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Simple Questions, Simple Answers - Page 27

Forum Index > Brood War Strategy Prev 1 2 3 4 5 6 7 8 9 10 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 100 136 137 138 139 140 141 142 143 144 145 146 Next
 
 JMave   Singapore. August 08 2011 21:59. Posts 1754
Profile Blog # 

On August 08 2011 20:19 don_kyuhote wrote:
So is it standard for Terran to switch to Mech in TvZ if Terran fails to stop Zerg from securing 4th gas?
I think it's a pretty accepted fact that once Zerg has 4th or more gas and near fully upgraded Ultra ling with defiler support, Bio with Vessel support just doesn't cut it.


I'm not quite sure but 4 gas zerg is still manageable. The problem I find with mech transitions is that if he can catch you while you transition, then you will be left in a tough spot because you will immediately require a 3rd gas. At the same time, you need to look out for when he moves to ultras and then you can most likely get into mech mode safely.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Old Post

 
 therockmanxx   Peru. August 09 2011 23:35. Posts 1104
Profile # 
The original zealot's HP and Shield was 80 HP and 80SHIELD
And was changed due to balanced to 100HP and 60
How that change the balance? Thanks...
Tekken ProGamer
Old Post

 
 Bwenjarin Raffrack   United States. August 10 2011 00:06. Posts 300
Profile # 

On August 09 2011 23:35 therockmanxx wrote:
The original zealot's HP and Shield was 80 HP and 80SHIELD
And was changed due to balanced to 100HP and 60
How that change the balance? Thanks...

In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.

With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.

Edit:


On August 10 2011 00:52 lyAsakura wrote:

Show nested quote +
On August 10 2011 00:06 Bwenjarin Raffrack wrote:

On August 09 2011 23:35 therockmanxx wrote:
The original zealot's HP and Shield was 80 HP and 80SHIELD
And was changed due to balanced to 100HP and 60
How that change the balance? Thanks...

In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.

With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.



Yamato is a spell and does static damage... nevermind a zealot can survive yamato @-@.. wtf

I know, I was surprised too.
Last edit: 2011-08-10 01:16:21
I'm not as thunk as dreople pink I am.
Old Post

 
 lyAsakura   United States. August 10 2011 00:52. Posts 1412
Profile Blog # 

On August 10 2011 00:06 Bwenjarin Raffrack wrote:

Show nested quote +
On August 09 2011 23:35 therockmanxx wrote:
The original zealot's HP and Shield was 80 HP and 80SHIELD
And was changed due to balanced to 100HP and 60
How that change the balance? Thanks...


In many ways. They'd be worse against hydralisks and sunken colonies, worse against tanks and tank splash damage, and they'd only be able to take two spider mine hits instead of three.

With the size conversion, basically anything with explosive damage would do better against zealots with more shields because they'd do more full damage to shields and less scaled damage to hit points. For another drastic example, a 60/100 zealot can, suprisingly, barely survive a blast from a battlecruiser's Yamato gun because it does explosive damage. An 80/80 zealot, however, would not survive.


Yamato is a spell and does static damage... nevermind a zealot can survive yamato @-@.. wtf
Changing to 100hp also makes the armor upgrade much better than it would if the zealot had more shields.
Last edit: 2011-08-10 01:06:11
WeMade FOX would be a deadly SC2 team.
Old Post

 
 ThePianoDentist   United Kingdom. August 10 2011 03:48. Posts 489
Profile # 
on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o
Brood War Protoss, SC2 Terran/Protoss
Old Post

 
 Memnon   Canada. August 10 2011 03:50. Posts 35
Profile # 
There should be a mineral field in the middle. Mine that first.
SC2GG
Old Post

 
 xxpack09   United States. August 10 2011 05:14. Posts 1802
Profile Blog # 

On August 10 2011 03:48 ThePianoDentist wrote:
on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o


All modern island maps have a blocking mineral field to prevent terran imbalance from being able to simply build and float--all 3 races require drop tech to expand to islands
Old Post

 
 ThePianoDentist   United Kingdom. August 10 2011 05:15. Posts 489
Profile # 

On August 10 2011 05:14 xxpack09 wrote:

Show nested quote +
On August 10 2011 03:48 ThePianoDentist wrote:
on python with the island expos anyone know why when i ferry a probe across it wont let me build a nexus there. there's literally no area where it's all green for me to be able to build. 0_o



All modern island maps have a blocking mineral field to prevent terran imbalance from being able to simply build and float--all 3 races require drop tech to expand to islands

aaah so you mine it out like on destination. thankyou
Brood War Protoss, SC2 Terran/Protoss
Old Post

 
 Release   United States. August 10 2011 07:10. Posts 3982
Profile Blog # 
Is 9 pool speed or 9 pool lair better against a 12 hatch?
☺
Old Post

 
 Magus   Canada. August 10 2011 08:41. Posts 300
Profile Blog # 

On August 10 2011 07:10 Release wrote:
Is 9 pool speed or 9 pool lair better against a 12 hatch?

