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On March 10 2014 06:22 EvilChuck wrote: How should I hotkey my units as terran to control late-game big MnM armies? Sea uses 123 units, 4 sci vessels, 5 latest CC, 67890 for scans IIRC. Then Fkeys for production and rally points, I imagine. I daresay you just use box select and minimap A-move for anything beyond the first 36 MnM units.
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On March 10 2014 11:17 Birdie wrote:Show nested quote +On March 10 2014 06:22 EvilChuck wrote: How should I hotkey my units as terran to control late-game big MnM armies? Sea uses 123 units, 4 sci vessels, 5 latest CC, 67890 for scans IIRC. Then Fkeys for production and rally points, I imagine. I daresay you just use box select and minimap A-move for anything beyond the first 36 MnM units. 0_o
i thought he used 1-3 marines 4 meds 5 vessels
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Ah my bad, it's 1-4 units, 5 sci ves, 6 CC, 7890 scans.
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What kind/brand of computer chair will maximize my ergonomic proficiency in a way that will improve my StarCraft game?
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needforseat for the esport dollars
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On March 13 2014 16:36 ninazerg wrote: What kind/brand of computer chair will maximize my ergonomic proficiency in a way that will improve my StarCraft game?
This is the ideal chair for Broodwar
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Byaaaaaa! Spending money on shit!
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Here's a Q... I'm finally watching a lot of old progamer games on YouTube (TL has indoctrinated me), and in TvZ, it's just puzzling to me. So many Terrans getting majorly f'ed up by big-time muta harass, while refusing to build any anti-air other than marines and turrets. It's like they would rather die than build any valks or wraiths. o_0
I understand that finally changed with popularity of 'Fantasy' type builds/'valkonic' builds, but still... why did it take so long to change? Can't imagine 'gosu' muta micro was that uncommon.
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On March 14 2014 01:00 [[Starlight]] wrote: Here's a Q... I'm finally watching a lot of old progamer games on YouTube (TL has indoctrinated me), and in TvZ, it's just puzzling to me. So many Terrans getting majorly f'ed up by big-time muta harass, while refusing to build any anti-air other than marines and turrets. It's like they would rather die than build any valks or wraiths. o_0
I understand that finally changed with popularity of 'Fantasy' type builds/'valkonic' builds, but still... why did it take so long to change? Can't imagine 'gosu' muta micro was that uncommon.
Wraiths aren't that great anti-air until they get cloak and numbers, and it takes too long to transition into them. Valkyries aren't particularly easy to keep alive but they were used, as you noted. Other than that, MnM and turrets are the most efficient anti-air around, without trying to mech switch while being harassed.
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Hey guys, I've been watching a lot of replays, and I noticed that in PvT, a lot of Protosses get wrecked by fast fd and vulture harasses, so why do they refuse to make cannons? Cannons kill marines w/ ease, and in large numbers, are good against vultures, so why not just put like 6 cannons at each nexus?
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the biggest rule in starcraft is to spend as little as possible but achieve the most results. its better to defend your base barely than conpletely destroy their army by investing 6 cannons which arent going to help you fight later on. your aim isnt to just defend against fd, you have to expand as well to get ahead. you just dont have the time or money to build an expansion, forge and cannons. only go all out defense if the opponent allins
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On March 14 2014 06:43 evilfatsh1t wrote: the biggest rule in starcraft is to spend as little as possible but achieve the most results. its better to defend your base barely than conpletely destroy their army by investing 6 cannons which arent going to help you fight later on. your aim isnt to just defend against fd, you have to expand as well to get ahead. you just dont have the time or money to build an expansion, forge and cannons. only go all out defense if the opponent allins
recalibrate joke detector
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On March 14 2014 01:00 [[Starlight]] wrote: Here's a Q... I'm finally watching a lot of old progamer games on YouTube (TL has indoctrinated me), and in TvZ, it's just puzzling to me. So many Terrans getting majorly f'ed up by big-time muta harass, while refusing to build any anti-air other than marines and turrets. It's like they would rather die than build any valks or wraiths. o_0
I understand that finally changed with popularity of 'Fantasy' type builds/'valkonic' builds, but still... why did it take so long to change? Can't imagine 'gosu' muta micro was that uncommon.
Ah, this is something you wouldn't get unless you watched TvZ evolve over the course of many years. This is my understanding of it.
TvZ strategy for a long time was based around doing one gigantic push before defilers came out, while this push is still a key part of TvZ strategy, Ts changed the way they about doing it. Before modern builds Ts would mostly turtle up and try to amass the biggest force possible for this push. Building valks would make this push less powerful even though it would shut down the muta harass. Many games in old TvZ came down to whether or not the zerg did enough damage with muta harass to weaken this gigantic push, this caused pro zergs to become amazing with mutas, and you see the results of many Ts sitting in their base getting picked apart. Before I continue, I must stress how unbelievably important zerg securing their 3rd is in ZvT. A zerg who gets their third denied or destroyed will almost without exception lose.
For a small peroid of time valk/goliath + MM pushes became very popular, but these builds were not the solution Ts were looking for. The creation of +1 5 rax(and later +1 4 rax) changed TvZ greatly+ Show Spoiler +http://www.teamliquid.net/forum/bw-strategy/291203-tvz-1-5rax . Now Ts applied a large amount of pressure while the mutalisks are out, and because of the pressure being applied they no longer needed to build many turrets because if the mutas did go and harass your main you would simply break their nat or deny their 3rd. Even though these builds cause the pre defiler timing push to be later and less strong, it doesn't matter because the Zerg has to commit so much defense to protecting themselves it works out that you are often in a better position compared to turtling for a big push. Another big reason as to why the Ts changed their strategy is the discovery of viable mech transitions. Before these mech transitions Ts would go bio all game long, and when the zerg got even upgrades plus ultralisks it would become extremely hard for the T to win. This is why Ts of old put so much emphasis on the pre defilier push, because they are at a slight disadvantage in the late game when going bio+ Show Spoiler +this is sort of a half truth, SK terran(bio + vessals) pushes the mechanics of top pros to their limit, and if they lapse for a second it can often lose them the game, it is completely possible to compete with a Z late game army with SK terran . With mech it is easier to consolidate any lead you might have, and it will maintain its strength throughout the entire late game.
