Simple Questions Simple Answers - Page 611
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Schaudenfraud
United States38 Posts
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Nightfire
8 Posts
1. Protoss and Terran players in Bronze tend to play a strategy where they just blockade themselves in and mass produce units until they run for your base, whether it be some sort of mass-marine or stalker blink combination. In response, I can only go to one method that will work if they do nothing to probe me, and that's essentially 6 Brood Lords followed by a handful of corruptors, but it takes much too long and I have no idea what the other person is doing in the mean time. Is there any more effective way to go about this? 2. I've been wanting to try and experiment more with my playstyle, but I never feel confident enough in my abilities or to really start branching out at all. Should I go out and try some silly ideas even if I have no idea how effective they might be? 3. A mechanic I've been noticing I've been missing in my play is harassing, and I have a problem of completely forgetting to keep spawning and injecting during the process. Is it more beneficial for me to at least attempt some things like Infestor drops, or ignore them entirely if I get held up in my macro during the process? Thanks in advance :-) | ||
Boiler Bandsman
United States391 Posts
On April 21 2012 21:04 Nightfire wrote: Hey there. I used to be a silver, almost gold Zerg player before dropping the game almost a year ago so I could focus more on school work, and now I'm back to square 1 - an awful Bronze League player who pretty much gets beat up match after match. Now that my knowledge of SC2 and RTS games are minimal again, I have a few questions that I would be grateful for if they were answered: 1. Protoss and Terran players in Bronze tend to play a strategy where they just blockade themselves in and mass produce units until they run for your base, whether it be some sort of mass-marine or stalker blink combination. In response, I can only go to one method that will work if they do nothing to probe me, and that's essentially 6 Brood Lords followed by a handful of corruptors, but it takes much too long and I have no idea what the other person is doing in the mean time. Is there any more effective way to go about this? 2. I've been wanting to try and experiment more with my playstyle, but I never feel confident enough in my abilities or to really start branching out at all. Should I go out and try some silly ideas even if I have no idea how effective they might be? 3. A mechanic I've been noticing I've been missing in my play is harassing, and I have a problem of completely forgetting to keep spawning and injecting during the process. Is it more beneficial for me to at least attempt some things like Infestor drops, or ignore them entirely if I get held up in my macro during the process? Thanks in advance :-) Plat protoss here, but I feel like I can still answer this pretty well. I'm assuming as a former not-bronze player, you're not making the REALLY dumb mistakes like move-commanding armies into combat or not getting things to shoot air against BCs. Under that assumption, then, to answer #1, I'm going to point you to this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=326528. Basically, in anything less than diamond, and especially as zerg, you can win just by having MORE of whatever you're getting. As long as it's not roaches vs battlecruisers, you CAN win by simply outbuilding and overrunning your opponent. Obviously certain unit comps are easier to do that with, but the point is that macro wins. That especially applies to the walled-off situation you're describing, as a presumably 1- or 2-base opponent who's turtling can never hope to match your economy if you take 3 or 4 bases and macro. Whether you attack up his ramp or just starve him out depends on preference and strategy, but you'll probably be able to break him if you macro well off of more bases. #2. Absolutely you should experiment. First and foremost, this game is....well, a game. If you have more fun by experimenting than by winning at all costs, you should absolutely experiment. And even if you're trying to win, you should experiment at least a little. Some things can be way more effective than you'd think. #3. Harassing is hard, macro is hard. Doing both at once is impossible for all but the best players. So from a pure winning perspective, I'd generally say you should prioritize macro over fancy tricks like infestor drops. That said, try something simpler to harass if you want. Something like a ling runby can be hugely effective if you catch the right spot for it. Muta harass that can really tax the multitasking of a player (even in plat I can't deal with mutas at all) without being too difficult. Think about it this way...is the harass doing more damage to your macro or his? If the answer comes out the wrong way there, think about trying something simpler. | ||
MtlGuitarist97
United States1539 Posts
Edit: I play Terran obviously lol. | ||
RockOut
Norway39 Posts
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Serendipityx
United States595 Posts
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kedarking
Netherlands98 Posts
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Gako
Canada22 Posts
On April 22 2012 03:43 ChaosTriggeR wrote: in zvp other than physically scouting it, what are some signs that the protoss is going to either one or two stargates after forge fe rather than robo or twilight If you scout their front with a ling around 7:00 and they have only one or two sentries or just a bunch of zealots then cheese is a guarantee. If you see more than 4 stalkers they are also most likely not cheesing you with Void Rays. Its never that easy to tell wether or not its a Void Ray or a Dark Templar cheese, but fortunately they are both countered by a couple spores at your base and some roaches which you should be making anyway. | ||
learning88
United States160 Posts
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Forbidden17
666 Posts
On April 22 2012 03:43 ChaosTriggeR wrote: in zvp other than physically scouting it, what are some signs that the protoss is going to either one or two stargates after forge fe rather than robo or twilight if you see more than 1 cannon at their front wall it's a pretty good sign they're going for stargate play. Scouting the timings on their 3rd and 4th gas is also a good tell, if they get it relatively early it's probably for tech and a good amount of the time it will be for stargate play. Much the same way a late (or lack of) 3rd and 4th gas is a good sign they are either gearing up for a fast 3rd (which you will have a ling sitting there to find out) or some sort of gateway-centric timing push. 2stargate requires a different response than just 1. If you don't explicitly scout the 2stargates in time you usually straight up lose. | ||
