Simple Questions Simple Answers - Page 608
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Parliam3nt
United States4 Posts
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jimbob615
Uruguay455 Posts
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Th1rdEye
United States1074 Posts
This allows later spines, later 2nd queen, and more chances for the 5:15 hellions to do damage... Anytime I see a terran scout early and block my hatch I see it as a sign of a smart player.. But most terran just let us get away with 15 hatch? I dont think it hurts the econ because you have mules anyway... | ||
Th1rdEye
United States1074 Posts
On April 17 2012 18:53 jimbob615 wrote: Is the US server down now? i can log in but when i try to find a ladder game it gives me an error It was down, now back. For future reference, use http://www.teamliquid.net/forum/viewmessage.php?topic_id=138846 Shows the status of all servers , updated every 5 minutes | ||
Th1rdEye
United States1074 Posts
On April 15 2012 09:24 mapleleafs791 wrote: simple question: why the fuck is the space-shark gone in cloud kingdom on ladder. watching it chill while nestea and virus do battle is so educational. I need my nat' geo in space I think you just need to have your graphics settings higher, and it comes back Then again, it might just be the GSL version that has it, I really don't know. Blizzard doesnt seem to like bells and whistles | ||
CookieMaker
Canada880 Posts
On April 18 2012 01:03 Th1rdEye wrote: Why do terrans scout so late vs zerg? Wouldnt it just be more beneficial to scout earlier to depot block a zergs expansion? This allows later spines, later 2nd queen, and more chances for the 5:15 hellions to do damage... Anytime I see a terran scout early and block my hatch I see it as a sign of a smart player.. But most terran just let us get away with 15 hatch? I dont think it hurts the econ because you have mules anyway... If they plan on playing a macro-style through the early game, Terran simply doesn't gain much information from an early scout other than knowing the expo timing (which is 15hatch like 99% of the time at pro level). Lings are usually out before the zerg puts down any tech structures and shoo away the scv. Also, with a wall-in, a later scout, and proper repair, terran can be safe from 100% of the super-early-game cheese. A terran can EASILY survive behind the wall until a couple marines, a reaper, or hellions are out, then take a poke with those units to check the expo (or the main). No expo? Mass bunkers = win. Usually that later poke gives a better idea of what unit composition the zerg is going for. In response to "why don't more terrans block the hatch?" it is actually an economic thing. While there is no tested proof at this point as to "how much" it sets a zerg behind when blocking the hatch (engibay/depot), it is popularly assumed (again, not tested) that the lost mining time from the scv (and possibly minerals from a cancelled blocking building) is actually more detrimental than forcing your zerg opponent to throw down their pool first or pull drones to kill a partial building. Mules aren't even close to being out at this stage btw. This is still as the rax is building... | ||
SnowBound
United States6 Posts
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MeteoVex
United States11 Posts
On April 18 2012 02:45 SnowBound wrote: Other than brood lord's, are there any othe ways to deal with a terran sieged up in a choke? You could try throwing out some infested terrans from burrowed infestors to draw fire and then immediately stream banelings/zerglings in. | ||
SS451
4 Posts
Question about worker rally points after taking second and third bases (as Protoss). I understand that I should be constantly producing Probes out of all Nexuses until I get up to around 70 (?), but I don't always know where to send the Probes I'm making. For example, once my natural Nexus is complete, I've done my first transfer, and my main is re-saturated, should I then set my main's rally point to the natural? What about if I've saturated main and natural--main Probes to third? Or what if I have two unsaturated bases--send main Probes to the closer base, or the farther, less saturated one? | ||
Eviscerator
1 Post
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Broesl
Austria75 Posts
