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and I'm just going to give you the most relevant part - Introducing...the Scrub
/bookmarked
An excellent article about that type of gamers. Thank you
Quick question. Yesterday I finally started playing online and it turned out these leagues are something else than I thought. My idea of leagues was that you get paired with opponents from your own league only; but I often get matched against Silver, etc., even if I'm in Gold. So whats exactly the purpose of those leagues? Just another kind of achievement, of sorts? Or does this inter-league pairing happen only because I am new and software is still determining my skill, maybe?
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On April 24 2011 18:59 Hero1 wrote: Is there any way to calculate the cost-effectiveness of units which have different resource requirements. I.e. I wanna check if marines are cost effective vs thors (just hypothetical, obv they are not) so one thors costs 300 mins and 200 gas. How can I "convert" those 200 gas into minerals so that I can equate the thor's resources with an amount x of minerals which would yield the amount of rines I'd need to kill the thor cost-effectively.
The general question here is "what is the 'exchange rate' between minerals and gas?" The answer is not so simple.
In terms of resource collection rates, at full saturation you collect about 1000 minerals and 224 gas per base minute, which gives and exchange rate of 3.6 minerals = 1 gas. But this can be somewhat deceptive; in certain builds gas is the scarce but players have to find ways to get any value out of their minerals.
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On April 24 2011 23:04 Ewu wrote: My Simple Question: In PvZ, when planning to do a normal 3-gate expand, what is generally an appropriate response to having your gas stolen?
4 gating is appropriate although a good zerg should suspect it given the gas is stolen. However you can also take advantage of this fear to force the zerg into a suboptimal position, e.g., by
1) Producing a stalker as your second unit (which is the natural choice) and giving other tells that you are going to 4 gate such as boosting warpgate. But then, you 3 gate expand anyways. You can even try poking out a bit to entice a response from your opponent.
2) Taking down the stolen gas with that first stalker to pretend that you're trying to get back onto a standard 3 gate and then 4 gating his face anyways.
On April 25 2011 01:34 Sejanus wrote:Show nested quote + and I'm just going to give you the most relevant part - Introducing...the Scrub
/bookmarked An excellent article about that type of gamers. Thank you Quick question. Yesterday I finally started playing online and it turned out these leagues are something else than I thought. My idea of leagues was that you get paired with opponents from your own league only; but I often get matched against Silver, etc., even if I'm in Gold. So whats exactly the purpose of those leagues? Just another kind of achievement, of sorts? Or does this inter-league pairing happen only because I am new and software is still determining my skill, maybe?
No. Inter-league matchmaking happens often because the metric used to determine matchmaking (your matchmaking rating or mmr) is not necessarily correlated with the league placement of the individuals involved. Leagues provides a concrete metric of progress on the ladder largely independent of whom you are being matched against.
The rationale behind this approach is explained in more detail in Excalibur's comprehensive starcraft 2 ladder guide. You might want to read that to get a more concrete feel of why things are the way they are.
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Thanks, I suspected as much wasn't really tempted to try it on ladder yet.
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1 Gate FE vs 2 Gate Pressure/Expo vs 3 Gate Pressure/Expo
Which do you prefer and why? What are the advantages?
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Sorry if this had been asked before, how do i counter zling, bling like 2 infestors and mutas as protoss?
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On April 24 2011 20:27 Roerik wrote:Show nested quote +On April 24 2011 15:40 Indrium wrote: Hello good people of TL!
I took some of CecilSunkure's advice, and I've come here to ask about Terran builds. I'm so unfamiliar with Terran, but I want to try my hand at them.
What are the most standard, boring Terran build orders possible? There have been really good threads I've seen about standard Protoss and Zerg, but I can't find anything on Terran. I'd appreciate it if someone can recommend some openers and/or later unit compositions.
Thanks! Much love to anyone who helps. http://wiki.teamliquid.net/starcraft2/Terran_Strategy Here you have a bunch of different builds. You'll probably find some builds you will like there.
I checked there, but I was looking for which were the most common. I guess it might be a hard call though, now that I think about it. There are just usually a lot of builds on there that just aren't any good. So testing time, I suppose.
Thanks!
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how much probes/workers should i transfer to my natural (first expansion)?
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When I know a zerg is one-basing, what should I do? Assume I'm on two base, should I bunker down like crazy and cover any back door to my base in case of Nydus worms?
And a related question: how can I be safe against being Nydused, assume I don't lucky-scout them?
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On April 25 2011 06:34 Autofire2 wrote: And a related question: how can I be safe against being Nydused, assume I don't lucky-scout them?
i would recommend spreading your pylons, depots or overlords a bit, especially at the edges of your base, because there the overlord usually spots for the nydus, if you pay close attention to your minimap you should be fine then.
your first question is rather tricky, as a terran, i would keep my second orbital in my main and wait for some siegetanks, as P or Z, i am not really qualified to do more than educated guessing <.<
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On April 25 2011 06:34 Autofire2 wrote: When I know a zerg is one-basing, what should I do? Assume I'm on two base, should I bunker down like crazy and cover any back door to my base in case of Nydus worms?
And a related question: how can I be safe against being Nydused, assume I don't lucky-scout them?
Bunker up a lot.. However, you shouldn't be out in the open vs a zerg all-in, you want to retreat your orbital and get the # of bunkers you need (minimum: 2, with siege tank support + wall you can win).
Nydus is easy, you just send marines to patrol the edges of your base or you make supply depots/missile turrets (which you always want vs mutas).
