I used to mess up a ton with workers but like Nina says, if you just keep watching your replays and noting whether you made enough or not you can make little adjustments and soon become consistent at this.
Simple Questions, Simple Answers - Page 189
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puppykiller
United States3125 Posts
I used to mess up a ton with workers but like Nina says, if you just keep watching your replays and noting whether you made enough or not you can make little adjustments and soon become consistent at this. | ||
puppykiller
United States3125 Posts
Does anyone know of a good vod of a toss beating a terran where the toss either opened 21 nexus or 1 gate core fe and the terran opened 2 fact? and Does anyone know how to place gates well bottom left on fs because I hate that spawn with p so much!!! | ||
ninazerg
United States7290 Posts
On March 07 2014 15:14 puppykiller wrote: Does anyone know how to place gates well bottom left on fs because I hate that spawn with p so much!!! I can totally help you with this one. + Show Spoiler + First, we start with a pylon on top of the nexus and between the gas. Since the base is "horizontal", with the units traveling left-to-right, we want to space everything so all the units can move left-to-right easily. This also works nice in the top right or any horizontal base on any map. So, the first gateway is going to be right next to the nexus, and the bottom of the second gateway is going to be in line with the bottom of the assimilator: The second pylon is going to be a pylon-space below the nexus. The third and fourth pylons are going to run parallel to the first two. For the bottom right position, the first row of gateways can have three gateways, but the second row can only have two, or else the consequences will be dire. After that, we make a third row of gateways below the pylons. You can put as many gates as you want in this row as long as nothing gets trapped. Finally, you can create another row of gateways on the top if you create two more pylons above the existing gateways. Make sure there is a space between the pylons for this row and the existing gateways in the row below. For where to put the tech buildings, you have a few options: You can put them between the pylons, as long as they don't block any of the entrances. This applies to all the tech buildings except for the stargate. You can also put cannons between the pylons in some emergency situations. You can also cram all the tech into a corner, which is pretty good for PvT. Finally, in PvZ, you usually get a stargate first, so you can use one of the spaces that would normally house a gateway for your stargate. hf | ||
Birdie
New Zealand4438 Posts
On March 07 2014 12:55 icystorage wrote: its really an 'instinct' kind of thing. you will really know the timings just playing the game. its not like your 20 mins inside the game you stop and ask yourself "are my bases saturated?". That's rubbish, with all due respect. Instinct just means you're imprecise, and only do roughly what you should because you've played long enough to know roughly what to do. Precision means knowing EXACTLY what to do because you've analyzed your game properly. | ||
Reuental
United States457 Posts
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icystorage
Jollibee19343 Posts
On March 07 2014 18:21 Birdie wrote: That's rubbish, with all due respect. Instinct just means you're imprecise, and only do roughly what you should because you've played long enough to know roughly what to do. Precision means knowing EXACTLY what to do because you've analyzed your game properly. but every game you play would be different. there are times you lose x amount of workers, don't tell me that you would still keep count of the number of workers you have left. mid/late game you have other stuff to think about, those few seconds counting might cost you the game. that's where the instinct part kicks in. you cant be EXACT every game, that would be impossible. | ||
Birdie
New Zealand4438 Posts
On March 07 2014 18:37 icystorage wrote: but every game you play would be different. there are times you lose x amount of workers, don't tell me that you would still keep count of the number of workers you have left. mid/late game you have other stuff to think about, those few seconds counting might cost you the game. that's where the instinct part kicks in. you cant be EXACT every game, that would be impossible. The pros tend to be pretty exact, and count their workers in the middle of a game too. I don't see why you can't be exact every game. | ||
Reuental
United States457 Posts
On March 07 2014 18:37 icystorage wrote: but every game you play would be different. there are times you lose x amount of workers, don't tell me that you would still keep count of the number of workers you have left. mid/late game you have other stuff to think about, those few seconds counting might cost you the game. that's where the instinct part kicks in. you cant be EXACT every game, that would be impossible. This is complete bullshit, I have seen fpvods of larva counting workers in the mid game. It takes him 2 seconds to get a good estimate for all 4-5 bases, its insane to think that those 2-3 seconds are not worth it when it gives you a great indicator on the state of your economy. I would argue its even more important to to keep count of the number of workers you have left after losing some, because you know what has to be rebuilt or how the game changes after losing those workers. | ||
