On February 28 2012 18:19 knekten wrote: Simple question: What counts a "midgame all-in" when playing as Terran? I've heard it used by pros and some people on TL but never saw an explanation of it.
An "all-in" is any attack that must kill or at least very severely cripple your opponent, or you will lose. They can come at any point in the game: An SCV rush is all-in, because if you don't kill your opponent with it, you will be so far behind economically that you can never recover. A Marine-SCV rush is all-in, because your economy gets wrecked by losing so many workers, and you have no tech. A mid-game all in is simply an all-in that comes in the mid game. If your opponent has Mutalisks in your base, and you say "fuck it" and push out, you're all in, because if your push gets defended you'll have lost significant economy and infrastructure, and the game is over.
Thanks! That's kinda what I figured it was too, nice to get a conformation tho :-)
Wrote the same question earlier in the thread, but I guess I made it a little too complex, formulating it as "an optimal way to reach a certain point in the midgame where you know you have an advantage in army- and/or upgrades over your opponent and going for a big be-all-end-all push, knowing if it fails you've lost the game"
Kinda cool concept, as I don't really like playing lategame TvP (and TvZ after latest patch), I'm gonna try to make some potentially cool midgame all-in 2base builds
On February 28 2012 06:21 Tsuki.eu wrote: Hi, im high master T on eu.
can anyone tell me how to def 3/4 gate blink stalker allin, while going 1 rax no gas cc?
There's an example in the homestory cup IV replays, Goody vs ReaL on Antiga Shipyard, the key points seem to be:
1) Smart sim city, goody builds a bunker at the natural then another at the rear of his base using his barracks as a wall that ends not too far from his ramp, that makes it a lot easier to deal with the splitting up of your units, in addition his tech labs are built on the barracks closest to the ramp, which is his least vulnerable position.
2) Deny the observer as much as possible, one of the small edges you have for getting that orbital so early is extra scans.
3) The timing on your tech labs, it's definitely possible even after no gas expand to have 2 tech labs pumping marauders combined with concussive shell with stim on the way by the time the blink timing hits.
4) Never be afraid to pull workers to help defend, it's an all-in and you have 2 orbitals pumping scvs and mules.
I just got patched to 1.4.3 and all my maps are gone...
All the GTAI I have downloaded, not even Shattered temple is there.
What is this? Is this normal? What can I do to get the maps back?
I have already downloaded the maps I want, but when I go single player, they are not there...?
This map issue I am sure has upset many SC2 players....
Not even The shattered temple is there. What is wrong? I am sick of this, this happened every time there is a new patch.....
By the way, I found this on yahoo ansswers
"The thing is if you just got the newest patch then it basically fixes a lot of problems people were having and it made it basically impossible to play any maps that haven't been updated to fit with the newest updates. The update also effects any campaign missions you had saved in case you want to play any old game saves."
Is this true? Can anyone confirm? If so....does this mean I have to wait for the latest GTAI to be compatible with 1.4.3 agian..?
Haha I keep editing this. Actually no, the above post from yahoo is not right. Well, I only have 2 maps with GTAI. All the maps from 1.4.2 that I downloaded are gone. The new GTAI maps that I just downloaded in 1.4.3 are there. That means GTAI is compatible with 1.4.3, but my question is, what happened/where are the rest of the GTAI maps I downloaded back in 1.4.2?
Latest edit, please read this
ok....so, I just decided to delete my cache folder, deleting my EVERY map.
It is annoying since my net is slow and I dont have a huge internet quota......so, what is the best way/right way to prevent this from happening again next time there is a patch?
On February 25 2012 16:32 Cryllic wrote: when is it reasonable to go to roach in zvz and is it ever reasonable to stay on lings while your opponent stays on roaches?
The only time I will stay on lings while my opponent goes roach is temporarily when I have done a quick speedling expand versus a 1 base roach into expand. The roach expand player will want to take his expansion with a minimal number of roaches to defend. I With enough lings, you can either:
a) pull off a surround and kill his first group of roaches, thus making his expansion vulnerable b) force more roaches before he expands while you drone up and prepare for two base roach
If the roach expanding play is good at ramp blocking, he can easily grab his expansion and eventually outproduce you if you make too many lings. The larva cost of a roach army is much lower than that of a ling army. I typically make one extra round of speedlings to prod for a possible surround and force some roaches. Following that, I will prepare for 2 base roach and try to win with superior economy and upgrades.
On February 27 2012 04:26 snively wrote: as a protoss in pvz, if I opened forge first, how do i react to a 10 or 11 pool? do i try to finish the walloff, do i put down the nexus as usual, or do i make a cannon in my main and sacrifice the forge?