One supply depot/turret can cover a nice chunk of your base, and 5 of them can usually cover the whole perimeter that orbital command cannot see.
If you don't want to invest a lot, 2 marines patrol edges (separate, one marine covers one side, another covers the other) and you can also plant marines at fog of war spots. You can even use supply depots/turrets like I said earlier.
2 Gate Pressure+Expo, or 3 Gate Pressure+Expo? 2 Gate FE gets a faster expansion, but is less safe and you cannot put pressure on a 3 rax non all-in terran while a 3 Gate FE can break that build quite easily.
Which FE do you prefer, and why?
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Thanks So if I'm doing a fast expo built, and see zerg going 1 base (the easiest thing in the game to scout, unless they're doing some hidden expansion trickery) I should keep the orbital in my base till my tanks and so on are solid? The orbital can at least contribute SCVs and mules in the meantime.
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On April 25 2011 06:58 Autofire2 wrote:Thanks So if I'm doing a fast expo built, and see zerg going 1 base (the easiest thing in the game to scout, unless they're doing some hidden expansion trickery) I should keep the orbital in my base till my tanks and so on are solid? The orbital can at least contribute SCVs and mules in the meantime.
Yeah, correct!
That in-base orbital command will give you higher income than zerg, and this is important:
The zerg is on one base.
If you deflect his attack (or break out of his contain), you already won. He spent so much money and larvae into that all-in.
Simply grab your expo (via floating) and produce a strong army. Continue scouting with a marine/scv.
If you see A LOT of units, just stay back, you probably already won. Be patient.
If you see a lot of drones popping out, as long as you constantly produced from your buildings, a simple push will kill him because his economy was already "dead" years ago, and he's trying to recover it.
Oh, and 1 base for zerg is the shittiest out of the 3 races. This is due to the fact that 1 hatchery cannot produce a lot (only 3 larvae max, plus 4 with spawn larvae). A zerg needs that 2nd hatch for that larvae or he will drastically fall behind.
The reason why zerg gets a 2nd hatch is for that reason, and the reason he puts it at the natural is: "why not?".
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On April 25 2011 05:12 iChau wrote: 1 Gate FE vs 2 Gate Pressure/Expo vs 3 Gate Pressure/Expo
Which do you prefer and why? What are the advantages?
1 Gate FE is the most economical of these, and sets you up for a good midgame. With the bigger maps and stimnerf, it is also relatively riskfree (depending on the variant you use) as long as you react properly to the various T allins. Disadvantages are the lack of scouting/pressure apart from the Zealot/Stalker poke and also the lack of Sentries, which for instance makes 5/6 gate pushes a bit more difficult to pull through.
2 Gate FE still gets a quite early Nexus and hits a a timing where unprepared Terrans can be pretty vulnerable. You arrive with mainly Stalkers at the 4 Gate timing and can do tons of damage against Marine-heavy openings, for instance 1 Rax FE or CC first into several Rax. However, you will likely never be able to outright kill a Terran and a slight miscontrol can easily result in a fast loss. Out of these three, it is probably the worst against fast teching (1-1-1) Terrans because you don't get your Nexus up as early as you could and can't apply that much pressure if he has a bunker/wall up. Also won't do too much against Marauder-expands.
3 Gate FE is a very versatile build, which allows you do apply a lot of pressure against nearly every Terran opening, possibly containing him in his base. If the Terran is too greedy with teching/expanding, you will sometimes be able to kill or cripple him. Early Sentries also mean that you have a lot of forcefields available in the midgame, which never hurts. The disadvantage is that it gets the Nexus up the latest out of these.
Imo the main decision is between 1 Gate FE and 3 Gate FE, depending on whether you want to be more defensive or agressive. 2 Gate FE is a bit awkward to play, because if you don't do some damage you end up in a situation similar to a 1 Gate FE, except with a worse economy and therefore more awkward transitions.
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In team game can you see the opponents team Allied chat? just asking because I never see any when I watch my replays
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On April 25 2011 11:42 Elbonbunny wrote: In team game can you see the opponents team Allied chat? just asking because I never see any when I watch my replays
No. A replay that you generate will only record chat that you can see.
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On April 25 2011 05:12 iChau wrote: 1 Gate FE vs 2 Gate Pressure/Expo vs 3 Gate Pressure/Expo
Which do you prefer and why? What are the advantages?
Assuming PvT.
The 2 gate opening is insanely strong against pretty much anything since you hit with 1 less unit than a no gas 4 gate, yet also start your expansion before even attacking. You can often make Terran pull workers by either killing the bunker with guardian shield, or running past it if they didn't wall. It hits at a good timing to snipe the first tank or banshee against a tech opening as well. IMO it's the most versatile opening of the three, since you can use it on pretty much every map every game.
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infinity21
Canada6683 Posts
On April 24 2011 22:30 57 Corvette wrote: One of my friends who also plays SC2 makes only marines every game he plays, and he still expects to win. How can I break him of this habit? I expect to win my TvZs with mass marine :o You should direct him to my guide lol
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I play as Protoss, and my biggest weakness in PvP is hidden dark templar tech.
What is the fastest time that dark templars can appear on the field?
Also, what time should I throw down a forge or robo (to make sure I have enough time to get a cannon up or observer out) to be certain that I stop the dark templar rush?
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I recently came upon this thread and read this:
First and foremost, you can pretty much make any race fit whatever style you prefer
As Protoss, I see so much play defensively waiting for the 200/200. Is the person who said this wrong/lying, or is there really a way to make any race fit to different styles?
How can you play the races with different styles effectively?
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