Simple Questions Simple Answers - Page 612
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saaaa
Germany419 Posts
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PinheadXXXXXX
United States897 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. It depends what build you're doing. If you do a 1rax expand then you can afford to while keeping up constant SCV production, so there is no reason why not to. | ||
Nightfire
8 Posts
1. In relation to the question following this one, I noticed I don't scout very often at the beginning of the game, and often don't feel as though I'm getting a clear reading of what the other person is doing. Just in this last match I played, I scouted out a Protoss player's main base and found everything as a standard shut-in approach like most Bronze league players, but it turned out to be a Gateway rush I barely fought off. Is there some sort of scouting guide I could adhere to so that I could get a more clear picture of the other person's playing style? 2. As a Zerg player, is there any optimal time or approach to scouting I should be aware of? Should use my drone or my Overlord first, or some sort of combination? Would burrowing a Zergling next to a mineral line to see if he makes a third base be effective? Is it worth sacking an overseer or overlord with a speed boost later on for a glimpse of the inside of the base, and if so, how much later? 3. I've been trying to find usage for some Ultralisks and Infestors, but I can never seem to have my fingers fast enough for the infestors, and aside from that I can't seem to find a niche for either. Would someone mind telling me how they take advantage of these two units? 4. Currently I only have one build order memorized, and that is the "Ice Fisher" build made by Spanishiwa on the Team Liquid wiki since it's been so useful to me against early attacks. Is it important for me to have more practice with others as well, and if so, would someone mind pointing a few out to me that would be useful? 5. Often in a game, I start to get saddled with minerals because I did not keep up with producing units as the larvae came by, whether it be caught up in a fight or thinking passively without realizing I'm not doing anything, and this could go up to 5000 before I notice. At that rate, should I just lay down extra hatcheries and spend like crazy? Thanks in advance :-) | ||
sjukungen1
Burkina Faso59 Posts
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atychi
United States1 Post
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SnowBound
United States6 Posts
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Prillan
Sweden350 Posts
On April 23 2012 04:23 SnowBound wrote: How do I upload saved replays onto sites like SC2 Replayed so that I can post them here in help threads? Go to "Document\StarCraft II" and look for your account. Open it and go to "Replays". There you find your replays so you can upload them. | ||
AmericanUmlaut
Germany2558 Posts
On April 23 2012 03:09 sjukungen1 wrote: How to beat mothership ZvP? I have played 200 games this season and I haven't won a single game where a protoss built a mothership. I might aswell just quit the game. Not a simple question with a simple answer. But a few suggestions: Neural the Mothership Shoot it with Corruptors Spread your units to minimize the number that can be caught in a Vortex Make sure you have multiple Overseers with your army The third one is probably the easiest way to reduce the value of a Mothership. You get a Mothership late game in PvZ because of Vortex, and if your Broodlords are spread out, a single Vortex just can't do that much damage. | ||
AmericanUmlaut
Germany2558 Posts
On April 23 2012 03:58 atychi wrote: [Medium platinum] In ZvP, the protoss goes FFE. How would I scout to check what he's doing (in case he goes, say, void ray tech)? I usually try a sacrificial overlord but what happens is I always scout too early before he goes for a definite tech path, or too late and he has a few stalkers or sentries to kill my overlord before I see anything. Using two Overlords coming from two angles is a pretty good bet. I think the time Zergs usually scout after an FFE is about 7:00; that is well before WG can be done, but it's after the Protoss should have committed to a tech path. You should also run a Zergling up the ramp at around the same time: It will get killed, but you'll be able to see anything built close to the top of the natural's ramp. That should also give you a good sense of the Protoss's unit composition, which can let you eliminate certain possibilities. For example, if you see a lot of Sentries, your opponent isn't getting DTs or air. | ||
Boiler Bandsman
United States391 Posts
On April 23 2012 03:03 Nightfire wrote: Firstly, to Boiler, I give you my thanks - my game has jumped up a bit since I've been here and I've been gradually going upwards since. With that said, since I am trying to build my foundations for the game and future strategy games, I have some more questions: 1. In relation to the question following this one, I noticed I don't scout very often at the beginning of the game, and often don't feel as though I'm getting a clear reading of what the other person is doing. Just in this last match I played, I scouted out a Protoss player's main base and found everything as a standard shut-in approach like most Bronze league players, but it turned out to be a Gateway rush I barely fought off. Is there some sort of scouting guide I could adhere to so that I could get a more clear picture of the other person's playing style? 2. As a Zerg player, is there any optimal time or approach to scouting I should be aware of? Should use my drone or my Overlord first, or some sort of combination? Would burrowing a Zergling next to a mineral line to see if he makes a third base be effective? Is it worth sacking an overseer or overlord with a speed boost later on for a glimpse of the inside of the base, and if so, how much later? 3. I've been trying to find usage for some Ultralisks and Infestors, but I can never seem to have my fingers fast enough for the infestors, and aside from that I can't seem to find a niche for either. Would someone mind telling me how they take advantage of these two units? 