On November 11 2014 20:50 Meavis wrote:
shakuras has close spawn disabled, everything else is cross only or 2spawn afaik
shakuras has close spawn disabled, everything else is cross only or 2spawn afaik
Thanks bud, appreciate the info.
Forum Index > StarCraft 2 Strategy |
Tzyx
Northern Ireland280 Posts
November 11 2014 11:54 GMT
#16821
On November 11 2014 20:50 Meavis wrote: shakuras has close spawn disabled, everything else is cross only or 2spawn afaik Thanks bud, appreciate the info. | ||
SC2Toastie
Netherlands5725 Posts
November 11 2014 12:04 GMT
#16822
On November 08 2014 08:23 DW-Unrec wrote: With the expansion coming up and the increasingly amount of micro heavy units and spellcasters, I assume many of us who didn't use a reasonable number of hotkeys for units will have to make a change. Do you think we will have to adapt? I didn't follow broodwar, but in sc2 army management was sort of done as a whole, as in you micro your units in blocks. How are we gonna micro important spellcasters in the expansion? More hotkeys or more individual selecting? I think I'll be relying more on camera locations and having a couple of defensive units (HT/Lurker/Tank/Mine/what have you) per base. | ||
Incognoto
France10234 Posts
November 11 2014 15:18 GMT
#16823
Metalopolis was good in its time but now it's obsolete. XelNaga, Shakuras and Akilon are also old / bad ? Or is it fine? :/ | ||
Gwavajuice
France1810 Posts
November 11 2014 17:24 GMT
#16824
On November 12 2014 00:18 Incognoto wrote: I thought the old maps were bad why are they back? Metalopolis was good in its time but now it's obsolete. XelNaga, Shakuras and Akilon are also old / bad ? Or is it fine? :/ Well, we voted for them. see : http://www.teamliquid.net/forum/starcraft-2/470241-dreampool-finalised | ||
DERASTAT
Germany99 Posts
November 11 2014 23:00 GMT
#16825
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Incognoto
France10234 Posts
November 12 2014 11:41 GMT
#16826
On November 12 2014 02:24 Gwavajuice wrote: Show nested quote + On November 12 2014 00:18 Incognoto wrote: I thought the old maps were bad why are they back? Metalopolis was good in its time but now it's obsolete. XelNaga, Shakuras and Akilon are also old / bad ? Or is it fine? :/ Well, we voted for them. see : http://www.teamliquid.net/forum/starcraft-2/470241-dreampool-finalised The current map pool is x10 more interesting than those old things bah, blizzard trolling as usual. | ||
Supersamu
Germany296 Posts
November 12 2014 22:01 GMT
#16827
1.What happens if I unburrow my roach? Will the terran units be pushed slightly aside during the unburrowing process or will my roach pop up at the edge of the bio-ball? 2. Does it make a difference if the burrowed Unit is a zergling? 3. Does it make a difference if the bio units are on hold position? 4. Will the sieged tanks fire on my roach/zergling before the bio units kill my roach/zergling (The bio units could one-shot the roach in my scenario) - Is it possible to see a burrowed baneling or any other zerg unit if it is burrowed under creep? Are there settings that make it easier/harder to see burrowed units? Unfortunately, my PC crashes when I want to open the unit tester, otherwise I would have tested this out for myself. Thanks for your answers! | ||
Excludos
Norway7685 Posts
November 13 2014 00:14 GMT
#16828
On November 13 2014 07:01 Supersamu wrote: Scenario: I burrow a roach in the middle of the map and the Terran sieges his tanks in firing range and moves all his bio right on top of my burrowed roach. 1.What happens if I unburrow my roach? Will the terran units be pushed slightly aside during the unburrowing process or will my roach pop up at the edge of the bio-ball? 2. Does it make a difference if the burrowed Unit is a zergling? 3. Does it make a difference if the bio units are on hold position? 4. Will the sieged tanks fire on my roach/zergling before the bio units kill my roach/zergling (The bio units could one-shot the roach in my scenario) - Is it possible to see a burrowed baneling or any other zerg unit if it is burrowed under creep? Are there settings that make it easier/harder to see burrowed units? Unfortunately, my PC crashes when I want to open the unit tester, otherwise I would have tested this out for myself. Thanks for your answers! The Marine who is on top when it unburrows becomes it's rider, and your opponent gets a unit called the MarineRoach | ||
Jer99
Canada8157 Posts
November 13 2014 01:22 GMT
#16829
