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On April 12 2012 01:19 tuukster wrote: PvZ, I go for 3gate expand, the zerg goes for a quick third (planting it around 5:00), and at that point I have 1 gate ready and 2 building. What should I do?
Seems like zergs don't even care if you go for FFE or 1-3gate expand. Sticking with the 3gate expand would set me way behind economically, but going for a fast attack could still be denied by mass lings.
Definitely move out (and use chrono boost on the gates) to poke at his third. You might be able to kill it if he is too greedy. Just make sure you move back in time, don't get too greedy yourself. If you lose the sentries you're in a really bad position.
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Easiest way to remove units from a control group?
Just wondering, I feel this has really slowed down my gameplay and engagements. Say I'm rolling around with my max toss army, zealots, collosus, maybe a sentry or two, and stalkers, all on group group 1. HTs on group 2. I decide mid battle that it would be beneficial to break off a group of zealots to go harass an expansion while my main force occupies the army, or I want to break off some stalkers to blink into the main, same purpose. I don't really know how else to do this besides pulling the units away, then reboxing my army and control+1ing it. When things get hectic, it can be difficult to do and can sometimes delay my attack while I wait for my units to move away for easy boxing. Is there some way to select a group of units and then remove it from a control group while keeping them selected? Or is the way I'm doing it now the only way.
Thanks in advance!
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This is the way I do it normally. 1. You want to separate 5 to 7 stalkers 2. box where stalkers are (even if selecting other units) 3. Ctrl CLICK the stalker icon at the bottom only selects the stalkers 4. CTRL + 3 (or whatever u want ur harrass control gorup to be) 5. Move click 6. rebox / ctrl 1 rest of the army
I know you are specifically looking for a way not to do 6th step, but im not sure its possible.
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Lets assume you have your entire army in control group 1 and you want to remove the HTs.
1 - select control group 1
Hold CTRL + SHIFT (EDIT: Holding just shift is enough)
Click the first HTs portait
Keep clicking the same box until all HTs are removed from group.
Release shift, so that you're only holding control.
Press 1 to rebind.
EDIT: After thinking about this - in step 2 you dont even need to be holding CTRL. Think about how shift clicking works if you selected 4 instead of 3 when you want to send someone to gas.
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3 questions: If zealots have a base armor value of 1, then why are they considered light units? Or are they also armored units? Once light units get armor upgrades, do they continue to be classified as light units or do they change to armored units? Would it be correct to say that a fight between 3/3 speedlings and 3/3 marines would be basically the same as a fight between 0/0 marines and lings, assuming all other factors are the same?
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On April 12 2012 03:21 PinheadXXXXXX wrote: 3 questions: If zealots have a base armor value of 1, then why are they considered light units? Or are they also armored units? Once light units get armor upgrades, do they continue to be classified as light units or do they change to armored units? "Light", "armored", "biological" and so on are simply attributes that a unit has, they aren't related to anything else. Zealots are light because they have the "light" attribute, and they have base armor of 1 just because they do - the two things don't actually have any relationship to each other. They are not also considered armored; only units which have "armored" in their attribute list count as armored, regardless of whether they have armor or not.
Attributes are basically just there so that the rules can allow attacks and other abilities to work differently on different units. Lots of units do extra damage to units that have some attribute, and there are abilities like Snipe that are affected by a unit's attributes (such that it does extra damage against psyonic units).
Would it be correct to say that a fight between 3/3 speedlings and 3/3 marines would be basically the same as a fight between 0/0 marines and lings, assuming all other factors are the same? Yep. Zerglings and Marines both get +1 damage per attack upgrade, so the +1 armor that they get per armor upgrade cancels the attack upgrades out. That's only true because both units only get +1 damage per attack upgrade, though: Colossi and Tanks with 3/3 do more damage to each other than if they were both 0/0, because they both get more than +1 damage from their attack upgrades, but their armor upgrades (like all units' armor upgrades) only reduce damage by 1 per upgrade level.
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On April 12 2012 03:21 PinheadXXXXXX wrote: Once light units get armor upgrades, do they continue to be classified as light units or do they change to armored units?
This one I do know the answer to. Unit attributes like light, armored, psionic, etc. are static; upgrades and research do not change them. As to the "why" question, I'd assume it's because Blizzard balances around combat roles, not specific damage dealt or blocked; that is, they want the different units to be relatively as good or bad against one another (holding upgrades constant) throughout the match.
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is there any possible way to play sc2 on previous patches maybe even alpha/beta versions? if your asking why its just to fulfill my curiosity
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On April 12 2012 05:31 Zushen wrote: is there any possible way to play sc2 on previous patches maybe even alpha/beta versions? if your asking why its just to fulfill my curiosity
I suppose you could mod it in by changing the stats and stuff i accordance with the Patches but that might take quite a bit of work. If you were to do that though you could use the old map version with the mod and play through it then.
Other than that though, I don't think there's any legitimate way.
