On January 19 2014 16:33 LordYama wrote: If you are fighting carriers with hydras, is it necessary to shoot the carrier hull or can you just let the hydras wail away on the interceptors? In situations where I have a LOT of hydra relative to the carrier numbers, I've noticed they seem to do okay killing interceptors but I don't know how well this works as the carrier numbers increase. All this assumes hydras have range upgrade of course.
Killing the Carrier kills the interceptors, if you're in a position to kill the Carrier itself as in it's out in the open then take it.
I haven't really played since WoL, but I got HotS cheap over Christmas and thought I'd have a go with it. I played as Zerg in WoL, and was Gold/Diamond (EU) now I've placed into Bronze and have been having trouble with a few things:
1.Protoss. First they poke with Stalkers and the MothershipCore. If you make lings to hold them off, the stalkers run away and the MSC kills lings from above. Then Phoenix/Oracle comes and kills your queens/workers. Should I just make mass queens at the start?
2.Terran This matchup doesn't seem as bad, just the pesky mines keep blowing up my units. What's the best way to kill them? Overseer+Hydra? Just run banelings in and hope you take the mines out? Don't attack until Broodlords?
I tried using the Swarm Hosts, but Protoss built a lot of VoidRay/Phoenix/Oracle and slaughtered everything. How do you hold that off? Corrupters seem to melt even faster than in WoL to VoidRays, and Phoenix+range kill all the muta. Should I just go mass Queen/Hydra?
I have been following Proleague, and I noticed that Terrans have rarely been using Widow Mines in their bio composition lately. Was the nerf that severe? Or are the maps not wide enough for good widow mine placement?
I was masters for a long time in WOL and now I'm gold. I beat most players I come by but I find myself making misclicks and mistakes of all sorts with my units.
How can I practice on these mechanics? I'm playing very often but not noticing any mouse management improvements.
On January 23 2014 15:24 Moogel wrote: I was masters for a long time in WOL and now I'm gold. I beat most players I come by but I find myself making misclicks and mistakes of all sorts with my units.
How can I practice on these mechanics? I'm playing very often but not noticing any mouse management improvements.
My guess is that you have to "force" improvments out of yourself. As Day[9] says:
Start clicking on things, not boxing.
Stop spamming move commands, only click once. This forces you to take more care when you click.
I don't remember all his points but you can watch it here:
On January 23 2014 15:24 Moogel wrote: I was masters for a long time in WOL and now I'm gold. I beat most players I come by but I find myself making misclicks and mistakes of all sorts with my units.
How can I practice on these mechanics? I'm playing very often but not noticing any mouse management improvements.
My guess is that you have to "force" improvments out of yourself. As Day[9] says:
Start clicking on things, not boxing.
Stop spamming move commands, only click once. This forces you to take more care when you click.
On January 19 2014 16:33 LordYama wrote: If you are fighting carriers with hydras, is it necessary to shoot the carrier hull or can you just let the hydras wail away on the interceptors? In situations where I have a LOT of hydra relative to the carrier numbers, I've noticed they seem to do okay killing interceptors but I don't know how well this works as the carrier numbers increase. All this assumes hydras have range upgrade of course.
Killing the Carrier kills the interceptors, if you're in a position to kill the Carrier itself as in it's out in the open then take it.
One thing to note, however, is interceptors cost minerals to build unlike the zerg units which have "mother" units (ITs, Locusts, Broodlings). So if you're blasting through a lot of interceptors quickly you're doing severe damage to his mineral reserves (25 minerals doesn't sound much, but thats 200 minerals for 8 interceptors which is a fully stocked Carrier).
Keeping Carrier numbers down is generally better since they cost a lot and take an absolute age to rebuild. But murdering interceptors is pretty useful too if you're not sure if you can get over to kill the Carrier.
I have a question regarding gas timings for terran, I play zerg and recently I often scout 1 gas from terran when doing 10 supply drone scout. I usually figure its a reaper coming but the barracks was so far away from getting finished and the terrans never went for reaper but most often went into mech.
What does one gas that early mean for a terran player? I understand it can probably means quite a few things but a short list of most common builds that takes 1 gas that early would be very useful. Thanks =)
On January 24 2014 22:13 JinyiWei- wrote: How to drop units from medivac while still in motion? and also how to set workers to automatic repair?
While your dropship is in motion, click D on your keyboard, left mouse click on your dropship and it should drop your units one by one while still moving to its destination. As for automatic repair, right click the repair button on its command card. Don't know if there's a hotkey for it.
On January 24 2014 19:27 Shuffleblade wrote: I have a question regarding gas timings for terran, I play zerg and recently I often scout 1 gas from terran when doing 10 supply drone scout. I usually figure its a reaper coming but the barracks was so far away from getting finished and the terrans never went for reaper but most often went into mech.
What does one gas that early mean for a terran player? I understand it can probably means quite a few things but a short list of most common builds that takes 1 gas that early would be very useful. Thanks =)
check for the amount of gas mined. 12 rax 12 gas (reaper) will have just about 50 gas (2450 left) when the rax finishes. If the amount of gas mined is higher (closer or less than 2400 left) it's often gas first into reactor hellions. Those are the easiest to spot with an early scout anyway. Don't forget to overlord scout as either opening (as well as several others) can transition into either mech or bio.
On January 26 2014 09:09 Aquila- wrote: Why do Zerg players make their baneling nest at their natural ramp in ZvZ?
On January 26 2014 09:17 Paljas wrote: to create a chokepoint for their queens
To expand on that it's often very good to also make your spawning pool 1 square away from your main hatchery so that you can put your queen on hold position there as well if lings get past the natural. The baneling nest in natural is definitely for queen chokepoint as well, that ofc also 1 square away from the hatch.