|
On April 06 2012 20:59 MacGuffinSC wrote:Show nested quote +On April 06 2012 08:47 AsianHybrid wrote: Question: In a 2v2, is there a way to share control of a single structure (i.e.: In ZT v PP, can I (as Zerg) control my Terran teammate's supply depot to open and close the makeshift door we have placed in our choke)? Shared control in team games is all or nothing unfortunately, just have to make sure you trust eachother not to abuse it.
It's not just about trust, it's also about micro in a large battle. It's not always control group micro and it can be really annyoing when you want to cast a spell but you have some other unit in the box that prevents that. I don't know, I think it would be great if you could share single structures or control groups etc. All or nothing is not the best but certainly not really a huge issue in my opinion.
|
Do pros really study and memorize all those clock timings of everything? I am a bit sceptic that they have same attitude to the game as those guide makers in forums here.
|
On April 06 2012 21:09 Mongolbonjwa wrote: Do pros really study and memorize all those clock timings of everything? I am a bit sceptic that they have same attitude to the game as those guide makers in forums here.
They do. Or they know, as BW players did, what food amount timings/ cheese/ whatever hit at.
It's just a part of becoming the best of the best. If you watch high level TvZs you will very often see the terran throwing up turrets just as mutalisks are popping or flying across the map toward the terran base, the T isn't just randomly throwing turrets up whenever he feels like, this is what bronze leaguers do. He also knows when early mutas will hit, what to scout for to determine the zerg's probably going early mutas, and what to do in response to that.
|
On April 06 2012 21:09 Mongolbonjwa wrote: Do pros really study and memorize all those clock timings of everything? I am a bit sceptic that they have same attitude to the game as those guide makers in forums here. Even just halfway-decent players do for a lot of things. Like I memorize the start, half-done and finished times of all the Z pool timings, so I know instantly when I scout a pool when it went down, and I know when lings will be out. All those little timings are really important to know.
|
Yeah I do recognize if pool was early or late or whatever, but i dont remember or even know exact clock times. And for mutalisks, I just look at the time 9-10 minutes and think that time to throw some turrets soon. Early mutalisks are 8 minutes but no one goes for that.
|
On April 06 2012 21:09 Mongolbonjwa wrote: Do pros really study and memorize all those clock timings of everything? I am a bit sceptic that they have same attitude to the game as those guide makers in forums here.
Anyone who has ever thought of setting foot in masters knows them all. Especially Zergs.
|
how do you rotate the camera during a game?
|
On April 06 2012 23:55 PinheadXXXXXX wrote: how do you rotate the camera during a game?
Insert and Delete keys.
|
On April 06 2012 22:50 Mongolbonjwa wrote: Yeah I do recognize if pool was early or late or whatever, but i dont remember or even know exact clock times. And for mutalisks, I just look at the time 9-10 minutes and think that time to throw some turrets soon. Early mutalisks are 8 minutes but no one goes for that. It works for awhile but eventually you will find the need to get way more specific than "early or late".
You will learn to memorize a 14pool goes down ~1:55, a 6pool goes down ~0:40, and a pool takes 65seconds to build.
|
6pool timing is irrelevant because you should have the wall anyways.
I dont really believe that it is neccesary to remember all those seconds because nobody doesnt play sc2 that much "on clock" there is always some half-ass play even among pros
|
On April 07 2012 01:23 Mongolbonjwa wrote: 6pool timing is irrelevant because you should have the wall anyways.
I dont really believe that it is neccesary to remember all those seconds because nobody doesnt play sc2 that much "on clock" there is always some half-ass play even among pros Maybe necessity isn't the best way to describe it, rather you just know because it becomes common sense after playing that much. I don't care to memorize that a probe takes 17s to build and chrono will reduce the time by 1/3, I just know because I play this game.
Open builds tend to be very refined, so going "on clock" for the early game is a pretty safe bet, i.e. the first marine from a 12rax will come out ~3:08. Sure, he could fuck up and place his rax late or whatever, but it's still a good time to go by.