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On April 11 2012 17:45 Dujek wrote:Show nested quote +On April 11 2012 16:14 AmericanUmlaut wrote:That's an excellent build for practicing macro. I personally find my macro suffers when I do Stargate builds because of the multitasking that Phoenix require, if you have that problem and want a build that doesn't require you to devote as much attention to your units, I'd suggest the 4-gate robo into a fast third that's discussed in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=320894. The question of what is "standard" in PvZ is currently a bit of an open question, but either of those builds is certainly good enough that you can take on Masters-league players with them if you execute them well. Thank you very much, I bet my macro will slip as soon as I try to control the phoenix but that's just something else I can improve on thanks for your input. it's definitely good practice to micro your phoenixes well and still keep up in macro, but the problem with that build in particular is it gets the 3rd rather late.
edit: to elaborate, you may have trouble doing enough damage to justify the stargate opening, and not fall drastically behind economically. However at a lower level, it probably doesn't matter. This is a good build to practice otherwise.
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I've switched to terran, (seriously this time.)
Protoss was my main since I got SC2, and now I'd like to give terran a try. (First time since brood war. :I )
Question is, what's a good starting build? Something that is effective and is able to ease me into more advanced builds?
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On April 11 2012 09:12 darksamurai wrote: What is the strongest opening for Protoss against Random when it is revealed you're going against Zerg?
very very subjective; I would probably go for a 3 gate openning. It is good against all races, and can transition either aggressively or into expands.
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I also switched to Terran from Protoss. How many addons on your raxes do you want to have? After the first like 4 or so I'm clueless to whether I should build reactors or more rax and how many techlabs to have in the different matchups.
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What is the best followups after cannonrushing a zerg.. I guess this also goes along the same lines of what is the best followup after defending an aggressive pool and they macroed behind it? I heard that the answer is never 4 gate for instance( make roaches=your dead). I've seen some pros followup with DTs but assuming its scouted, youd be dead too. Is there any way to punish a zerg who 7pooled without having to cheese yourself? I don't understand the argument that zergs need 1 more base than toss or terran or I must be missing something in my gameplay. If I make zealots vs zerglings or roaches, they win unless I get into some sweet corner. If I make Stalkers vs lings or roaches they win too. How do I make my units more cost effective to the point where zerg actually needs 1 more base than me(like all other protosses)?
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On April 11 2012 09:12 darksamurai wrote: What is the strongest opening for Protoss against Random when it is revealed you're going against Zerg? Simply pylon scout and gear up to gateway expand. If he is terran you will scout him in time to deviate and 1gate FE instead. Same if he's toss you will scout his race before you commit to an opening.
If it is zerg you can 1gate FE if he doesn't get gas. If he does you'll have to open safer with a 3gate fe (depends on map, but for the most part 1gate fe is too dangerous vs gas openings)
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As a Protoss player, which base should I be taking as my 3rd base on Shakuras Plateau against Zerg? And against Terran? What do most players do, is there a general consensus on what is ''your 3rd'', or does it differ based in circumstances, and if so, what are the circumstances?
After my natural, I never know whether to take the one around the corner from my natural next, or to take the one that is in line with my natural (vertically).
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re-asking my question
In ZvZ I and my opponent both open 14/14. My opponent doesnt stop mining gas and doesnt expand so I find it obvious he is going for ling bane push. My question is: Is it okay at higher levels(masters+) to throw down my expansion at 21 even though I know my opponent is going for this push?
What im basically asking is if this is a suicide or not. At my current level (diamond) I can win games doing this but I'm not sure if I would be able to against a better player.
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When a hellion and a reaper fight, who wins?
Also, when 2 hellions vs 3 reapers fight, who wins without micro?
(I'm just going to assume hellions should win with micro... but is that true?)
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On April 12 2012 14:03 Zeme wrote: re-asking my question
In ZvZ I and my opponent both open 14/14. My opponent doesnt stop mining gas and doesnt expand so I find it obvious he is going for ling bane push. My question is: Is it okay at higher levels(masters+) to throw down my expansion at 21 even though I know my opponent is going for this push?
What im basically asking is if this is a suicide or not. At my current level (diamond) I can win games doing this but I'm not sure if I would be able to against a better player. Not a simple question if you think about it. Just keep doing it until you lose a lot, look over your games, and come to your own conclusion
On April 12 2012 16:07 WhoIsVincent wrote: When a hellion and a reaper fight, who wins?
Also, when 2 hellions vs 3 reapers fight, who wins without micro?
(I'm just going to assume hellions should win with micro... but is that true?)
Reaper wins in a 1v1.
in a 2v3, assuming no splash(micro), then reapers should also win here
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On April 12 2012 02:42 bgalang92 wrote: Easiest way to remove units from a control group?
On April 12 2012 02:44 stanik wrote: Lets assume you have your entire army in control group 1 and you want to remove the HTs.
1 - select control group 1
Hold CTRL + SHIFT (EDIT: Holding just shift is enough)
Click the first HTs portait
Keep clicking the same box until all HTs are removed from group.
Release shift, so that you're only holding control.
Press 1 to rebind.
EDIT: After thinking about this - in step 2 you dont even need to be holding CTRL. Think about how shift clicking works if you selected 4 instead of 3 when you want to send someone to gas.
Besides clicking on the portrait, you can also click or box the unit. For example, I send my whole army (hotkey 1) to point A. I then select one zealot to go to the watchtower. While he is running towards the tower, press 1, hold shift, select/box the zealot (thus removing it from the group), and then CTRL+1 to hotkey the remaining army again.
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