Simple Questions Simple Answers - Page 11
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JohnQPublic
United States123 Posts
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nast3rrr
Canada5 Posts
On January 26 2011 21:07 mathemagician1986 wrote: if I am chaseing marines (or any unit really) with banelings, and I know I won't catch them unless he stops moving, will manually exploding the closest banelings do splash damage on them, or do banelings have to connect? that all depends on how far the baneling is from the marine... but no a baneling doesnt need to hug a marine in order to deal damage to it or anyother unit for that matter... | ||
CardinalSC
United States145 Posts
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Kaitlin
United States2958 Posts
On February 04 2011 00:33 JohnQPublic wrote: Is there any place I can find decent quality (>400x400) pictures of all the ladder maps? http://wiki.teamliquid.net/starcraft2/Maps#Battle.net_Ladder_Map_Pool That's what I use. Click links, then click the map and it's pretty detailed. | ||
JohnQPublic
United States123 Posts
http://wiki.teamliquid.net/starcraft2/Maps#Battle.net_Ladder_Map_Pool That's what I use. Click links, then click the map and it's pretty detailed. Ah, thanks! | ||
gusmahler
United States3 Posts
On January 27 2011 07:12 Nalesnik wrote: Also have my own easy-to-answer question but I'm not 100% sure about. Does the sentry's Guardian Shield still work if your units are inside the bubble? ie. I move a hydra inside a Sentry's bubble, and attack it, does the sentry still take reduced damage? | ||
gusmahler
United States3 Posts
Is it a waste to use chronoboost on a building that is already chronoboosted? Or does the chronoboost just get added to the end of the first chornoboost? | ||
[Atomic]Peace
United States451 Posts
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[Atomic]Peace
United States451 Posts
On February 04 2011 06:37 gusmahler wrote: Another question: Is it a waste to use chronoboost on a building that is already chronoboosted? Or does the chronoboost just get added to the end of the first chornoboost? Chronoboost does not stack, so the speed will be the same. The timer resets to 20 seconds, it does not get added on. So for example if you chronoboost a building with 5 seconds of chronoboost left, the timer becomes 20 not 25 seconds. | ||
Torte de Lini
Germany38463 Posts
On February 04 2011 06:51 [Atomic]Peace wrote: Is the Marine attack speed for stim on Liquipedia incorrect (link)? Stim reduces the cooldown by 50%, but Liquipedia has cooldown being reduced by 33%. It may be outdated. | ||
Kaitlin
United States2958 Posts
On February 04 2011 05:56 gusmahler wrote: I didn't see this question answers, so I'll ask it again: Yes, it reduces incoming ranged damage. Doesn't matter how close the enemy is. | ||
mnbvcxz
United States3 Posts
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Dhalphir
Australia1305 Posts
On February 04 2011 13:11 mnbvcxz wrote: i often see in replays pros send there scv's scouting along a green line with multiple points, i know this is some sort of pre-arrange root but how do they do it? (click then press cntrl?) This is just waypoints. Most RTS games have this implemented in some form or another. In SC2 simply hold shift when giving move commands and the unit will follow them in order. | ||
Xanczor
United States254 Posts
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nekolux
Singapore38 Posts
On February 03 2011 14:13 Ambience wrote: As Protoss (and as a rather low tier player), how do I counter mass void-ray or mass muta? Against mass muta, I've tried mass blink stalker (which didn't work out so well), but against mass void-ray, do I just have to get more phoenixes or just macro/mirco better? Blink stalkers are more geared towards going against broodlords. Against mutas you really need the guardian shields from your sentries to negate that bounce damage that tears through your units when the mutas get in large numbers. Another method a friend of mine uses is high templars. It softens up the mutas really quickly and if he isnt careful he can lose A LOT of them. If he reacts and moves the mutas away... well then no more harass! Going for pheonix is a tricky one, firstly they take quite a bit of micro. Secondly, when we're talking about large numbers >10 ( not sure what the exact number is ) the mutas beat the pheonixes due to their bounce damage. 1v1 pheonixes win hands down. The best way to counter mass muta however, really is just to constantly apply pressure on the zerg. PvZ, zergs should never ever be allowed to breathe and to macro. Unless you're a way better player in terms of mechanics ( Plat and above macro versus bronze macro ) then there's no way you can win without applying pressure. | ||
Ssoulle
United Kingdom149 Posts
This is especially true when you have got 2 different spellcasters in your army and you want a specific one at the front. Apart from selecting them individually with shift etc, which takes previous time. 2. Is there any way of maintaining a current hotkey'd army ? Or do you have to manually add each wave of units you produce / spawn / warp in ? | ||
Torte de Lini
Germany38463 Posts
On February 05 2011 06:54 Ssoulle wrote: When hotkeying an army, is there anyway to ensure your spellcaster unit is the first unit in the list so you get access to its spells on the command card ? Apart from selecting them individually with shift etc, which takes previous time. Would like to know this as well. I wish there was a way to fast separate your units besides boxing. I mean let's say I have lings all one hotkey with several pages. I wish I could separate page 2 from 1. Is that possible? Does it work with ctrl? I'll have to go try it. | ||
Karliath
United States2214 Posts
If a terran gets mass tanks+thors sieged up in an area (10+), am I supposed to match it with an equal amount of immortals, or is there a more efficient unit. Of course, I know I'd probably done something wrong to get to this point, and attacking directly is often suicidal, but sometimes it's just necessary. | ||
Torte de Lini
Germany38463 Posts
On February 05 2011 07:03 Karliath wrote: Wow I made the same thread a few months ago but it got closed because it was too similar to the "monthly discussion thread." No worries though; bitterness aside, I do have a question: If a terran gets mass tanks+thors sieged up in an area (10+), am I supposed to match it with an equal amount of immortals, or is there a more efficient unit. Of course, I know I'd probably done something wrong to get to this point, and attacking directly is often suicidal, but sometimes it's just necessary. Thors and tanks are very immobile. Go around or use warp prisms to take advantage of their poor maneuverability. | ||
rsvp
United States2266 Posts
On February 05 2011 07:03 Karliath wrote: Wow I made the same thread a few months ago but it got closed because it was too similar to the "monthly discussion thread." No worries though; bitterness aside, I do have a question: If a terran gets mass tanks+thors sieged up in an area (10+), am I supposed to match it with an equal amount of immortals, or is there a more efficient unit. Of course, I know I'd probably done something wrong to get to this point, and attacking directly is often suicidal, but sometimes it's just necessary. Carriers. Immortals counter mech only until a certain point... when there are too many tanks the only answer is carrier. | ||
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