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On April 19 2012 09:33 Flibidi wrote: Hi, I have a question about ZvP: how do you deal with a protoss maxing out with voidray/stalkers/collosi on 2 bases? (after a FFE)(For exemple, I opened mass roach on 3 bases stephano style,I had a lot of mineral, 5 bases and some corrupters, but his army crushed mine and i couldn't defend with my repop) I hope you will be able to help me! Thanks Try to trade your roach army as cost effectively you can. Get 10-20 spinecrawlers while teching to brood lord/infestor.
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On April 19 2012 14:31 Boiler Bandsman wrote:Show nested quote +On April 19 2012 14:25 Forbidden17 wrote:Well ok let's see what the general consensus is then. Poll: In your opinion, is 8gate off 2base all-in?Yes, if you don't win with it you're as good as dead (7) 58% No, it is possible to transition even if it fails (5) 42% 12 total votes Your vote: In your opinion, is 8gate off 2base all-in? (Vote): Yes, if you don't win with it you're as good as dead (Vote): No, it is possible to transition even if it fails
The thing is, it's not binary. It's possible to do damage without outright winning, then transition out.
Then your all-in succeeded right? A 4 pool can result in even damage to both sides leaving exactly 4 drones/scvs/probes on both sides yet I don't think anybody's gonna argue a 4 pool isn't an all-in. As for the 8 gate, you simply cannot support probe production along with warping in from 8 gateways, especially because chances are you're going to warp in mostly stalkers (retaining the sentries and warping in zealots to buffer), and stalkers are freakin' 125/50 which is damn expensive.
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What is considered to be one base play? Your starting base plus your natural or just your starting CC.
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On April 20 2012 00:30 awaller wrote: What is considered to be one base play? Your starting base plus your natural or just your starting CC.
One base play is any build that involves you only mining from one base worth of minerals or gas for the duration of that specific play. 6 pool and 4 gate all in are examples of one base play, where you might win or lose off one base, but only after that is resolved will you expand. It can also include being beaten tdown to one base, or simply moving an orbital from one base to another as they run out of minerals.
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On April 19 2012 16:47 leperphilliac wrote:Show nested quote +On April 19 2012 14:31 Boiler Bandsman wrote:On April 19 2012 14:25 Forbidden17 wrote:Well ok let's see what the general consensus is then. Poll: In your opinion, is 8gate off 2base all-in?Yes, if you don't win with it you're as good as dead (7) 58% No, it is possible to transition even if it fails (5) 42% 12 total votes Your vote: In your opinion, is 8gate off 2base all-in? (Vote): Yes, if you don't win with it you're as good as dead (Vote): No, it is possible to transition even if it fails
The thing is, it's not binary. It's possible to do damage without outright winning, then transition out. Then your all-in succeeded right? A 4 pool can result in even damage to both sides leaving exactly 4 drones/scvs/probes on both sides yet I don't think anybody's gonna argue a 4 pool isn't an all-in. As for the 8 gate, you simply cannot support probe production along with warping in from 8 gateways, especially because chances are you're going to warp in mostly stalkers (retaining the sentries and warping in zealots to buffer), and stalkers are freakin' 125/50 which is damn expensive.
Aren't there different versions of 8 gates? Can't be a linear question with many different variants. I'm sure some are allin while others could have a followup(provided you don't overcommit).
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Thanks for reply. I am practicing macro, is it more difficult to macro two CC's vs one ? Should I get a handle on one before I attempt a second ? I see benchmarks that require you to produce 50 scv's in ten minutes, is this off two cc's or one ? Mosts replays I see require two CC's to reach this goal.
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Which maps would you veto as double terran in 2v2?
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I play Terran, and against Protoss, I usually do a 1 rax FE into a 3 rax (2 tech, 1 reactor) bio/medivac/+1 push at 10 minutes. But lately I've been encountering Protoss players that tech super-greedily and get a colossus by that point, making it almost impossible to put any sort of pressure for a very long time.
I've had difficulties adapting to this, because the build takes a long time to get any sort of units out. What's a good way to adapt this type of build to deal with this?
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Simple question, among pros what's the average scrolling speed? Snute just told me he uses 100% which I find very hard to play with. Are they all using 100%?
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Whats with all these barcode players? with names like lllIIIIIllll/etc i see so many streamers bump into them and there are a few on GM as well.
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On April 20 2012 16:27 jjhchsc2 wrote: Whats with all these barcode players? with names like lllIIIIIllll/etc i see so many streamers bump into them and there are a few on GM as well.
Usually an account shared by a pro team. It's named with capital i's and lower cased L's so it is very difficult to track and steal replays of games played on this account.
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On April 20 2012 07:34 BobTheSCV wrote: I play Terran, and against Protoss, I usually do a 1 rax FE into a 3 rax (2 tech, 1 reactor) bio/medivac/+1 push at 10 minutes. But lately I've been encountering Protoss players that tech super-greedily and get a colossus by that point, making it almost impossible to put any sort of pressure for a very long time.
I've had difficulties adapting to this, because the build takes a long time to get any sort of units out. What's a good way to adapt this type of build to deal with this?