On November 13 2014 07:01 Supersamu wrote: Scenario: I burrow a roach in the middle of the map and the Terran sieges his tanks in firing range and moves all his bio right on top of my burrowed roach. 1.What happens if I unburrow my roach? Will the terran units be pushed slightly aside during the unburrowing process or will my roach pop up at the edge of the bio-ball? 2. Does it make a difference if the burrowed Unit is a zergling? 3. Does it make a difference if the bio units are on hold position? 4. Will the sieged tanks fire on my roach/zergling before the bio units kill my roach/zergling (The bio units could one-shot the roach in my scenario) - Is it possible to see a burrowed baneling or any other zerg unit if it is burrowed under creep? Are there settings that make it easier/harder to see burrowed units? Unfortunately, my PC crashes when I want to open the unit tester, otherwise I would have tested this out for myself. Thanks for your answers! 1. The roach will unburrow almost exactly where it was unburrowed. It may move slightly, but not by much. The terran units will be slightly pushed aside 2. Nope 3. Nope 4. Depends. If the siege tank is aiming in the general direction of the Zerg, it may shoot before the bio one shots the roach, and if its gun is facing away than it won't fire before the bio kills it. - Not really, gotta scan for that | ||
fruity.
England1711 Posts
November 15 2014 15:17 GMT
#16830
What do the pro's do? Or does it purely come down to a matter of preference? | ||
Excludos
Norway7685 Posts
November 15 2014 16:01 GMT
#16831
On November 16 2014 00:17 fruity. wrote: Terrans, is there a concensus on weather or not to bind all our production facilities on one key, then use previous / next subgroup to switch between them. Or is it better to have seperate binds for rax, fact and port? What do the pro's do? Or does it purely come down to a matter of preference? Separate binds for each production building is the way to go. Cycling through just means more clicks and thusly more time. Not to mention you simply have more control with everything directly hotkeyd instead of having to tab through everything to get to where you want. | ||
brickrd
United States4894 Posts
November 15 2014 16:35 GMT
#16832
On November 16 2014 01:01 Excludos wrote: Show nested quote + On November 16 2014 00:17 fruity. wrote: Terrans, is there a concensus on weather or not to bind all our production facilities on one key, then use previous / next subgroup to switch between them. Or is it better to have seperate binds for rax, fact and port? What do the pro's do? Or does it purely come down to a matter of preference? Separate binds for each production building is the way to go. Cycling through just means more clicks and thusly more time. Not to mention you simply have more control with everything directly hotkeyd instead of having to tab through everything to get to where you want. the thing i dont like about multiple binds when im offracing terran is that i typically hotkey production on 4 (zerg main player, so hatcheries), CC/nexus on 5 if i'm terran or protoss, and 6+ feel too far away for something as important as production. and for me tabbing doesn't feel slow at all, in fact the muscle memory of single or double-tapping tab comes very smoothly after a few games i guess 123 production and 4 army might be better for playing terran at high levels? or just having a custom keybind setup, which i dont believe in personally anyway i believe the real answer to these questions is always whatever you're able to do fastest and most comfortably is the best way for you. there are zerg players who would tell me im hurting my play by putting army on 1 instead of hatcheries, but it feels perfect for me i also use location hotkey injects, which many people say are "too slow" compared to the backspace trick yet it's still the method used by many pros. it's comfort, for sure | ||
11B
United States188 Posts
November 15 2014 23:34 GMT
#16833
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Excludos
Norway7685 Posts
November 16 2014 02:43 GMT
#16834
On November 16 2014 08:34 11B wrote: I'm an advocate of 1 Key and tab. Way easier imo and you don't need to worry about reaching or mis-clicking. You hit the same number of strokes with both methods btw. And you can always bind your hotkeys to match or at the very least, make tabbing super quick (using mouse keys/buttons make tabbing super quick). I'd rather worry about missclicking too many tabs. Also, its not the same number of strokes. 5-tab-tab-D to build medivacs is two more than 7-D | ||
