2. Which race is best for low apm player?
3. Is it possible to expand as toss without using sentries?
Forum Index > StarCraft 2 Strategy |
haaz
157 Posts
February 18 2012 22:40 GMT
#11181
2. Which race is best for low apm player? 3. Is it possible to expand as toss without using sentries? | ||
K3Nyy
United States1961 Posts
February 18 2012 22:43 GMT
#11182
On February 19 2012 07:40 haaz wrote: 1. Which race is most cheese proof? 2. Which race is best for low apm player? 3. Is it possible to expand as toss without using sentries? 1. Terran 2. Protoss 3. Yes. There are plenty of builds that don't require sentries such as Forge FE and 1gate expo. | ||
dynwar7
1983 Posts
February 19 2012 01:50 GMT
#11183
On February 18 2012 23:39 AmericanUmlaut wrote: Show nested quote + On February 18 2012 22:59 DontLoseSightOfIt wrote: Sorry, I am a Terran. Well, I would love to know for Zerg and Protoss. So the timing of getting 3rd base differs? Yes, and even knowing your race, this isn't a simple question with a simple answer. If you scout an all-in, you can't ever take a third. If you scout a fast expand PvT, you can try taking a very fast third. Like I said before: Starcraft is hard. If it were easy to know when it was safe to expand, we would tell you, but it's really not. PvZ offers a great example, in that there is actually a window when Z is getting Mutalisks when it is safe to expand to a third, but then it's not safe to expand any more once the Mutalisks show up. It's not even as easy as saying "after X time", it's more like "on big maps, when you did strategy A, if your opponent is playing like B, then there is a good timing to expand after you get C", where C is usually tech or a wave of units. A rough rule, to turn this into a simple answer, is pretty much what the guy before me said. You are safe to expand if your opponent can't kill you before the expansion pays for itself and starts benefiting you. That can be because you just won a battle and know you can't be attacked, or because you just got a tech (like getting a first Colossus in a standard PvT) that makes your army significantly more cost efficient, so that you can still defend even if you don't invest all your money into units. When expansions are safe is something you learn by experience. Generally a good build that isn't all-in off of one or two bases has a third timing built into it, which is usually (but not always) such that you hit a timing of some kind, move out with an army, and expand behind the attack. The logic is that your army just got a bunch stronger, allowing you to do (or at least threaten) a bunch of damage, and your opponent is forced to defend until the pressure lets up, which pins his army in his base and keeps your third safe. The best way to know when to expand is really just to experiment with it. Try expanding every 5 minutes every game, no matter what, and see how that goes. You'll get a feel for what situations make an expansion unsafe. Watch some pro games and see when they expand (in a lot of games, every 5 minutes is actually pretty close to the mark), and figure out what they're doing that makes the expansion safe. Are they getting a tech right before they expand? Did they just kill a bunch of enemy units? Thank you so much for great answer. Hmm...I guess I should ask it differently. Rather than "how to get 3rd base safely" I perhaps should ask "How to defend it" nicely and safely. Do not worry about what time I should get my 3rd, but when it is attacked, it is very hard for me to defend. I play Mech, and for example I have a sensor tower, and I see him coming for my 3rd base. So I move my army to defend my 3rd. then he stops suddenly and just attacks my 2nd. Mech is immobile. How do I efficiently defend both bases? Should I keep xelnaga towers and just defend way ahead of those 2 bases? (For example I am at 11 o'clock spawn in TDA, so I just defend ahead of my 2nd and 3rd bases, so I do not have to move around;just siege there?) | ||
Zushen
275 Posts
February 19 2012 04:24 GMT
#11184
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phiinix
United States1169 Posts
February 19 2012 04:28 GMT
#11185
On February 19 2012 13:24 Zushen wrote: How can I reduce stream delay so my friends can help me while I play lower your stream quality(bit rate or resolution). I don't think it's possible to have 0 delay, but the less needs to be put out for others to see, the faster it goes | ||
Gugg
Norway32 Posts
February 19 2012 11:44 GMT
#11186
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Amestir
Netherlands2126 Posts
February 19 2012 11:51 GMT
#11187