If you go forge expand and you see a 10 or 11 pool, build a cannon, finish your wall and laugh.
A 10 pool is not fast enough to punish a well executed forge expand. It may force you to build an extra cannon or gateways to finish your wall before nexus, but you will be ahead anyways. The only way the zerg can catch up from a 10pool that gets blocked by a forge expand is to rely on early queen injects to catch up on drones.
Take your time, get your expo up, and hit your best two base timing. You should be able to crush the zerg army.
Is there a guide somewhere for how to do a stargate opening in PvZ (phoenix harass, void rays etc)? I looked through the strategy form but I cannot find one there.
On February 27 2012 04:26 snively wrote: as a protoss in pvz, if I opened forge first, how do i react to a 10 or 11 pool? do i try to finish the walloff, do i put down the nexus as usual, or do i make a cannon in my main and sacrifice the forge?
If you go forge expand and you see a 10 or 11 pool, build a cannon, finish your wall and laugh.
A 10 pool is not fast enough to punish a well executed forge expand. It may force you to build an extra cannon or gateways to finish your wall before nexus, but you will be ahead anyways. The only way the zerg can catch up from a 10pool that gets blocked by a forge expand is to rely on early queen injects to catch up on drones.
Take your time, get your expo up, and hit your best two base timing. You should be able to crush the zerg army.
so what timing would a pool be to hit before the wall could be completed? 6pool, i guess, but what about 7/8/9?
I seem to be encountering a lot of people who wait outside my base hidden until im halfway across map then start attacking my base, how should i prevent/react to this situation?
On February 27 2012 04:26 snively wrote: as a protoss in pvz, if I opened forge first, how do i react to a 10 or 11 pool? do i try to finish the walloff, do i put down the nexus as usual, or do i make a cannon in my main and sacrifice the forge?
If you go forge expand and you see a 10 or 11 pool, build a cannon, finish your wall and laugh.
A 10 pool is not fast enough to punish a well executed forge expand. It may force you to build an extra cannon or gateways to finish your wall before nexus, but you will be ahead anyways. The only way the zerg can catch up from a 10pool that gets blocked by a forge expand is to rely on early queen injects to catch up on drones.
Take your time, get your expo up, and hit your best two base timing. You should be able to crush the zerg army.
so what timing would a pool be to hit before the wall could be completed? 6pool, i guess, but what about 7/8/9?
I can't speak much for 7/8/9 pool because they are too middle of the road (somewhere between all-in cheese and harassment).
Additionally, you may not be able to fully complete the wall in time for the first round of lings, but you can get cannons in strategic positions. This means while you may need to use probe micro to defend, the zerg player will have to decide whether or not it is worth sending more lings, potentially to their death, for a bit of extra harass. If you can fend off the initial lings with probes while you get your wall finished you will be in good shape.
6 pool is an all-in cheese which WILL hit in time to punish a forge expand and which will outright kill a nexus first build.
10 pool is a harassment based build which can punish gate/core builds by forcing the protoss to decide whether to fight with the zealot and leave the choke open or fight with probes and potentially lose economy.
I use 6pool and 10pool a lot versus protoss because it is a match up I struggle with unless I take early control of the tempo. I only 6pool when I am relatively certain the protoss will FE. I only 10pool when I am relatively certain the protoss will gate/core.
Forge expand is the most common PvZ build in high level play for good reason. It can only be punished early on by all-in cheese. In a longer game, the zerg has two options: 2-base all in, 2-base harassment into 3-base, or early 3-base. Defend a 2-base all in and you win. Fend off harassment while your opponent takes a late 3rd and you will be significantly ahead. If your opponent goes early 3rd, the ball is back in your court. You can pressure the third with a 6-7 gate, 4 gate +1 with stargate, etc.
TL;DR:
Forge FE is pretty good. In fact, it is so good, many zergs (including myself) hate to play a straight up game against this strategy. Beware of zerg shenanigans (early pool rush, hatch blocking the nexus, roach ling all-in, nydus hydra harass, etc.)
On February 29 2012 09:19 Aqaq wrote: I seem to be encountering a lot of people who wait outside my base hidden until im halfway across map then start attacking my base, how should i prevent/react to this situation?
It depends on which race you play, and which race you're playing against, but also which unit composition you have ,and which unit composition you're playing against, for instance dealing with ling counter-attacks is a very different situation than dealing with zealots warping in via a warp prism near or into your base.
