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On November 22 2015 02:16 9heart wrote: Why do people skip ground armor upgrades in TvT?
On November 22 2015 04:29 puppykiller wrote: Units do so much damage that the upgrades do practically nothing. Same goes with PvT for most good toss.
Some terrans were getting +2 ground attack from the first armoury, then 2 more armouries for air upgrades, but then they get +1 ground armour from the initial armoury, and even continue from there getting 3-2 ground or 3-3 ground. Sometimes they get +3 ground (and 3-3 air) before starting ground armour. Also, some games with 4 armouries.
Some terrans were getting more ground based upgrade heavy style earlier as well, so it would be 2-2 ground or 3-2 etc. We wont know for sure what would have become the most common because of the switch to sc2.
You mention same goes for PvT, but I disagree with this. We see most Protoss using 2 forge and possibly becoming more common was even 3 forges (in PvT 2012 games). eg Jangbi vs Flash on Jade. http://www.teamliquid.net/tlpd/korean/games/107146_Flash_vs_JangBi/vod
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what? 3 forges wasnt common at all, and it was extremely unlikely that any toss would be matching terran's upgrades. a 2-1 terran is typically fighting a 1-0 toss and a 3-2 terran is pushing against a 2-1 toss. toss just cant afford to get double forge up early and start pumping upgrades to match with terran, let alone get a 3rd forge and go for the extremely expensive shield upgrade. the only time shield upgrades were gotten was when the game goes really late or toss is planning on going carriers, and even then the max they run is 2 forge
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What Im explaining is that your thought is outdated. I can think of several games off the top off my head with 3 forges: Stork vs Fantasy on Jade Horang2 vs Reality on Jade Jangbi vs Flash on Jade Stats vs Leta on Jade (stats at 1, leta at 5)
I rewatched 3 pvt games today and they all featured P upgrades keeping up with T upgrades: Dear vs firebathero on Jade http://www.teamliquid.net/tlpd/korean/games/104902_Dear_vs_firebathero/vod
Best vs Reality on Jade (first fight is P on 1-1 vs T on 2-1) (soon after P engages again but this time with 2-1 vs 2-1) http://www.teamliquid.net/tlpd/korean/games/104906_BeSt_vs_Reality/vod
Bisu vs Last on Neo Jade (Bisu gets forge and citadel at the same time after only 3 gates, 3 base) (cross spawn and other details). Bisu has +2 attack when Terran is still on +1 attack. See at the 15 minute mark Protoss ticks from +1 to +2 and we see after that Terran is still on +1 attack only. In the first fight P is on 2-0 and T is on 2-1. Very shortly after (at 17.02) Bisu is on 2-1 aswell. At 19.11 Terran moves out again, still on 2-1 and Bisu fights him with 2-1. At 19.35 Terran +2 armour finishes but his army is already dead. At 20.02 Bisu +3 attack finishes. At 19.51 we saw Terran was still on +2 attack so Bisu might have got +3 attack sooner than Terran. At 20.15 we see Terran has +3 attack too. So either way there was 10 seconds in it. Crucially, when the armies actually meet for the next time in an important fight, both are on 3-2 (at 21.42). At 24.05 Bisu has +1 shield armour. http://www.teamliquid.net/tlpd/korean/games/125078_Bisu_vs_Last/vod
I agree that Terran should be ahead in upgrades. Protoss developed builds where that wasnt so much the case though, and they proved to be effective strategies.
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(man CardinalAllin your brain is like a BW-databank... impressive every time)
As for my question: In the TLPD-database, if you want to watch a Vod, you can sometimes chose between Korean, English etc. (if there are several Vods). In that case, normally a little menu pops up if you click on "Vod". Recently that menu disappears for me before I can click it at all, as if it gets overlaid/hidden behind the Youtube-Vod-Preview that pops up immediatelly (In general I'm fine with the displayed (korean) Vod, but for specific reasons I needed to check another version).
Is this just my browser or is the function broken somehow? Maybe someone can check, I couldn't fix it so far.
I can't imagine this hasn't been noticed yet if it's a general issue, but then again it's actually quite hard to find a game with multiple Vods. Check out this Vod for example.
