rhfb said::lol :lol :lol Just did a 6 Pool Zergling rush in 2v2. SO EASY :lol Just set the hatchery to send the units along, and have a decent APM. If the other players are trying to tech up at all beyond basic units, they are SCREWED.
rhfb said::lol :lol :lol Just did a 6 Pool Zergling rush in 2v2. SO EASY :lol Just set the hatchery to send the units along, and have a decent APM. If the other players are trying to tech up at all beyond basic units, they are SCREWED.
Myself and everyone here at the office I'm in noticed that happening too.Zefah said:Something weird with the client. Every time I exit after playing a game it locks up and I have to close it in task manager. Each time I have done this I have noticed that the game is using 1.5gb of memory which is pretty crazy.
Stryder said:Myself and everyone here at the office I'm in noticed that happening too.
Instro said:Why is everyone in your office playing StarCraft? :lol
Help a noob out, that just mean completely walling off any chokepoints w bunkers or what? How do you scout or mobilize afterwards?Zefah said:I block off my entrance completely if I am playing against Zerg or Random. That tends to stop 6ling rushes.
Ridli said:Help a noob out, that just mean completely walling off any chokepoints w bunkers or what? How do you scout or mobilize afterwards?
Ah, of course. I keep forgetting that terran buildings are movable. ThanksTacitus_ said:Supply Depots and buildings you can lift off, ie mostly Barracks, occasionally Factory. The addons can be used in a wall but they're quite weak so you'd better reinforce the wall with some depots anyway.
The usual build is a Barracks on the ramp and a depot or two to seal it completely.
Tacitus_ said:Supply Depots and buildings you can lift off, ie mostly Barracks, occasionally Factory. The addons can be used in a wall but they're quite weak so you'd better reinforce the wall with some depots anyway.
The usual build is a Barracks on the ramp and a depot or two to seal it completely.
http://rallypointgabe.wordpress.com/2010/03/14/terran-feng-shui/Ridli said:Help a noob out, that just mean completely walling off any chokepoints w bunkers or what? How do you scout or mobilize afterwards?
fanboi said:but... supply depots have lower HP then addons...?
Ridli said:Help a noob out, that just mean completely walling off any chokepoints w bunkers or what? How do you scout or mobilize afterwards?
Tacitus_ said:They do? All the times I've seen addons used in walls there was a depot behind the addon just in case.
all my knowledge comes from watching shitloads of commentaries
Ridli said:Ah, of course. I keep forgetting that terran buildings are movable. Thanks
Feep said:So, I got into my first extended game. 34 minutes, I came out the winner.
But, whereas I feel I'm moving with purpose and direction for the first eight minutes, things got extremely awkward for me following that. Only the relative weakness of my opponent kept me in the game until I was able to eke out a victory.
1) In the beginning, he busted out a little zoomy car thing (Terran) to roll around and harass my Probes. I had severe trouble tracking it down (it was fast) with the Zealots and Stalkers I was rolling at the time, and it almost did irreparable harm to my economy. What's the best defense against this? A photon cannon right behind the crystals?
2) After that, the game degraded into he and I harassing each other with medium size forces (~8-12 units) every five or so minutes. We'd destroy some units and some outlying structures, then the force would die, then the reverse would happen, and we'd move on. Is this what should be happening? Should I be amassing everything for a larger strike, or continuously sending units as I make them to screw him up?
3) Regarding resources, I felt like I had ten trillion crystals, but no Vespene. Should this be happening? I was tapping out all the Assimilators, I feel like, 3 probes per. I guess building so many probes is useless beyond a certain point.
4) As I expanded out to my second (and then third) nexus, I was having severe trouble selecting options. The tech tree seems to branch out like a goddamn Sequoia in late-game, and I had absolutely no idea what to do. Let's say he was kicking out standard Terran stuff, Marauders, tanks, relatively few aerial units. What should I be doing? Should I be laying down those advanced structures that give Gateways access to Dark...thingies? Should I be upgrading ground/air weapons and armor? Should I be researching specific abilities? (Are these used automatically, by the way?) Should I be working toward a mothership, the battleship cruiser things, the higher tech robots? Is it best to focus on one/two of these things, or try and get a little bit of everything?
I realize there's probably no easy answer to the above question. That said, is there a good compendium (I much prefer reading to watching YT videos) that compares and contrasts the benefits of all Protoss units against one another?
iamblades said:1) yeah 2-3 cannons behind the mineral line works wonders against hellions.
Also build your gateways and tech buildings in all the gaps so the hellion has no entrance and has to shoot at your probes at range. will slow his damage down at the least.
2) This is more of a feel thing, you definitely want to keep the pressure on, but you want your attacks to be effective. It takes a while to get the feel for how aggressive to be. The key here is you need to be building and rallying units during your attack, so once you crack the enemy's defense you can quickly overrun him.
3)Protoss can be gas heavy, just drop a lot of warpgates and spam a whole bunch of zealots to spend your excess minerals. Also expand early for gas, and drop some pylons and cannons in key areas around the map to give you a place to get quicker reinforcements. I like to top out around 60 probes. Enough to fully saturate 2 bases and start an expo(I time my third expo to right when the main is getting mined out and then i start to transfer probes to the expo, so I generally try to keep 2 bases fully saturated at all times) and 3-4 running around building stuff. If I have a lot of minerals but I'm gas starved, I like to drop a proxy pylon outside the enemy base and warp in like a dozen zealots and snipe a tech building or two, or maybe harass some workers. Its always a worthwhile way to blow some excess minerals without hurting your army production too much.
