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[QUOTE]On February 25 2012 11:39 McTeazy wrote: [QUOTE]On February 25 2012 11:08 PinheadXXXXXX wrote: I have a couple questions: If a cloaked ghost is going to nuke somewhere, and you kill the ghost that is calling down the nuke, does the nuke still land?
Long Question but shorter answer: I am a bronze league terran, and in replays I have often found that my opponent had a couple ninja expansions that I didn't know about. I usually scout no expansion and just assume that my opponent's macro sucks, as is often the case, but as I am getting better and playing more silver and gold players, their macro is not so bad, so I can't always assume that they just have bad macro. What is the best way to make sure my opponent does not get a lot of ninja expansions? And in addition, is there any easy way to tell whether my opponent's macro is awful or if he is just tricking me? I could really use some help with this. [/QUOTE]
No.
Scout the front constantly. If they don't have less than you at the present moment, they could have another base, or their macro could be awful. Push in either way.
If you ever SUSPECT a ninja base, just take a marine (assuming you have a tower) and make it patrol in all bases.
A little trick (although you are in bronze so I don't expect you to be dropping a whole lot) to do is when you do a drop, make it path over potential "ninja" bases.
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when is it reasonable to go to roach in zvz and is it ever reasonable to stay on lings while your opponent stays on roaches?
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Hi guys, I was wondering what people mean when they refer to "midgame all-ins" when they're NOT talking about "cheesy" builds like 1-1-1 or 2 port banshee but rather opening a standard 1rax FE, into a "midgame all-in"
I have a theory that it's simply to find an optimal way to get to a certain point in the midgame (Example: 4 medivacs, 5 tanks, 40 marines and 2-2 bio upgrade +1 mech atk upgrade) where you will almost guaranteed have some army/upgrade advantage over your opponent and doing some timing attack when your opponent goes for his 3rd base, hopefully translating that army/upgrade advantage into a win with your be-all-end-all push, knowing if it fails you've lost the game.
Am I correct?
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On February 22 2012 08:55 CallmeMuppet wrote:Show nested quote +On February 22 2012 08:52 envisioN . wrote:On February 22 2012 08:47 CallmeMuppet wrote: Who was that semi-pro guy who 2 based into very quick Brood lord and is taking 3rd and 4th while pushing against Protoss? I watched a video of QxG.Destiny today where he had a new idea for ZvP and his practice partner, coL.Minigun, asked if it was like the 2 base Broodlord "build" that Destiny had done. Idk if this is who you are looking for or not but it could be. Unfortunatley not, I would have rembered Destiny, also I'm almost sure I'm looking for a European zerg, maybe it's the same style after all though, are there any vods? Cheers!
The guy Day9 did a daily on? I remember that guy too, but his name escapes me...
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I have a question regarding the UI.
In SCBW, if you press Alt + Control group, you will instantly jump to that unit.
Is there any equivalent to that in SC2? I tried looking around in the hotkeys section but I found nothing as of yet =(.
Please help thanks.
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On February 25 2012 18:12 Marksman wrote: I have a question regarding the UI.
In SCBW, if you press Alt + Control group, you will instantly jump to that unit.
Is there any equivalent to that in SC2? I tried looking around in the hotkeys section but I found nothing as of yet =(.
Please help thanks.
If you press the control group number twice, you instantly jump to those units. Fx: 11
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On February 25 2012 19:05 Krede wrote:Show nested quote +On February 25 2012 18:12 Marksman wrote: I have a question regarding the UI.
In SCBW, if you press Alt + Control group, you will instantly jump to that unit.
Is there any equivalent to that in SC2? I tried looking around in the hotkeys section but I found nothing as of yet =(.
Please help thanks. If you press the control group number twice, you instantly jump to those units. Fx: 11
Yes, I have always been using that but I tend to find that it is slow in comparison to the Alt + Control group especially when you are multitasking two separate units across the map. That's why I'm trying to find this so that i can have more efficient speed and control for less ;P
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Do every Zerg units regain health faster while burrowed?
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Does anybody have a link to the video that (I think) Robin made about improvement?
If I remember it correctly, he says that he is masters with one race on the three main servers, so if that helps anybody to remember it, that would be great.
