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On January 26 2014 20:43 mantequilla wrote: 1) Do tempests do bonus dmg vs colossi? 2) If you storm while attacking with carriers, do you kill your own interceptors?
2+ Is it a good idea to storm your own army if you are being attacked by interceptors and your army will die anyway?
Yes, yes, and... How dead are we talking? Like... They're all in the red dead, or they're in a bad position and I can't have them focus down a Carrier dead?
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For meching, is it better to replace SCVs with MULEs and bring the SCVs in the push to repair or is it better to leave the SCVs at home and drop down MULEs to repair? I am a high-silver, low-gold player so I probably won't always be on top of the MULE drops.
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On January 27 2014 07:38 Anonimoose wrote: For meching, is it better to replace SCVs with MULEs and bring the SCVs in the push to repair or is it better to leave the SCVs at home and drop down MULEs to repair? I am a high-silver, low-gold player so I probably won't always be on top of the MULE drops. Mules to mine, scvs to repair. You want to get rid of scvs, and they repair at the same rate while a mule has 5x mining rate. So, pulling scvs is better.
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On January 26 2014 14:41 RyLai wrote: What are the timings of the factory in TvP when you DON'T go for a 1-1-1 type of opening (for the Bio/Medivac push)?
Standard and any rushed timings. (ie when does the Factory go down.)
If you go expansion into bio, generally the first 100 gas is used for stimpack and as soon as you have the next 100 gas you start the factory.
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On January 27 2014 08:32 Aquila- wrote:Show nested quote +On January 26 2014 14:41 RyLai wrote: What are the timings of the factory in TvP when you DON'T go for a 1-1-1 type of opening (for the Bio/Medivac push)?
Standard and any rushed timings. (ie when does the Factory go down.) If you go expansion into bio, generally the first 100 gas is used for stimpack and as soon as you have the next 100 gas you start the factory.
But there's also builds that do +1 before Stim.
Also, there's a timing where an SCV will be pulled off of gas, then put back in.
What I'm looking is for in-game timer. The order you spend your gas is fairly obvious, but if you stay with 2 SCVs in gas since you started your reactor, you're obviously going to have a later Factory than if you went second gas after Reactor (which isn't good, but it's an example). I'm looking for the timings so I can figure out the gas timings on my own because I feel my Medivac timings are inconsistent and fairly late.
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How do you counter 1 base tempest spam as zerg? After the match my opponent said that it's sos's style. It was on habitation station and after I expanded to gold I was just screwed because he outranged everything on it (I shouldn't have expanded there).
At first I held him off with queens but he didn't lose any tempests and I was stuck on 2 base for too long then lost to some weird archon / tempest / phoenix / high templar composition later on because he denied my 3rd for too long.
I have no experience playing against tempests, especially early on so I wasn't even sure if I should go corruptor, muta, hydras or just all in him and deny his expansion while defending mine with queens or something? Any VOD would be appreciated, I've never seen anything like it.
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PDD are a flying temporary building and so seem immune to Neural Parasite / Abduct / Fungal Growth. Can you use Contaminate on them? This prevents Orbital Commands from scanning, so it would make sense for it to stop PDD from firing too?
If not is Infested Terran the only way to take them down? There is apparently a brief delay between shots from the PDD, so can you focus them down with target firing, if you sync the shots from say, mutalisks?
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On January 27 2014 18:44 qlimaxx wrote: How do you counter 1 base tempest spam as zerg? After the match my opponent said that it's sos's style. It was on habitation station and after I expanded to gold I was just screwed because he outranged everything on it (I shouldn't have expanded there).
At first I held him off with queens but he didn't lose any tempests and I was stuck on 2 base for too long then lost to some weird archon / tempest / phoenix / high templar composition later on because he denied my 3rd for too long.
I have no experience playing against tempests, especially early on so I wasn't even sure if I should go corruptor, muta, hydras or just all in him and deny his expansion while defending mine with queens or something? Any VOD would be appreciated, I've never seen anything like it.