4. Currently I only have one build order memorized, and that is the "Ice Fisher" build made by Spanishiwa on the Team Liquid wiki since it's been so useful to me against early attacks. Is it important for me to have more practice with others as well, and if so, would someone mind pointing a few out to me that would be useful? 5. Often in a game, I start to get saddled with minerals because I did not keep up with producing units as the larvae came by, whether it be caught up in a fight or thinking passively without realizing I'm not doing anything, and this could go up to 5000 before I notice. At that rate, should I just lay down extra hatcheries and spend like crazy? Thanks in advance :-) #1. I don't mean to demean you or your league...but I would be leery of trusting to scouting guides while in bronze/silver. Most high-level guides are going to be based on reads that are too sophisticated for that league. It's like trying to read a poker player who doesn't know the order of hands...he can't have tells because he himself doesn't know what he has. So many people in those leagues have no clear concept of build orders, so gas timings/expansion timings/timing attack windows have very little meaning, because they are so often...well, off, for lack of a better term. In other words, until you get into plat or diamond at least, reading your opponent is almost impossible, and most of your scouting is going to be based on just straight-up seeing the dark shrine/starport/spire or whatever. As you get higher, you will start to be able to pick things up off of sentry count (few sentries=gas spent elsewhere=tech) or Terran gas timings, but for now, your reads should just be "go look for it." #2. Always drone scout early. It protects you from super-early shenanigans like cannon rushes, proxy gates/rax, 6/7/8pools. Also, most zergs will move their initial overlord to the close-by-air base first while scouting the other bases with their drone. If the OV finds the base there, it scouts it, if they're cross, it positions for a later sac-scout. As for later stuff, zerg has a plethora of options. An overlord sac sometime around 8-10 minutes will generally give you a good idea of his tech path. Burrowing a ling on the spot for his third(not the mineral line, the place where the building goes) both delays it and gives you the exact time he throws it down. Creep spread can give good info too. Lastly, if all else fails and you're clueless about his army....run a ling into it and see what shoots back...LOL. #3. Infestor fungals are useful with ultras, banes, and lings. They add splash and hold units in place for good bane/ultra hits. They can also be used as anti-air if necessary, both with infested terrans and chaining fungals. Also, burrowed infestors can spawn ITs from underground, so they are sometimes used to burrow-move to an opponent's mineral line for harassment. Ultras...they're kinda a niche unit. They don't really mass effectively, and they need infestor support to prevent kiting. They are also easy to hard-counter with marauders or immortals. #4. Spanishiwa-style is a little old but it can still work. A basic speedling expand or 2/3-base roach build can work too. Basically, anything in Liquipedia was viable at some point, and at lower levels probably still is. http://wiki.teamliquid.net/starcraft2/Zerg_Strategy #5. Macro hatches can help if you float minerals or miss injects, but more than one or two at most doesn't give you much. People often talk about keeping your money low, but only as a metric, not as an end. You want to keep it low by spending it on things with utility to you. For instance, a bunch of spines is probably more useful than a bunch of random hatcheries. Basically, don't be afraid to add a macro hatch if you need it, but don't just blindly spam them late-game. Fins something else to spend on. | ||
ChiknAdobo
United States208 Posts
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vorxaw
Canada245 Posts
Just going by logic, the tank does friendly damage, makes sense, it just throwing bombs at stuff, everyone gets hurt. Zerg siege unit doesnt do friendly, makes sense as well, the tiny broodlings are doing target fire at the ground level. But the colossus, its literally a guy standing on the roof indiscriminately swiping everything in front with a laser, should be damaging everything lol | ||
Alejandrisha
United States6565 Posts
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Alvalanker
United States253 Posts
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Kambing
United States1176 Posts
On April 23 2012 15:23 vorxaw wrote: Something that I was wondering... Why doesn't the colossus do friendly damage? Just going by logic, the tank does friendly damage, makes sense, it just throwing bombs at stuff, everyone gets hurt. Zerg siege unit doesnt do friendly, makes sense as well, the tiny broodlings are doing target fire at the ground level. But the colossus, its literally a guy standing on the roof indiscriminately swiping everything in front with a laser, should be damaging everything lol The game isn't completely logical for gameplay's sake, that's all. Same reason why banelings don't cause friendly damage. On April 23 2012 15:49 Alejandrisha wrote: Q- did that change go through where mules mine the non-gold amount on gold minerals? haven't played a map with gold minerals in forever O_O Yup! On April 23 2012 15:56 Alvalanker wrote: Destiny went on a 2 hour rant not too long ago about how anyone who is below Plat should not bother scouting or expanding and should just focus on one base macro. Is this good advice for a Silver leaguer? I have been top 8 silver for the past 2 seasons and can't get into gold. I win a lot of games against T and P with a quick MM push at 7 min, but when it doesn't work I have to expand. The two schools of thought here are (1) polish a simple one-based build or (2) adopt a "standard" macro build. The trade-offs are that (1) narrows your focus and can give you immediate results quicker but the build you learn may not be readily adaptable to higher leagues where multi-base play is the norm, and (2) gives you a long-term build at the cost of a longer learning curve coupled with a longer time to pay-off as you learn how to cope against all-ins and cheese. There's no right answer here although personally I agree with Destiny and advocate (1) to lowbies that I coach. | ||