I was really tired while writing this, when I read over it tomorrow I will probably fix a lot of things.
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Starlight wrote: I'm finally watching a lot of old progamer games on YouTube (TL has indoctrinated me), and in TvZ, it's just puzzling to me. So many Terrans getting majorly f'ed up by big-time muta harass, while refusing to build any anti-air other than marines and turrets. It's like they would rather die than build any valks or wraiths. o_0
I understand that finally changed with popularity of 'Fantasy' type builds/'valkonic' builds, but still... why did it take so long to change? Can't imagine 'gosu' muta micro was that uncommon. On March 14 2014 05:27 ninazerg wrote: Hey guys, I've been watching a lot of replays, and I noticed that in PvT, a lot of Protosses get wrecked by fast fd and vulture harasses, so why do they refuse to make cannons? Cannons kill marines w/ ease, and in large numbers, are good against vultures, so why not just put like 6 cannons at each nexus? I heart Nina-sarcasm. Hugs n' kisses, dear.
Of course, totally ignores the difference between mobile units (valks, wraiths) and static defense (cannons), but still, enjoyed it.
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On March 14 2014 11:14 Reuental wrote:Show nested quote +On March 14 2014 01:00 [[Starlight]] wrote: Here's a Q... I'm finally watching a lot of old progamer games on YouTube (TL has indoctrinated me), and in TvZ, it's just puzzling to me. So many Terrans getting majorly f'ed up by big-time muta harass, while refusing to build any anti-air other than marines and turrets. It's like they would rather die than build any valks or wraiths. o_0
I understand that finally changed with popularity of 'Fantasy' type builds/'valkonic' builds, but still... why did it take so long to change? Can't imagine 'gosu' muta micro was that uncommon.
Ah, this is something you wouldn't get unless you watched TvZ evolve over the course of many years. This is my understanding of it. TvZ strategy for a long time was based around doing one gigantic push before defilers came out, while this push is still a key part of TvZ strategy, Ts changed the way they about doing it. Before modern builds Ts would mostly turtle up and try to amass the biggest force possible for this push. Building valks would make this push less powerful even though it would shut down the muta harass. Many games in old TvZ came down to whether or not the zerg did enough damage with muta harass to weaken this gigantic push, this caused pro zergs to become amazing with mutas, and you see the results of [this] many Ts sitting in their base getting picked apart. Before I continue, I must stress how unbelievably important zerg securing their 3rd is in ZvT. A zerg who gets their third denied or destroyed will almost without exception lose. For a small peroid of time valk/goliath + MM pushes became very popular, but these builds were not the solution Ts were looking for. The creation of +1 5 rax(and later +1 4 rax) changed TvZ greatly + Show Spoiler +http://www.teamliquid.net/forum/bw-strategy/291203-tvz-1-5rax . Now Ts applied a large amount of pressure while the mutalisks are out, and because of the pressure being applied they no longer needed to build many turrets because if the mutas did go and harass your main you would simply break their nat or deny their 3rd. Even though these builds cause the pre defiler timing push to be later and less strong, it doesn't matter because the Zerg has to commit so much defense to protecting themselves it works out that you are often in a better position compared to turtling for a big push. Another big reason as to why the Ts changed their strategy is the discovery of viable mech transitions. Before these mech transitions Ts would go bio all game long, and when the zerg got even upgrades plus ultralisks it would become extremely hard for the T to win. This is why Ts of old put so much emphasis on the pre defilier push, because they are at a slight disadvantage in the late game when going bio + Show Spoiler +this is sort of a half truth, SK terran(bio + vessals) pushes the mechanics of top pros to their limit, and if they lapse for a second it can often lose them the game, it is completely possible to compete with a Z late game army with SK terran . With mech it is easier to consolidate any lead you might have, and it will maintain its strength throughout the entire late game. I was really tired while writing this, when I read over it tomorrow I will probably fix a lot of things.
Wow, great post. And that would explain it (though I think I'd rather live and have a slightly less powerful push than die or get totally worked over before said push).
Thanks.
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On March 14 2014 06:43 evilfatsh1t wrote: the biggest rule in starcraft is to spend as little as possible but achieve the most results. its better to defend your base barely than conpletely destroy their army by investing 6 cannons which arent going to help you fight later on. your aim isnt to just defend against fd, you have to expand as well to get ahead. you just dont have the time or money to build an expansion, forge and cannons. only go all out defense if the opponent allins This is a great post, day9 kinda of outlined this in his sidestepping podcast. If you build 6 cannons per expansion, you have spent the equivalent of 9 zealots per expansion. If your opponent does not, attack that expansion he can use the time you used to build cannons to gain an advantage via expanding, teching, or just getting a bigger army than you. This puts the ball in your court to make something happen, as opposed to when he was trying to take the initiative through harassment.
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Defending Mutalisk harass with Valkyries became popular because people learned to do the fairly tricky moving shot with Valkyries.
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How do you do this trick? I never learned it
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On March 14 2014 17:28 puppykiller wrote:How do you do this trick? I never learned it As you fly towards the mutalisks, hit patrol in the opposite direction. You need the right angle and distance to the mutas otherwise it doesn't work.
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I thought valks glide after shooting its projectile where you direct the glide in the opposite direction?
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