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How viable would it be for my bot to get optical flare TvZ and blind all the mutalisks (and overlords that are close) in order to reduce the effectiveness of muta harass?
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Would it be versing another ai or a human?
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you need to heal rines so you cannot just spam all your energy for that sort of stuff. and would need to blind every muta in the stack/group, so it would take a lot of energy..
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It could maybe work versus ai bots that don't stack the mutas to mess up the ai and make them suicide muta, but like above poster said it is really weak strategically vs a human player.
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What is the best way to spam lockdown from 10+ ghosts on mass carriers? I want to use this strategy but without smart casting it is troublesome,
I heard about something called "cloning" but never understood how it work.
P.S. Can someone tell me how to search in this thread?
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If you want to spam lockdown with cloning, basically you would scan the carriers, then from a far enough distance select all ghosts and lockdown on one carrier, the shift deselect a unit from the group by shift-clicking a portrait in the selection box (like you would in SC2 to send a ling/marine or something to a watch tower). Rinse and repeat for all the carriers. This method probably isn't the best way to deal w/ carriers in the first place imo, but you can see if works for you and you'll look like Boxer if can successfully pull it off .
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On December 02 2015 22:06 f10eqq wrote:If you want to spam lockdown with cloning, basically you would scan the carriers, then from a far enough distance select all ghosts and lockdown on one carrier, the shift deselect a unit from the group by shift-clicking a portrait in the selection box (like you would in SC2 to send a ling/marine or something to a watch tower). Rinse and repeat for all the carriers. This method probably isn't the best way to deal w/ carriers in the first place imo, but you can see if works for you and you'll look like Boxer if can successfully pull it off .
Is there a map where I can practice such a thing?
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Another way to do it, albeit it's more suited for different situations, is to hotkey all of your ghosts in control group 1. Then hotkey all ghosts minus 1 in control group 2, repeat this process.
That way you can use (i'm not familiar with lockdown hotkey, but I'll assume it's D) 1 D select carrier, 2D select different carrier, 3D ...
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It seems corrupted? Could you upload a fixed version of it?
Thank you again.
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On August 29 2015 09:08 [[Starlight]] wrote: Anyone know what the maximum range is for a Shield Battery to recharge units?
Never mind, I found out... shield batts have a max range of 4.
A little short, IMO.
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What would be the best way for terran to go for a mech build when a Ling-Tight wall-in is not possible?
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United States1430 Posts
There are 4 methods:
1)You create a wall in that has only one ling opening. That way you can have an SCV blocking the hole and 1-3 SCV's in the back repairing the blocking SCV as it's getting attacked. The wall in makes it so only one ling at a time can attack the blocking SCV while the rest are bunched up in the back. Here's a screenshot of the method: imgur.com
2)Another way to go about defending any early ling attack(9 pool) would be to create a bunker that is in range of defending all of your buildings. You let marines use the bunker as a retreat point if they need to jump out of the bunker and attack any harassing lings outside of the bunker range and retreat back if lings give chase. Make sure to keep SCV's in hold position with the marines.
3)You could have two SCV's on a ramp(assuming it's a common ramp) and hover the barracks over so attacking the scvs is impossible.
I guess blocking with 4 SCV's on the ramp is out of the picture.
As for the best way to defend a ling attack if you're mechinig. I'm not sure. I guess you if you're using the 3rd method, you shouldn't have the need of marines for a while or you could just land it after vulture is out and you're safe for sure and resume marine production if that's a part of your build. Saying which method is most efficient is hard to say but I do guess they all have their unique nuances.
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On December 07 2015 02:09 LetaBot wrote: What would be the best way for terran to go for a mech build when a Ling-Tight wall-in is not possible?
1 rax fe with a bunker build rax and supply at nat choke and bunker up with 3-4 marines and 1 or 2 scvs if required.
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On December 07 2015 03:18 Ty2 wrote:
3)You could have two SCV's on a ramp(assuming it's a common ramp) and hover the barracks over so attacking the scvs is impossible.
That really works? There's no countermeasure, such as the scouting overlord giving vision so that the lings can attack-move to a point past the rax & thus would attack the scvs en route?
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