Well if you've had your share of fights, 1-2 colossus isn't really a problem to deal with in the early midgame, esp if you have 2-4 medivacs. Splitting units helps a lot, so if you micro well you can bust through with your timing a-okay. If you're worried about ff preventing your pressure, you have 2 options generally speaking 1. two base pressure 2. take a third
option 1 is to just makes a bunch of vikings and go kill him. You should know that colo are coming anyway, so it's more about time than resources available. by the time you normally make a 10 min push you probably don't have any vikings. In preparation you can get the second starport at like 9:30-10:30 if colo are popping out at the time, switch it onto a factory or rax reactor, and just go try to kill him/deny third while pushing in
option 2 is to expand and macro up with +2 rax +starport. This works better if you're in the situation i described above: if you can kill his army, but only lose because of ff and defensive play, go ahead and take a third, because he can't punish you if you have mobility+spread in the middle of the map.
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Simple question but i can not find any answers to it. Where do you put your keyboard hand? like starting position, where are your fingers normally? I keep them at home row and i have recently noticed that i am unable to reach F1 keys... any advice ?
Knightwulf
(accidentally posted this in dota 2 forums It wasn't until the 5th person saying they don't use F keys that i got suspicious.)
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On April 20 2012 06:44 Hero1 wrote: Which maps would you veto as double terran in 2v2? I would veto something like:
Lunar colony V (Open and hard to hold expansions) Tyrador Keep (Open, large and hard to take a 3rd) Scorched Haven (Open, large and hard to take a 3rd)
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On April 20 2012 22:24 knightwulf wrote:
Simple question but i can not find any answers to it. Where do you put your keyboard hand? like starting position, where are your fingers normally? I keep them at home row and i have recently noticed that i am unable to reach F1 keys... any advice ?
Knightwulf
(accidentally posted this in dota 2 forums It wasn't until the 5th person saying they don't use F keys that i got suspicious.) I use homerow shifted 1 place to the right (aka ASD). A is attack, S is select larvae and D is spawn drones. That's all I need
EDIT: Clarification: ring finger on A, index finger on D.
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On April 20 2012 22:24 knightwulf wrote:
Simple question but i can not find any answers to it. Where do you put your keyboard hand? like starting position, where are your fingers normally? I keep them at home row and i have recently noticed that i am unable to reach F1 keys... any advice ?
Knightwulf
(accidentally posted this in dota 2 forums It wasn't until the 5th person saying they don't use F keys that i got suspicious.) I just pretended to do my opening and discovered that I do this (I play with grid layout):
Pinky on shift, ring finger on q, middle finger between w and e, pointer finger on f, thumb on space (which is a location hotkey for me).
I have my location hotkeys on F1-F4 and just pick my hand up to reach them. I spam F1F2F3<Space>55qF1F2F3<Space>55q (so cycling through my three base positions, my ramp on Space, returning to my Nexus and building a Probe) during the beginning of every game, so the motion to move to the F-keys and back into my basic position is very natural for me.
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On April 20 2012 01:06 Venomsflame wrote:Show nested quote +On April 19 2012 16:47 leperphilliac wrote:On April 19 2012 14:31 Boiler Bandsman wrote:On April 19 2012 14:25 Forbidden17 wrote:Well ok let's see what the general consensus is then. Poll: In your opinion, is 8gate off 2base all-in?Yes, if you don't win with it you're as good as dead (7) 58% No, it is possible to transition even if it fails (5) 42% 12 total votes Your vote: In your opinion, is 8gate off 2base all-in? (Vote): Yes, if you don't win with it you're as good as dead (Vote): No, it is possible to transition even if it fails
The thing is, it's not binary. It's possible to do damage without outright winning, then transition out. Then your all-in succeeded right? A 4 pool can result in even damage to both sides leaving exactly 4 drones/scvs/probes on both sides yet I don't think anybody's gonna argue a 4 pool isn't an all-in. As for the 8 gate, you simply cannot support probe production along with warping in from 8 gateways, especially because chances are you're going to warp in mostly stalkers (retaining the sentries and warping in zealots to buffer), and stalkers are freakin' 125/50 which is damn expensive. Aren't there different versions of 8 gates? Can't be a linear question with many different variants. I'm sure some are allin while others could have a followup(provided you don't overcommit).
I'm assuming that he means the FFE into cut probes at ~50 to chrono all the warpgates that hits at ~10 minutes. Maybe 9, forgot. Zergs have gotten really good at just making roaches at the 9:00 minute mark though so I found this to be highly ineffective even at my lowly mid-diamond level play.
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On April 20 2012 07:34 BobTheSCV wrote: I play Terran, and against Protoss, I usually do a 1 rax FE into a 3 rax (2 tech, 1 reactor) bio/medivac/+1 push at 10 minutes. But lately I've been encountering Protoss players that tech super-greedily and get a colossus by that point, making it almost impossible to put any sort of pressure for a very long time.
I've had difficulties adapting to this, because the build takes a long time to get any sort of units out. What's a good way to adapt this type of build to deal with this?
If they have a colossus you can't attack up their natural ramp ever unless you have vikings to take down the colossus, your units will just get laser-beamed to death. I'd just try to snipe the third by drops if it exists and expand yourself instead, and camp somewhere that you can get yourself a good concave. One or even two colossus aren't TOO crazy for bio if you have a nice concave. Also, viking production (of course).
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Is mass muta play slightly imbalanced on metropolis since there is 2 island expansions? I have had a great win rate with that strategy on this particular map and my protoss opponents have cried imbalanced due to the island expansions. Because as the base trade begins I will have 1-2 bases safe against marching protoss deathball.
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why haven't more people faked overlord drops to push back other armies, like Protoss to buy them some time or anything? just get speed and a few ovys and when you engage pretend to drop
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