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On June 21 2011 16:33 Cone wrote: just wondering how range on aoe spells woks. like emp has a range of 10, and a radius of 2. does this mean it has an effective range of 12 in theory? or do you have to place the entire area of the spell with in the range?
Yeah the center of the AOE must be within the casting radius so you were right about the effective range of 12.
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On June 21 2011 23:26 BossPlaya wrote: At the gold minerals, are the geysers also high yield?
This is true for all current ladder maps (as far as I know).
It is not necessary, though. There are some tournament maps such as Crevasse which has an expansion with blue minerals and a single high-yield geyser.
You can tell in-game by selecting the geyser.
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After you 15 hatch, what is the ideal number of drones you should transfer
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On June 22 2011 00:01 palmer04067 wrote: After you 15 hatch, what is the ideal number of drones you should transfer
You want 16 workers on minerals per base. That's 2 rows when you have them selected. I would transfer any excess workers, leaving 16 on mins at the main, then rally the main to the expo.
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Italy12246 Posts
What's the average timing for a 2(tech lab+reactor) rax push in PvT, say on Xel'Naga?
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In "standard/safe" PvT, why are collosi or templars favoured as a tech choice over a fleet/squadron of void rays (generally speaking)?
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On June 22 2011 00:37 Nexi wrote: In "standard/safe" PvT, why are collosi or templars favoured as a tech choice over a fleet/squadron of void rays (generally speaking)?
With good micro, 4 stimmed marines (200/0) can kill one VR (250/150). The splash damage from Colossi or Templars is much more cost effective against a ball of marines & marauders.
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On June 22 2011 01:05 ZeroTalent wrote:Show nested quote +On June 22 2011 00:37 Nexi wrote: In "standard/safe" PvT, why are collosi or templars favoured as a tech choice over a fleet/squadron of void rays (generally speaking)? With good micro, 4 stimmed marines (200/0) can kill one VR (250/150). The splash damage from Colossi or Templars is much more cost effective against a ball of marines & marauders. Also in the late game voidrays and protoss air in general are expensive and time consuming to replace, high templar can be warped in making them easy to replace if your army is killed as well as their ability to make archons after they throw down all their psi storms.
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what is a good timing for the 2nd gas as terran if u are not going for a gas heavy opening and how many rax should i have with 3 saturated bases,i always feel that i dont have enough
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if i hot key all my hatches in one control group, is there a way to jump to each one or do i have to hotkey each hatch indivdually?
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On June 22 2011 02:13 palmer04067 wrote: if i hot key all my hatches in one control group, is there a way to jump to each one or do i have to hotkey each hatch indivdually?
Backspace does the trick.
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On June 22 2011 01:52 rizla123 wrote: what is a good timing for the 2nd gas as terran if u are not going for a gas heavy opening and how many rax should i have with 3 saturated bases,i always feel that i dont have enough
It depends on how well you macro, and what your composition is. "Not a gas heavy opening" is to general for a simple answer. But the rule of thumb for 3 fully saturated (up and running) bases is typically between 8-11 raxes.
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Is there any current TvZ build that uses 1gas 2fac blueflame hellions and expands behind it?
EDIT. Unable to find it in LP, forums or google.
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On June 22 2011 02:21 To3-Knee wrote:Show nested quote +On June 22 2011 02:13 palmer04067 wrote: if i hot key all my hatches in one control group, is there a way to jump to each one or do i have to hotkey each hatch indivdually? Backspace does the trick.
Also, since backspace is rather out of the way, you can reconsider re-binding the backspace function (i forgot what its called, but it cycles through all your nexi/cc/hatches) to capslock or space so you can inject faster.
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Blazinghand
United States25550 Posts
On June 22 2011 06:37 Vod.kaholic wrote:Show nested quote +On June 22 2011 02:21 To3-Knee wrote:On June 22 2011 02:13 palmer04067 wrote: if i hot key all my hatches in one control group, is there a way to jump to each one or do i have to hotkey each hatch indivdually? Backspace does the trick. Also, since backspace is rather out of the way, you can reconsider re-binding the backspace function (i forgot what its called, but it cycles through all your nexi/cc/hatches) to capslock or space so you can inject faster.
It's called the "base camera" hotkey, although plenty of people call it backspace as well. A common rebind for the base camera hotkey is ~.
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I apologize if this has been asked, but I have only found posts that predate the last couple patches.
You scout a protoss 4 gate, Cybercore is being chronoed. When can you expect units to show up at your door? 7:45 or so?
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On June 22 2011 09:23 Xizorz wrote: I apologize if this has been asked, but I have only found posts that predate the last couple patches.
You scout a protoss 4 gate, Cybercore is being chronoed. When can you expect units to show up at your door? 7:45 or so?
A good 4 gate can actually finish warpgate tech at 6:00 (source, g1 grand finals huk vs moon). From then on arrival depends on how many units they want to bring at the initial attack, and the place of a proxy pylon. Basicly, I would assume this.
If his initial attack is going to consist of 2 rounds (8 units) or warpgates, plus the approximately 3 units he'll have (11 seems like a good number to attack with), and a proxy pylon would eliminate any need to walk there-- You can assume a well times warpgate would hit you at around 6:45, if you remove the proxy pylons, 7:15 is a better estimate.
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On June 22 2011 00:01 palmer04067 wrote: After you 15 hatch, what is the ideal number of drones you should transfer
You actually wanna transfer about half of them, for the sake of reducing how quickly your main's minerals are mined out.
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