Generally speed would be better, but on a map with a ridiculous rush distance lair would be better. Or in that case just 12 hatch too.
Old Post

 
 TheGlassface   United States. August 12 2011 04:12. Posts 612
Profile # 
As a Protoss player/fan, I have loved the few games I can find on Nal_Ra from liquipedia. I joined the scene a little late, so I didn't get the glory days of the dreamer but could someone link some games that are some of his more memorable or more noteworthy? The man had a flair for creative play which you don't see in Protoss players much these days.
The mystery of life is not a problem to solve, but a reality to experience. **Hang in there STX fans!! Kal Hwaiting!**
Old Post

 
 Crunchums   United States. August 12 2011 04:23. Posts 10411
Profile Blog # 

On August 12 2011 04:12 TheGlassface wrote:
As a Protoss player/fan, I have loved the few games I can find on Nal_Ra from liquipedia. I joined the scene a little late, so I didn't get the glory days of the dreamer but could someone link some games that are some of his more memorable or more noteworthy? The man had a flair for creative play which you don't see in Protoss players much these days.

you've probably seen this one already
+ Show Spoiler +


2 parts
+ Show Spoiler +
http://www.youtube.com/watch?v=y91-33Kl1-U&playnext=1&list=PL6471A2AA8EAC17DE
Last edit: 2011-08-12 04:23:55
brood war for life, brood war forever
Old Post

 
 jello_biafra   United Kingdom. August 12 2011 04:44. Posts 5831
Profile Blog # 

(click video responses for other parts of it)
"I found the Crown of France lying in the gutter and I picked it up with my sword" - Napoleon Bonaparte
Old Post

 
 dementrio   August 12 2011 19:12. Posts 678
Profile # 
Hello,

I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.

One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.

* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.
Old Post

 
 jello_biafra   United Kingdom. August 12 2011 20:51. Posts 5831
Profile Blog # 

On August 12 2011 19:12 dementrio wrote:
Hello,

I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.

One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.

* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.

1 fact tank and 1 fact vult, lay lots of mines, you should have 3rd and 4th facts coming around the time you're floating your 3rd CC out so you can add the second machine shop then and go 2 fact tank 2 fact vult, should be plenty to defend with, don't forget turrets and a depot or two or use the depot/barracks wall if it's the 3rd on Fighting Spirit you're talking about.
"I found the Crown of France lying in the gutter and I picked it up with my sword" - Napoleon Bonaparte
Old Post

 
 ThePianoDentist   United Kingdom. August 13 2011 08:47. Posts 489
Profile # 
anyboyd have any vods of games or replays of PvT where P opens up with early reaver (gets reaver just before expand) transitioning into carriers later on?

I usually do the dt's into arbiters tech route, but have started switching to some early reaver play (found my dt drop never did enough damage, whereas i knew in same position dropping a reaver and 2 zealots could demolish his economy.) then seeing as I didn't take the temp archive tech route i was hoping to see if it would work to go straight stargate then fleet beacon.
Brood War Protoss, SC2 Terran/Protoss
Old Post

 
 Crunchums   United States. August 13 2011 13:15. Posts 10411
Profile Blog # 

On August 12 2011 19:12 dementrio wrote:
Hello,

I am a sc2 noob who is trying to learn 1 simple BO for each matchup. For tvp I'm trying to make the double armory ("flash build") work for me.

One thing that's not clear to me is, what should I be producing out of the 2 factories? If I get 1 fact tank and 1 fact vultures I feel like I don't have an army to defend the fast 3rd that is the crux of the build*. If i get 2 fact tank i feel like I have no map presence and no good way to scout anything, I'm afraid even to move towards my 3rd because of possible flanks /ambushes.

* I especially have trouble when p gets a fast 3rd, which is still faster than mine, and then spams gateways and pins me to my natural with just lots of goons and zealots.

idk TvP at all but have you tried looking at these? I bet that one of the TvP FPVODs covers the build you are talking about.
brood war for life, brood war forever
Old Post

 
 Release   United States. August 13 2011 13:22. Posts 3982
Profile Blog # 
Off a 1 rax FE in a TvP, what's the correct response to a 12 nex?
I've seen Flash just pull SCVs and bunker rush, but my micro really isn't up to par.
☺
Old Post

 
 JMave   Singapore. August 13 2011 14:46. Posts 1754
Profile Blog # 

On August 13 2011 13:22 Release wrote:
Off a 1 rax FE in a TvP, what's the correct response to a 12 nex?
I've seen Flash just pull SCVs and bunker rush, but my micro really isn't up to par.

same as what you do on 1 fact. marine timing isnt delayed at all and if you can net some probe kills or to force probes on nat away from mining, then it is possible to even get ahead since u went 1 rax fe.

i think 12 nex is mostly an issue if you went factory first rather than for rax fe.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
Old Post

 
 dementrio   August 13 2011 17:56. Posts 678
Profile # 
When I try builds that open with 12 rax 12 refinery I never have enough minerals for a factory when i hit 100 gas. Is this intended, or am i doing something wrong with my initial worker micro, do i need to cut workers or what?
Old Post

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