|
On September 21 2017 07:41 Jealous wrote: I am sure this has been mentioned elsewhere but I must have missed it, and it also deals with Remastered.
I could have sworn that in the past, if you send say 10 Vultures to lay a mine and only one of them has a mine, then they would all go to that location even if they do not have mines. But now, only the Vulture with the mine goes there. Am I going crazy? i'm pretty sure it's always been like that
|
On September 21 2017 18:34 Liquid`Drone wrote:Show nested quote +On September 21 2017 05:16 OminouS wrote: Just noticed this in a ladder game on Remastered.
When you start training a unit (let's say a HT) and during that training time the energy upgrade (Khaydarin Amulet) finishes, then the HT will spawn with only 50 energy, even though the energy upgrade finished before the HT. Every HT that starts training after the Khaydarin Amulet upgrade is finished will start with the correct amount of 62 energy.
My question is simply, is this a bug or is it intended? I dunno whether it's a bug or intended, but it's always been like that, and it makes sense imo. like if you're a protoss enrolled in high templar training and they're building EXTRA ENERGY CAPACITY facilities while you're training, you don't actually get to go there until those facilities are done building, so you wouldn't benefit from them unless you started training when the facilities were already there. Technically maybe they should give like a % boost based on how much training they underwent after the facilities completed, but that sounds a little excessive. For arbiters, this is actually kinda significant, in the sense that if you're conscious about it, you can boost the second arbiter you build's energy by like, 6 points. To do this, you first need to start the energy upgrade, and then you need to wait 5 seconds after the first arbiter finishes before you start building the new one. Assuming you start upgrading stasis right after the energy upgrade, and recall after stasis, it works out pretty damn perfectly, with stasis finishing when your first arbiter has 96 energy, and the recall finishing right when you get 150. If we really want to get into it, isn't the upgrade called Khaydarin Crystal (sp)? Which to me means that it is a physical object, and most likely not somehow fused with a Templar at the beginning of their training but worn or something. However, if I understand correctly, buildings "warp in" because of some time-space stuff, and are actually already completed on the other end just take time to arrive on your planet? In that case it would make sense, since the Templar is already en route through the warp gate and they can't send him with the Crystal if it finished right before he arrives because he's already in transit. ALTHOUGH, that doesn't explain why a Templar who has been on the battlefield for a couple minutes and has 200/200 energy immediately gets the upgrade, as if all Protoss NOT in transit instantly get this Crystal.
If it's not a physical crystal, but is just a method of controlling or getting more out of an existing Khaydarin Crystal that all Protoss has (or something like that), and they all become instantly aware of it through the Khala, then this explains away that situation. If we assume that to travel through spacetime to arrive at a Gateway, you have to be in some sort of isolated stasis in which time does not move for you and you cannot reach into the Khala or however that works, then that would explain that too I guess. Makes you wonder about what happens to all those units that were "building" inside Gateways when they get taken out by cracklings + Defiler. Possibly doomed to be trapped in the stasis of warpgate space-time travel forever.
Re; Arbiter: This is a common thing Protoss have done for a while now, but recently I've noticed that many Protoss go for Stasis before Energy, regardless of context. Might be because Protoss feel less safe now, Terrans have em shook?
|
Norway28262 Posts
As long as you have the resources for both the energy and the stasis upgrade, and protoss at arbiter tech in pvt pretty much always does, there is 0 point in researching stasis first. If you, when the arbiter tribunal finishes, start researching energy and you start building an arbiter, you can also research stasis after the energy upgrade finishes and stasis will finish researching before your first arbiter reaches 100 energy. Now, if you fail to revisit the tribunal after the energy upgrade finishes this won't be the case, but I don't think people are consciously expecting themselves to make mistakes and making adjustments. I think they just don't know that you have time for both.
|
What's the appropriate response as zerg when I scout protoss is going 2 gate? I know ~ 4 zerglings beats a zealot. Should I just make a lot of lings or should I get a sunken or 2 also? Should I try to get speed or just stay on minerals?
|
When is Hydra-Guardian good in ZvT?
|
On September 22 2017 04:40 csfield wrote: What's the appropriate response as zerg when I scout protoss is going 2 gate? I know ~ 4 zerglings beats a zealot. Should I just make a lot of lings or should I get a sunken or 2 also? Should I try to get speed or just stay on minerals? I think speedlings are essential, especially against 2 gate, i go firat spees and then lair..just dont go 3rd exp, if he really is agressove one sunken with a lot of lings could help ans btw open with overpool is important too i think, but let someone more expirienced than me say
|
Do zerglings take 7 or 8 hits to kill each other, attacking constantly from full health and equal upgrades?
This question is about regeneration, I can divide 35/5.
|
Norway28262 Posts
How I counter 2 gate depends on the two gate and on my initial build. Is it 2 gate at his natural (blocking off so you can assume he's fast expanding behind) or 2 gate in his main? Did you open pool first or hatch first?
|
On September 22 2017 16:50 jrkirby wrote: Do zerglings take 7 or 8 hits to kill each other, attacking constantly from full health and equal upgrades?
This question is about regeneration, I can divide 35/5.
