Simple Questions, Simple Answers - Page 8
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theslayer922
Canada304 Posts
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AuxPriest
Canada38 Posts
On June 01 2011 11:18 theslayer922 wrote: Is pvz easy for p at the lower levels(d- to c-)? I wouldn't say any matchup in particular is "easy", but personally I find that if the zerg opts to NOT go lurkers, that a 4 Gate 2 Archon push is very strong, and will severely cripple the zerg, if not outright win you the game. I personally find PvZ to be the easiest matchup at my level (D-/D), but it is also the matchup I have had the most practice in. Just remember to keep an eye on those Corsairs so they don't get sniped by Hydras/Scourge. It's frustrating as all hell to choose between playing in the dark or spending more gas on new Corsairs. | ||
AuxPriest
Canada38 Posts
Is 10/15 gate still strong against Terran? I like the two dragoon pressure; however, I was told that it is "outdated" by some players. Is it still a viable opening build? | ||
CaffeineFree-_-
United States712 Posts
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Azerbaijan
United States660 Posts
I'm D and I spend all my time practicing and playing against Forge FE, I'm so used to that a 1gate anything really throws me =/ | ||
lyAsakura
United States1414 Posts
On June 02 2011 09:40 Azerbaijan wrote: How do I respond to 1gate tech after a 12 hatch? I'm D and I spend all my time practicing and playing against Forge FE, I'm so used to that a 1gate anything really throws me =/ Three hatch hydra. Scout DTs, make spores and go lurkers, scout reavers, get hydra ups and burrow and mutas, scout mass gateway, go hydraling, and eventually either bust him with superior eco or easily contain him. Go mutas eventually because there's no way that toss can stop both hydra and muta on one base so get him with tech switches. | ||
xxpack09
United States2160 Posts
On June 01 2011 10:46 jello_biafra wrote: I don't believe so, it's not worth it since you should generally be using the energy before it gathers up to 200 anyway. I would imagine the only reason to get it would be so the medic spawns with more energy. It doesn't seem too useful to me though | ||
JMave
Singapore1802 Posts
On June 01 2011 11:30 AuxPriest wrote: On that note, I have a question: Is 10/15 gate still strong against Terran? I like the two dragoon pressure; however, I was told that it is "outdated" by some players. Is it still a viable opening build? It still works on some maps like Judgement Day, HBR and Medusa that don't have ramps but if your terran friend can hold it off, then you have to quickly move into your expansion action otherwise be left behind in the econ. Your econ will be quite bad from the start since you cut probes like crazy after you start your goon range so yeah, be aware and have good control to delay his natural expansion as well. | ||
YejinYejin
United States1053 Posts
On June 02 2011 09:40 Azerbaijan wrote: How do I respond to 1gate tech after a 12 hatch? I'm D and I spend all my time practicing and playing against Forge FE, I'm so used to that a 1gate anything really throws me =/ Day[9] had a really good daily on this. I'm a bit too lazy to find it right now, but I'm just letting you know. It was some game on Fighting Spirit with P at 7, Z at 11. I think the verdict is that 2 base hydra play is very good, with range being the first hydra upgrade you get. On June 02 2011 11:33 JMave wrote: It still works on some maps like Judgement Day, HBR and Medusa that don't have ramps but if your terran friend can hold it off, then you have to quickly move into your expansion action otherwise be left behind in the econ. Your econ will be quite bad from the start since you cut probes like crazy after you start your goon range so yeah, be aware and have good control to delay his natural expansion as well. Longinus, Tau Cross, and Aztec are also really good maps for this. At lower levels of play like D, you can often win easily. It's basically my go-to build for PvT on Longinus. | ||
Morbidius
Brazil3449 Posts
I use F2 as my productions facilities and F4 as my rally point, however i have heard that 456789 for buildings is better, the problem with that is the i find myself unable to properly control my army with just 3 hotkeys. Any solutions or tips on how to control my army better? And should i give up on terran if i just have 120 apm? | ||
lyAsakura
United States1414 Posts