On February 19 2012 20:44 Gugg wrote: This is not really a question, but I want an opinion on a matter. I got a few friends who started playing Starcraft a few weeks ago. Since I started before them, I am obviously a bit better. The thing is they tell me I'm retarted for using build that "I did not create myself." I'm in Silver, and they're in Bronze. We're not good enough to create our own builds. Anyone else think this is retarded? What should I tell them? I want them to improve, but they're pretty stubborn. Well it depends, do you (and your friends) want to have fun, or get better? If you make your own build that you like then there is nothing wrong with that. However, using an already established build will obviously help you improve more. If I were you I would show your friends the depth SC2 already has, show them some GSL games where mind gaming and general strategy play a big role. Both ways are viable, just explain the difference. | ||
Gugg
Norway32 Posts
February 19 2012 11:54 GMT
#11188
On February 19 2012 20:51 Amestir wrote: Show nested quote + On February 19 2012 20:44 Gugg wrote: This is not really a question, but I want an opinion on a matter. I got a few friends who started playing Starcraft a few weeks ago. Since I started before them, I am obviously a bit better. The thing is they tell me I'm retarted for using build that "I did not create myself." I'm in Silver, and they're in Bronze. We're not good enough to create our own builds. Anyone else think this is retarded? What should I tell them? I want them to improve, but they're pretty stubborn. Well it depends, do you (and your friends) want to have fun, or get better? If you make your own build that you like then there is nothing wrong with that. However, using an already established build will obviously help you improve more. If I were you I would show your friends the depth SC2 already has, show them some GSL games where mind gaming and general strategy play a big role. Both ways are viable, just explain the difference. Okay thanks. I'll try out what you said | ||
ZessiM
United Kingdom232 Posts
February 19 2012 12:31 GMT
#11189
Edit: I'm Gold league Zerg | ||
cleecks
Netherlands109 Posts
February 19 2012 13:13 GMT
#11190
On February 19 2012 21:31 ZessiM wrote: What is the fastest way to take a second expansion on a map like Tal ' Darim where there are rocks blocking the third? Specifically I am concerned with staying ahead of a FFEing protoss, but making 6 lings immediately after my 14 gas 14 pool finishes still only allows me to get a hatchery started by about 6 30 at the earliest. Should I make more lings to bust down the rocks faster? Expand elsewhere? 6 30 just feels quite late, where on maps without rocks at the third I'm able to get my third down around the 5 minute mark. Edit: I'm Gold league Zerg Either expand somewhere else or put your third right next to the rocks. In the latter case: any excess drones can mine from it in a sub-optimal way, while it also functions as a macro hatch. Of course when the rocks are taken down you plant a hatch in the proper spot so you can mine more efficiently. The first one is obviously better for your economy but leaves you more spread out against agression. | ||
VyingsP
France174 Posts
February 19 2012 14:34 GMT
#11191
On February 19 2012 04:53 Ghost131 wrote: Masters Protoss here How do I defend against a hydra timing after I forge fe? it seems like they can just shred my walls and that I cant get aoe in time. Also kiind of the same problem but hydra ling timings too and nydus hydra ling seems to counter forge fe even if they dont get the nydus in my base? Not sure i'm really qualified to answer as you're obviously better than me, but as a zerg diamond player I just love when protoss go for ffe. I know i can take my third, drone up like crazy, tech to lair and get hydras. My suggestion would be to go for a 1 gate expand. This doesn't really delay that much the expo, forces the zerg to play much safer and enables to tech much quicker. Hope someone with better insight can give you a better answer though. And I never used nydus like that. Will try ! : ) | ||
PMIgrinder
United States9 Posts
February 19 2012 19:24 GMT
#11192
On February 19 2012 13:24 Zushen wrote: How can I reduce stream delay so my friends can help me while I play I've never tried with sc2, but when I got poker coaching we used Teamviewer so we could share screens. It may be worth trying, google it. | ||
Geos13
437 Posts
February 19 2012 19:54 GMT
#11193
Hope this is the right place to ask. Can someone point me to a current PvP 4 gate replay? Searching for it seems to just bring up really old pre-warpgate nerf replays. I've never learnt how to to 4 gate and I would like to learn it for an upcoming tournament. Thanks. | ||
