raxing, you can't afford that second queen because you'll need to make lings to defend (also make the queen at the nat to help defend as well) AND also make a sunken at your nat or you will die to the bunker rush.
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Zurich15305 Posts
On January 27 2011 17:01 pullarius1 wrote: Which came first: the overlord or the larva? The larva. I read some lore once where they mentioned the original species the xelnaga forged the Zerg from to form larvae.
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Zurich15305 Posts
On January 27 2011 14:01 Jayzo wrote:Show nested quote +On January 27 2011 13:43 DaXxX wrote: As terran how should i hold off the 12 drone rush on steps? keep your scout alive in the zerg base, cut drones/gas and wall asap if you see it coming, repair the wall until you get a marine out. Please don't give inaccurate advice.
You will see the drones about halfway through the map with your scouting scv, assuming you scout after depot. Cancel all building SCV and try to get that 2nd depot up to finish the wall. Move all but 1 or 2 SCV to the wall and set them on autorepair. Keep sending SCV to the barracks / depot should they get killed from the outside.
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