Tag Info

Hot answers tagged

74

There are literally dozens of Terran builds and possibly hundreds of Cheeses. As a result I'm going to try and lay out a couple of the broad strokes, but unlike Protoss or Zerg these are not going to be succinct build orders. The three major builds in Terran play are: Bio Mech 1:1:1 Obviously there is a lot of variation and overlap between these builds ...


36

Medics are not usable units in the multiplayer component of Starcraft 2, along with many other units that exist in campaign but not in multiplayer. Here are the campaign-only units for all races: Terran Zerg Protoss


23

You're almost on the right track, but some of your math is a little off. First I'm going to define effective DPS: 100 * Damage / (Attack Cooldown * (Minerals + Gas * 2.5)) Next let's look at the Marine and the Marauder: Marine:   100 * 6 / (0.86 * 50)               = 13.95 Marauder: 100 * 10 / (1.5 * (100 + 25 * 2.5)) =  4.10 So the Marine has about ...


22

The point of building the sensor tower is to sense enemy positions in fog-of-war, and highlight them in the main view and on the minimap. This allows a defending player to cover multiple potential attack routes and, when an attack is spotted, rally their forces and ready their defenses to respond to the incoming attack. It also serves to cover "unexpected" ...


22

There are a number of ways you can handle this, and I'll try to break them down for you: Roach Work Baneling Style Infestor Harassment Brood lord Back Dooring Roaches are what many people consider the Marine's natural Enemy. With high HP (almost 3 times a Marine) and that 1 base armor its not surprising people would believe this. Unlikely in Starcraft ...


21

There are a number of times when a Planetary Fortress is useful, but before we get to that let's look at what a PF is: 150M/150G 0 Additional Supply 40 AoE damage (20 dps) Stationary The biggest cost of a Planetary Fortress is the lack of building an Orbital Command. If OC wasn't so useful, there is little reason not to build the PF. It has heavy HP ...


20

medics are not available in the multiplayer version of the game. along with a bunch of other units


18

Obviously Missile Turrets just aren't good enough, as they're designed to stop harass (3-4 Muta) and not larger pushes. A large number of people will tell you Thors are the answer, and with their bonus to light and aoe this seems reasonable. Let's take a moment to consider this. Mutalisk vs Thor. First I'm going to need to pull in some numbers from a ...


17

Using a unit tester, assuming both groups are moving towards each other using attack move, no upgrades, no microing, and that all marines are grouped up, the max that I could take out was 3 marines with 1 zealot with 7 hp left, if all 3 marines are spread out with some small space between each unit, zealot survives with 2 hp most of the time. A little ...


17

There's a couple of advantages to having a floating building with your army. if you otherwise lack Air Units, they provide line of sight to shoot up cliffs if the building is over your army, it is much harder to select the units under the building for focus-fire, since the building is in the way. Generally, any building that is being floated (by a good ...


16

To answer the question in the title: no, it cannot. The cooldown is really short but isn't pure zero. That means that if there are a lot of simultaneous projectiles ("shots"), some of them can definitely reach their destination before the Point-Defense Drone will manage to intercept them. Try the following experiment - put 4 Stalkers right next to a PDD and ...


16

Question 1 - leaving the Thor's range It depends on the stage of the ability. The strike cannon ability is actually composed of 3 stages - the preparation stage (switching to deployed mode), the barrage stage (shooting) and the resetting stage (returning to normal mode). If a target leaves the Thor's range during the preparation stage, the Thor will ...


16

The UI of Starcraft 2 should show you an outline of the building after you have hit the land command. This outline will allow you to place the building correctly. When you invoke the land option, you will see two outlines: one where your mouse is and one beside the tech tab/reactor: Simply move your mouse so that the outlines overlap: Then, click the ...


16

According the liquipedia stalemate detection has been in SC2 ever since patch 1.2: A stalemate occurs when all players are unable to complete any of the following actions: Generate income Produce a unit Construct a building Research an upgrade Destroy an enemy building. After three (in-game) minutes, if no player has completed ...


15

When playing on a small map, you should be careful and scout your starting location. When you see a probe coming, try to kill it with two SCVs (micromanagement needed, you will have to round it up). If it starts building a pylon, send about 5 SCVs to destroy it, since without the pylon all buildings are useless. You should have at least one or two SCVs ...


