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On March 19 2018 00:35 3z3ki3l wrote: Not quite related to strategy, but maybe i can get a quick answer here ...
Is there a way to play ranked on bnet (so to get/lose points) with creating a game? So you can play with someone you know - or play rematch? Nope. Allowing that would break the ladder system because people could easily win trade. You can message them after the game and ask for a rematch or just play custom games vs your friends
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On March 19 2018 03:31 Obamarauder wrote: ive noticed that some pro terrans load up units into a few medivacs in a clump of 10+ and quickly boost them away. Is there some sort of trick to this? How can they so accurately click the loaded medivacs so quickly?
When you load up medivacs, control click one so you select them all, then press the unload hotkey and click where you want to unload. Only the loaded medivacs will move, then you can select them, hotkey them as you wish, reset your army hotkey to not include the medivacs, and continue on with your day.
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how do i leave a clan? i dont find any clan options
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Hey guys I've just gotten to play again after a super extremely long time.
Can somebody give some standard openers for each match up? Or stuff to read to get on with the times? I play Zerg. Super out of the loop in everything.
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Started playing team games with a friend recently after not having played since HOTS. I play protoss, and have tried different forms of AOE to supplement my army. Disruptors seems like they are cool, but whenever I've tried using them, they just suck so bad. They kill or damage maybe 1 or 2 units before dying, and i can't even use them against melee units or I'll kill my own army. Does anybody use them effectively anymore? I saw they were nerfed a few months ago?
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I'm having troubles against early cyclones pushes.
Multiples times master Z here. I just took a break since early protoss expansion. Just wondering how do you usually cope with the early cyclones pushes ? I'm having a difficult time to push this harass off because they seem really strong.
Tried mass lings, but depending how much hellions he has, I'm spending a lot of larvaes for army which usually lead to a crappy economy later on. Then tried early roaches. Bad idea. Cyclones crushes them. I need a mix of lings / roaches (and eventually queens) in order to not let my roaches get butchered by the cyclones. Once again depending of the hellion's count, it could lead to a fail or a successful defense but with severely economy's cut aswell. Haven't really tried mass queens nor mass banes. Not sure about the later since I need like 3-4(?) banes to kill a cyclone. Haven't really tried "mass" roaches either when you spend as much drones as possible while putting up the 3rd hatch against the annoying reaper. But I feel like it's kind of a double edged sword.
I haven't seen a lot of zerg streams fending this off since they don't seem to encounter them quite often as I do in the early master / high diamond level's range.
So, really, I'm on the edge of uninstalling the game again because it's already starting to piss me off whenever I'm facing cyclones terrans.
I don't want to post replays, because they're useless. I know exactly why I'm losing in the long run, I just want to know the proper defenses for the early cyclones pushes. First against 1 base cyclones pushes, and second against fast expand 2-3 cyclones and 4-10 hellions.
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On April 02 2018 05:37 RaiZ wrote: I'm having troubles against early cyclones pushes.
Multiples times master Z here. I just took a break since early protoss expansion. Just wondering how do you usually cope with the early cyclones pushes ? I'm having a difficult time to push this harass off because they seem really strong.
Tried mass lings, but depending how much hellions he has, I'm spending a lot of larvaes for army which usually lead to a crappy economy later on. Then tried early roaches. Bad idea. Cyclones crushes them. I need a mix of lings / roaches (and eventually queens) in order to not let my roaches get butchered by the cyclones. Once again depending of the hellion's count, it could lead to a fail or a successful defense but with severely economy's cut aswell. Haven't really tried mass queens nor mass banes. Not sure about the later since I need like 3-4(?) banes to kill a cyclone. Haven't really tried "mass" roaches either when you spend as much drones as possible while putting up the 3rd hatch against the annoying reaper. But I feel like it's kind of a double edged sword.
I haven't seen a lot of zerg streams fending this off since they don't seem to encounter them quite often as I do in the early master / high diamond level's range.
So, really, I'm on the edge of uninstalling the game again because it's already starting to piss me off whenever I'm facing cyclones terrans.
I don't want to post replays, because they're useless. I know exactly why I'm losing in the long run, I just want to know the proper defenses for the early cyclones pushes. First against 1 base cyclones pushes, and second against fast expand 2-3 cyclones and 4-10 hellions.
queen speedling does fine, normally cyclone hellion pushes means 2 reactor factory, u should see that with your first overlord since terran will have 0 marines (1 max) with this build. make additional queens and bank transfuses. From there you just need good micro/trades. Spread your lings in an arc before engaging, pull back within queen range. If terran commits with this build he has a VERY late 3rd cc which you will also scout with your overlords
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On April 02 2018 05:37 RaiZ wrote: I'm having troubles against early cyclones pushes.