AmericanUmlaut
Germany2558 Posts
On April 23 2012 07:29 Boiler Bandsman wrote: #1. I don't mean to demean you or your league...but I would be leery of trusting to scouting guides while in bronze/silver. Most high-level guides are going to be based on reads that are too sophisticated for that league. It's like trying to read a poker player who doesn't know the order of hands...he can't have tells because he himself doesn't know what he has. So many people in those leagues have no clear concept of build orders, so gas timings/expansion timings/timing attack windows have very little meaning, because they are so often...well, off, for lack of a better term. In other words, until you get into plat or diamond at least, reading your opponent is almost impossible, and most of your scouting is going to be based on just straight-up seeing the dark shrine/starport/spire or whatever. As you get higher, you will start to be able to pick things up off of sentry count (few sentries=gas spent elsewhere=tech) or Terran gas timings, but for now, your reads should just be "go look for it." This is bad advice, because it completely misrepresents how scouting works. When you scout, you can sometimes see everything, in which case you can get a very good idea of what is going on, but in general, scouting is about figuring out what can't be happening. Scouting the front and seeing a bunch of Sentries doesn't mean that there are no DTs coming because high-level players don't get lots of Sentries before DTs, but because it is physically impossible for a player to have a Dark Shrine before a certain time for every Sentry beyond the first or second that he builds. Bad players and good players mine gas at the same rate, and that mining rate constrains how much tech can exist at any given time. Also, if you learn and stick to timing guides for higher leagues, you will win games because those timings are based on your opponent playing optimally. If you FFE against a 15-pool into a fast expansion, scout for a third at 5:00 and see nothing, then you should get a couple of extra cannons. If your opponent is actually going for a two-base timing push, then the cannons will help you defend it. If your opponent is just bad and gets his third at 6:00, then you're still fine, because he's playing so slowly that his slow third costs him more than two cannons cost you. Any build that works against an opponent playing optimally will work even better against a player playing suboptimally, as long as it is safe and doesn't cut corners. Timings are about the earliest time that dangerous things can happen; a bad opponent does not have options that a good opponent does not have. | ||
Boiler Bandsman
United States391 Posts
On April 23 2012 16:53 AmericanUmlaut wrote: This is bad advice, because it completely misrepresents how scouting works. When you scout, you can sometimes see everything, in which case you can get a very good idea of what is going on, but in general, scouting is about figuring out what can't be happening. Scouting the front and seeing a bunch of Sentries doesn't mean that there are no DTs coming because high-level players don't get lots of Sentries before DTs, but because it is physically impossible for a player to have a Dark Shrine before a certain time for every Sentry beyond the first or second that he builds. Bad players and good players mine gas at the same rate, and that mining rate constrains how much tech can exist at any given time. Also, if you learn and stick to timing guides for higher leagues, you will win games because those timings are based on your opponent playing optimally. If you FFE against a 15-pool into a fast expansion, scout for a third at 5:00 and see nothing, then you should get a couple of extra cannons. If your opponent is actually going for a two-base timing push, then the cannons will help you defend it. If your opponent is just bad and gets his third at 6:00, then you're still fine, because he's playing so slowly that his slow third costs him more than two cannons cost you. Any build that works against an opponent playing optimally will work even better against a player playing suboptimally, as long as it is safe and doesn't cut corners. Timings are about the earliest time that dangerous things can happen; a bad opponent does not have options that a good opponent does not have. You're missing my point. Just because half a dozen sentries means his DT rush won't hit at 7 minutes flat does not mean DTs aren't coming, especially in lower leagues, where builds just don't make sense sometimes. Your last paragraph admits as much: you say your build has to be "safe". That would imply spores for a suboptimal DT rush, extra larva into units, less aggressive droning, etc. Which would kind of defeat the purpose of scouting. The main advantages of scouting are being prepared for what comes and not wasting time and money preparing for what doesn't. So while your point may be technically true, saying something is physically impossible only applies for a short time after the scout. To scout "negatively" like you're talking about requires fairly constant information, which simply isn't there without good multitasking and scouting skills. Scouting like that as a goal is fine, but you have to understand its limitations for players that aren't as good as you are. | ||
Alvalanker
United States253 Posts
How do I beat Silver zergs on two base without letting them get more than 2 bases? Once Zerg gets a third I usually lose. | ||
Yoshi Kirishima
United States10149 Posts
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dynwar7
1983 Posts
On April 22 2012 22:57 DontLoseSightOfIt wrote: Hotkey question 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 That, and my 3rd question. 3. Why do people seem to love VODs so much? I mean, what is the difference between VODs and watching a replay from the player's perspective? Aren't they exactly the same? | ||
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