In general making sure you have an eye on the area around your base is good before marching across the map, making sure you've got enough static defense if it's something that flies, and making sure you have good building placement at the front of your base and at your ramp to minimize damage.
On February 29 2012 10:50 DontLoseSightOfIt wrote: Can someone help me? "what is the best way/right way to prevent this from happening again next time there is a patch?"
On February 27 2012 04:26 snively wrote: as a protoss in pvz, if I opened forge first, how do i react to a 10 or 11 pool? do i try to finish the walloff, do i put down the nexus as usual, or do i make a cannon in my main and sacrifice the forge?
If you go forge expand and you see a 10 or 11 pool, build a cannon, finish your wall and laugh.
A 10 pool is not fast enough to punish a well executed forge expand. It may force you to build an extra cannon or gateways to finish your wall before nexus, but you will be ahead anyways. The only way the zerg can catch up from a 10pool that gets blocked by a forge expand is to rely on early queen injects to catch up on drones.
Take your time, get your expo up, and hit your best two base timing. You should be able to crush the zerg army.
so what timing would a pool be to hit before the wall could be completed? 6pool, i guess, but what about 7/8/9?
I can't speak much for 7/8/9 pool because they are too middle of the road (somewhere between all-in cheese and harassment).
Additionally, you may not be able to fully complete the wall in time for the first round of lings, but you can get cannons in strategic positions. This means while you may need to use probe micro to defend, the zerg player will have to decide whether or not it is worth sending more lings, potentially to their death, for a bit of extra harass. If you can fend off the initial lings with probes while you get your wall finished you will be in good shape.
6 pool is an all-in cheese which WILL hit in time to punish a forge expand and which will outright kill a nexus first build.
10 pool is a harassment based build which can punish gate/core builds by forcing the protoss to decide whether to fight with the zealot and leave the choke open or fight with probes and potentially lose economy.
I use 6pool and 10pool a lot versus protoss because it is a match up I struggle with unless I take early control of the tempo. I only 6pool when I am relatively certain the protoss will FE. I only 10pool when I am relatively certain the protoss will gate/core.
Forge expand is the most common PvZ build in high level play for good reason. It can only be punished early on by all-in cheese. In a longer game, the zerg has two options: 2-base all in, 2-base harassment into 3-base, or early 3-base. Defend a 2-base all in and you win. Fend off harassment while your opponent takes a late 3rd and you will be significantly ahead. If your opponent goes early 3rd, the ball is back in your court. You can pressure the third with a 6-7 gate, 4 gate +1 with stargate, etc.
TL;DR:
Forge FE is pretty good. In fact, it is so good, many zergs (including myself) hate to play a straight up game against this strategy. Beware of zerg shenanigans (early pool rush, hatch blocking the nexus, roach ling all-in, nydus hydra harass, etc.)
Any pool earlier than 9 usually forces you to give up the low ground wall off. Note as a protoss player you should be able to look at a pool, look at the game time, and tell immediately what kind of pool it is (or roughly speaking).
Also note that on shakuras and cloud kingdom you should be able to defend your low ground wall regardless of his pool timing.
I have this problem where I try to cast a series of forcefields or graviton beams (I assume it is the same with other spell, but I play toss and don't use too many storms, so I don't know) and after my first click I am no longer in the mode to cast the spell even though I still have the key pressed on the keyboard. This only happens when my mouse is over a unit at the time that I select the spell by hitting the key on my keyboard. Has anyone else experienced this? I am using a Razer Abyssus with the Razer drivers.
Video demonstration. I'm certain I'm holding the 'f' key down the whole time, and not making a left click.
On February 29 2012 16:16 Sergio1992 wrote: is 4 medivacs enough for a huge mmm ball?
This is kinda hard to answer as it it going to be situational as to what a realistic number is, but ideally you want one per unit that is being damaged. If huge is more than 50 supply I would say that 4 medivacs is generally too few. Some else can probably tell us a recommended ratio.
So, Effective actions per minute )EPM basically counts the "useless" spamming stuff right? Whereas APM only counts the useful stuff? They get mixed up because "Effective" should really be the APM....counting the "useful" stuff.
So, can someone with 100% confidence about this explain to me?
On February 29 2012 20:09 Arterial wrote: Muta micro.
Is it even really possible against Marines? I've been practicing for a while and I can't seem to make Mutas as effective as they are in BW.
Muta micro made simple: See Marines, fly away. I don't think it is possible, Marines melt them.
Because of the way clumping works for ground units in sc2, mutas are going to be far less effective vs marines mechanically speaking. In BW mutas could also clump properly, and marines weren't packed as tightly so you could afford to take some hits. Not so in sc2 :/