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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. >_<
No idea why they don't line up.
But you aren't seeing them grab the seemingly fine mining pair and force them to mine the patch WHILE they create another mining pair. Just incase a probe decides to break off, it'll be forced to mine the patch, which usually sets them mining correctly.
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You are not seeing people just leave their workers mining without any problems. There are lots of close patches that will occasionally bounce one of the two workers off. I think there must be an element of randomness in mining and return times, because this only happens every once in a while, and not according to any pattern that I can see. The only way to make sure it doesn't happen is to actually micro your workers, which is obviously only viable at the very beginning of the game when there's nothing else to spend your APM on.
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Does anyone know, which way of camera movement (for short distances) progamers use?
1) scrolling via moving your mouse to the edge of the screen or 2) pressing a button (default binding is middle button of mouse) and then just move your mouse
The second has the advantage, that you yourself determine the movement speed, so you can be arbitrarily fast, compared to having to wait for the camera to move, but with this I have to constantly reposition my mouse, because I move it assymetrically.
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On February 20 2012 23:18 Shizanu wrote: Does anyone know, which way of camera movement (for short distances) progamers use?
1) scrolling via moving your mouse to the edge of the screen or 2) pressing a button (default binding is middle button of mouse) and then just move your mouse
The second has the advantage, that you yourself determine the movement speed, so you can be arbitrarily fast, compared to having to wait for the camera to move, but with this I have to constantly reposition my mouse, because I move it assymetrically. Pretty sure all pro players use the edge of the screen for short distances. I know TLO actually used the arrow keys for a while, and had to unbind them to get himself out of the habit (Day[9] talked about it on a Daily a really long time ago). Using a key and then dragging to move is too slow, and you don't need to be precise with where the screen ends up. The only time you see it in professional matches is from observers, who use it precisely because it's slower and more precise.
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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
15 Hatch?
Im not a Zerg but on large map like Tal'Darim a 15 Hatch is Safe/Standard right?
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On February 20 2012 23:18 Shizanu wrote: Does anyone know, which way of camera movement (for short distances) progamers use?
1) scrolling via moving your mouse to the edge of the screen or 2) pressing a button (default binding is middle button of mouse) and then just move your mouse
The second has the advantage, that you yourself determine the movement speed, so you can be arbitrarily fast, compared to having to wait for the camera to move, but with this I have to constantly reposition my mouse, because I move it assymetrically.
Forget about Drag Scrolling with the MMB first off. As for ProGamers, I've seen Idra and others use Mouse Scroll with a very high scroll sensitivity.
Personally I use a combination of Mouse Scroll and Keyboard Scroll with CTRL+WASD hotkeyed subbing in for Up/Down/Left/Right. If I feel I can't move the camera with maximum 2x Keystrokes I use the Mouse Scroll
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Im looking for the [G] threads I saw once upon a time with the info regarding How many bases are needed to efficiently support x# of production buildings.
Im a Terran if you know of 1 race specific
Edit- Found one
http://haploid.nl/sc2/unit_production/terran.php
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I heard from a buddy that the highest you can be placed in from your 5 placement matches is platinum. and then you must work your way up. Can anyone confirm/deny?
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is my system being bottlenecked by anything?
AMD Phenom II X4 965 Diamond 6770 1GB 1.5 TB HDD 680w Apevia PSU 8GB DDR3 1333
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On February 21 2012 08:48 Sotark wrote: I heard from a buddy that the highest you can be placed in from your 5 placement matches is platinum. and then you must work your way up. Can anyone confirm/deny?
When i started playing SC2 i got placed in diamond after placements.
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On February 21 2012 09:41 Zushen wrote: is my system being bottlenecked by anything?
AMD Phenom II X4 965 Diamond 6770 1GB 1.5 TB HDD 680w Apevia PSU 8GB DDR3 1333
Nope
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does a unit use up supply as soon as its training is begun, or does it use its supply when it finishes training?
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On February 21 2012 10:46 PinheadXXXXXX wrote: does a unit use up supply as soon as its training is begun, or does it use its supply when it finishes training?
As soon as the unit begins training it uses supply. You can see this when you produce your first worker of the game for reference (you'll be a 7/10 after starting it).
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Can someone explain to me the concept of the camera view switching when double tapping a control group? For example, when I hotkey my main OC and natural OC and I double tap that hotkey, some games the camera will go to my main and some games it will go to my natural. Same with units. If two units are on the same control group but are across the map from each other, which unit will the camera center onto?
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Afaik it goes do the closest unit/building in the controlgroup your are hitting relative to your current camera position.
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On February 21 2012 16:51 Shizanu wrote: Afaik it goes do the closest unit/building in the controlgroup your are hitting relative to your current camera position. That's right, as far as I know. You can use screen position hot keys to make sure that you go to the correct position -- if you are responding to a drop, you don't want to spend the first 20 seconds trying to figure out how to get your camera where you want it.
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On February 21 2012 09:41 Zushen wrote: is my system being bottlenecked by anything?
AMD Phenom II X4 965 Diamond 6770 1GB 1.5 TB HDD 680w Apevia PSU 8GB DDR3 1333
Not at all. If you're having problems running sc2 then its something other than your hardware.
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Hello
I wonder, when Ts do hellion drops, why is it that sometimes they bring the medivac to the enemy's mineral line, then do carpet bomb (dropping units out of the medivac while it is moving)??
This way, 1 hellion comes out of the medivac, and straight away will attack any nearby probes. As a result, the Protoss/Zerg will realize that his workers are being roasted, and therefore pull them quickly. In the end, you do very little damage because at the first alert of his workers being roasted, he pulls away all his workers.
Compare this with dropping in the fog of war, unload ALL FOUR hellions, and THEN roast the probes. This way, you will have done many damage to the workers before he finally realizes and pulls his workers away.
So basically with carpet bomb, you notify him of your presence while roasting with 1 hellion as opposed to 4. Of course the latter is more damaging?
Do you understand this? I hope you do. Let me know if it is not clear.
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Anyone know how to modify the in game race ui's with a mpq editor?
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What to do as a Zerg with 15 pool start vs Toss 1 gate into expand? I think it's quite strong on maps like Cloud Kingdom...
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