Multiples times master Z here. I just took a break since early protoss expansion. Just wondering how do you usually cope with the early cyclones pushes ? I'm having a difficult time to push this harass off because they seem really strong.
Tried mass lings, but depending how much hellions he has, I'm spending a lot of larvaes for army which usually lead to a crappy economy later on. Then tried early roaches. Bad idea. Cyclones crushes them. I need a mix of lings / roaches (and eventually queens) in order to not let my roaches get butchered by the cyclones. Once again depending of the hellion's count, it could lead to a fail or a successful defense but with severely economy's cut aswell. Haven't really tried mass queens nor mass banes. Not sure about the later since I need like 3-4(?) banes to kill a cyclone. Haven't really tried "mass" roaches either when you spend as much drones as possible while putting up the 3rd hatch against the annoying reaper. But I feel like it's kind of a double edged sword.
I haven't seen a lot of zerg streams fending this off since they don't seem to encounter them quite often as I do in the early master / high diamond level's range.
So, really, I'm on the edge of uninstalling the game again because it's already starting to piss me off whenever I'm facing cyclones terrans.
I don't want to post replays, because they're useless. I know exactly why I'm losing in the long run, I just want to know the proper defenses for the early cyclones pushes. First against 1 base cyclones pushes, and second against fast expand 2-3 cyclones and 4-10 hellions.
As was said your 3.30 overlord scout should see double factory reactor on 2 base, but trying to hold the cyclones supported by hellbats is really risky with ling queen only. Adding ravagers is your best bet, as they do very well vs cyclones and force them to stop shooting to avoid biles. That's on a limited eco so don't waste too much gas on extra roaches. When the fight happens, have queens forward to tank first shots, surround the cyclones with lings and bile them
Against one base you should be able to hold the first wave with ling queen as 2-4 cyclones aren't very scary with a good surround, and if they hit later ravager ling destroys them
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So how much gas structures I need to make in order to confortably afford them ? Does that mean I should cut the 3rd base ? Even cut the mineral's drones on 2 bases ? I'm not familiar at all with the way ravagers work. I mean it even costs 1 supply which means it costs 3 supply total which is quite a lot for the early game since I'd need to pre-make a lot of overlords right ? Thanks for the tips, gonna try 4-6 queens firsts to see how it works and I'll play around roach / ravagers later. I'm not really a fan to "sacrifice" at least 8 drones just for making roach and ravagers alone in this early game (1 drone for making another gas, 6 drones on gas and a roach warren, plus eventually additionnal drones to make up the mineral lost in the process).
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On April 03 2018 15:35 RaiZ wrote: So how much gas structures I need to make in order to confortably afford them ? Does that mean I should cut the 3rd base ? Even cut the mineral's drones on 2 bases ? I'm not familiar at all with the way ravagers work. I mean it even costs 1 supply which means it costs 3 supply total which is quite a lot for the early game since I'd need to pre-make a lot of overlords right ? Thanks for the tips, gonna try 4-6 queens firsts to see how it works and I'll play around roach / ravagers later. I'm not really a fan to "sacrifice" at least 8 drones just for making roach and ravagers alone in this early game (1 drone for making another gas, 6 drones on gas and a roach warren, plus eventually additionnal drones to make up the mineral lost in the process).
Your opponent is sacrificing a lot more than you would, terrible transition to bio, low scv count, no starport. If you get a proper 3.30 overlord scout and see the double reactor factories, get a roach warren +2nd gas and one more round of drones, then a 3rd gas. Do not cancel your 3rd hatch. With 2 bases fully saturated and 3 gases (~41 drones) you can easily overwhelm them with ling roach ravager as long as you fight on creep. After the hold you're left with 3 hatch worth of production so you can drone up to 70 and tech to lair without anything they can do about it
One base would hit much faster but it means you should see it early enough to know not to get a 3rd, and hold with queen ling.
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About 4500 MMR... I've been having trouble holding off 1 base cheese in tvp.
When facing the cannon rush(most of the time) into shield battery voidray/tempest. I often hold the high ground fine but cannot clear cannons which leads to shield battery then tempest/voidray. I am trying to figure out the most efficient way to hold this ... Should I break out before Stargate units... What do I prioritize... Missle turrets, bunkers, siege tank, Vikings?