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On February 25 2012 23:58 HowardRoark wrote: Do every Zerg units regain health faster while burrowed?
No, only Roaches.
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How can I turn of specific unit sounds? I'd like to hear only the more important sounds (unit alerts, gas/upgrades ready) but now moving sounds or when SCVs/other units complete. I've seen sth similar on korean streams but in the options menu I can only turn off response/movement/error sounds in general and/or change volume of different sound types.
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If I understand it correctly, the idea behind muta-ling-bling in ZvT is that banelings kill marines, which the terran depends on for anti-air, and then mutas can clean up the rest. How come I don't see pros going void-ray HT against terran?
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On February 26 2012 02:51 codonbyte wrote: If I understand it correctly, the idea behind muta-ling-bling in ZvT is that banelings kill marines, which the terran depends on for anti-air, and then mutas can clean up the rest. How come I don't see pros going void-ray HT against terran?
VRs are costly and don't have that much dps, at least not without charge. It hits one unit at a time and takes forever to kill a bunch of units so it's not worth it.
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just a quick question, why are so many pros repositioning their spinecrawlers against scouted allins at their doorstep. I have seen this quite often especially vs terran. The reason why ask this is because most of the time they lose their spinecrawler for free or expose it towards the soon coming push, away from other stuff that can tank some shots (hatch,evo etc.)
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On February 26 2012 03:17 K3Nyy wrote:Show nested quote +On February 26 2012 02:51 codonbyte wrote: If I understand it correctly, the idea behind muta-ling-bling in ZvT is that banelings kill marines, which the terran depends on for anti-air, and then mutas can clean up the rest. How come I don't see pros going void-ray HT against terran?
VRs are costly and don't have that much dps, at least not without charge. It hits one unit at a time and takes forever to kill a bunch of units so it's not worth it.
It's also a horrible composition to make. lings only cost minerals, stargates, ht tech, ht's themselves, and air upgrades are supper expensive. In short protoss would never survive to make it that far
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[QUOTE]On February 26 2012 02:51 codonbyte wrote: If I understand it correctly, the idea behind muta-ling-bling in ZvT is that banelings kill marines, which the terran depends on for anti-air, and then mutas can clean up the rest. How come I don't see pros going void-ray HT against terran?
A few more problems with this composition:
-- Voidrays are not rather slow, so they don't add the element of mobility to your army as mutas do. -- Mutas can swoop in and do damage immediately, while Voidrays hardly do good damage without charge. -- In a situation like this, its probable that toss has or had collossus on the field, so the weather forecast is showing a shower of viking rockets for the next minutes. Even if not, he is definitely going to have medivacs, and therefore the production to get Vikes anyway. -- Its hard to get a decent amount of voidrays fast. You can easily produce 10 mutas at a time (if you have the money), so even if your current flock has been killed, you are still able to keep this tactic going.
Last but not least:
-- If you manage to kill enough AA with your HTs for your Voids to be useful, then all theres left is a battered group of marauders, which are probably going the take their squad's month's supply of stims to gtfo asap, so Voids will just sit around and look at the Pile of dead marines. Some zealots are a lot more effectiv and cheaper to hunt the remnants down.
Yeah, so... I guess the Idea sounds good at first, but in short, it actually isn't. For a lot of reasons.
Edit: oh yeah, right... simple answers. Forgot about that. Guess I just like to write and theorise
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In PvT, what are some good builds to use against a Terran going for a one rax gasless expand?
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Does a zerg's vision go away as soon as a creep tumor is killed or once the creep had receded.
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On February 26 2012 12:41 scarper65 wrote: Does a zerg's vision go away as soon as a creep tumor is killed or once the creep had receded. The creep itself does not give any vision at all. Once the tumors get killed, the zerg immediately loses vision.
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Hi
How do I ...... I dont even know what to say.
Whenever I find a good opening for myself, I always get countered by something that I cannot beat...
So basically, if I go reactor expand, I get 4gated and I die.
So....is this normal guys? Then I have to scout and respond to what I scout? So my original plan is to reactor expand but then i scout 4 gate, obviously I have to react by bunker right?
There is no 1 build that beats all, surely?
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