Regeneration happens literally less than a second after HP is lost, so if you can really 1 hit a ling with 7x5 you can get him in 7 hits, but if you only wait less than a second he'll get that one extra HP. (I know that as it's always annoying when playing wraith vs zerg, if you can't target the drone with 5 wraiths shooting at the same time it will take 1 more hit to kill it)
|
Norway28262 Posts
yeah zerg starts regenerating instantly, unlike protoss. This is most notable when using vultures, where one vulture will two-shot a probe, but where two vultures will often fail to one-shot a drone.
|
I did some experiments with regards to zergling vs zergling fighting with regards to upgrades and regeneration.
No upgrades: Zerglings always take 8 hits to kill
+1 Attack: Zerglings always take 6 hits to kill
+1 Armor: 1 or 2 zergings attacking takes 10 hits to kill. 3 attacking only take 9 hits.
Looking at Liquipedia, I had thought Armor might be a better first upgrade. I thought +attack might only reduce hits needed by one, while +armor would increase hits needed by your opponent by 2. In reality, it's the other way around, and + attack reduces hits needed by 2 and +armor increases hits needed by 1 or 2 depending on circumstances.
It's still possible that armor is better in bigger engagements and real scenarios because armor makes regeneration stronger. Also, surviving longer means your lings spend more time attacking rather than moving, but that probably is also counteracted by your opponent's zerglings attacking for longer too. I think this is probably unlikely to make armor better though. Not only does it cost more, it's also useless against sunkens, takes longer to finish fights, destroy buildings, and kill fleeing drones.
So I guess I've concluded what was already the consensus: +1 attack is better than +1 armor for ZvZ.
|
question about building units as toss and terran. I noticed that there is a delay whenever I click on the gateway/rax/fac and then press the hotkey for a unit. I have to wait a half a second and only then will it register and start producing the unit. It's not instant. is this normal? I tried different computers and keyboards, there is a delay for all of them. this makes it very slow whenever I have to produce units. is there method so that I can do this faster?
|
On September 23 2017 12:47 Golgotha wrote: question about building units as toss and terran. I noticed that there is a delay whenever I click on the gateway/rax/fac and then press the hotkey for a unit. I have to wait a half a second and only then will it register and start producing the unit. It's not instant. is this normal? I tried different computers and keyboards, there is a delay for all of them. this makes it very slow whenever I have to produce units. is there method so that I can do this faster? Absolutely not the case for me. Are you sure it's not just because you aren't releasing the mouse on time? Can't press mouse and keyboard at the same time. To test this, try doing hotkey x hotkey, (1z2z3 etc.) instead of click z click z and note the difference.
|
I think that's because of network latency? I know there is a bit of delay, but half a second sounds way too big. Is that an exaggeration, or is it really .5 second delay? I'd expect more like a tenth of a second or so. Also, you should be able to continue with your macro like it was instant, as the buttons should be registered instantly, they just don't show in the UI instantly.
|
Unless there's a problem with your computer or something, the delay is caused by the way mouse clicks and keyboard hotkeys block each other from being input simultaneously in BW. With practice, you can learn to macro without any delay by improving your execution. Try to be very deliberate with each action, making sure you don't hold down the mouse button when clicking, but instead tap it and then release as quickly as possible so that your subsequent keyboard input will register, and vice versa.
|
On September 23 2017 13:07 Jealous wrote:Show nested quote +On September 23 2017 12:47 Golgotha wrote: question about building units as toss and terran. I noticed that there is a delay whenever I click on the gateway/rax/fac and then press the hotkey for a unit. I have to wait a half a second and only then will it register and start producing the unit. It's not instant. is this normal? I tried different computers and keyboards, there is a delay for all of them. this makes it very slow whenever I have to produce units. is there method so that I can do this faster? Absolutely not the case for me. Are you sure it's not just because you aren't releasing the mouse on time? Can't press mouse and keyboard at the same time. To test this, try doing hotkey x hotkey, (1z2z3 etc.) instead of click z click z and note the difference.
so you guys just click, let go, press hotkey, and it registers? Cuz that's what I do. but when I do this, there are multiple gates that are building nothing. am I going too fast? But im slow as hell and ive seen other players do it much faster. I will try again, perhaps I am pressing mouse and keyboard at the same time.
|
On September 23 2017 13:15 Sero wrote: Unless there's a problem with your computer or something, the delay is caused by the way mouse clicks and keyboard hotkeys block each other from being input simultaneously in BW. With practice, you can learn to macro without any delay by improving your execution. Try to be very deliberate with each action, making sure you don't hold down the mouse button when clicking, but instead tap it and then release as quickly as possible so that your subsequent keyboard input will register, and vice versa.
Thank you very much~
|
If I open Gate - Range - Gate and scout the enemy terran preparing for a 1 base push with marines tanks & vultures, should i get a shuttle or observer first?
|
On September 24 2017 02:02 tobai wrote: If I open Gate - Range - Gate and scout the enemy terran preparing for a 1 base push with marines tanks & vultures, should i get a shuttle or observer first? Neither, make a nexus.
|
When does zerg need to research ovie sight range?
|
|
|
|