| makmeatt July 07 2011 20:07. Posts 154 | Profile # |
Regarding #513, you want to watch out for that habit (a-moving instead of just moving) when sending out scouting workers later in the game, as you might stumble upon stray units/structures and lose your scout/alarm your opponent.
And regarding #456, it is actually true, just tested it. Takes at least two forcefields to cancel the nuke though, executing range is apparently longer than casting range.Last edit: 2011-07-08 02:54:43 |
| | Don't listen to this guy. || lolzerg. |
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| Spam4119 United States. July 08 2011 06:23. Posts 32 | Profile # |
| #527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units. |
| | Betty White is a total babe. |
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| BioTech Australia. July 08 2011 13:31. Posts 263 | Profile # |
On July 07 2011 18:05 Arn wrote: Show nested quote +On July 07 2011 17:53 FoFo wrote: On July 07 2011 12:02 BioTech wrote: #525. (T) Occasionally getting Infantry Armor is wiser vs zerg. Consider how a zergling damage drops from 5 to 4 - that's 20%. While if a marine has the weapons upgrade his damage increases from 6 to 7 which is only a 16.7% increase.
Marines vs queens. Armor upgrade on marine causes queen damage to drop from 4 (x2) to 3 (x2) which is a 25% drop. Queen armor of 1 means the marine damage is 5, with the upgrade its 6 or a 20% increase. Again, in this situation you want armor first.
i think weapon ups are still better because marines have stim and can attack with more at a time than zerglings... also what zerg is ever gonna make queens to fight your marines.
Yeah, the logic behind attack before armor in TvZ is that "let's kill them before they can attack us", something that reduces damage taken even more than armor. Similarly, it is often worth it for zergs in ZvT to take armor upgrade for ground units (lings etc.), although that's a more interesting point to debate. Armor helps very much against siege splash, but also against fast-firing marines. However, +attack is awesome for banelings that connect. On the other hand, banelings that connect are awesome anyway. Oh, and +attack for Mutas is a given, since mutas should optimally not take damage - either you harass or you tank with ground units. Mutas should rarely or never fight straight-up.
Another set of numbers, marine vs ling:
zergling damage is 5. marine HPs 45. so a zergling takes 9 strikes to kill a marine zergling damage vs marine with 1 armor = 4. So 12x4 = 48. so thats 12 strikes to kill a marine. marines are 33.3% tougher with armor of 1.
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-KarakStarcraft- United States. July 08 2011 14:05. Posts 258 | Profile # |
On July 08 2011 06:23 Spam wrote:#527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units.
Should likely move command the rest of the bio if you are retreating and a move the medivacs separately. This way you just don't turn around halfway there if a stalker or something clips you. |
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| happyness United States. July 08 2011 14:07. Posts 2385 | Profile # |
452. If you shift-queue one or several actions it will only finish after the current action. To spam forcefields/etc. while in combat, instead hold the hotkey for forcefield (F) and spam-click.
I was going to include this one because I just figured it out today lol. My FF's are absolutely terrible, so I think this should help out a lot |
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| Arn Sweden. July 08 2011 23:10. Posts 118 | Profile # |
On July 08 2011 14:05 Karak wrote: Show nested quote +On July 08 2011 06:23 Spam wrote:#527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units.
Should likely move command the rest of the bio if you are retreating and a move the medivacs separately. This way you just don't turn around halfway there if a stalker or something clips you.
As for me I always do movecommands separately, I prefer doing the "extra" micro if/when needed. And running into an unexpected army is seldom a problem as zerg, for some reason (can't talk for the other races). |
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| Rannasha Netherlands. July 08 2011 23:27. Posts 2257 | Profile Blog # |
On July 08 2011 06:23 Spam wrote:#527 (T) Consider A-moving across the map with an MMM ball as much as possible when units are wounded. Just normal moving will make the medivacs move ahead of the units and do no healing until all arrive (potentially putting your medivacs in a dangerous place also). A-Moving will cause the medivacs to heal the units while they move, and the healing will cause the medivacs to stay behind the units (since they must stop in order to heal), and the faster medivac speed will still keep them caught up with the units.
Related to this:
#528 (T) A-move your Medivacs to a unit in your bio-ball. Your Medivacs will automatically follow your bio and heal whenever there is someone in range. Since Medivacs move faster than bio, this means they'll heal while your bio-ball is moving around. Be careful though, since once the unit you A-moved your Medivacs on is killed, the Medivacs won't follow anymore.
Untested: Shift-A-move your Medivacs to a bunch of units in your ball to overcome the problem mentioned above. |
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| Gyro_SC2 Canada. July 09 2011 00:04. Posts 513 | Profile # |
| if you cast seeker missile and the target is dead before the missile reach it. The missile will target the nearest unit. |
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| Gl!tch United States. July 09 2011 00:28. Posts 573 | Profile # |
| (P) When harassing a terran with Dark Templar, keep one attacking his orbital command, and the others going after scv's, supply depots, and tech labs. Never leave them close and keep track of the OC's energy for scans. |
| | “I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy |
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| Ajaco92 Norway. July 09 2011 00:45. Posts 126 | Profile Blog # |
| #529 Chrono-boosting a building increases its energy regeneration rate by 50% |
| | What doesnt kill you make your race OP. | |
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| immanentblue Denmark. July 09 2011 00:54. Posts 96 | Profile # |
| ZvZ: if your opponent is doing worker micro to mine only the closest mineral patches, you can place an evo chamber in his mineral line to serverely disturb his mining later on, and in addition, scout how many initial lings he produces |
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| immanentblue Denmark. July 09 2011 00:59. Posts 96 | Profile # |
| spinecrawlers are in essence a 0 or even a -1 supply unit. use this fact in the late game to get more out of your maxed army |
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| Spam4119 United States. July 10 2011 10:55. Posts 32 | Profile # |
On the idea of spamming early in match:
Take it from somebody who has been a concert musician for awhile, that warming up fingers do help. (Hence why musicians run through warmups). This, though, has the wonderful effect of sticking around for awhile. A little warmup 15 minutes before show time is enough to last you (you don't need a warmup before each song). Even a warmup at 10am when the show is at 8pm is enough to last you. In fact, the warmup is more of a mental thing (like 75% mind, 25% getting blood flowing) to get your fingers used to what they are supposed to do and remind the brain of the movements. Which means that if you play even 1 game before, you are definitely warmed up for all subsequent games and you don't need to warm up every single time (like before every single song). THAT being said...
