On May 17 2014 18:57 Kiernan wrote: I have a problem with Medivac pickups. In TvZ for example if your Bio is surrounded by Lings and your Medivacs are not right over the Bio, how do you pick them up without manually moving the Medivacs over the Bio?
Right click and then shift right click across all medivacs. However, as the above poster said, it is faster and more efficient to move your medivacs after queueing pick up.
I feel like "splitting units off" is a bit cumbersome and could also be confused with marine splitting, (though unlikely).
As I understand it, cloning was used more in broodwar because there was no smartcasting, but I feel like the term still applies in Sc2, especially when CG cloning in ling bane wars.
I feel like "splitting units off" is a bit cumbersome and could also be confused with marine splitting, (though unlikely).
As I understand it, cloning was used more in broodwar because there was no smartcasting, but I feel like the term still applies in Sc2, especially when CG cloning in ling bane wars.
I haven't heard anyone ever use that word to describe that. "splitting units" might not roll of the tongue as easily, but at least people will understand what you're saying
How do I know in PvT, scouting after gate, that the Terran went gas first? It seems that when I get to the T base the gas and racks are already finished, so I cannot tell if it is gas first.
Also, related to the first question, is there any difference is the Terran gas timing when he goes: 1- Reaper scout -> play standard 2- Reaper scout -> add factory -> delayed mine drop 3- No reaper, quick factory and quick mine drop
If there is no difference in the gas timing, what exactly I should be looking for to identify those 3 scenarios? (assuming I cannot probe scout inside his base anymore)
On May 24 2014 04:14 Shagrathsc wrote: How do I know in PvT, scouting after gate, that the Terran went gas first? It seems that when I get to the T base the gas and racks are already finished, so I cannot tell if it is gas first.
Also, related to the first question, is there any difference is the Terran gas timing when he goes: 1- Reaper scout -> play standard 2- Reaper scout -> add factory -> delayed mine drop 3- No reaper, quick factory and quick mine drop
If there is no difference in the gas timing, what exactly I should be looking for to identify those 3 scenarios? (assuming I cannot probe scout inside his base anymore)
Just click on the gas geyser . A reaper build (12/13 gas) will have about 50-80 gas mined by the time your probe gets there (~2:45), whereas a gas first build will have at least 100 gas mined. With 15 gas openers, the gas will have just finished.
If you can identify that your opponent went gas, your next step is to look for a reaper. The first reaper pops out at ~2:45. You can use a probe to identify this or you can just wait for a reaper to arrive at your base around 3:30. If no reaper by 4:00, he's either pooling reapers (very unlikely) or he's going factory with his first 100 gas instead of reapers. In this scenario, it's usually a widow mine drop, so prepare accordingly. The reaper -> widow mine drop is a little harder to identify, but it's not anywhere near as scary. Just keep in mind around 7:30-8:00 to look at your minimap. Your first observer should arrive at your opponent's base just before the drop arrives anyway, and your second observer will already be out in your base, essentially blind countering it .
Also, in the future, you can totally just post this in the Protoss Help Me Thread. It's a solid question.
On May 26 2014 20:29 Serotonine wrote: What is the "3 Banshee rule" ?
I saw it in a TvT build order (Maru's Marine/Tank/Banshee push), and it says "always stick to the 3 Banshee rule".
I have to say I've never heard of a specific 'three banshee rule'.
Not entirely sure I've ever heard of that, but it makes a fair amount of sense. Banshees have a pretty specific time window to get damage done in TvT before vikings, ravens, etc., get out, so after about three banshees, they're not really going to get anything done. The only time they would continue to deal damage is if the first few dealt a ton of damage, and in which case spending that gas on something like tanks for a marine/tank push would be a much better option.
In other words! Stop at 3 banshees, they're not going to be useful after that!
I've never heard of the 3 banshee rule either, unless they 2 shot a tank or something I don't really see how 3 is better than 2. 2 = 1 shot workers, that's probably the best timing for banshees you can get
3 banshee rule as far as I am aware is as SC2John points out, never make more then three banshees. Unless something bizarre has happened. Generally speaking you will get all you can get done with three banshees, once you have had the time to build three they have had the time to build defense.
Recently there was a cannon rush on Habitation St. in a PvZ. In GSL or a major. The protoss made the forge at the bottom of the natural ramp of the zerg player, and when building the cannon, he used it (the cannon) to push his probe through a tight wall, to get up to the nat. Which game was this? Either mention or link to vod/replay
On May 29 2014 09:17 Mozdk wrote: Recently there was a cannon rush on Habitation St. in a PvZ. In GSL or a major. The protoss made the forge at the bottom of the natural ramp of the zerg player, and when building the cannon, he used it (the cannon) to push his probe through a tight wall, to get up to the nat. Which game was this? Either mention or link to vod/replay
i remembered this because i specifically remembered kaelaris calling the probe push while apollo was trying to call some kind of crazy other thing that didn't happen, and i kinda remembered how long ago it was, so i found it in the ESL youtube vods