15

I'm a protoss player so I'm on the opposite end of your situation. I believe the way for Terran to win is to never directly encountering the army. Use drops to keep his army out of position and win the attrition war. What I mean by this is that when they pull their army back to base, use your main force to knock out expansions. If you can keep denying ...


15

There are three reasons that I've seen mules dropped away from the mineral line in competitive play: Manner mules By far the most common reason is that a Terran player has decided that they've won the game, that it's obvious that they've won the game, and the other player should have realized they've lost and gg'd out already. Throwing down mules away ...


14

I'm going to drop some statistics and draw conclusions from them: Barracks -> 150 Minerals Minerals Harvested by a MULE over its life time -> 240-270 Cost of a Supply Depot -> 100 Minerals Ignoring the fact that a Scan also provide detection vs invisible units, the Orbital Command basically has 3 possible uses. I can use it to Scout; I can use it to ...


14

So, I don't know why Blizzard felt the need to change it, but I can speak to how this will affect game play: When you engage a MMM ball your Thors will no longer waste shots on Medivacs when there are higher priority targets. I can understand how people consider Medivacs a real nuisance (I had to play someone today who took a page out of Select's book), ...


13

It is not a prerequisite for reapers. It is part of most terran build orders, getting it on 15 supply is most common. As tzenes mentioned, it has 3 abilities. A mule calldown, which gathers minerals at 3x the rate of an SCV and can share a mineral patch with an scv, a scanner sweep that reveals the area under it (including stealth units), and a call down of ...


13

Once the 4th rax has finished, pull half your SCVs and poke his ramp with your marines. Pulling means you take them away from what they are currently doing. So, you pull half of your SCVs away from your resources, but to do what? This is pointed out in the next sentences: You can first place a bunker outside his ramp to give you micro space. Once ...


13

So, the short answer to your question is: Marines and Siege Tanks. Let's start by looking Siege Tank against Hydras as compared to Siege Tanks against Roaches. Assuming no upgrades, it takes a Siege Tank 3 hits to kill a Hydra (35*3 > 80) and 3 hits to kill a Roach (50*3-3 > 145); however, with one armor upgrade it takes Siege Tanks 4 hits to kill the ...


13

Early scout, mid-game scout.. They are also still good for harrassing the mineral line, especially on vertical terrain.


12

It sounds like you're building a large army and using it to gain map control, but then are falling prey to things like drops and backdooring. If you have map control your first thought should never be: Crush my opponent, as you're essentially sacrificing an advantage (map control) for an unsure victory (because he doesn't control the map doesn't mean he ...


12

The problem here is that your marines and medivacs are in the same group. When marines and medivacs are selected, and all medivacs are empty, right clicking a medivac will tell the marines to go in. When at least one medivac is full, the default action on right clicking will be to tell all units to move to that medivac (default action for the full medivac ...


12

Pulling your SCVs simply means bring them along and put them in the front of your army. If properly positioned, your opponent's zerglings will be attacking the SVCs (who can also do decent damage considering they are worker units) instead of attacking your marines, who can kill the zerglings off with minimal risk of even getting hit. SVCs also allow you to ...


12

A 6- or 3-Rax all-in rush is what you're looking for...simple, fast, cheap. http://wiki.teamliquid.net/starcraft2/6Rax_Allin the 6-rax produces an obscene number of marines very early on, and while it does do damage to your own economy, you can transition if need be, should you do equivalent damage to your opponent. ...


11

So the quick Zerg transition is a myth (kind of like the Yeti or his North American cousin the Sasquatch); Zerg take just about as long to transition from one build to the next as every other race. Where this misconception comes from is the Zerg's ability to remax, very quickly, with a new army. Now obviously, I could tell you about how you need to scout ...


11

Since the recent Snipe nerf, the only matchup where you get ghosts is TvP. A good timing for getting the ghost academy and starting ghost production is around when you take your 5th and 6th gas. Before that you won't really have enough gas for upgrades, ghosts and constant medivacs/vikings and the Protoss won't have High Templars and Archons out anyways. ...


10

As Protoss you have the ability to tech switch (due to warp gates) significantly faster than a Terran player. While Protoss has the ability to defend Collosus from Terran with stalkers or (not recommended:) phoenix there are smarter choices. Instead of attempting to counter them, you could instead exploit what his army -doesn't- have. (If you have an hour ...



Only top voted, non community-wiki answers of a minimum length are eligible