Simple Questions, Simple Answers - Page 31
Forum Index > Brood War Strategy |
dementrio
678 Posts
| ||
Catchafire2000
United States227 Posts
| ||
Release
United States4397 Posts
On August 28 2011 04:47 dementrio wrote: does the score screen have any utility? e.g. it seems to me that the winner always has a bigger "resources" score no matter what. can it for example tip off whether i missed a hidden expo or stuff like that or is completely bogus? if the winner always has more resources, then the winner probably expoed rather than taking an attack. If you ever do a 2 fact against a 1 gate double expo (he shouldn't do this considering terran is 1 basing), the protoss will have such a resource advantage but the terran will win. On August 28 2011 04:53 Catchafire2000 wrote: how should protoss actively spend chrono boost energy? i'm a plat player and constantly have a lot of chrono boosted up. Also, I'm not sure which gate to chrono after a round of warp-ins to decrease the wait time between rounds. sounds like SC2, although i have no idea what any of that is. Are you talking about a shield battery? | ||
AirbladeOrange
United States2566 Posts
| ||
Release
United States4397 Posts
| ||
jello_biafra
United Kingdom6631 Posts
On August 28 2011 06:17 Release wrote: Does using multiple storms at the same time stack? Ex: Could two storms at the exact same time kill a tank? No. On August 28 2011 04:47 dementrio wrote: does the score screen have any utility? e.g. it seems to me that the winner always has a bigger "resources" score no matter what. can it for example tip off whether i missed a hidden expo or stuff like that or is completely bogus? Not really, you can lose but still have a higher score, it's cool to see how many units you made/killed and stuff but if you really want to find out what happened in the game just watch the replay. Catchafire2000, wrong thread man, redirect your question here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187808 | ||
Catchafire2000
United States227 Posts
| ||
krndandaman
Mozambique16569 Posts
| ||
kamikami
France1057 Posts
Ex : Zealot A and Zealot B are both on the same ramp, but Zealot A has a higher position than Zealot B, does Zealot B misses 30% of the time ? 2> Does high ground advantage applies to ranged units on the same ramp ? Ex1 : There is a big ramp that has 2 dragoons (A and B) on it, dragoon A has a higher position than dragoon B (but both are on the ramp), does dragoon B misses 30% of the time ? Thanks in advance | ||
krndandaman
Mozambique16569 Posts
| ||
ZeKk
Sweden320 Posts
On August 31 2011 10:23 krndandaman wrote: what kind of effect does blind have on a lurker? can the lurker still shoot things? what about a reaver? pretty clueless about the effects of blind. Same effect as on any unit. Both rvr and lurker can still shoot! | ||
krndandaman
Mozambique16569 Posts
| ||
Release
United States4397 Posts
| ||
koreasilver
9109 Posts
On August 31 2011 11:07 krndandaman wrote: i dont really understand the effects of blind still. wait if it can shoot, why did some progamers use blind on lurker/reaver? wouldnt it be pointless then? or does it have shorter range or something? but if u already have vision with a 2nd lurker or something there would it make a difference? But if the second lurker is also blinded, then everything would be gimped. A blinded reaver would be useless for breaking a sunk line because for it to attack something else would have to give it vision. Their attack range remains the same, but a unit isn't going to attack unless it can actually see something. | ||
Bwenjarin Raffrack
United States322 Posts
On August 31 2011 11:15 Release wrote: When did PvP stop being Reaver Goon? Also, why is the bridge on Polaris Rhapsody nicknamed "pure's bridge?" Because of the debacle against Bisu in the following game. Pure had a significant advantage, but his army is caught out of position, tries to cross the bridge, and gets annihilated. On August 31 2011 11:07 krndandaman wrote: i dont really understand the effects of blind still. wait if it can shoot, why did some progamers use blind on lurker/reaver? wouldnt it be pointless then? or does it have shorter range or something? but if u already have vision with a 2nd lurker or something there would it make a difference? Just think of it as an extremely exaggerated version of siege tanks. Siege tanks have a higher attack range than sight range, meaning they need a spotter to be able to attack at their full range. Units that are blinded by optical flare have their sight range reduced to 1. To be able to attack any further, they would need a spotter. It may not make a huge difference when a blind unit is attacking alongside its army which naturally gives it vision, but it hurts when trying to hold ground with a few stationary units. It would be like a tank line battle where one player has the floating barracks to inch forward and the other does not. A recent example where the Zerg was trying to hold his expansion with a line of lurkers and the Terran blinded each of them: Of course, optical flare is also useful against detectors and fragile units that operate alone (such as shuttles). | ||
dementrio
678 Posts
Flash himself sometimes makes more than 1 gol, and sometimes zero. I am not good enough to understand his triggers. Assuming protoss went 1 or 2gate nexus, what makes me suspect a drop? what/how can i scout? I have no map presence for a long time if I open siege expand and have a hard time even scouting his 3rd. Same thing goes for the academy timing. If I follow liquipedia I get it quite late and a dt drop does a ton of damage. | ||
Snipinpanda
United States1227 Posts
On August 31 2011 15:46 dementrio wrote: The liquipedia page for flash' tvp build says to make 1 goliath and upgrade gol range immediately when the first armory is done. however, i find 1 goliath is not enough to stop shuttle play - the shuttle survives for too long and reavers kill the gol easily. Flash himself sometimes makes more than 1 gol, and sometimes zero. I am not good enough to understand his triggers. Assuming protoss went 1 or 2gate nexus, what makes me suspect a drop? what/how can i scout? I have no map presence for a long time if I open siege expand and have a hard time even scouting his 3rd. Same thing goes for the academy timing. If I follow liquipedia I get it quite late and a dt drop does a ton of damage. This is not a simple question. However, I'll try to help. Generally, you should be able to determine if your opponent is fast expoing or not. A simple common trigger is that prior to the first goon popping out, they should have range researching, 2 pylons and a third going up with one gate, which indicates 1 gate nex. If you see one gate and no range and no 3 pylons in base, there's a good chance it's proxy of some sort. There's also a bunch of other builds, but I'm not going to explain those. If you can't get up the ramp, you should still be able to figure out when he expos. If it's too late, there's a good chance it's DT/Reaver. Goliaths should come in time to stop 2 base reaver builds, but it won't come in time to stop 1 base reaver builds, so you'll need to adjust and build turrets. Typically for siege expo, if you have strong reason to believe that it's fast reaver or dt, then you should get ebay when cc is ~1300 hp(assuming a correct seige expo build order) | ||
Hershey
United States12 Posts
| ||
jello_biafra
United Kingdom6631 Posts
On August 31 2011 18:18 Hershey wrote: I never followed the Brood War scene, but played a lot. Was / is the Dark Archon's ability mind control used very often in Professional Starcraft? If so why/why not. No because dark archons are expensive, it takes a while to save up the energy to mind control and the only really useful thing you can mind control is a drone or an SCV which is difficult to do successfully and it costs so much to build a new base/units with a new race that it's not really worth it. It's mainly used for the humour when the Protoss is really far ahead in the game. | ||
dementrio
678 Posts
| ||
| ||