Maybe you should comment on what high level players should and shouldn't do when you get there.
edit: typo
|
I've heard more than one pro player comment on their stream that they rarely use the game clock but use relative timings such as when speed will be done relative to when gas is taken and other similar tells. I know Axslav says he can tell you what supply a pool is put down on without a gameclock just through intuition and relative timings to his own build order. So in essense yes and no.
|
On April 07 2012 02:10 Insomni7 wrote: I've heard more than one pro player comment on their stream that they rarely use the game clock but use relative timings such as when speed will be done relative to when gas is taken and other similar tells. I know Axslav says he can tell you what supply a pool is put down on without a gameclock just through intuition and relative timings to his own build order. So in essense yes and no.
absolutely true, but for your first example, you know that from the point of taking gas and speed finishing is 3:10 ingame but u still have to look at the clock to actually count those 3min and 10sec. But the second is just as common to have benchmarks in relation to your own build.
|
Assuming you target several of your own units on one enemy unit. Do they keep firing at the enemy unit after it's dead (wasted shots)? Or would they stop shooting until they got into range of the next unit?
Thanks in advance for replies. ;D
|
Is it best to focus fire with couple units to one, like if you have 10 units shootin other 10 units so for an example you focus fire one unit with 2 so you are focus firigin 5 enemy units with 2 each of your units?
|
On April 07 2012 03:55 TRaFFiC wrote: Assuming you target several of your own units on one enemy unit. Do they keep firing at the enemy unit after it's dead (wasted shots)? Or would they stop shooting until they got into range of the next unit?
Thanks in advance for replies. ;D
You're asking about something called "Overkill." Units that fire a visible projectile, like Marauders, Stalkers, or Roaches (among others), can overkill an enemy unit. Units that don't have a visible projectile -- Marines, Tanks, Immortals, etc. -- don't have this problem and are said to have "Smart Fire" and will only shoot at a unit if that shot is needed to kill it.
|
On April 07 2012 04:08 Mongolbonjwa wrote: Is it best to focus fire with couple units to one, like if you have 10 units shootin other 10 units so for an example you focus fire one unit with 2 so you are focus firigin 5 enemy units with 2 each of your units?
No, if possible you want to pick off the enemies units 1 by 1, as to reduce his damage output ASAP.
for example, if he has 10 roaches and you have 10 stalkers, it is better to focus all 10 on one, instead of 5 on 2 each. in the case of 10 on 1, he will die immediately, leaving his return fire at 9 roaches, with the next volley reducing to 8. if you had focussed 5 on 2 each, he would return fire with 10, and after that 8(Which can be quite a difference in the long run.
There is one exception to this, which would be if you cannot reach the enemy with all of your units, you dont want your units running around shooting nothing after all
|
|
On April 06 2012 13:39 rickuba wrote: I remember missclicking something and adding a unit to my control group just by clicking (not by shift + 1 or whatever). Theres something like that? Right clicking on the control group icon can cause that.
|
On April 07 2012 04:19 KotB wrote:Show nested quote +On April 07 2012 03:55 TRaFFiC wrote: Assuming you target several of your own units on one enemy unit. Do they keep firing at the enemy unit after it's dead (wasted shots)? Or would they stop shooting until they got into range of the next unit?
Thanks in advance for replies. ;D You're asking about something called "Overkill." Units that fire a visible projectile, like Marauders, Stalkers, or Roaches (among others), can overkill an enemy unit. Units that don't have a visible projectile -- Marines, Tanks, Immortals, etc. -- don't have this problem and are said to have "Smart Fire" and will only shoot at a unit if that shot is needed to kill it. Thanks for the reply. This is new to me. Which leads me to another question...
Can you tell if a unit is overkilled (perhaps by counting extra projectiles)?
Also, have any pros come up with a standard on how to micro these situations? Seems to me it could make a big difference if you only selected exactly enough to kill the enemy unit.
|
|
|
|