Take it from somebody in the field of psychology that spamming can be helpful for the reasons people say. People will say that spamming just seems to help them remember things, and that is because they tie the action of spamming to the thoughts of beginning build orders and needs. So spamming does unlock all those thoughts just by doing the action (in the same way doing a familiar action can bring back memories). That doesn't mean it is required by any means. I don't spam because i find just concentrating myself helps. That isn't to say there isnt a routine. I think everybody gets used to a routine of their own (Mine is click CC, S, send workers, click CC, shift 5, shift F2, move to ramp, Shift F3, 5 5 hold S... etc.). And that is why even simple scouts attacking a guy on a building can screw up something because it breaks that rhythm.
SO THE POINT IS:
Do what works for you. As for warming you up, unless its your very first game of the day it isn't doing anything. As for helping you remember what to do, it really depends on the person. Just remember, the more you click, the more mistakes you can accidently make. So to each their own. I wouldn't call it a miracle cure or anything. The most it does is help set that rhythm in the same way tapping your foot while playing music can help you line up your notes, even if you don't tap right on the beat, as long as you know what you are doing. |
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| Spam4119 United States. July 12 2011 09:00. Posts 32 | Profile # |
Oh I have another tip.
#530(?) (T): At the very start of the map generally sending your SCV from the mineral line to the ramp at ~50 minerals (sometimes a little less then that for long distances, sometimes a little more for short distances like metalopolis) is a good way to line up the SCV arriving at precisely when you have 100 minerals to build that first supply depot. ~100 (usually a tiny bit less due to a few more SCVs mining) is when you want to send an SCV to start building that first rax at the wall. |
| | Betty White is a total babe. |
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| Turbogangsta Australia. July 12 2011 15:49. Posts 305 | Profile Blog # |
| #531 Z: If you use the back space method for injecting your hatcheries hit the "hold" command at the end of your injecting sequence to stop your queens from moving across the map to inject hatcheries that dont have queens nearby. |
| | Esports is killing Esports. |
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| Spam4119 United States. July 13 2011 05:10. Posts 32 | Profile # |
#532 (T): A single vespene geyser fully saturated gives about 121 gas a minute. A medivac costs 100 gas and takes 42 seconds to build. Which means (if my math is right), a single vespene geyser will give you only 82 gas in the time it takes to build 1 medivac. If you add a reactor onto a starport, that is a very good cue to have at least 4 geysers going (so if you haven't already, build the 2 extra refineries on your natural when you are starting to build the reactor).
Day9 also briefly mentioned this in one daily where he just said he prefers to have 4 fully saturated refineries going whenever he has reactor medivacs going. It is like the perfect thing to decide when to add more refineries. As soon as I am gearing up to go reactor medivacs I instantly know I need 4 geysers to support it (and with a little gas leftover for the inevitable other things that require gas). |
| | Betty White is a total babe. |
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| Aundasch Germany. July 13 2011 23:32. Posts 27 | Profile # |
Whenever you macro - look at the Minimap (Daily #252) This will help you improve so easily |
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| Philip2110 Scotland. July 18 2011 08:36. Posts 787 | Profile # |
| #533 (PvT) When trying to kill an scv while it is building a structure with pheonix, press g and then on the actual structure that is being built. It will lift the scv building it |
| | you know the game is broken when you see less zerg QQing |
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| Dualx United States. July 18 2011 11:20. Posts 87 | Profile # |
#534 (PvT) When being dropped repeatedly, watch the medic-vac health. If low, leave only 1-3 stalkers to focus down medic-vac denying the drop attempt and future one's.
#535? (ZvT) [PlatLeague] If you need to utilize already trained burrowed roaches (high armor helps) you can use 4-5 of them as bait. Prod with roaches and burrow in vision of opponent and pull them into optimal position. Often what will happen is terran will react with scan as roaches are leaving and send a few free-units to kill them.
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Dhalphir Australia. July 18 2011 17:14. Posts 1305 | Profile Blog # |
On June 05 2011 08:25 Kaitlin wrote: I've never actually seen this implemented in a game, nor do I play Zerg, so take it with a grain of salt, but I just had this idea.
We all know about burrowing banelings at likely opponent expansion sites so you can kill workers, but what about defensively ?
Tip (ZvT) To defend against drop harass (mainly ZvT, but also Zealots), burrow some banelings at strategic locations around your own mineral lines to explode marine drops and force future scans before subsequent drop play.
relies a little too much on predicting where a drop is going to hit. Mineral lines have a lot of space around them and it seems a huge waste of banelings to cover even half the available spots. |
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