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On February 15 2016 07:17 Deckard.666 wrote: You can choose to always be green and your opponent red, or it can be random.
Random in 1v1 ladder is either blue or red anyway i think.
I recommend using the always green and opponent red option to see dots like drops more easily on the map. If your opponent is blue on some dark maps you might sometime miss it in some areas, and the red is not as bright as the one in the green/red option.
Tha's why you see pros use purple in custom games on maps like dusk towers, so their stuff is harder to spot on the map. By using the green/red option you won't be affected by that.
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United Kingdom20154 Posts
Tha's why you see pros use purple in custom games on maps like dusk towers, so their stuff is harder to spot on the map.
Dusk towers also has a color issue (it's set to a far narrower range of colors than 0-255 which seems to be an option in the map editor?) which makes that even worse. Hard to see anything properly.
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I was curious - why do Swarm Hosts still have these range circles? Obviously not for how far locusts can go since they can go about twice this range.
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Where can i find some standard build orders? I don't play often and thus i have not really a grasp on a what a decent build order is in lotv.
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Really noob question.
How do you attack a spawning Nydus worm?
I just played a TvZ and the Zerg 1 base roach rushed with nydus into my main.
I scouted it ahead of time, saw the nydus spawning, but couldn't actually target it to kill it.
It spawned and a million roaches came in and killed everything.
What am I missing here?
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On February 28 2016 20:31 Qibla wrote: Really noob question.
How do you attack a spawning Nydus worm?
I just played a TvZ and the Zerg 1 base roach rushed with nydus into my main.
I scouted it ahead of time, saw the nydus spawning, but couldn't actually target it to kill it.
It spawned and a million roaches came in and killed everything.
What am I missing here?
You're missing nothing. It's invincible until it fully spawns. They changed it in lotv. Your best bet it to just surround it with a bunch of shit, target it as soon as it spawns and hope that you can kill it before the queens transfuse it.
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If I leave league and it gives me 5 placement games did it reset my MMR?
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What zerg unit counters a big group of thors?
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basic noob army comps
terran = marine tankivacs zerg = roach ravager protoss = ?
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Zerglings and Brood Lords are your best bet. Lings can fight them if they split up, or run around them and counter attack if the thors group up. Brood Lords can fight them head on.
You could also try viper+infestor. Fungal and blinding cloud is a very powerfull combination. If you research neural parasite it can be quite useful too
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On March 12 2016 02:20 Magmire wrote: Zerglings and Brood Lords are your best bet. Lings can fight them if they split up, or run around them and counter attack if the thors group up. Brood Lords can fight them head on.
You could also try viper+infestor. Fungal and blinding cloud is a very powerfull combination. If you research neural parasite it can be quite useful too
Fun Fact: Fungal does not stop Units from moving that are tagged "massive" (wich the Thor is).
But on Topic:
Mass Thor is so immobile, that you can just counterattack with any unit and kill the entire base while the Thors just wander around on the Map. My favorite way is Nydus ... but lings work absolutely fine.
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On March 05 2016 07:20 phantomfive wrote: What zerg unit counters a big group of thors? Could it be that your opponent managed his economy better, leading into a higher army value?
That unit composition isn't considered viable, because it is easily destroyed by Roaches/Ravagers/Mass ling.
It is a very common mistake by people that they seek a strategical solution to a macro problem.
On March 11 2016 12:04 shimmering119 wrote: basic noob army comps
terran = marine tankivacs zerg = roach ravager protoss = ? Mass stalkers with good blink micro. If that is difficult just go adept stalker immortal with a few sentries.
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Whenever I try to search for anything in the Bnet Custom Games function, it takes FOREVER for any search results to appear. This is true even for very simple searches such as the name of a ladder map (i.e. "Dusk Towers") It has consistently been incredibly, unbelievably slow for years, on several different computers. Does anyone else have this problem? Why on earth is this?
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what can i do as zerg vs turtle terran (long on 2 or 3 base) who is going mech(tanks) + liberators? (gold player)
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On March 17 2016 18:15 lib_ wrote: what can i do as zerg vs turtle terran (long on 2 or 3 base) who is going mech(tanks) + liberators? (gold player) Short answers: 1. Kill him before he gets set up. (Ravagers own tanks and libs as long as there are no medivacs to lift the tanks. 2. outexpand him; libs are slow to set up, tanks even more so. If you can get a nice economic lead, you can run multibple armies into him. 3. Vipers (parasitic bombs against libs, abduct against tanks)
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How would people feel about 2v2s if they were balanced separately from 1v1s?
I'm not entirely sure why there isn't much of a scene for 2v2s, but I recall that in WoL, a factor was balance(?), but it feels like since people like playing 2v2s/team games more than 1v1s (according to a Blizzard post/thread I can't be bothered to find), it might be worth looking into a competition - not necessarily a WCS circuit of course, in 2v2s with different balance.
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what's the "safe" macro build for protoss right now
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On March 27 2016 04:54 IntoTheheart wrote: How would people feel about 2v2s if they were balanced separately from 1v1s?
I'm not entirely sure why there isn't much of a scene for 2v2s, but I recall that in WoL, a factor was balance(?), but it feels like since people like playing 2v2s/team games more than 1v1s (according to a Blizzard post/thread I can't be bothered to find), it might be worth looking into a competition - not necessarily a WCS circuit of course, in 2v2s with different balance. do you mean giving units different stats and abilities based on a 2v2 settings? i think that would be awfully confusing... and as a 1v1 player i wouldn't want to try out a team game and have to learn different timings and unit specs.
the more players on the field the more complex balance becomes. i don't think it would be worth the effort... why not just play 2v2 as it is and either use the strategies that are strong or just play how you want? it's not really any different in 1v1... right now at pro level in zvp it's all about allins and drops, but i don't like to play that way, so i just play my own style and have fun...
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Another way of looking at things is that some units are good in 1v1, while others are better in team games.
For example, the Siege Tank is seen as underpowered/gimmicky in 1v1. Without the Meditank gimmick, it's not strong enough for its intended role of sieging and area denial. However, in team games, when you are guaranteed backup, it's very powerful. I've been going Reactor Barracks into Double Factory and then producing lots of Siege Tanks early on in team games. This would never work in 1v1 but it's very effective in team games.
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Got a question about SSL finals : Stats struggled against Dark's mass ling bane mid game, and tried to use archons and storms to beat them, as seen in game 4 on dusk towers.
So does it mean that Colossus is so bad now that it can't even counter mass ling? Or just that it couldn't be a solution in regard of other aspects of these games, for instance late game composition?...
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