On April 18 2012 06:42 SS451 wrote: Reposting my question from page 599 about worker rally points on multiple bases. I've been finding I often end up with "unbalanced" bases, especially with my main well over-satured while my natural or third is not saturated. Is constant transferring the answer? Question about worker rally points after taking second and third bases (as Protoss). I understand that I should be constantly producing Probes out of all Nexuses until I get up to around 70 (?), but I don't always know where to send the Probes I'm making. For example, once my natural Nexus is complete, I've done my first transfer, and my main is re-saturated, should I then set my main's rally point to the natural? What about if I've saturated main and natural--main Probes to third? Or what if I have two unsaturated bases--send main Probes to the closer base, or the farther, less saturated one? A good way to do it is to saturate one base at a time, so you expand to your natural and as soon as your main is saturated you rally the main nexus to your nat, you can rally your main nexus again to the main once the nat is saturated. Once you have a third you probably have more than saturation in the nat and/or main, so you take all probes that are too much (16 workers per mineral line is the most efficient saturation, although not the maximum) and take them to the third, and if you dont already have 16 probes at the third then you can rally all nexuses to the third, once the third is saturated you can rally each nexus to their mineral lines again, but at that point you are probably not gonna build too much more and if u dont get over 24 at your third you can just leave the rally there. With more bases it´s the same thing cause you probably mined out 1 or 2 bases by then. | ||
leperphilliac
United States399 Posts
Also, if hatch first/late gas, when can I expect to see ling speed usually? | ||
Artisian
United States115 Posts
If I remember correctly ling speed kicks in at 5:15 if 14/14, and before that they are the same speed as stalkers and slower than zealots right? Thinking about 1 gate expo build where I do stuff with 1 zeal/2 stalkers, but must find time before speed finishes if 14/14. That can't be right, stalkers are faster than zealots. Slowlings move at 2.9531 stalkers move at 2.9531 zealots move at 2.25 I believe the rule of thumb for ling speed completion is like 3 min after zerg starts mining gas. Someone might want to check me on that. I can't really comment on your build, I haven't messed enough with early gateway against zerg. | ||
Broesl
Austria75 Posts
On April 18 2012 07:47 leperphilliac wrote: If I remember correctly ling speed kicks in at 5:15 if 14/14, and before that they are the same speed as stalkers and slower than zealots right? Thinking about 1 gate expo build where I do stuff with 1 zeal/2 stalkers, but must find time before speed finishes if 14/14. Also, if hatch first/late gas, when can I expect to see ling speed usually? You have to scout his Gas, its exactly 3:10 from the point of him taking his Gas to the point where speed kicks in, assuming he doesnt mess up badly ofc. the movement speed stuff was already answered, so hope this helps. | ||
leperphilliac
United States399 Posts
I tried playing zerg and going 14/14, got it at 5:08. No doubt people can get it to 5:00 flat. So I guess I can't sneak in 2 stalkers no matter I try, guess it's just going to be 1 zeal 1 stalker.. not even sure if it's worth it. | ||
CookieMaker
Canada880 Posts
On April 18 2012 03:15 MeteoVex wrote: You could try throwing out some infested terrans from burrowed infestors to draw fire and then immediately stream banelings/zerglings in. Go around. Nydus! It's just as if he was doing a drop in your base, he will be forced to pull back some units. If the tanks are EVER left alone by themselves, plunder and pillage :D | ||
Dalguno
United States2446 Posts
On April 18 2012 07:40 Eviscerator wrote: Q: If I send a worker with a full load of minerals to a geyser to start harvesting gas, will those minerals be included in his next trip to the nexus/hatch/CC, or will those minerals be lost, necessitating I press "C" before he gets to the geyser if I want to save them? Minerals are lost, yes. Press C first. | ||
CookieMaker
Canada880 Posts
On April 18 2012 07:58 Artisian wrote: That can't be right, stalkers are faster than zealots. Slowlings move at 2.9531 stalkers move at 2.9531 zealots move at 2.25 I believe the rule of thumb for ling speed completion is like 3 min after zerg starts mining gas. Someone might want to check me on that. I can't really comment on your build, I haven't messed enough with early gateway against zerg. The rule of thumb is very close to being accurate: It can possibly be about 10-15 seconds earlier based on average gas/min from a saturated geyser. Regardless, it's super helpful if you remember to use it. To take it even further, the extractor takes 30 secs to build, so if you assume your opponent isn't 100% computer, it will be about 3:15 secs from when the geyser goes down until ling speed kicks in. | ||
FlawlessFeeL
Canada88 Posts
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Mvrio
689 Posts
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