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On January 26 2011 19:25 roflcopter420 wrote: 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 ;_; Remap capslock to something else using Key Tweaker (or similar) then you should be able to bind it.
I haven't tried it in SC2 but it works for, eg, Teamspeak.
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When you cancel a building structure, how much of the invested money is returned? I've heard both 100 and 75%
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It's 75% for buildings. Units and upgrades give back the full amount but if a building dies while upgrading or making a unit you don't get refunded.
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On February 14 2011 10:03 Cabracan wrote: It's 75% for buildings. Units and upgrades give back the full amount but if a building dies while upgrading or making a unit you don't get refunded.
Actually, I was just wondering this same thing earlier today, so it's funny to see this here now, but I checked earlier today and I destroyed building that was producing a unit, and I was refunded the cost of the unit 100%. I didn't test the upgrade part, specifically.
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A few fun simple questions yet not so simple to answer:
1. If a blink stalker blinks away when it is being fired at by a marauder but before the shot hits will the shot hit or miss?
2. What never misses a stalker if it blinks away even if the timing is perfect?
3. What always misses a stalker if it blinks away with perfect timing?
4. Does shield upgrade stack up with Immortal hardened shields?
5. What is the firing delay of a thor? (The time it takes to decide on their first target)
6. How many void rays do I need to insta- kill 999,999 mutalisks assuming the void rays all focus fire on the same target every time they fire?
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On February 14 2011 12:53 closey wrote: A few fun simple questions yet not so simple to answer:
1. If a blink stalker blinks away when it is being fired at by a marauder but before the shot hits will the shot hit or miss?
2. What never misses a stalker if it blinks away even if the timing is perfect?
3. What always misses a stalker if it blinks away with perfect timing?
4. Does shield upgrade stack up with Immortal hardened shields?
5. What is the firing delay of a thor? (The time it takes to decide on their first target)
6. How many void rays do I need to insta- kill 999,999 mutalisks assuming the void rays all focus fire on the same target every time they fire?
1. The shot CAN be dodged with blink, you have to time it correctly.
4. The hardened shields is the last reduction to be applied. So, the shield upgrade will reduce shots from a marine, but it won't reduce tank fire below 10. Same with Guardian Shield. An immortal at full health and shields, with +3 shield upgrades, under the protection of Guardian Shield will take 10 damage from a Seiged Tank. It will, however, only take 1 from an unupgraded marine. Six base attack, minus 3 for shield, minus 2 for guardian shield. Same applies for probes. A probe with shield upgrades and guardian shield kills a marine. Not sure, but it might even take 2 marines. I can't remember how that test turned out earlier.
The rest of the questions are pretty stupid.
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On February 14 2011 10:03 Cabracan wrote: It's 75% for buildings. Units and upgrades give back the full amount but if a building dies while upgrading or making a unit you don't get refunded. Sorry my bad you do get refunded in both cases.
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On February 14 2011 13:18 Kaitlin wrote:Show nested quote +On February 14 2011 12:53 closey wrote: A few fun simple questions yet not so simple to answer:
1. If a blink stalker blinks away when it is being fired at by a marauder but before the shot hits will the shot hit or miss?
2. What never misses a stalker if it blinks away even if the timing is perfect?
3. What always misses a stalker if it blinks away with perfect timing?
4. Does shield upgrade stack up with Immortal hardened shields?
5. What is the firing delay of a thor? (The time it takes to decide on their first target)
6. How many void rays do I need to insta- kill 999,999 mutalisks assuming the void rays all focus fire on the same target every time they fire? 1. The shot CAN be dodged with blink, you have to time it correctly. 4. The hardened shields is the last reduction to be applied. So, the shield upgrade will reduce shots from a marine, but it won't reduce tank fire below 10. Same with Guardian Shield. An immortal at full health and shields, with +3 shield upgrades, under the protection of Guardian Shield will take 10 damage from a Seiged Tank. It will, however, only take 1 from an unupgraded marine. Six base attack, minus 3 for shield, minus 2 for guardian shield. Same applies for probes. A probe with shield upgrades and guardian shield kills a marine. Not sure, but it might even take 2 marines. I can't remember how that test turned out earlier. The rest of the questions are pretty stupid.
So far I know the stalker can't dodge void ray beams, sentry beams and archon zaps, but can dodge cololsus beam. The rest I haven't tried yet.
