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On June 09 2011 23:57 bbulzibar wrote: What zerg unit counters Archons? Let's say I'm going ling/bane with 2/2 upgrades. 3-4 archons are going to decimate my army along with a handful of lot/stalker. What is the proper response? Roaches? Hydras? More lings with corruption for archons? Mutas?
roaches and broodlords and ol drop your banes on stalks
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On June 09 2011 23:57 bbulzibar wrote: What zerg unit counters Archons? Let's say I'm going ling/bane with 2/2 upgrades. 3-4 archons are going to decimate my army along with a handful of lot/stalker. What is the proper response? Roaches? Hydras? More lings with corruption for archons? Mutas?
Hmm, good army vs stalkers and archons? I think Roach/Hydra is good, also infestors are good for NP on archons and fungal on groups of stalkers. The only thing I can definately rule out is mutas. Archons and stalkers are both really good vs mutas.
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I'm a zerg player that recently started playing terran a bit and i have a little question about medivacs. How do you control them in the most optimal way? I've been struggling with that. If you have them in the same control group as your infantry you can't micro without fucking up you medivac healing. At the moment I'm putting my medivacs on follow on one of my marines and that works better but if that marine dies it leaves your medivacs staying at that position. Is there any better way at controling medivacs? putting them all in a separate control group seems a bit overkill but i don't know. Thank you!
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I've done some searches, but I haven't got a straight answer: how can I set all hatcheries to W?
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On June 10 2011 08:22 casperghost wrote: I've done some searches, but I haven't got a straight answer: how can I set all hatcheries to W?
Rebind 'w' from select warp gate to a control group (e.g., control group 10) so that shift-w, ctrl-w, and w adds, rebinds, and selects that group, respectively.
(I.e., there's no direct way to select all hatches like protoss can select all warp gates. You have to use a control group bind to do it.)
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On June 10 2011 04:07 VAGZ wrote: I'm a zerg player that recently started playing terran a bit and i have a little question about medivacs. How do you control them in the most optimal way? I've been struggling with that. If you have them in the same control group as your infantry you can't micro without fucking up you medivac healing. At the moment I'm putting my medivacs on follow on one of my marines and that works better but if that marine dies it leaves your medivacs staying at that position. Is there any better way at controling medivacs? putting them all in a separate control group seems a bit overkill but i don't know. Thank you!
I use 2 control groups, one including medivac and one excluding medivac. Once you stim your medivacs follow you automatically.
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Hi,
PVZ question...
whats the best response to a 10 pool?
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On June 10 2011 11:33 qseudo wrote: Hi,
PVZ question...
whats the best response to a 10 pool?
quickly finish your wall off and get a zealot to block. Then continue with w/e srategy you originally had in mind. (10 pool can mean too many things for me to go into detail about each individual possibility)
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On June 10 2011 16:39 .Mthex- wrote:Show nested quote +On June 10 2011 11:33 qseudo wrote: Hi,
PVZ question...
whats the best response to a 10 pool? quickly finish your wall off and get a zealot to block. Then continue with w/e srategy you originally had in mind. (10 pool can mean too many things for me to go into detail about each individual possibility)
If he 10 pools, finish your wall with a forge in stead of a cybercore and put a cannon at your ramp. Then cannon rush his natural
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I've noticed from watching streams/replays that tosses in their wallin always put the gateway tugging the wall so it doesnt have the zealot by it. It can't be a coincidence that pretty much all of them do this - but I don't know why. Could somebody enlighten me (I realize it is a bit of a tiny detail in the grand scheme of things)?
I posted this in another thread but realized it was probably better suited for here.
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On June 10 2011 17:45 Basagu wrote:Show nested quote +On June 10 2011 16:39 .Mthex- wrote:On June 10 2011 11:33 qseudo wrote: Hi,
PVZ question...
whats the best response to a 10 pool? quickly finish your wall off and get a zealot to block. Then continue with w/e srategy you originally had in mind. (10 pool can mean too many things for me to go into detail about each individual possibility) If he 10 pools, finish your wall with a forge in stead of a cybercore and put a cannon at your ramp. Then cannon rush his natural
PS: this is wrong. 10 pool is ez to deal with if you scout it. Chrono zealot before taking 2nd gas. Chrono out a 2nd zealot - if he only has 6-8 lings send your 2 zealots out before he can kill your core and have a probe ready to wall off if he tries to run in to your base. If he make more lings than 2 zealots can handle then just try and stall him with micro and get a sentry out. Continue with game plan after that.
