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On March 05 2012 16:37 Biz wrote: If you have multiple hatcheries selected, how does the game decide which larva to consume from which.hatch? Are drones prioritized by which mining base has fewer? I think it is spread out evenly, just from memory. Though I have no specificly checked this so I may be wrong
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On March 05 2012 17:29 Mugy7 wrote:Show nested quote +On March 05 2012 16:37 Biz wrote: If you have multiple hatcheries selected, how does the game decide which larva to consume from which.hatch? Are drones prioritized by which mining base has fewer? I think it is spread out evenly, just from memory. Though I have no specificly checked this so I may be wrong This has come up before, my memory is that larva are ordered by the time they are spawned. Which is effectively identical to being spread out evenly; you can't depend on any real rule. If you need to spawn something from a particular location, just hotkey your hatches separately, or go click the hatch and make your units.
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Which race is best for two base style play?
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On March 06 2012 02:30 haaz wrote: Which race is best for two base style play? You can do fine as any race by specializing in two-base timing attacks. I think Protoss and Terran are particularly well suited to it, but Zerg can do Baneling all-ins or Roach/Ling all-ins all the way up to Masters.
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How many workers does a cloak banshee expand build have to kill in order to equalize economy with a 1 rax cc/1 gate expand build? This is with the most standard versions of these builds on both sides. I'm looking for a specific number since I've seen cloak banshees either completely fail and then die to a timing, lead into a fairly even macro game, or get a large enough advantage that the game is effectively over, and knowing these numbers would greatly help in analyzing these games and my own play to know who's actually ahead.
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On March 06 2012 04:53 Ixtlilton wrote: How many workers does a cloak banshee expand build have to kill in order to equalize economy with a 1 rax cc/1 gate expand build? This is with the most standard versions of these builds on both sides. I'm looking for a specific number since I've seen cloak banshees either completely fail and then die to a timing, lead into a fairly even macro game, or get a large enough advantage that the game is effectively over, and knowing these numbers would greatly help in analyzing these games and my own play to know who's actually ahead.
Cost is something that's really really fucked up to determine, because it generally doesn't take into account how the opponent reacts (forcing cannons, flat making them alter their intended build in general, mental pressure you induce, anything you do later on with the banshee against him, etc...), but I believe the general number people quote for initial worker kill is like 8 if you get cloak.
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Plat zerg here. I'm really struggling with casting infested terrans. If I have them in seperate control groups to deal with zvt drops then I'll often end up selecting the enemy units when casting. If I hold shift down it stops this but I'll need to press stop on the whole control group before casting them otherwise the festors will move to the rally point first before casting -.- No use if there are lings etc in the group
I'm really clueless about this. If I have them in all one control group then great I can just stop them then shift spam. If I just hold down the IT key to spam, I'll very often click an enemy unit and it'll be too long before I realise and reselect the control group.
Is there a way of not selecting other units when holding down an action key? or any way around this?
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On March 06 2012 06:39 b0rt_ wrote: Plat zerg here. I'm really struggling with casting infested terrans. If I have them in seperate control groups to deal with zvt drops then I'll often end up selecting the enemy units when casting. If I hold shift down it stops this but I'll need to press stop on the whole control group before casting them otherwise the festors will move to the rally point first before casting -.- No use if there are lings etc in the group
I'm really clueless about this. If I have them in all one control group then great I can just stop them then shift spam. If I just hold down the IT key to spam, I'll very often click an enemy unit and it'll be too long before I realise and reselect the control group.
Is there a way of not selecting other units when holding down an action key? or any way around this?
Even thoush I play protoss, I love spamming infested terrens I prefer just to t - click - t - click and so on It takes some practice to make sure it's sychronised and fast but I find it works
You can try holding down the t button, but I find it unreliable
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Do creep tumor's sight range grow with the creep they produce?
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On March 06 2012 16:08 BroodKingEXE wrote: Do creep tumor's sight range grow with the creep they produce?
This is something you could test, but jut based off memory I believe the answer is know. That is why losing a tumor cuts vision immediately but not creeps spread. Also, creep will spread past trees or up ramps even if you can't see past them to place the next tumor.
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Hi I'm a former plat level terran in season 5 about to rise to diamond. I've stopped Starcraft 2 for a bit and would like to get back in the game. Which builds are standard for terran now? Anything I should take notice of?
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On March 06 2012 16:22 phyren wrote:Show nested quote +On March 06 2012 16:08 BroodKingEXE wrote: Do creep tumor's sight range grow with the creep they produce? This is something you could test, but jut based off memory I believe the answer is know. That is why losing a tumor cuts vision immediately but not creeps spread. Also, creep will spread past trees or up ramps even if you can't see past them to place the next tumor.
