On September 11 2017 06:38 jrkirby wrote:
Does removing shields exactly still deal 0.5 damage to HP?
Does removing shields exactly still deal 0.5 damage to HP?
no, only if there is carryover damage to HP and it is blocked by armor
Forum Index > Brood War Strategy |
Dead9
United States4725 Posts
On September 11 2017 06:38 jrkirby wrote: Does removing shields exactly still deal 0.5 damage to HP? no, only if there is carryover damage to HP and it is blocked by armor | ||
shall_burn
252 Posts
On September 11 2017 08:09 AcMilan91 wrote: how to delay lurker attack? Group it with an overlord and press H (hold). When you need them to attack, do so manually or press S. You may also order them to attack an enemy building that is out of range, then A/S when needed. | ||
robaq
Poland186 Posts
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Ramiel
United States1220 Posts
On September 11 2017 23:48 robaq wrote: In ZvT, how to counter valkyries in big numbers when all you have is a bunch of muta? Hydra-lurker switch seems like the only option but getting all 3 upgrades takes a lot of time and during that terran happily builds tanks which together with mines rape my ground army. Scourge, just like in ZvP don't let them get up valks in large numbers. If that does occur surround with scourge, don't go right in the same direction with your group. If it's late game, defiler and plaguuuuu is always good. | ||
rredtooth
5458 Posts
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L_Master
United States7946 Posts
On September 12 2017 13:27 rredtooth wrote: in PvT, how can you tell the diff between FD and 2Fac? can't keep the probe alive long enough. especially tricky if they proxy the 2nd Fac. seeing 3 tanks charge towards you is the worst feeling... Not very much in the way of tells, aside from coming at strong FD timing as opposed to regular FD timing. 2Fac t is always hard defend, unless you've blindly gone for 2 gates + robo without cutting goons. Of course, that only comes out marginally ahead of 2 fact economically and puts you in a fairly weak economic position against anything else. The important thing to watch for as well is whether or not it's 2 fact or Fac/Port. If it's 2 fact you generally want to be delaying with goons and microing back against the push as much as possible, but with Fac/Port if you're at terrans natural with most/all of your goons it's going to be a total shitshow back home when 4 vultures get dropped off. | ||
L_Master
United States7946 Posts
On September 11 2017 23:48 robaq wrote: In ZvT, how to counter valkyries in big numbers when all you have is a bunch of muta? Hydra-lurker switch seems like the only option but getting all 3 upgrades takes a lot of time and during that terran happily builds tanks which together with mines rape my ground army. I'd would sort of say it depends when in the game. If terran is initially massing up huge numbers of valks on 2 bases he won't have much else. I'd just lay low with the muta, and quite possibly you'd be able to bust, especially if you recognized it early enough. He certainly won't have much in the way of offensive ground units, so you're also very free to expand and drone heavily. If this is some late switch with many bases and multiple starports...well the good news is that it means terran won't have much in the way of vessels. Plague is a huge friends for obvious reasons. A money plague will turn those into paper. You'd probably need to add a few hydra in there, spore up 1-2 spores at each nat depending on how caught off guard you were, and then largely proceed as normal; realizing that if you don't lose a ton of overlords you'll be way ahead and he won't be able to do much to soften any ultras you have or control your defiler movements. There are probably other fancy options too, like doing a group of muta with a massive scourge flank, using queens for ensnare + muta/scourge, devourer/muta, etc. but if he has ridiculous ovie destroying numbers backed by a big eco it seems to me like you're going to need some hydra to keep those overlords alive. | ||
FabledIntegral
United States9232 Posts
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Highgamer
1346 Posts
On September 12 2017 13:27 rredtooth wrote: in PvT, how can you tell the diff between FD and 2Fac? can't keep the probe alive long enough. especially tricky if they proxy the 2nd Fac. seeing 3 tanks charge towards you is the worst feeling... There are a few things that give it away: 1) Gas mining: The 2factory opening requires continuous gas-mining with 3 SCVs while the FD pulls 2 SCVs off gas during the time that the factory is building. You could use an early scouting-pattern against Terran that allows you to always scout at least one or two locations (given it's a 4 player map) before he has more 1-2 marines out. Alternatively you can build an early zealot to get access against only 2-3 marines (and maybe even see the 2nd factory). If you scout him last and he already has more marines that's bad luck - but scouting a 12nex on 2nd/3rd try is also bad luck and a build-order disadvantage that Terran can't do much about. 2) Wall off: Not really giving away the 2fact, but again see it like this: If I see my Protoss opponent blocking his ramp with a zealot/goon, to be safe, I also have to assume the worst and cannot throw down an early CC. If it turns out to be just a siege-expo or FD behind wall, you can put on a lot of pressure with the additional units you build for safety. You can stop production for a while and double expand. 3) Timing: The first tank pops at around 4.20 - 4.30 (when Terran built gas on 12). FD-Terrans generally try to go down the ramp few seconds later, to push your 2-3 goons back and lay mines asap. If this is not happening or you don't see a vulture before 5.00, be very cautious, invest into more gates and a natural-pylon to soak up shots (you can cancel if nothing is coming shortly after 5.00). This is a close call, admittingly, but if you're aware in this short window you won't get surprised at least. In general, see it like this: Terran has very limited options to cheese, only these around-5-minutes-pushes (strong FD or 2 Factory or drop) that can really hurt you early on. You can shut down all of Terrans attacks if you opt out of greed and build enough gates/units - and if Terran is playing economic after all, you have him boxed into his natural for a while, you already built production buildings, you can take your 3rd rather soon. Terrans themselves have to be cautious about proxies that can hit before they can even have more than 1-2 marines or a factory out, that are not easy to defend even if they built a wall (that can be pylon-blocked), and they can face DTs or Reavers just a bit later on. Sounds only fair that Protoss can't always get their fast natural every game, no? | ||