snively
United States1159 Posts
February 20 2012 00:59 GMT
#11194
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Zushen
275 Posts
February 20 2012 01:02 GMT
#11195
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Snoogle
Canada71 Posts
February 20 2012 02:12 GMT
#11196
After they drop, the two immortals immediately target the closest highest threat target rather then what I want them to attack. For example, firing at a zealot rather then a pylon. I have messed around in a unit tester and I can't seem to find a method to force attack on a target as they pop. This means 2/3 volleys don't go to the intended target. Has anyone come across a method to make immortal drops more efficient? Also since I'm asking... probes or pylons? | ||
coriamon
244 Posts
February 20 2012 02:28 GMT
#11197
On February 20 2012 11:12 Snoogle wrote: Recently I've been trying out Speed-Prism Immortal drops in PvP. Awesome tactic, but I'm hoping I can make them more efficient. After they drop, the two immortals immediately target the closest highest threat target rather then what I want them to attack. For example, firing at a zealot rather then a pylon. I have messed around in a unit tester and I can't seem to find a method to force attack on a target as they pop. This means 2/3 volleys don't go to the intended target. Has anyone come across a method to make immortal drops more efficient? Also since I'm asking... probes or pylons? I hate it when the other guy snipes pylons because the pylons die so fast, and they take longer to build than probes, and they deny vision so the opponent can keep dropping. It also can depower my gateways, causing me not to be able to build. It sucks when they go for probes, but I don't feel as behind if they kill a couple of probes. I don't know how to force attack a target after dropping, but you could always move to a a place where dropping it will FORCE it to attack a certain unit or building. Or you could do 2 attack rounds before picking back up. | ||
PinheadXXXXXX
United States897 Posts
February 20 2012 02:55 GMT
#11198
On February 19 2012 07:43 K3Nyy wrote: Show nested quote + On February 19 2012 07:40 haaz wrote: 1. Which race is most cheese proof? 2. Which race is best for low apm player? 3. Is it possible to expand as toss without using sentries? 1. Terran 2. Protoss 3. Yes. There are plenty of builds that don't require sentries such as Forge FE and 1gate expo. Protoss warp gates can be really difficult to keep up production with, more so then terran barracks. | ||
Sachem
United States116 Posts
February 20 2012 04:56 GMT
#11199
On February 20 2012 11:12 Snoogle wrote: Recently I've been trying out Speed-Prism Immortal drops in PvP. Awesome tactic, but I'm hoping I can make them more efficient. After they drop, the two immortals immediately target the closest highest threat target rather then what I want them to attack. For example, firing at a zealot rather then a pylon. I have messed around in a unit tester and I can't seem to find a method to force attack on a target as they pop. This means 2/3 volleys don't go to the intended target. Has anyone come across a method to make immortal drops more efficient? Also since I'm asking... probes or pylons? I don't know of a good way either, and watching replays of pros try this, they don't seem to have a way to make the first shot do what they want either, other than picking drop locations really well. As for probes or pylons, that's situational: If you can shut down some significant buildings and delay tech or production, need to force a supply block to relieve pressure, or want to prevent reinforcements while attacking, blast some pylons. If you think that none of the above things are the case, and you can see yourself getting into a macro war, destroy probes, and get an economic lead. aiming for gas probes if possible is nice, and if you don't drop directly on the gas probes, they may not fix the issue until it's too late. | ||
Baseic
Netherlands310 Posts
February 20 2012 11:12 GMT
#11200
On February 20 2012 09:59 snively wrote: When I try to have two probes mining one mineral patch, sometimes they don't line up correctly. They will switch off just fine for a couple of cycles, and then eventually they will both try to mine at the same time and one of them will bounce. Am I doing something wrong? I see people all the time who make sure two probes mine the same patch, and then never look at it again and it goes fine. >_< I have the same problem, as zerg. It's very annoying, I would love someone to explain this. | ||
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