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05-07-2011 , 12:23 PM
Blinking stalkers is pretty micro intensive.
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05-07-2011 , 01:05 PM
http://www.teamliquid.net/forum/view...opic_id=220364

pretty sick, but i'm surprised it didn't happen sooner.. they seem like a perfect match <3
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05-07-2011 , 02:04 PM
Quote:
Originally Posted by Karak
lol @ races that can hotkey to just 1 key and win. must be hard to micro that army! the a key is elusive.
Trying to stay objective, let's consider what happens when you 1a standard armies for each race.

TvP: MMM + vikings 1a (or 1ta) = doesn't create problems afaik, maybe medivacs fly ahead a bit further than they should, but all of the attacking units being ranged units means little worry about units being trapped out of range.

TvP: Tank/pure mech 1a = problematic, since tanks generally need to be somewhat positioned & then sieged.

PvT: Colo/stalker/zealot/sentry(/phx) 1a = stalkers wind up in front, blocking zealots from being able to attack or tank damage. If phoenix are with this group, they most likely get to the battle first and start taking damage before the supporting P army is there to assist. If the scenario allows ff/gs, hope that sentries are selected (I'm not sure if stalkers gain priority in control groups if they have blink), and that they're in range to ff.

PvT/Z: Zealot/stalker/sentry/ht 1a = hope your hts aren't too far behind when the battle starts, and hope their incredibly slow move speed doesn't mean that the rest of the P army dies before they get in range to storm.

ZvT: Ling/bane + infestor or *muta (not sure which the standard is currently) = 1a & hope you have enough lings + banes to beat the opponent's marine/tank army. Granted, keeping a ground army on the same hotkey as aerial units, at least faster aerial units, generally will cause problems for any race, so assuming mostly ground armies for the time being.

ZvP: Mass roach = pretty much as simple as 1a gets. Maybe you have to rclick behind the P army once or twice, depending on the size of the battlefield. The micro simplicity of mass roach was probably one of the reasons why this was one of, if not the, most common ZvP strat for a decent amount of time.

ZvP: Ling/bane or ling/bane + infestor or ultra or both = maybe put a few ultras in the front of the army if forcefields could prove problematic, maybe hit whatever fungal hotkey is (E I think), then 1a & grab snack (or start typing out Katy Perry lyrics).

ZvP: Hydra/roach/corruptor = roaches wind up in front, since they're faster, which works out well since they have shorter range than hydras. Doesn't appear to be as common anymore, but w/e.
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05-07-2011 , 03:10 PM
1a'ing is for chumps. box+a ftw.

<3<3<3 raffy.

If you have to micro you haven't built enough banelings imo.
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05-07-2011 , 03:34 PM
ZvT is just 1 big micro war for both sides

you have to babysit your army so they don't get drawn into a tank line and die, when you do attack you have to try to surround with lings while manually splitting banelings to chase after groups of marines, while simultaneously magic boxing any thors with your mutas. if you have infestors you have to try to get good fungals off without going too far and having a group of tanks 1 shot them before they do anything.

terran really just has to have a good tank spread set up, and stim and run and split marines until all the banelings are dead, and then hope they did it good enough to have enough marines left to take all your mutas.

and on the side, terran has to drop your expansions while you have to defend with just enough as to not pull your entire army out of position and allow him to siege up in a favorable spot.

thats the real kicker for me, zerg has to defend their expansions with units (spines don't really cut it unless you make 4+ and they all have to be able to hit at once), while once terran gets a planetary up, you pretty much cant kill it, and they always have that safety net to run back to. This gives Terran so much staying power the longer the games go on and allows them to make some sick comebacks. it's really amazing sometimes you'll have a terran dead to rights and he'll sneak a base or somehow take his gold and rain mules on it and be right back in the game.
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05-07-2011 , 04:02 PM
Quote:
Originally Posted by pwncakery
1a'ing is for chumps. box+a ftw.

<3<3<3 raffy.

If you have to micro you haven't built enough banelings imo.
L O L.
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05-07-2011 , 10:06 PM
So I just lost to a guy who sat on one base for 20 minutes making thors. He literally surrounded his base with missile turrets. I already had like 8 VR's so I didnt make any more assuming he wouldnt just make thors. He did and I lost 4 base vs 1 base. Working on switching to terran but its pretty hard to macro .
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05-07-2011 , 10:15 PM
Quote:
Originally Posted by cwar
So I just lost to a guy who sat on one base for 20 minutes making thors. He literally surrounded his base with missile turrets. I already had like 8 VR's so I didnt make any more assuming he wouldnt just make thors. He did and I lost 4 base vs 1 base. Working on switching to terran but its pretty hard to macro .
I'm guessing you didn't have enough structures to refill on units. Losing when using gateway units + VRs vs. tier 3 units shouldn't be a surprise, just like MMM losing to gateway + mass colossus ball.
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05-07-2011 , 10:16 PM
Lol Idra's banned from TL for 90 days for his tweet basically telling ppl to spam Chill for temp banning him for the latest Cruncher comment and refusing to apologize for it. His stream is still listed, however. Link to the giant cluster**** of an announcement thread:

http://www.teamliquid.net/forum/view...opic_id=220441
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05-07-2011 , 10:21 PM
Clicking through that thread led me to this.