For reference I often realize this is happening when I have a barracks, CC building, with a factory on the way. I typically slap down another barracks and make a bunker...
I realize this might not be a simple question... But it seemed close enough. Apologies if this is the wrong thread.
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On April 06 2018 12:15 xlumpy wrote: About 4500 MMR... I've been having trouble holding off 1 base cheese in tvp.
When facing the cannon rush(most of the time) into shield battery voidray/tempest. I often hold the high ground fine but cannot clear cannons which leads to shield battery then tempest/voidray. I am trying to figure out the most efficient way to hold this ... Should I break out before Stargate units... What do I prioritize... Missle turrets, bunkers, siege tank, Vikings?
For reference I often realize this is happening when I have a barracks, CC building, with a factory on the way. I typically slap down another barracks and make a bunker...
I realize this might not be a simple question... But it seemed close enough. Apologies if this is the wrong thread.
This is more suited for the Terran help me thread
Well the answer is a bit different if they open cannon rush, siege tank are a good way of breaking the contain. Don't try to hold on the low ground, lift your natural to your main. Depending on how many infrastructures they invest in, you might want to pull scvs and break it early.
You'd want different units depending on his followup but your first starport unit should be a viking. Even vs robo it's essential to shut down warp prisms. Then more vikings + mines from the factory vs VRs, or tanks + medivacs vs immortals.
Against the non cannon rush version, i've seen Innovation hold by adding a second starport to pump out vikings. Keep shooting the VRs, abusing the vikings range to deplete the batteries energy. A have a few scvs on auto repair below is nice as well.
Scv scout at 17/23 helps. That way you don't waste a reactor in the wall that would most likely die, simply lift your rax to produce marines in a safer spot and put a bunker to replace it top of the ramp. Easy to repair and hard to snipe for the first toss units.
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Is there any way to install SC2 w/o the campaigns? I'm not going to play the campaigns but they take up too much disk space
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Hi TL, i want to come back to the competition in SC2, back in my days Protoss used to be the race that if played perfectly would win every time, i want to know if it is still the same or if theres a better race for ultra late game players.
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On April 28 2018 13:13 KetoWarrior wrote: Hi TL, i want to come back to the competition in SC2, back in my days Protoss used to be the race that if played perfectly would win every time, i want to know if it is still the same or if theres a better race for ultra late game players.
«the race that if played perfectly would win every time» ???
As a toss, i'm almost triggered by that statement. xD
You must be a former zerg.
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On April 28 2018 21:16 Xialos wrote:Show nested quote +On April 28 2018 13:13 KetoWarrior wrote: Hi TL, i want to come back to the competition in SC2, back in my days Protoss used to be the race that if played perfectly would win every time, i want to know if it is still the same or if theres a better race for ultra late game players. «the race that if played perfectly would win every time» ??? As a toss, i'm almost triggered by that statement. xD You must be a former zerg.
If he's referring to the days when Rain was at his heyday, then that's not an inaccurate statement. "Playing perfectly" was very difficult, but Rain showed that he could joust favorably with anybody even going into the lategame behind (at least for some period of time). I think it largely stemmed from his superior understanding of late game at the time.
There's not really such a race anymore, all three races have pretty well understood lategames that are reasonably close to even. Skytoss is still really strong, but terran's ghost liberator into ravens and zerg's viper hydra brood lord + mass spores/ultras are extremely competitive ultra late game styles as well that arguably are stronger than skytoss, albeit harder to execute. So probably depends on your level
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Hi. I'm having some problems with TvT late game. I play mech so my usual build in tvt is about tanks, hellbats, few ravens for the AAM and vikings (the number will vary according to the enemy comp). So my problem is about BCs. I did try vikings with ravens but in high number is impossible to kill. Did try thors/viking/ravens and no sucess.
What is the most ideal way to deal with a lot of BCs with jump upgrade??
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Hey. Probably first I come here.
Question about ZvT : What is the best set up to recept ByuN build ( 16 marines/steam + 2 medivacs ) ? What is the best set up if I want to go Roach Hydra ?
Thank you !
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Hi there!
I was looking everywhere but i cant find an answer.. Is it possible with like 1-2 clicks to select like 3 or 4 units out of the whole selection? I know you can substract 1 by holding SHIFT and clicking on units but that takes many clicks when i select all my drones and want to sent only 3 to mine gas...
cheers!
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