If so, how is it done (the commands specifically, Obviously I know I need a warp prism next to the high ground lol).
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SCPlato
United States249 Posts
If so, how is it done (the commands specifically, Obviously I know I need a warp prism next to the high ground lol). | ||
Dariusz
Poland657 Posts
On June 20 2011 08:38 nvs. wrote: Quick PvP question. When I spot a proxy 2 gate in my expansion and I'm opening normally (12 gate 14 gas 17 core 18 lot for example) how should I respond? I always put down a forge asap and make full wall. If you menage to sneak probe outside you can counter attack his mineral line while being safe behind your wall with economy and tech advantage. I never actually lost to this when i went for a forge, but trying to catch up with zealot production can be tricky because you don't have good scouting and it's a coinflip. | ||
Soluhwin
United States1287 Posts
On June 20 2011 16:40 Mikusbunkarus wrote: Is it possible to shift que commands for units to elevator through a warp prism onto high ground without stopping? For example, can i issue a set of commands to have my units from the low ground enter the warp prism and exit on the high ground? If so, how is it done (the commands specifically, Obviously I know I need a warp prism next to the high ground lol). First, to prevent the ward prism from moving from the optimal position when you issue a load command, place it on phase mode with the little dot that shows where it is relative to the ground just barely on the high ground. From here you can do 1 of 2 things: 1) load units from the low ground and click the warp prism then hit unload all 2) preemptively hotkey the warp prism, then do the above. For example, I would box units, right click prism, 4d. You can't rally units out of the prism though so you will have to move units as they unload. | ||
guitarizt
United States1492 Posts
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.heritage
United States30 Posts
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Kambing
United States1176 Posts
On June 20 2011 23:09 .heritage wrote: In ZvP, I usually go for a roach/ling army so I upgrade melee attack and range up to 2/2 before upgrading carapace. Is this advantageous or is it better to upgrade carapace? Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603 In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition. | ||
MoreFaSho
United States1427 Posts
On June 20 2011 23:13 Kambing wrote: Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603 In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition. This answer might be a little too simplistic. How do you use your lings in your engagements? Counter attacks, flanks or just up front? What's your later-game plan. I think this build transitions either into baneling bombs or broodlords well in which case you'll want melee attack and carapace. If you just plan on bludgeoning your opponent though you can definitely just do both attack upgrades as as long as your lings are not attacking zealots directly, they're amazing with plus attack if you set up good flanks. | ||
.heritage
United States30 Posts
On June 20 2011 23:13 Kambing wrote: Read this for general advice on upgrades: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187603 In particular, +1 attack advantage for zealots means they kill lings in 2 shots instead of 3 which is very significant. Because of this, it makes sense to pick up attack/carapace together rather than focusing exclusively on attack as lings are in your composition. Wow, thanks this is exactly what I was looking for. | ||
Kambing
United States1176 Posts
On June 20 2011 23:27 MoreFaSho wrote: This answer might be a little too simplistic. How do you use your lings in your engagements? Counter attacks, flanks or just up front? What's your later-game plan. I think this build transitions either into baneling bombs or broodlords well in which case you'll want melee attack and carapace. If you just plan on bludgeoning your opponent though you can definitely just do both attack upgrades as as long as your lings are not attacking zealots directly, they're amazing with plus attack if you set up good flanks. Carapace is also significant for roaches as well, reducing the number hits to kill a roach across all gateway units and in particular, immortals. The decision pivot should be on ranged or melee attack rather than carapace depending on how long you intend on staying on roach (e.g., roach/ling into infestor vs. roach/ling into ling/bling drops). Also, it is (unnecessarily) risky to base your upgrades on whether you can control lings around zealots. If you're planning for your lings to participate in your main army (i.e., you don't just make lings to scout/take/xel'nagas/go for runbys), it is safe to assume that your lings will get drilled significantly by the protoss's zealots thanks to positioning and force field zoning. It is also worthwhile to mention that if you intend on pursuing lings into the mid- and late-game, colossus 1-shot lings with a +2 advantage, so it'll be imperative to keep up in carapace. | ||
B4_WheeL
Lithuania47 Posts
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MoreFaSho
United States1427 Posts
On June 21 2011 02:00 B4_WheeL wrote: What happens when reactor of fully queued production facility gets destroyed. Do you get refunded? Yes. | ||
cosineInfinity
United States178 Posts
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rsvp
United States2266 Posts
On June 21 2011 03:58 cosineInfinity wrote: Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10? Just because. Starcraft is awesome because each race is unique. btw hatch is 2 supply, not 10 (It's also a remnant from BW, where CC was 10 supply, nexus 9 supply, and hatch 1 supply. So SC2 is those BW values + 1, probably since you start with 6 workers instead of 4). | ||
ComaDose
Canada10349 Posts
On June 21 2011 03:58 cosineInfinity wrote: Why do command centers provide 11 supply, whilst the nexus and hatchery only provide 10? Also "balances" the fact that an scv has to build the supply depot while a egg becomes an overload and a probe can go back to mining | ||
Blazinghand
United States25550 Posts
On June 21 2011 04:01 Anihc wrote: Just because. Starcraft is awesome because each race is unique. btw hatch is 2 supply, not 10 (It's also a remnant from BW, where CC was 10 supply, nexus 9 supply, and hatch 1 supply. So SC2 is those BW values + 1, probably since you start with 6 workers instead of 4). Part of the reason a hatch only provides 2 supply is that 1) you start with an overlord 2) hatches are 100 minerals cheaper than CCs or Nexuses. | ||
MockHamill
Sweden1798 Posts
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lavhmrps
Norway4 Posts
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Shinro
United Kingdom3 Posts
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Blazinghand
United States25550 Posts
On June 21 2011 05:49 Shinro wrote: How do the promotion system work? I am currently rank 1 in my bronze league with 1700 points, with a winrate of about 90% (played mostly against top 8 bronze,silver, mid level gold, and lower plat) but I just cant get promoted? What we know about the league/ladder system is detailed here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=195273 | ||
Quochobao
United States350 Posts
Please only answer if you have direct experience against this. In the GSL I believe HongUn (or some P) lost to July's 6 pool on scrap station without even a slight hope of surviving. | ||
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