You will have to repatch. However, note that you do not need to delete any folders or create any folders to view MLG replays-- simply save the replays into your multiplayer replays folder, and they will become visible along with your own replays when you're in the game. Additional folders make things easier to organize, but if you only are viewing a few replays it shouldn't be a problem. A general rule of thumb when messing around in your sc2 documents is to not delete any folders unless they are folders that you yourself created.
Simple Questions Simple Answers - Page 195
Forum Index > StarCraft 2 Strategy |
Blazinghand
United States25550 Posts
You will have to repatch. However, note that you do not need to delete any folders or create any folders to view MLG replays-- simply save the replays into your multiplayer replays folder, and they will become visible along with your own replays when you're in the game. Additional folders make things easier to organize, but if you only are viewing a few replays it shouldn't be a problem. A general rule of thumb when messing around in your sc2 documents is to not delete any folders unless they are folders that you yourself created. | ||
LaiShin
Australia978 Posts
On June 11 2011 04:53 Kambing wrote: A little hard to find. Had to search for my own posts on the subject instead to find the link. >_< Thank you sir! I'm sure that took quite some time as that was a while back. | ||
nicke10
Sweden114 Posts
Pros: Tiny tiny bit faster That's really all I can think of. Cons: You can't tap, well you can if you keep your energy perfect at all times but if you miss a few you will mess it up. With hatcheries bound individually you can keep track of it much better even if you mess up by a few seconds, it doesn't even matter. It will always be accurate. Is it really worth sacrificing the allmighty tap feature for tiny tiny speed that will probably be slower in the end if you miss a few. With good tapping you will miss alot less. | ||
Soluhwin
United States1287 Posts
On June 11 2011 14:29 nicke10 wrote: Is there any real reason to bind invidiual queens instead of hatcheries? Let's look at it. Queens bound individually. Pros: Tiny tiny bit faster That's really all I can think of. Cons: You can't tap, well you can if you keep your energy perfect at all times but if you miss a few you will mess it up. With hatcheries bound individually you can keep track of it much better even if you mess up by a few seconds, it doesn't even matter. It will always be accurate. Is it really worth sacrificing the allmighty tap feature for tiny tiny speed that will probably be slower in the end if you miss a few. With good tapping you will miss alot less. This all depends on your inject style. I'm sure binding individual hatcheries would be great if you use the backspace method of inject, because that frees up a lot of the numerical hotkeys. Other than that, if you inject like 66vclick 77vclick 88vclick 99vclick then the speed is actually worth it in comparison to, say, the minimap method (which is far too slow in my opinion). Tap with injects isn't that useful now that the notification for an inject completing exists anyway, this would be a much bigger issue a few patches ago. | ||
jjhchsc2
Korea (South)2393 Posts
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Bswhunter
Australia954 Posts
On June 11 2011 19:27 jjhchsc2 wrote: What is the difference between the ''stop'' and the ''hold position'' buttons? Stop will just stop the user in place, but they will still run after enermies that go near them, then leave. Also if the user is a worker, they will run from attackers Hold position will make sure the user stays in the one spot, no matter what (Apart from triggers/mothership vortex, etc) Woo, contributin! Now my question: How badly does Zerg need lair and hive? At what times should I be getting these and should I rush/delay them if the enermy is being greedy/agressive/turtlish | ||
dynwar7
1983 Posts
So what makes you obtain credits? Is it the achievements acquired or the difficulty of the mission that you complete a mission in? Also, when you complete a mission, it says "reward" which is the same as credit, no? Yes. Some missions I complete, I get no rewards, others I do get them. ? | ||
Semtext
Germany287 Posts
The rewards are usually zerg or toss research points which you can use in the technology lab, and you also only get them once. But if you finish a mission only getting 2 out of 3 of those research points, you can play the mission again and get the point you missed later on. | ||
dynwar7
1983 Posts
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Semtext
Germany287 Posts
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dynwar7
1983 Posts
Just 1 more round of credits (around 100K) and I will be ok..... | ||
kamicom
United States180 Posts
What is the value of the F-keys? I know what they are but how useful are they in terms of becoming a better gamer? In BW, F-keys were used by pros all the time to hotkey expos and common fighting area for fast rally point shifts. Does sc2 scene even need f-key hotspots or is it that our players are not "good enough" to use it? | ||
kamicom
United States180 Posts
What is the value of the F-keys? I know what they are but how useful are they in terms of becoming a better gamer? In BW, F-keys were used by pros all the time to hotkey expos and common fighting area for fast rally point shifts. Does sc2 scene even need f-key hotspots or is it that our players are not "good enough" to use it? | ||
howLiN
Portugal1676 Posts
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NCH Insomnia
United States15 Posts
1. What is the "bonus pool" online? 2. How many Lings can one Zealot hold off without any micro used? | ||
Ejohrik
Sweden219 Posts
On June 12 2011 00:47 NCH Insomnia wrote: Two simple questions: 1. What is the "bonus pool" online? 2. How many Lings can one Zealot hold off without any micro used? 1. You get 12 points (i think?) every day to your bonus pool. When you win, points are taken from that pool to double the points gained (if you have enough). This causes players who are inactive to drop down on the ladder so the ones actually playing are rewarded. 2. Without any upgrades: 3 I just tested the last one on the map "Unit tester". I highly recomend it for anyone wanting to test how units work against eachother. | ||
NCH Insomnia
United States15 Posts
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Animostas
United States568 Posts
On June 12 2011 00:01 GrungyMunchy wrote: What's the best way to engage in a fight against Marauders with the Concussive Shells upgrade with only Gateway units without any upgrades? The most cost-efficient way to hold it off is to use primarily Zealot/Sentry with only a few Stalkers. Zealots have the highest DPS out of the early 3 Gateway units, and they can't be kited if you make a wall of Force Fields that sort of cups the units. A fight between MM and pure Gateway units pivots around proper Force Fields. | ||
Soluhwin
United States1287 Posts
On June 11 2011 20:20 Bswhunter wrote: Stop will just stop the user in place, but they will still run after enermies that go near them, then leave. Also if the user is a worker, they will run from attackers Hold position will make sure the user stays in the one spot, no matter what (Apart from triggers/mothership vortex, etc) Woo, contributin! Now my question: How badly does Zerg need lair and hive? At what times should I be getting these and should I rush/delay them if the enermy is being greedy/agressive/turtlish Going up in zerg tiers is just another way to respond to what your opponent is doing, for example: in ZvZ it takes a long time for players to make the lair switch (safely) because of how fragile the matchup is, and you'll really only see it if both players are safe from attacks somehow. In ZvP, I usually take my first gyser around 21 and just keep mining for speed then lair. Lair tech opens up drop, overlord speed, and burrow, some very importaint upgrades to exploit in the matchup. As for hive, I alwase find losses where I just didn't go hive quick enough so I just set a rule for myself "I must have an infestation pit at 13:30 with a hive following" this rule has worked for me in the past as it tends to have broods out in time to defend most non-gateway 2-base timings. In ZvT the question you want to be asking yourself is: "When do I want mutalisks?" then just work the timings game after game and you'll have your answer. Just don't delay it too much because of the threat of 2-base timings that you need baneling speed for. Hive is a similar question: "When do I want brood lords out?" and the answer to this will obviously differ from game to game but it isn't a hard thing to calculate on the spot. | ||
zhengsta
United States126 Posts
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