http://www.teamliquid.net/forum/view...opic_id=202318

Shame it got locked.
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05-07-2011 , 10:41 PM
Quote:
Originally Posted by aK13
I'm guessing you didn't have enough structures to refill on units. Losing when using gateway units + VRs vs. tier 3 units shouldn't be a surprise, just like MMM losing to gateway + mass colossus ball.
12 gateways 4 stargates. It was close positions to be fair. I did refill gateway units just dont touch thors and he had blue flame hellions for my zeals. Obviously what I should have done was make a bunch of DT's but its still stupid how powerful thors are.
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05-07-2011 , 11:29 PM
was gunna say DTs own thors pretty hard, but massing VRs is prob better.

how do carriers do vs. thors? thors rape the interceptors i assume i guess.

just think... next patch you can go HT/immortal and feedback and then rape! that doesnt cost much gas, right? :-P
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05-07-2011 , 11:31 PM
carriers rape thors i think. time to go to the unit tester
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05-07-2011 , 11:40 PM
Just guessing, but I would think carriers would rape thors as well, assuming even upgrades.
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05-07-2011 , 11:41 PM
Carriers are never viable in PvT because by the time you get 2 out they have an assload of vikings. Build time is what keeps them from being useful.

Pointless theorycrafting imo :/
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05-07-2011 , 11:46 PM
i did 5 carriers w/ 2/2 vs. 7 thors 2/2 focus fired both sides, carriers came out on top. but what gospy said is true, carriers are not viable at all (you will probably die way before they come out).
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05-08-2011 , 12:10 AM
Quote:
Originally Posted by Gospy
Clicking through that thread led me to this.

http://www.teamliquid.net/forum/view...opic_id=202318

Shame it got locked.
I laughed at every single one of them. That was pretty good.

Confirmed TL mods suck.
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05-08-2011 , 12:12 AM
200 supply of chargelots imo
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05-08-2011 , 12:24 AM
I played a game with my friend and I forgot that he plays on Extreme. DTs were instaspotted.
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05-08-2011 , 06:27 AM
Is there any consensus as to which graphics setting is best for spotting cloaked units? I play on ultra and can usually make out DTs and .observers without too much trouble
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05-08-2011 , 08:02 AM
Why do many pros not maynard half of their mineral-mining workers when they expand? Time and time again I see them send 2-4 workers to their expansion and then rally both of their bases to their expansion so all future workers are sent there.

Now, I realize that there is no mining efficiency boost from maynarding workers IF the main base has equal to or less than 2 workers on each patch (or 16 workers on a standard 8 mineral patch base). To restate that more clearly, the average mining rate for workers on a single patch remains constant from 1 to 2, but decreasing marginal returns appear once the 3rd worker is added to a patch (and of course this doesn't account for the differences between close and far patches but I won't get into that).

Now, even in the case where he transfers only his excess workers from his main (leaving him with 16 mineral-mining workers at the main), it's non-ideal because he could have instead transfered exactly half of his mineral mining workers from his main to his natural and then INSTEAD of rallying his main to his natural have each rallied to its respective mineral patches. The gain in doing this is simply avoiding the lost mining time that comes from rallying new workers from your main to your natural. I know it doesn't make a big difference at all, but then again pros are always trying to exploit small edges (like pairing up workers on the close patches early on).

Hope that's comprehensible.
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05-08-2011 , 08:28 AM
Whether you send half of your probes or just the excess, you will always send the same number of probes from your main to your natural to saturate both bases assuming constant production of probes.

So you have a choice. You can take a loss early on from transferring a ton of probes or you can take the effect gradually over time. It seems like a no brainer to me. I send only the excess myself. Although I usually go to 18 because not all of the patches are close patches. As far as it being non-ideal, you'll have to explain that to me.

Either way. Why do people target mules? Scvs mine more minerals over the course of the game and have to be replaced. Same type of reasoning.

----

Actually you could probably argue that keeping perfect saturation can have a small edge over splitting half which could potentially cause some snowballing, I don't know, I'd have to think about it. You could probably make a case that it is strictly better.

Last edited by Gospy; 05-08-2011 at 08:35 AM.
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05-08-2011 , 08:42 AM
Good point, I did overlook that. It's probably also worth considering that probes at your natural are at more risk.
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05-08-2011 , 08:53 AM
I send in 2 waves generally because as your expansion goes up is exactly when you need to be the safest generally.
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05-08-2011 , 09:02 AM
My standard was to just box 12 workers and send them so they arrive as it completes, but I think I'll using this method from now on.
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