icystorage
Jollibee19343 Posts
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SynC[gm]
United States3126 Posts
On March 07 2014 23:14 icystorage wrote: i haven't seen fpvods and zergs are more different compared to terrans and protoss regarding saturation but it'll take both of your case and i stand corrected. That is true. Whereas Zergs need as minimum amount of drones for optimal mining, Terrans/Protosses tend to have more than 9-12 workers mining a mineral line in a main base. Just make 200 workers and don't worry about not having enough workers. | ||
Jukado
805 Posts
Does anyone know of a good vod of a toss beating a terran where the toss either opened 21 nexus or 1 gate core fe and the terran opened 2 fact? Snow vs Bogus on New Sniper Ridge http://www.teamliquid.net/tlpd/korean/games/125174_INnoVation_vs_Snow/vod | ||
BroodKingEXE
United States829 Posts
On March 07 2014 18:29 Reuental wrote: How do pro zergs micro their drone when a probe is blocking the hatch, whenever I right click or A click it tries to repositon itself before attacking. Do they use stop command, move command, or patrol command? Or are they just positioning their drone perfectly before attacking? You wanna position the drone to be able to attack. Ground units moving that slow don't have any moving attack. | ||
Birdie
New Zealand4438 Posts
On March 08 2014 06:16 BroodKingEXE wrote: You wanna position the drone to be able to attack. Ground units moving that slow don't have any moving attack. They do have moving attack. You spam right-click past the unit you're trying to attack, then A-click once past it and resume right-click spam. You can use it to chase down probes and lower shields if you're gosu, but it's hard because if the probe changes direction you usually fall behind a bit. Maybe I'll try cover this in a mechanics video ;D | ||
JohnChoi
1773 Posts
On March 07 2014 18:29 Reuental wrote: How do pro zergs micro their drone when a probe is blocking the hatch, whenever I right click or A click it tries to repositon itself before attacking. Do they use stop command, move command, or patrol command? Or are they just positioning their drone perfectly before attacking? m control works. larva uses this a lot for worker micro. you press m then press right click immediately after. the m command will make the unit turn to that unit and the right click after issues the attack command. there's a bit of a rhythm to it though. a lot of pros uses it with muta micro too for that muta ass-shot effect where they are flying past a target and shoot backwards and fly away immediately. i believe some zergs also use it in zvz for sniping scourge with mutas when muta #s are low. | ||
Birdie
New Zealand4438 Posts
On March 08 2014 08:55 JohnChoi wrote: m control works. larva uses this a lot for worker micro. you press m then press right click immediately after. the m command will make the unit turn to that unit and the right click after issues the attack command. there's a bit of a rhythm to it though. a lot of pros uses it with muta micro too for that muta ass-shot effect where they are flying past a target and shoot backwards and fly away immediately. i believe some zergs also use it in zvz for sniping scourge with mutas when muta #s are low. For the muta micro and scourge, don't they usually use use patrol? | ||
JohnChoi
1773 Posts
On March 08 2014 09:00 Birdie wrote: For the muta micro and scourge, don't they usually use use patrol? yes almost everyone uses patrol but i remember one of the zergs on snipealot (I think cola) saying how p control won't work when your muta #s are not high enough to one shot them so he uses m control cus its faster. | ||
thezanursic
5478 Posts
On March 07 2014 14:14 puppykiller wrote: Yeah I agree that you can kind of feel it out. I watch all my replays and these days I always seem to eventually end up with 70-80 workers TvP which is where I like to go to usually. This is including games that I have gotten harassed a lot or where weird things have happened throughout the game. I used to mess up a ton with workers but like Nina says, if you just keep watching your replays and noting whether you made enough or not you can make little adjustments and soon become consistent at this. 70-80 seems kind of high. High 60 - low 70 is ideal imho, but 80 is most definitely to much. | ||
evilfatsh1t
Australia8520 Posts
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EvilChuck
Germany71 Posts
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SynC[gm]
United States3126 Posts
On March 10 2014 06:22 EvilChuck wrote: How should I hotkey my units as terran to control late-game big MnM armies? Depends on which numbers feel ideal for you to click "a" right afterwards. More often than not, players usually go 1a2a3a4a5a, so Marines would be hotkeyed from 1-4 or 1-5 depending on however many you have. And then comes the preference part. I've seen players hotkey their Medics with their Tanks or Vessels, or hotkey Tanks with Vessels, or hotkey them all separately, but what I do when I have a big MM army is hotkey Marines 1-4, Medics at 5, and Vessels at 6. If I had Tanks, I would be going 1-3 Marines, 4 Medics, 5 Tanks, and 6 Vessels. Main reason I don't like to go past 6 is because if I have THAT many Marines, I feel that it's more proactive for me to just move them without hotkeys than put hotkeys on them and not have Comsats for 7-0 hotkeys. | ||
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