4) against a terran ground army, you definitely want to go with a robo heavy build. lots of immortals and colossi, with gateway units and immortals out in front of the colossus to be the meatshield. Make sure you use the sentry's guardian shield ability, it reduces ranged damage against all units inside the shield, and since all terran attacks are ranged, it is really useful. Also research and use charge(this one is an autocast ability once every 10 secs) if you have a bunch of zealots, it makes your zealots 100x more useful vs terran, and since you are going to have extra minerals to blow on them with a robo heavy build, you might as well get some use out of them. Blink might be useful as well if you have enough stalkers. Note that protoss have a lot of spells they can cast, so you want to plan your army composition/hotkey grouping accordingly. I generally hotkey my whole army to one button and hotkey just the sentries on the next button so I can switch over and pop guardian shield or lay down some forcefield(not as much against terran), if I go stalker blink I make a third group just for them. Also since you have 2-3 robo facilities, you should make a couple observers and put em on scouting patrols in key areas of the map.
If you like you can get high templars, and psi storm, as that is really useful against terran ground armies. I wouldn't recommend dark templar against terran though, unless you are going for a dt rush or quick drop at a base that isn't defended well to snipe some workers.
If the terran goes really marauder/tank heavy, then you want to go for a few void rays(until he starts making mass marines to counter anyway), but otherwise, I only use stargate tech if the terran goes for a heavy starport build and tries to get BCs. Stalkers and sentries (and a bunch of photons at your mins) can mostly counter vikings or banshees.
Motherships and carriers are pretty much useless unless you want to rub your opponent's face in it cause you are beating him so bad. they are too expensive and too slow to be much use in the actual game.
What? I am under impression it's actually quite faster. +20% at that.zoukka said:woah some big changes in the patch. It's all good.
Especially like the corruptor buff. I never build them for anything outside making Broodlords or countering Carriers/Battlecruisers WHICH ARE NEVER MADE.
Sentry nerf was fucking needed.
Also: Why does the game feel slower on faster setting than before. A few of my opponents have noticed this too??
That just means you are getting better :lolzoukka said:Also: Why does the game feel slower on faster setting than before. A few of my opponents have noticed this too??
Sorry I always declined your invites, I was playing/practicing 1v1 with a friend at the time.fanboi said:Awesome GAF night yesterday, never been so many.
Unfortunley the patch hit and we had to call it a night!
close to the edge said:Sorry I always declined your invites, I was playing/practicing 1v1 with a friend at the time.
Jokey665 said:Haha yeah it's a 6pool, the fastest ling rush you can do. You build your spawning pool without ever building any drones. If it fails you're completely fucked, but if it works it's a pretty guaranteed win. The first game was a test run that went surprisingly well, and the third felt like I was running a well-oiled machine. The build is so easy it's ridiculous. It's a good thing I'm only in bronze right now, though! :lol
I was actually pretty scared the second game, against the Terran. I saw the wall and the bunker and almost gave up hope, but I managed to down the depot before the marine got out, somehow.
If you have hydras out you shouldn't be having trouble. Early on an extra queen will help, so will plopping down an evo chamber and getting spores if the harass is really bad.spazzfish said:Ok peeps I need some tips. I am trying to play as zerg, but i'm getting bashed by protoss void rays. What can I build as a counter to them? My hydralisks just get turned to soup.
If his micro is better EMP outranges feedback (and you can cast it in front of the Templar)Tacitus_ said:If you have the tech for Templars and the micro to pull it off, feedback the ghosts.
spazzfish said:Ok peeps I need some tips. I am trying to play as zerg, but i'm getting bashed by protoss void rays. What can I build as a counter to them? My hydralisks just get turned to soup.
Tacitus_ said:If you have the tech for Templars and the micro to pull it off, feedback the ghosts.
FoxSpirit said:The Hydras are just fine and the defacto counter against Rays. How's his army stats? If he has Rays for twice the money for which you have Hydras there's the condrum.
Hazaro said:I'd say charge lots + guardian shield. (But then he can kite still and stalkers melt to mards) Oh no! (You want the zealots to tank mard shots, shield to lower DPS, stalkers to catch up and kill mards, then have surviving lots kill marines)
Woah woah woah. What?mbmonk said:I have trouble when my first push doesn't succeed and P gets to get storm / collosi to a decent number.
Hazaro said:Woah woah woah. What?
Why are you pushing as P? You want to be able to live and macro up so you get the tech options to destroy that bio army.
imo right now (Based on how the game is going) you should be aiming to play defensively and secure an expansion before Terran does.
If he 1 rax fast expands or something similar you do want to go with a 4 warp gate push on T though.
This seems correct. I maybe had to heavy Stalker mix. Maybe need more zealots. so like 60% zealot, 30% Stalker, 10% sentry. I think the mix I had when I lost was 30% Zealot, %60 Stalker, %10 Sentry. That didn't seem to work.Hazaro said:The shield and proper tanking of units is the major thing. If he doesn't have enough marines his units will just die.
Hazaro said:The shield reduces mard damage to 7 from 9, marine damage from 5 to 3. That is so huge!!!
Forcefields in open territory aren't going to do anything.
You need to have a few stalkers (or an immortal) in there plinking away while your zealots are taking the brunt of the damage. You'll have to dance them in and out of range as the T player tries to target fire them.mbmonk said:This seems correct. I maybe had to heavy Stalker mix. Maybe need more zealots. so like 60% zealot, 30% Stalker, 10% sentry. I think the mix I had when I lost was 30% Zealot, %60 Stalker, %10 Sentry. That didn't seem to work.
You are talking about damage to the zealots correct? Because Marauders do 10 base damage and +10 to armor. So it's not possible for them to do 9 damage to stalker correct?
So are you saying with a heavier zealot mix and use guardian shield? Then am I left just hoping he doesn't kite my zealots?