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I have some basic questions, please answer if you're masters or above, otherwise i can't trust your answer.
so: 1. What should i focus with my colossus in PVP?, The zealots in front, the stalkers behind them, or if i can should i focus the opponent's colossus? 2.Why i see people not setting rally points to the natural when their main has more than 22 probes (2 for each mineral patch and 3 for gas) which is the best cost effective probes, and not setting the rally point to their expo while there are a few probes there? i see that alot, maybe the transfer time? I don't really get it, i know u want to mine ur naturally asap and keep minerals in your main for obvious reasons, but if you don't need to, and u have like 22 probes, why should i transfer? i lose alot of minerals for the transfer time, and if i just set rally point to the expo from main i lost it in a little servings, making me have much more minerals in the early game. Anyone?
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On June 10 2011 09:44 archangel2 wrote:Show nested quote +On June 10 2011 04:07 VAGZ wrote: I'm a zerg player that recently started playing terran a bit and i have a little question about medivacs. How do you control them in the most optimal way? I've been struggling with that. If you have them in the same control group as your infantry you can't micro without fucking up you medivac healing. At the moment I'm putting my medivacs on follow on one of my marines and that works better but if that marine dies it leaves your medivacs staying at that position. Is there any better way at controling medivacs? putting them all in a separate control group seems a bit overkill but i don't know. Thank you! I use 2 control groups, one including medivac and one excluding medivac. Once you stim your medivacs follow you automatically.
This answer confuses me, sorry. Maybe you or someone else can elaborate for me (us).
If you use 2 control groups ( one including medivac and one excluding medivac. )
Thus for example 1 = Marrine, marauder 2 = Marrine, marauder, medivac
Now you say: Once you stim your medivacs follow you automatically.
This part confuses the hell out of me, What does stim have to do with your medivacs following your army?
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Now you say: Once you stim your medivacs follow you automatically.
This part confuses the hell out of me, What does stim have to do with your medivacs following your army?
They have something to heal.
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I'm in top 20 in the bronze league as Terran and I notice quite a few opponents quit in the first few minutes of the match.Why?
Another player asked me 'Do you trade?',Do I trade what?
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How do you react to ZvP banelings drops on top of your army? Any special unit combo against ling/roach/bling drop?
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On June 10 2011 23:15 Icarus152 wrote: I'm in top 20 in the bronze league as Terran and I notice quite a few opponents quit in the first few minutes of the match.Why?
Another player asked me 'Do you trade?',Do I trade what?
They mean trade winning. This is where two players drop their MMR so low, that they only get matched against each other. Through this, they swap wins in order to get quick wins to farm portraits. It's really quite stupid.
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On June 10 2011 23:19 darkness wrote: How do you react to ZvP banelings drops on top of your army? Any special unit combo against ling/roach/bling drop? The way I typically handle this is to (hopefully, by this point you've teched a bit, i prefer blink stalkers) use my blink stalkers to move forward and move the rest of my army back. If the ovies start dropping i blink and kite.
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On June 10 2011 17:55 Complete wrote: I've noticed from watching streams/replays that tosses in their wallin always put the gateway tugging the wall so it doesnt have the zealot by it. It can't be a coincidence that pretty much all of them do this - but I don't know why. Could somebody enlighten me (I realize it is a bit of a tiny detail in the grand scheme of things)?
I posted this in another thread but realized it was probably better suited for here. I've never actually put much thought into it. I'm going to go out on a limb here and say it's just because of the BO that you use the gateway to secure that side of your ramp so the zealot secures the other. I'd assume if cyber came before gateway it'd be the cyber on the wall and the zealot by the gateway
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