That's right, the tumor gives the vision, nothing to do with creep. That's why as you said you can't see past tree's or up cliffs
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On March 06 2012 19:38 Corridor wrote: Hi I'm a former plat level terran in season 5 about to rise to diamond. I've stopped Starcraft 2 for a bit and would like to get back in the game. Which builds are standard for terran now? Anything I should take notice of? TvZ: Reactor Hellion expand TvP: 1-Rax expand or the 1-1-1 Marine/Tank/Banshee all-in TvT: No idea, I play Protoss and Zerg
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I've been watching a bunch of Stephano replays recently and I've noticed in ZvP, he pretty much never scouts his opponent's base. All he has for scouting is 1 overlord watching the gases on the natural and 1 overlord outside of his opponent's base (which he never sends in to scout).
Yet somehow he seems to know exactly what his opponent is doing. Seeing him going up to 70 drones by ~8-9 mins without seeing his opponent's tech is just mindblowing. How does he know he's safe to drone up so much!?
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On March 07 2012 03:30 nonsequitur wrote: I've been watching a bunch of Stephano replays recently and I've noticed in ZvP, he pretty much never scouts his opponent's base. All he has for scouting is 1 overlord watching the gases on the natural and 1 overlord outside of his opponent's base (which he never sends in to scout).
Yet somehow he seems to know exactly what his opponent is doing. Seeing him going up to 70 drones by ~8-9 mins without seeing his opponent's tech is just mindblowing. How does he know he's safe to drone up so much!?
I can't exactly say for Stephano since he has amazing game sense in general but having spotting overlords on when the protoss moves out and when they take their gases is a good amount of information in general. If you have incredibly good macro and good larva injects you can produce the bulk of your army as the toss is moving out of their base. It does seem odd that he isn't scouting for other possible all-ins and timings that a protoss might throw at him, but if he is playing standard against someone else playing standard it is pretty safe for him to drone that hard as long as he has the potential larva production for an army when he needs one.
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EDIT: Whoops, I thought this was the Terran Help Me thread.
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On March 07 2012 03:41 HardCorey wrote:Show nested quote +On March 07 2012 03:30 nonsequitur wrote: I've been watching a bunch of Stephano replays recently and I've noticed in ZvP, he pretty much never scouts his opponent's base. All he has for scouting is 1 overlord watching the gases on the natural and 1 overlord outside of his opponent's base (which he never sends in to scout).
Yet somehow he seems to know exactly what his opponent is doing. Seeing him going up to 70 drones by ~8-9 mins without seeing his opponent's tech is just mindblowing. How does he know he's safe to drone up so much!? I can't exactly say for Stephano since he has amazing game sense in general but having spotting overlords on when the protoss moves out and when they take their gases is a good amount of information in general. If you have incredibly good macro and good larva injects you can produce the bulk of your army as the toss is moving out of their base. It does seem odd that he isn't scouting for other possible all-ins and timings that a protoss might throw at him, but if he is playing standard against someone else playing standard it is pretty safe for him to drone that hard as long as he has the potential larva production for an army when he needs one. I haven't seen the replays you are talking about, but you should also keep in mind that it's possible to get enough information from the front in certain circumstances. For example, if you get a look at his army and he has a very large number of Sentries for that time in the game, you can deduce that he can't possibly be doing Stargate or DT play because of the amount of gas. It's possible Stephano has triggers like that that allow him to save his Overlords if he doesn't need an in-base scout, and that he might send them in if he didn't get enough information in other ways.
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What is the point of chronoing the first stalker in a PvP? If you're doing that to deny scouting for your "cheesy" strategy, isn't that too evident? What are the cons in chronoing your first stalker (like, does it make defending a 4 gate harder?)
Question based on huk vs minigun on MLG WA G3
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On March 07 2012 16:21 pphp wrote: What is the point of chronoing the first stalker in a PvP? If you're doing that to deny scouting for your "cheesy" strategy, isn't that too evident? What are the cons in chronoing your first stalker (like, does it make defending a 4 gate harder?)
Question based on huk vs minigun on MLG WA G3 It's common to chrono the first Stalker for a few reasons. In my mind, the most important reasons are chasing away the scouting Probe and hunting for proxy Pylons and Probes trying to lay proxy Pylons.
It's not only important to deny scouting if you are cheesing. Denying scouting is always good, because it increases the number of possibilities your opponent has to have in mind. Getting your first Stalker out ten seconds earlier also actually improves your chances of defending a 4-gate in a lot of circumstances, because it makes it less likely that your opponent can get a proxy Pylon down near your base.
There are builds that don't chrono that Stalker, though. Alejandrisha's 1-gate tech build doesn't chrono it because the timing is too tight; you chrono the second Stalker instead. I think that most PvP openings benefit more from having a chrono on that Stalker, though, than they would benefit by having it put somewhere else.
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Have there been any pro games where they try blue flame vs the mass chargelot that accompanies protoss death balls and then the the follow up mass chargelot warp ins? Has anyone tried mixing in some blue flames to deal with that?
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