Forbidden17
666 Posts
On April 22 2012 04:46 kedarking wrote: So I always feel really confused when facing a Protoss going for a gate opener instead of FFE, because I will already have planned my build for their FFE (14 pool-16 hatch) and then I'm always confused about how to follow up when i scout a gateway. Any advice? Just drone scout to confirm which it is to react in time. The main difference is vs an FFE you can delay gas significantly and get up a fast 3rd. It's perfectly find to open 14p/16h blind and gear up to take a 3rd right after. Just don't throw down the 3rd until you've confirmed FFE. If you opened 14p/16h and you realize he opted to go gateway, just throw down a gas shortly before your pool finishes (or just asap if you don't scout in time). You'll want to get metabolic boost with your first 100, and an evo for +1 with your 2nd 100 (also for dt shenanigans). Skip the +1 if he is hardcore 1basing, and do not get your 3rd unless you explicitly see a nexus go down at his natural. If there is no sign of any natural by the 6:00 mark you should be weary of a 1base all-in. If there is still no nexus by the 6:30 mark, you should be 100% certain it is an all-in. Since you're drone scouting you might as well pay attention to what else you see in his main (asides forge/gateway) i.e. chrono stockpile, but more importantly his 2nd gas if you are able to see it. In fact if you do scout gateway openings I would go ahead and steal his 2nd gas if possible. The two most likely possibilities are: 1. some sort of 1/3gate sentry expand; 2. some kind of tech like blink/dt. In either case stealing his 2nd gas screws him over pretty hard and his only remaining options are 1/3gate fe off 1gas or straight up 4gate (which should be easy to stop). | ||
GinDo
3327 Posts
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Forbidden17
666 Posts
On April 22 2012 10:23 GinDo wrote: Why don't people 1-1-1 all in anymore against Protoss in Tournaments anymore? I still do it on ladder against Protoss and pretty much win every single time still. May I ask what league you are in and what variant of the 1-1-1 you are using? I play in mid-masters on NA and the standard 1-1-1 is relatively easy to hold so as long as toss opens 1gate FE and scouts. He'll just have too many units, micro isn't a huge factor. Of course there are funny variants lying around that require a more specific response and find success if the toss isn't on top of his scouting / reactions. | ||
RockOut
Norway39 Posts
On April 22 2012 04:46 kedarking wrote: So I always feel really confused when facing a Protoss going for a gate opener instead of FFE, because I will already have planned my build for their FFE (14 pool-16 hatch) and then I'm always confused about how to follow up when i scout a gateway. Any advice? My default: (Dia zerg EU) Gas on 20, earlier. Get two queens, 24drones and get ling speed at 100gas, add drones based on clues that he is not 4gating. Have lings by his ramp to scout for clues that might indicate he is not 4gating, and scout for pylons. If he is expanding, take a third. If you see a lot of sentries, he is not teching. If you se an opening with two zealots, assume he is teching. Zealot first, then a stalker, he may or may not be teching. If nothing happens indicating the 4gate timing or the expo, place an evo chamber in time for stargate or dts. You can start spines at 5:50 to hold off 4gate, cancel if he puts down a nexus. Gateway-expand builds are like ffe builds, only with weaker econonomy, prob no forge, but earlier warp-gates. It seems treathening to have the early warp-tech, but your droning is not that radically different from a ffe tho of course based on scouting. | ||
vorxaw
Canada245 Posts
On April 22 2012 09:31 learning88 wrote: Hi. I'm a silver Zerg and I was wondering if there was a way to be able to practice or have ALL the units at your disposal to try out things like range, micro mechanics, and such. For example, in BW, I made my own map where I was able to play ALL the races and can make all the units so I can try out different things like microing drops and stuff. make custom game, search "unit test map" | ||
mahi29
United States235 Posts
On April 22 2012 03:00 MtlGuitarist97 wrote: Is it worth it to spend 100 minerals really early (14 supply) to get a fast wall off vs. protoss/zerg if I'm 1 rax FEing to deny scouting? Edit: I play Terran obviously lol. Depends. As protoss, not being able to scout a Terran is really annoying. Because I have to prepare for everything from 3-rax to cloaked banshees to 1-rax FE to proxy thor rush. Toss can't scout a walled off Terran until obs [obviously we can poke up ramp but thats limited information]. So in TvP, I'd say yeah, but I don't know Terran well enough to say that definitively. Just speaking as a frustated toss when that happens. | ||
dynwar7
1983 Posts
From this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=330607 1. I would love to learn how to hotkey F1, F2, so on to my spawn CC, expansion, 3rd base, 4th, and so on. 2. I changed the idle workers from F1 (default) to ` , to make space for (see question 1, hotkeying F1 - 4 to CC.) However, I learned that I cannot do control + ` to select all idle workers? I was able to do control + F1 to select all idle workers. Yep, just 2 questions. thanks If I cannot control ` to select all idle then...I will just use the default hotkeys and not use f1-4 for CC, i am pretty fine with it | ||
Bonneyi
Ireland29 Posts
i went for mech in TVZ turtled untill i got maxed and came out, i thought that as people told me mech was unbeatable. The zerg made a few ultras and ran past my army with no big deal... if i cant win a tvz with bio because of imbastors and if i cant win it by using mech what should mu unit composition be ? | ||
Sianos
580 Posts
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AmericanUmlaut
Germany2558 Posts
On April 22 2012 23:49 Bonneyi wrote: I ust have a quick question. i went for mech in TVZ turtled untill i got maxed and came out, i thought that as people told me mech was unbeatable. The zerg made a few ultras and ran past my army with no big deal... if i cant win a tvz with bio because of imbastors and if i cant win it by using mech what should mu unit composition be ? Please don't come in here to balance whine. Unfortunately, your question boils down to "how do I play Starcraft?", which is not a simple question with a simple answer. Try making an [H] thread with a replay and a bit of analysis of what you think went wrong, and I'm sure you can find some people who would be willing to help you out. | ||
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