Excludos
Norway7685 Posts
November 16 2014 02:49 GMT
#16835
On November 16 2014 01:35 brickrd wrote: Show nested quote + On November 16 2014 01:01 Excludos wrote: On November 16 2014 00:17 fruity. wrote: Terrans, is there a concensus on weather or not to bind all our production facilities on one key, then use previous / next subgroup to switch between them. Or is it better to have seperate binds for rax, fact and port? What do the pro's do? Or does it purely come down to a matter of preference? Separate binds for each production building is the way to go. Cycling through just means more clicks and thusly more time. Not to mention you simply have more control with everything directly hotkeyd instead of having to tab through everything to get to where you want. the thing i dont like about multiple binds when im offracing terran is that i typically hotkey production on 4 (zerg main player, so hatcheries), CC/nexus on 5 if i'm terran or protoss, and 6+ feel too far away for something as important as production. and for me tabbing doesn't feel slow at all, in fact the muscle memory of single or double-tapping tab comes very smoothly after a few games i guess 123 production and 4 army might be better for playing terran at high levels? or just having a custom keybind setup, which i dont believe in personally anyway i believe the real answer to these questions is always whatever you're able to do fastest and most comfortably is the best way for you. there are zerg players who would tell me im hurting my play by putting army on 1 instead of hatcheries, but it feels perfect for me i also use location hotkey injects, which many people say are "too slow" compared to the backspace trick yet it's still the method used by many pros. it's comfort, for sure You can use whatever you want if it makes you really uncomfortable. I'm just telling you the optimal way. This particular thing isn't something that will hold you back from being good. Its just a bad habit that you could optimize if you really want to. What I do is usually hold 1-3 for army, 4 for nexus / cc, and 4-6 for production. 6 is close enough that you can reach it quickly. Everything else I use for specialized buildings or units. Like observer, that one runaround dropmedivac, upgrades, etc. I've noticed some pro players use 1-4 for army though, so maybe that could be something to keep in mind. But I never found the use for it. | ||
11B
United States188 Posts
November 16 2014 03:46 GMT
#16836
5-tab-tab-D to build medivacs is two more than 7-D 5x, tab x, tab x. You've just cycled through barracks, factory, starport. 5x, 6x, 7x. You've just cycled through the same as above. Identical keystrokes. I do the same if I'm playing Protoss. And when I play my main race I aways put evo's in with my hatches, and later Den/IP (if nothing else helps me not forget about them). | ||
Excludos
Norway7685 Posts
November 16 2014 07:44 GMT
#16837
On November 16 2014 12:46 11B wrote: 5x, tab x, tab x. You've just cycled through barracks, factory, starport. 5x, 6x, 7x. You've just cycled through the same as above. Identical keystrokes. I do the same if I'm playing Protoss. And when I play my main race I aways put evo's in with my hatches, and later Den/IP (if nothing else helps me not forget about them). But you never go through all of your production buildings and make units on all of them at the same time. You don't go "I need to make marines - click. Now some tanks - click. Oh and I need medivacs!". You go "Medivacs just finished queue up another!". You should also be spamming through the production hotkeys every couple of seconds to check up on your production, and its just easier with 3 different hotkeys than to cycle through it with tab. I'm telling you its an inefficient way to go about it. However, I'm not going to try to convince you to change your ways if you're already comfortable doing it the other way. It takes a lot of practice, and the reward is small. There are probably a ton of other things you can focus on instead which will have a much higher reward in terms of skill. | ||
karinmillan
Greece1 Post
November 19 2014 17:54 GMT
#16838
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General_Winter
United States719 Posts
November 19 2014 19:45 GMT
#16839
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DjSweetBazz
Sweden172 Posts
November 19 2014 21:58 GMT
#16840
How to beat it?? | ||
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