AcMilan91
105 Posts
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Liquid`Drone
Norway28254 Posts
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AcMilan91
105 Posts
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L_Master
United States7946 Posts
On September 13 2017 06:33 AcMilan91 wrote: is there any good pack of Zerg replays? i cant watch VODS they are too fast cant see timing of build order You can change the speed on youtube. You can also pause and rewind. Should be pretty easy to get stuff from them. FPVoDs really are the best way. That said, there are also plenty of good reppacks out there. Check zimps thread: www.teamliquid.net | ||
ajmbek
Italy459 Posts
On September 10 2017 20:00 Sheridan wrote: I ain't that much of a noob. I wasn't floating at all. I just really didn't expect ultras and I made zero dts even though I had a 9 sairs. He had no hydras. I should have gone for dts... Completely forgot. Once I saw his ultras I ran back to my cannons but it was no use. I got thrashed. I am a noob for not using dts though. If I made them as soon as I saw ultra, I would have stopped him. Instead I made HT. Never played with sair dt before. I really want to try it now. The zerg also went adrenal glands and had a ton of lings The proof that you ARE a noob is that you use the word "adrenal glands" (: if you lost vs a zerg 2 bases vs 2 and it was not some early muta or some strange drop play then something must be wrong with your mehanics and strategy. Post the replay for more | ||
KoveN-
Australia498 Posts
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AcMilan91
105 Posts
On September 13 2017 10:50 L_Master wrote: Show nested quote + On September 13 2017 06:33 AcMilan91 wrote: is there any good pack of Zerg replays? i cant watch VODS they are too fast cant see timing of build order You can change the speed on youtube. You can also pause and rewind. Should be pretty easy to get stuff from them. FPVoDs really are the best way. That said, there are also plenty of good reppacks out there. Check zimps thread: www.teamliquid.net Ok, thanks ill check them out | ||
AcMilan91
105 Posts
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L_Master
United States7946 Posts
On September 14 2017 00:59 AcMilan91 wrote: ZvP if he goes one base or speedlots rush whcih build shpuld i go?i know i shpuld not go 5 hatch hydra One base tech needs a very different response from speedlot. One base tech is really going to depend on what tech he is going for, several prominent options are 2-3 gate speedlot, DT->HT then expanding w/pressure, HT + speedlot, reaver pushes. With 2 gateway pressure it will depend a little on what you have done. If you opened with faster lings, such as 9 pool or overpool it can be possible initially to pin protoss back defensively and threaten runbys. With 12 hatch his initial zealot will get there before lings pop. You'll generally want to be thinking to put down a sunk at the natural, and then keep making lings. Initially you usually want to make 8 lings as soon as pool finishes, from there you want to keep 3-4 lings per zealot, sometimes a smidge less if you made a sunken. Ling speed asap. Only engage zealots when you can get good surrounds. 9 lings in a surround easily beats 3 zealots. 2 zealots can crush 9 lings with poor control from z. The main balancing act here is not over or under linging. If protoss makes 5 zlots and expands and you make 25 lings...you'll have a horrible economy. Keep the general idea in mind, but it's something you have to feel out before you know exactly what to do. Generally you'll want to expand roughly when protoss expands, and then decide on your tech path. The main options are either putting on pressure with 3 hatch hydra, or going for fast muta/lurker tech. | ||
Nagisama
Canada4481 Posts
On September 13 2017 23:56 KoveN- wrote: With the release of remastered and ladder, would it be logical to assume that more replays of former pros would be available? I'd think people who were to face Flash on the ladder for example would release the replay or is there some kind of unspoken agreement that you just don't leak replays of each other Flash has been doing some tutorials, and constantly uploads his streams on youtube. https://www.youtube.com/channel/UC4TDU9SEVB0EgslnTI2O9IQ Some of which has been translated here https://www.youtube.com/channel/UCxjcbJgKf0_72TKPQ6SeVZQ | ||
Immaterial
Canada510 Posts
The two examples I tested out in single player, bound to the mouse 4 and mouse 5 keys on the side of the mouse were: 5e6e7e --> produce a probe at my main, natural and 3rd nexus 1a click 2a click 3a click 4a click --> single button press to move around four control groups worth of units. My question is basically: using this sort of macro MUST be illegal for competitive play right? And it would be bad form to use this sort of tool playing on the ladder as well? What about something less overt like binding mouse 4 and 5 to F2 and F3, or something like that (i.e. not a macro but just a single rebind of a mouse key)? I don't want to abuse something that would give me an unfair advantage, so if the consensus is that it is not allowed (as I suspect will be the case) then I won't use it... But it does seem like an interesting thing to consider for online tournaments and the like... in my first example, that macro builds three probes @ 3 different nexuses with literally ZERO delay... the actions are performed instantly. EDIT: Yeah, I can't imagine this is allowed... sitting in single player and pressing just the two macros my APM exceeded 900.If nothing else it shows that using this sort of thing can allow a player to perform actions far beyond the capability of a normal player. The possibilities of this are just insane... like binding gates to 5/6/7/8/9/0 you could create a macro that would go 5d-setrally to mouse position 6d set rally 7d 8d and so on : / | ||
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