Thanks for the clarification of the immortals.
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I would assume (I haven't done any testing on this) stalkers can't dodge anything that can't be blocked by a pdd. The reasoning being if a unit fires a missile but then the stalker blinks or the target is picked up by a dropship the misile can't connect and therefore is a miss. Anything that can't be blocked by a pdd or doesn't fire a missile (marines etc.) deal the damage instantly from the attack and because there is no gap between attack animation and damage (missile travel time) there isn't time for the stalker to blink away to avoid the attack. As I said I haven't tested this it's just how I understand the mechanic to work.
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On February 14 2011 13:18 Kaitlin wrote:Show nested quote +On February 14 2011 12:53 closey wrote: A few fun simple questions yet not so simple to answer:
1. If a blink stalker blinks away when it is being fired at by a marauder but before the shot hits will the shot hit or miss?
2. What never misses a stalker if it blinks away even if the timing is perfect?
3. What always misses a stalker if it blinks away with perfect timing?
4. Does shield upgrade stack up with Immortal hardened shields?
5. What is the firing delay of a thor? (The time it takes to decide on their first target)
6. How many void rays do I need to insta- kill 999,999 mutalisks assuming the void rays all focus fire on the same target every time they fire? Same with Guardian Shield. An immortal at full health and shields, with +3 shield upgrades, under the protection of Guardian Shield will take 10 damage from a Seiged Tank.
wrong. the +3 upgrades takes effect before but the guardian shield takes effect after. "Guardian Shield takes effect after Hardened Shield reducing any damage above 10 to 8. " http://wiki.teamliquid.net/starcraft2/Hardened_Shield
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How should I 1rax expand? I like to send my play into the midgame quickly. (vP,vT) DO I get gas, for a tank, or a maruader, or should I skip gas and get an ealier CC with bunker, then a double gas. I've seen some agressive openers where they push with maruaders+ slow. -The LP one is a stub build.
Sorry If this isn't a simple question - I would assume there is only a few things that determine the decision way early into the game.
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For 1 rax expand, just save 400 minerals and get the CC asap. Use bunkers. (I can go deeper into details but the answer won't be simple!)
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@Isaac This is just my personal builds not neccesarily the best ones. Against terran I get one barracks no gas and then get marines and scvs untill I can put down the command center. If my opponent also does a FE then I don't get a bunker, If they do a normal build (1/1/1 etc.) then I get the bunker straight after the CC and if they do a 2rax build I get the bunker before the CC.
Against protoss you can do it with and without gas. I perfer to take the gas at 13 like usual and do a maruader expansion. You can do early 1scv 1marine 1 maruader pressure to scout your opponent this way so you know whether you can expand or not. It is still possible to do TvP 1raxFE without gas but you can't do any pressure and you need a bunker straight away to stop their stalkers trading sheilds for kills.
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what is the approximate number of ladder games played at which league position is stabilized? that is to say, how many 1v1 games do I need to play before my league accurately reflects my true skill?
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On February 14 2011 22:14 validname wrote: what is the approximate number of ladder games played at which league position is stabilized? that is to say, how many 1v1 games do I need to play before my league accurately reflects my true skill?
Afaik you have to have played enough games to be considered an "active player" for the system to put you into the appropriate league. However I believe it is still unknown how many games per week/month/overall you need in order to be considered active.
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On February 14 2011 22:14 validname wrote: what is the approximate number of ladder games played at which league position is stabilized? that is to say, how many 1v1 games do I need to play before my league accurately reflects my true skill?
The more the merrier. It will be able to tell your exact position because the more you play, the, theoretically better you become.
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I knows it's not strategy but does anyone know when/if assembly replays will be released?
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Also mechanics and not strategy ... how do I tell an SCV to auto-repair a not-yet full bunker? If I right-click on it it just goes into the bunker.
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A few weeks ago i saw a post by someone who had made a short clip on how to use TL.net, an introduction so to speak. I tried searching for it but haven't been able to find it.
Can anyone help me find it please?
Thanks
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On February 15 2011 05:52 ZeroTalent wrote: Also mechanics and not strategy ... how do I tell an SCV to auto-repair a not-yet full bunker? If I right-click on it it just goes into the bunker.
I THINK bunkers have a load command. If so, press load and then click on the SCV. I could be wrong.
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