Every once in awhile you will stumble across a weird build that 'shouldn't work' but it will work because you would never expect someone to do it. (like someone rushing carriers or bc's and you just assume he is playing normally). To be honest, don't bother trying to find a way to deal with it unless you see it a lot.
In the case of that build, if he is going 1 base tempest his ground army is going to be pathetic, plus he does not have the economy to do anything really. Take your natural and third fast drone and rush a spire/hydralisks and just kill him by over producing him.
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Your first mistake was expanding to the gold, it's so exposed to everything it's not even funny. You need to expand vertically on that map.
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Hi, im just coming back to the game after several months and it seems like the deadalus map is getting a lot of hate. anyone care to explain why?
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I saw many times on terran streams, when they proxy 2 rax vs zerg and destroy natural hatch the zergs usually leaving games Why? Cant they just tech to banelings and still be in game?
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On January 28 2014 06:32 Kayzer. wrote: Hi, im just coming back to the game after several months and it seems like the deadalus map is getting a lot of hate. anyone care to explain why?
Simply because the ramp going up to the natural is impossible cost efficiently wall. Therefore terran and protoss are stuck doing one base plays and their natural gets raped by run bys. In ZvZ it is almost always 14/14 builds with baneling all ins. Effectively 75% of the time it becomes a 1 base map.
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On January 28 2014 06:45 Vipermagi wrote: I saw many times on terran streams, when they proxy 2 rax vs zerg and destroy natural hatch the zergs usually leaving games Why? Cant they just tech to banelings and still be in game?
By the time you tech to banelings, bust out of your natural and get to the oppositions base he will have 3-4 bunkers or a barracks wall in. You CAN do it and win, but the win chance is super low against any good terran player. Therefore, unless it is a tournament game often zergs will just leave and get into a better game. Some players do fight to the bitter end regardless, depends on your mentality I guess.
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Why don't we see manner pylons in SC2 anymore? Are they still possible/practical?
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On January 28 2014 12:33 [UoN]Sentinel wrote: Why don't we see manner pylons in SC2 anymore? Are they still possible/practical?
By manner pylons do you mean blocking scv's/probes in mineral lines?
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On January 28 2014 12:56 zasg wrote:Show nested quote +On January 28 2014 12:33 [UoN]Sentinel wrote: Why don't we see manner pylons in SC2 anymore? Are they still possible/practical? By manner pylons do you mean blocking scv's/probes in mineral lines?
Yes, that one.
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On January 28 2014 13:17 [UoN]Sentinel wrote:Show nested quote +On January 28 2014 12:56 zasg wrote:On January 28 2014 12:33 [UoN]Sentinel wrote: Why don't we see manner pylons in SC2 anymore? Are they still possible/practical? By manner pylons do you mean blocking scv's/probes in mineral lines? Yes, that one.
Someone correct me if I am wrong (been a very long time since I have played brood war) as far as I know the reason it does not really happen is a combination of the pathing of scv's/probes and the shape of mineral lines. It is extremely hard to get it done, it is possible, but it means you need to scout super early so that you can find your opponent early enough that his mineral line isn't to busy. Not to mention that the sc2 maps at the moment are massive, making it impractical because of scouting distances/wrong locations etc.
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On January 27 2014 04:14 RyLai wrote:Show nested quote +On January 26 2014 20:43 mantequilla wrote: 1) Do tempests do bonus dmg vs colossi? 2) If you storm while attacking with carriers, do you kill your own interceptors?
2+ Is it a good idea to storm your own army if you are being attacked by interceptors and your army will die anyway? Yes, yes, and... How dead are we talking? Like... They're all in the red dead, or they're in a bad position and I can't have them focus down a Carrier dead?
Like you won't be able to retreat dead.
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Which is the most efficient 1 base all in for ZvZ, 14 gas 14 pool speedling+baneling, 10 pool, or 7 roach rush?
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