On June 03 2011 04:29 Elementsu wrote: Whats the best hotkey setup for terran? I use F2 as my productions facilities and F4 as my rally point, however i have heard that 456789 for buildings is better, the problem with that is the i find myself unable to properly control my army with just 3 hotkeys. Any solutions or tips on how to control my army better? And should i give up on terran if i just have 120 apm? F2 main, F3 natural, F4 third, change F4 to every next base. Use 4-8 for your first few production buildings, and after you get more then three or four production buildings, use one hotkey to double tap to bring you to your macro buildings. You can change your F2 key to the macro buildings after your army goes over the key you double tap with, or you can just use F2 in the beginning, it's mostly just preference. | ||
J.Dong
United States102 Posts
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Crunchums
United States11142 Posts
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noname_
454 Posts
On June 01 2011 10:46 jello_biafra wrote: I don't believe so, it's not worth it since you should generally be using the energy before it gathers up to 200 anyway. Actually it`s not just that. The medics when +50 is uprgaded are beginning with more mana. If I can afford it I research it. Great against mass plauge. Thing said protoss users always should do the +50 for temps. | ||
hacklebeast
United States5090 Posts
On June 04 2011 13:21 Crunchums wrote: what are the prize structures of the osl and msl like? does only the winner earn money? if not, what is the lowest you can finish and still earn money, and how do those prizes compare to the winner's prize? I can answer your question little by saying second place makes a lot of money as well. Hydra made 60 mil and great mad 40 mil for pdpop. I don't know about 3rd-16th though. | ||
shinjin
United States398 Posts
On June 04 2011 06:54 J.Dong wrote: Compendum of Interesting Starcraft Information oh my lord this is amazing haha | ||
Pulzlulz
Germany412 Posts
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YejinYejin
United States1053 Posts
On June 04 2011 13:42 noname_ wrote: Actually it`s not just that. The medics when +50 is uprgaded are beginning with more mana. If I can afford it I research it. Great against mass plauge. Thing said protoss users always should do the +50 for temps. It's different, though. With templar, the energy upgrade is a noticeable change. It lets you cast 3 storms in a row from a full-energy templar instead of 2. That is a noticeable difference. With medics, it's just some more healing, and more energy to begin with. It doesn't seem as valuable as the templar energy upgrade. On June 06 2011 03:35 Pulz wrote: How many Sunkens should I place at each expansion against each race? This is hardly a "simple" question. You should probably get the answer to this by reading liquipedia, watching pro games, reading guides, and just generally improving. | ||
Reuental
United States457 Posts
On June 01 2011 11:18 theslayer922 wrote: Is pvz easy for p at the lower levels(d- to c-)? PvZ is very difficult for Z at lower levels IMO. If a P gets a third unless I have a large advantage I pretty much always lose because I don't have the mechanics to fight a 3 base protoss on even footing. I would assume that most D level Zergs don't have the mechanics to beat a 3 base protoss either. | ||
obesechicken13
United States10467 Posts
What are the differences between Stop and Hold Position? The difference will impact your unit's rate of fire. Hold position will make your unit's first shot faster, but consecutive shots will be slower, and Stop will make your unit's consecutive shots faster, but your first shot slower. When a unit is ordered to Hold Position, it runs a loop to acquire a target, perform the attack, and then stop moving, the additional command to stop moving requires additional frames, making your unit's consecutive attacks slower, but because Hold Position first acquires a target, its initial attack will be faster. Stop will order your unit to first stop doing everything immediately, which also stops it from acquiring a first target until it goes idle, increasing the time for a first attack, however it will not order your unit to stop moving after every attack, making consecutive attacks faster. The above explanation may not represent the exact behaviour, but here is the short version: Stop: Stop -> Go to Idle -> Acquire Target -> Attack -> Attack -> ... Hold Position: Stop -> Acquire Target -> Attack -> Stop -> Attack -> Stop -> ... from the above link compendium of interesting sc info. That doesn't seem right to me... all this time I've been using hold position, I've been making my army weaker? Also, I was pretty sure probes accelerate faster. | ||
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