is it standard to keep sentry/msc on the same hotkey as army and tab through? i dont play toss and i never have ghosts on same with bio, but it seems so much easier to miss-tab once too many times and be completely thrown off in a spot where you need to snap off ff/warp/etc
No you probably don`t tab, I`m not sure. There was no MSC in WOL and I`m still used to WOL as I only started playing 1on1 in HOTS a couple days ago. It`s really annoying as the MSC afaik even takes priority over HTs. But I usually got my HTs on a different group, just early/midgame I`m not used to have sentries in an extra group gotta change that as it def did cost me a couple games where I couldn`t forcefield.
I`m actually not sure what is better first timewarp then forcefields or forcefields then timewarp. Guess it is actually timewarp --> forcefield.
Micro is probably my biggest leak at the moment, I came from WC3 and started being really microoriented in SC2. Which wasn`t good now I probably trained to much macro.
I got my warpgates on W(Standard hotkey, selects all warpgates). Whole army on 1, HTs on 2, Stalkers on 3(Sometimes collosi there). Forward pylon on 4, Robo on 5(or Stargates depends on opening). Observers on 7 8 9. Against Terran I got single HTs for dropdefense on 8 and 9.
hm maybe im doing it entirely wrong? i play t, also have never looked over the hotkey menu so i use defaults, and stuff like camera hotkeys i dont do or know how.. i usually do army 1, rax 2 fact/star 3, cc/oc's 4, vikings/starport 5
lategame vP would usually put ghosts on 2, rax 3 star 5. fact obv vT/Z
i its less of a thing if you only produce from gate or robo, but seems like a lot of t's put all rax/fact/starports on 1 key then tab through when producing, which is what i meant. didnt think it through much at first that toss doesnt have as many buildings
Guys is a gatewayexpand with Mothershipcore better than a FFE? I haven`t ffed at all this season and I`m going really well with my gatewayexpand I wonder if it actually is better?
I think one of the biggest advantages of it at this point is that Zergs are really out of practice playing against it. Whether or not it's actually better is something that I think is unclear, even at the highest levels- but that element of surprise is a big plus.
Assuming constant probe production:
14 assimilator -3 probes in gas
18 zealot, cancel at 99% unless needed to defend 6-8pool
@100% cybercore: MSC, WG research* when enough gas
23 pylon at natural ramp,
31 gateways #2, #3 and #4 placed in wall-off formation (leave 1 hex open for sentry)
*Chronoboost WG if needed to align perfectly with gateway#2#3#4 completion
If I see the Zerg already overreacting and pumping massunits I just go back.
Actually one of the most helpful Day9 videos I watched was an episode where he is basically teaching me "how do you know how many gateways they have based on the units I see" (PvT). Seems pretty basic I guess but I had a lot of trouble when scouting and seeing like 4-5 units around the 5-6 minute mark and not knowing whether I was facing a 1-2-3-4 gate (without scanning). Also taught me how much gas a protoss has in units so you can predict whether they might be going DT or some other tech. He went through all the relevant timings with "at this specific time X units can only be produced by Y gates". I mean it's probably less useful now that protoss' don't open those types of builds as often but definitely "a thing" to not know. I found it really hard to use in practice though because there are just bad players (diamond at the time) who I would scout as a "2gate" but really they were just bad at macro/timings and actually had 3 or 4 gates.
I remember this episode because when Day9 asked the stream chat who would win a small early game battle of like 12 MM vs. 4 full energy sentries and 6 stalkers/zealots, like 90% of them thought Terran would stomp. lol bronze players that don't know how to abuse force field and guardian shield.