Simple Questions Simple Answers - Page 607
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M7Jagger
Sweden237 Posts
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AmericanUmlaut
Germany2558 Posts
On April 16 2012 04:29 M7Jagger wrote: How do i deal with storms? I lose almost every TvP because of storm. EMP, and dodging out of them to minimize the damage they do. | ||
SnowBound
United States6 Posts
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Dalguno
United States2446 Posts
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zZzJinzZz
United States13 Posts
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HybridZ
Canada103 Posts
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Forbidden17
666 Posts
On April 16 2012 03:40 Drowzee wrote: if a zealot is slowed by concussive shells, can he manually charge on a freindly unit ahead of him to escape the marauder? concussive shells cancels charge On April 16 2012 09:48 Dalguno wrote: As far as range goes, do flying units take additional range to hit? Say there is a marine with 5 range. Does that range count where the little unit-dot-thing hits the ground, or does the fact that the marine have to shoot up make a difference? no difference in range whatsoever. | ||
AmericanUmlaut
Germany2558 Posts
On April 16 2012 10:48 zZzJinzZz wrote: When is a typical time a protoss would expand vs zerg? Or another better question would be how do you spot 2 base all ins/semi all ins? I assume you're talking about taking a third? It kind of depends on the style - there are styles that aren't all-in, but take a third behind aggression, for example while pushing with two or three Colossi. There's a style that's currently quite popular where you take a very fast third off of a robo and four gates, which can go down as early as 7:45 depending on how the opening plays out. I'm much more familiar with PvZ from the Protoss side of things, but my feeling is that there is enough variety in what we could be doing that your best bet is an Overlord scout at about 7:00 to see what's actually in my base. With two Overlords, you should be able to more or less guarantee a solid read. Just knowing that there's no third down isn't enough information: We could be teching, in which case you have time to drone up a bit more, but we could also have seven Gateways warping in. | ||
AmericanUmlaut
Germany2558 Posts
On April 16 2012 14:06 HybridZ wrote: Is there a way to calculate your total resources collected other then just multiplying your average resource collection rate? I had a game where my average unspent resources was over 2,000 b/c I maxxed out at 13-14 min with roach infestor and my opponent never killed much of my army and the game lasted 25 minutes. He ended up with a higher resource score then me after I had taken out his 3rd mutliple times and my eco was untouched. Is your final resource score how many resources you've spent? A total calculation of how well you did in economy management? I know its not your total resources collected b/c every game I have theres a discrepancy between resource collection rate and my resource score. Can someone please clarify this? He did fed me a lot of zealots and I had a lot of mins banked so it would make sense that the final resource score is resources spent, not collected, at least in this example. I would just ignore the points that you're awarded for economy and buildings and all that, they're not terribly meaningful. If you want to know the total number of resources you mined over the course of the game, I think the easiest way is probably to use the "Spending" tab, which shows you how much you've invested over the course of the game, then add the amount of money you still had unspent at the end. I don't think there's a way to get a breakdown between gas and minerals, unfortunately. | ||
Fencar
United States2694 Posts
On April 16 2012 16:20 Forbidden17 wrote: concussive shells cancels charge no difference in range whatsoever. Actually charge is not effected in any way by concussive shells. | ||
CookieMaker
Canada880 Posts
On April 16 2012 06:09 SnowBound wrote: What is the best way to deal with void rays when using Stephano style play? Is it to incoporate hydras into the roach ball to target fire the voids or should I do something else? This depends. Are the voids being made from 2base as an attack on your 3rd? Or are they later-game voids that are just added to the deathball? In the most common scenario, protoss opens stargate and pressures your third with voids. In this case, yes a couple hydras can be helpful if you feel like they will continue with the stargate play. However, queens and spores are more than enough to hold off a couple voids and phoenix, it's not unless they really keep producing air units that you should add in hydras. At this point, their robo tech should be delayed, so a nice mid-game push with roach/hydra can be incredibly effective before colossi gets out. If they are adding voids in the end-game scenario, by this time you should have corruptors, broods and infestors. Corruptors WASTE voidrays, especially with corruption. Fungal also drains tons of their health, and a couple of infested terrans can be thrown in for good measure. If your opponent has a TON of voids, then it's not really the voids that are the problem, it's more likely your understanding of the flow of the matchup. No protoss should ever be allowed to mass voids against zerg, the zerg should be able to flood roaches/lings in cost effectively (and destroy tech and probes) long before the void count gets out of control. | ||
hersenen
Belize176 Posts
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wullull
Sweden14 Posts
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Jockmcplop
United Kingdom8714 Posts
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Boiler Bandsman
United States391 Posts
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MeteoVex
United States11 Posts
clipping on burrowed units: Do enemy forces have to move around burrowed units? For example, can I do a drop on a base, and burrow roaches to block the opponent's ramp? Do marines take a slight deviation in their path when a group walks over a burrowed ling or drone? | ||
kmh
Finland351 Posts
On April 17 2012 01:51 MeteoVex wrote: I'm away from my SC2 PC and can't test at the moment... clipping on burrowed units: Do enemy forces have to move around burrowed units? For example, can I do a drop on a base, and burrow roaches to block the opponent's ramp? Do marines take a slight deviation in their path when a group walks over a burrowed ling or drone? They ignore burrowed units for all purposes. Burrowed roaches will not block a ramp. Notably however, a burrowed roach *will* stop a supply depot from raising. When the units unburrow, they push the units on top of them out of the way, much like forcefields do. | ||
phiinix
United States1169 Posts
On April 16 2012 21:54 Jockmcplop wrote: I'm a silver league terran and i sometimes look up at my resources like 20 minutes into a game and they are ridiculous - 2-3k. Is triple expanding here good or bad? should i just spend it on production facilities? Depends how many bases you're on. The problem with expanding is that it's giving you an avenue to get even MORE money.. Nevertheless, I'd recommend expanding when you have too much money, though i feel 3 ccs is too much. Your best bet is to check upgrades, get gases if they're not taken, and add rax. If your macro is good, you should have 6 rax, factory (or 2 if you're going marine tank) starport, 3 base, 2 engineering bays +armory by 17 minutes. If you can macro off of that you'll be out of silver soon. Of course, if you're floating money, you can always put on another 2-3 rax. | ||
DoubleDare
Canada48 Posts
I would like to know the earliest timings of marauder slow, and of 2 medivacs. I believe the marauder slow is 4:30 at the earliest not sure exactly about medivacs. Also feel free to direct me to a post that outlines timings like this for all matchups if one exists, and slap my wrist And I mean, realistically, not randomly sitting in your base making absolutely nothing but the correct tech. | ||
phiinix
United States1169 Posts
On April 17 2012 12:03 DoubleDare wrote: To help out my PvT I would like to know some timings to feel more comfortable. I would like to know the earliest timings of marauder slow, and of 2 medivacs. I believe the marauder slow is 4:30 at the earliest not sure exactly about medivacs. Also feel free to direct me to a post that outlines timings like this for all matchups if one exists, and slap my wrist And I mean, realistically, not randomly sitting in your base making absolutely nothing but the correct tech. The concussive shell timing is about right. As for medivacs, it depends on what kind of build the player is going really.. I mean if you go for some sort of gas first hellion medivac drop you can get medivacs out by 7 or so.. off of 2 base the regular fast medivac play, you can get out 2 medivacs by 9:00. | ||
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